How to Play

War of the Ring

2-4 players 120-120 min 7.8 Board Game Geek Rating

War of the Ring pits Free Peoples against Sauron's Shadow Armies in Middle-earth. Players use action dice to move armies, recruit troops, and influence reluctant nations to join the war. Victory comes through military conquest or the Fellowship's secret quest to destroy the Ring at Mount Doom, creating tension between protecting the Ringbearer and defending against Sauron's forces.

Published 2004

War of the Ring

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Position the board
Place the game board on a suitable surface with space around it for discards and dice rolling
2
Place Ring-bearers
Put the Fellowship figure (Frodo and Sam) in Rivendell as their starting location
3
Set Fellowship track markers
Place the Fellowship Progress marker on position 0 of the Fellowship Track with the "Hidden" side face up, and place the Corruption marker on position 0
4
Arrange Companion cards
Stack all Companion cards in the Guide of the Fellowship box with Gandalf the Grey on top as the initial Guide; set aside Aragorn Heir to Isildur, Gandalf the White, and Gollum cards for later use
5
Position Companion figures
Place all Companion figures and markers in the Fellowship of the Ring box; keep Gollum figure aside
6
Place Elven Rings
Put three Elven Ring counters in the Free Peoples Elven Rings box with ring side face up
7
Set aside Minion cards
Keep Shadow Minion cards (Witch-king, Saruman, Mouth of Sauron) and their figures separate for later entry
8
Prepare Event decks
Separate Free Peoples and Shadow Event Cards into Character and Strategy decks by card backs, shuffle each separately, and place in designated deck boxes
9
Create Hunt Pool
Place standard Hunt tiles in an opaque container; keep Special tiles aside for later
10
Distribute Action Dice
Give 7 red Action Dice to Shadow player and 4 blue Action Dice to Free Peoples player; set remaining dice aside
11
Set Political markers
Place each Nation's Political marker at starting positions on the Political Track with Free Peoples Nations (except Elves) showing passive side; Elves and all Shadow Nations show active side
12
Deploy starting armies
Place army figures according to the army setup chart for each Nation in their designated regions
13
Position Victory Point markers
Place both Victory Point markers at zero on the Victory Point Track

On Your Turn

What you can do during your turn.

1
Phase 1: Recover dice and draw cards
Recover Action Dice used in previous turn, add or remove dice based on Characters in play, then both players draw 2 Event Cards (one from each deck)
2
Phase 2: Fellowship Phase
Free Peoples player may declare Fellowship position; if declared in a Free Peoples City or Stronghold, that Nation activates and Ring-bearers may heal one Corruption; player may change the Guide
3
Phase 3: Hunt Allocation
Shadow player places Action Dice in Hunt Box (minimum 1 if Free Peoples had dice there last turn, maximum equal to Companions in Fellowship)
4
Phase 4: Roll Action Dice
Both players roll their Action Dice except those in Hunt Box; Shadow player moves all "Eye" results to Hunt Box
5
Phase 5: Action Resolution
Starting with Free Peoples, players alternate using one Action Die result each until all dice are used
6
Use Character die
Move Companions on map up to their Level in regions, move Fellowship (if hidden) one step and resolve Hunt, hide revealed Fellowship, separate Companions from Fellowship, or move army with Leader/Character for attack
7
Use Army die
Move up to two different armies to adjacent free regions, or attack an enemy army in adjacent region
8
Use Muster die
Advance one allied Nation one step on Political Track (active Nations only to "At War"), recruit reinforcements if Nation is "At War", or bring Shadow Minion into play
9
Recruit reinforcements
Place either 1 Elite unit, 2 Leaders, 2 Regular units, or 1 Leader plus 1 Regular in friendly free Settlements of Nations "At War"
10
Use Event die
Draw one Event Card from either deck, or play any Event Card regardless of type
11
Use Muster/Army die
Choose either Muster or Army action
12
Use Will of the West die
Change to any other die result, or bring Gandalf the White or Aragorn Heir to Isildur into play
13
Use Eye result
All Eye dice go directly to Hunt Box and cannot be used for actions
14
Use Elven Ring
Before taking action, flip one Elven Ring to change any unused die result to another result (except to Will of the West); ring passes to opponent after use
15
Move armies
Armies move to adjacent free regions only; cannot cross black mountain borders or enter regions with enemy units without attacking
16
Observe stacking limit
Maximum 10 Army units per region; maximum 5 units inside besieged Stronghold
17
Initiate combat
Use Army or Character die to attack adjacent enemy army; only Nations "At War" may attack
18
Resolve combat round
Play Combat Cards (optional), roll Combat dice equal to Combat Strength (max 5), roll Leader re-rolls equal to Leadership (max 5), remove casualties, then attacker decides to cease or continue
19
Score hits in combat
Each die showing 5 or 6 scores a hit; defender in City/Fortification needs 6+ in first round; defender in Stronghold battle needs attacker to roll 6+ each round
20
Remove casualties
For each hit: remove one Regular unit, or downgrade one Elite to Regular; for two hits: may remove one Elite
21
Retreat from battle
Defender may retreat to adjacent free region after each combat round; may retreat into Stronghold to start siege
22
Conduct siege
Attacker needs 6+ to hit, defender needs 5+; battle lasts one round unless attacker downgrades Elite to Regular
23
Sortie from siege
Besieged army may attack besieging force; both sides hit on 5+; attacker retreats back to Stronghold if desired
24
Capture Settlement
When enemy army enters region with Settlement or eliminates all defenders, place Settlement Control marker
25
Move Fellowship
Use Character die to advance Fellowship Progress marker one step; Shadow player then rolls Hunt dice
26
Resolve Hunt
Shadow rolls dice equal to Hunt Level (dice in Hunt Box); each 6 is success; add +1 to each die for each Free Peoples die in Hunt Box
27
Re-roll Hunt dice
Shadow may re-roll one failed die for each condition present: Shadow Stronghold, Shadow Army units, or Nazgûl in Fellowship's region
28
Draw Hunt tile
On successful Hunt, Shadow draws tile from Hunt Pool; apply Hunt Damage value as Corruption or eliminate Companion
29
Reveal Fellowship
If Hunt tile shows Reveal icon, flip Fellowship Progress marker to Revealed side; Fellowship cannot move while revealed
30
Declare Fellowship position
During Fellowship Phase, move Fellowship figure up to number of steps shown on Progress marker, reset marker to 0
31
Separate Companions
Use Character die to move Companion(s) from Fellowship Box to map; move distance equal to Progress marker position plus Companion's Level
32
Hide Fellowship
Use Character die to flip revealed Fellowship Progress marker back to Hidden side
33
Heal Ring-bearers
When declaring Fellowship in Free Peoples City or Stronghold, remove one Corruption point
34
Enter Mordor
When Fellowship is in Morannon or Minas Morgul during Fellowship Phase, may enter Mordor Track
35
Progress through Mordor
Each Fellowship move in Mordor automatically draws Hunt tile; "Eye" value equals dice in Hunt Box; "Stop" icon prevents movement that turn
36
Phase 6: Victory Check
Both players verify if Military Victory conditions are met; if not, begin new turn

Winning

How to claim victory.

1
Corruption victory for Shadow
If Ring-bearers reach 12 or more Corruption points at any time, Shadow player wins immediately
2
Ring destruction victory for Free Peoples
If Fellowship reaches Mount Doom space on Mordor Track with less than 12 Corruption, Free Peoples player wins immediately
3
Military victory for Shadow
If Shadow controls Free Peoples Settlements worth 10 or more Victory Points at end of turn, Shadow player wins
4
Military victory for Free Peoples
If Free Peoples controls Shadow Settlements worth 4 or more Victory Points at end of turn, Free Peoples player wins
5
Calculate Victory Points
Each captured enemy City is worth 1 Victory Point; each captured enemy Stronghold is worth 2 Victory Points
6
Victory condition priority
Ring-based victory conditions (1 and 2) take precedence over Military Victory conditions if multiple conditions are met in the same turn

watch & Learn

Let the pros teach you with these top videos.

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