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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)
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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
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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)
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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
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Phase 5: Action Resolution
Starting with Free Peoples, players alternate using one Action Die result each until all dice are used
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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
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Use Army die
Move up to two different armies to adjacent free regions, or attack an enemy army in adjacent region
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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
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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"
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Use Event die
Draw one Event Card from either deck, or play any Event Card regardless of type
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Use Muster/Army die
Choose either Muster or Army action
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Use Will of the West die
Change to any other die result, or bring Gandalf the White or Aragorn Heir to Isildur into play
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Use Eye result
All Eye dice go directly to Hunt Box and cannot be used for actions
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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
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Move armies
Armies move to adjacent free regions only; cannot cross black mountain borders or enter regions with enemy units without attacking
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Observe stacking limit
Maximum 10 Army units per region; maximum 5 units inside besieged Stronghold
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Initiate combat
Use Army or Character die to attack adjacent enemy army; only Nations "At War" may attack
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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
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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
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Remove casualties
For each hit: remove one Regular unit, or downgrade one Elite to Regular; for two hits: may remove one Elite
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Retreat from battle
Defender may retreat to adjacent free region after each combat round; may retreat into Stronghold to start siege
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Conduct siege
Attacker needs 6+ to hit, defender needs 5+; battle lasts one round unless attacker downgrades Elite to Regular
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Sortie from siege
Besieged army may attack besieging force; both sides hit on 5+; attacker retreats back to Stronghold if desired
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Capture Settlement
When enemy army enters region with Settlement or eliminates all defenders, place Settlement Control marker
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Move Fellowship
Use Character die to advance Fellowship Progress marker one step; Shadow player then rolls Hunt dice
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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
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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
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Draw Hunt tile
On successful Hunt, Shadow draws tile from Hunt Pool; apply Hunt Damage value as Corruption or eliminate Companion
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Reveal Fellowship
If Hunt tile shows Reveal icon, flip Fellowship Progress marker to Revealed side; Fellowship cannot move while revealed
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Declare Fellowship position
During Fellowship Phase, move Fellowship figure up to number of steps shown on Progress marker, reset marker to 0
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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
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Hide Fellowship
Use Character die to flip revealed Fellowship Progress marker back to Hidden side
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Heal Ring-bearers
When declaring Fellowship in Free Peoples City or Stronghold, remove one Corruption point
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Enter Mordor
When Fellowship is in Morannon or Minas Morgul during Fellowship Phase, may enter Mordor Track
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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
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Phase 6: Victory Check
Both players verify if Military Victory conditions are met; if not, begin new turn