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Phase 1: Recover Action Dice and Draw Event Cards
Each player recovers Action dice used in previous turn, accounting for dice added to or removed from the pool, then draws 2 cards from their Event decks
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Phase 2: Fellowship Phase
Free Peoples player may declare Fellowship position, activate Nations, heal Ring-bearers' Corruption, and change the Guide
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Phase 3: Hunt Allocation
Shadow player places Action dice in Hunt Box
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Phase 4: Action Roll
Both players roll their Action dice (except those in Hunt Box)
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Phase 5: Action Resolution
Players alternate taking actions starting with Free Peoples player, selecting and using one die result at a time
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Phase 6: Victory Check
Check if either player achieved Military Victory conditions
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Character action (sword icon)
Move armies with Leaders, play Character Event cards, advance Fellowship, hide Fellowship, separate Companions, or move Companions/Minions
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Army action (banner icon)
Move up to two different armies, attack enemy army, or play Army Event card
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Muster action (helmet icon)
Advance Nation on Political Track, play Muster Event card, recruit reinforcements if Nation is "At War," or bring Shadow Characters into play
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Event action (palantir icon)
Draw one Event card from either deck or play any Event card from hand
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Muster/Army combined action
Perform any action listed under Muster or Army
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Will of the West (Free Peoples only)
Change to any other Action die result, or bring Gandalf the White or Aragorn into play
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Eye of Sauron (Shadow only)
Must be placed in Hunt Box immediately after rolling
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Move armies
Using Army die result, move up to two different armies one region each into regions free of enemy armies
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Attack with Leader
Using Character die result, move one army containing a Leader into adjacent region with enemy army
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Resolve combat
Conduct battle in rounds until one army is eliminated or retreats
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Score hits
Each die showing 5 or 6 scores a hit (first round attacking Strongholds requires 6 or higher)
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Remove casualties
For each hit received, remove one Regular unit or downgrade one Elite unit to Regular
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Siege warfare
When attacking a Stronghold, defender chooses field battle or retreat into siege
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Advance Fellowship
Using Character die result, move Fellowship Progress counter one step forward on Fellowship Track, then resolve Hunt
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Hide Fellowship
Using Character die result when Fellowship is Revealed, flip Progress counter to Hidden side
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Declare Fellowship position
During Fellowship Phase, move Ring-bearers figure up to number of steps shown on Fellowship Track from last known position
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Heal Corruption
When Fellowship is declared in Free Peoples City or Stronghold not controlled by enemy, remove one Corruption point
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Roll Hunt dice
Shadow player rolls Combat dice equal to Hunt Level (dice in Hunt Box), maximum 5 dice
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Apply Hunt re-rolls
If Ring-bearers are in region with Shadow Stronghold, Shadow army units, or Nazgûl, re-roll one failed die for each condition met
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Draw Hunt tile
If at least one success, draw random tile from Hunt Pool
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Resolve Hunt damage
Free Peoples player may use Event cards or Guide ability, then either take casualty (eliminate Companion) or add damage as Corruption
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Muster with Action die
Nation must be "At War" to recruit using Muster die result
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Placement restrictions
New figures must be placed in Towns, Cities, or Strongholds belonging to their Nation that are free and not under siege
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Activate Nations
Free Peoples Nations become Active when enemy army enters their territory, their units are attacked, Fellowship is declared in their City/Stronghold, or appropriate Companion ends movement in their City/Stronghold
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Advance Political position
Using Muster die result, move friendly Nation's Political counter one step toward "At War"
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Enter war
When counter reaches "At War," Nation may attack enemies, cross other Nations' borders, and recruit using Muster dice
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Activate Elven Ring
When entitled to take action, flip one Elven Ring counter to change any unused Action die to different result