How to Play

War of the Ring: Second Edition

2-4 players 150-240 min 8.5 Board Game Geek Rating

Two players control Free Peoples versus Shadow Armies in Middle-earth. Nations begin reluctant to fight until attacked or persuaded, tracked through political mechanics. Victory comes through military conquest of cities/strongholds or the Fellowship secretly reaching Mount Doom to destroy the Ring. Players roll Action Dice each turn enabling army movement, recruitment, political advancement, and Event Cards representing story moments.

Published 2011

War of the Ring: Second Edition

Get Ready

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

1
Place the game board
Position the board on a suitable surface with enough space around the edges for discarded cards, eliminated pieces, and dice rolling
2
Position Ring-bearers figure
Place the Ring-bearers figure (Frodo and Sam) in Rivendell at the starting point
3
Set Fellowship Progress counter
Place the Fellowship Progress counter on step 0 of the Fellowship Track with the "Hidden" side face up
4
Place Corruption counter
Position the Corruption counter also on step 0 of the Fellowship Track
5
Prepare Companion cards
Place all Companion cards in the Guide of the Fellowship Box with Gandalf the Grey Character card on top as the starting Guide
6
Fill Fellowship Box
Place all Companion figures and counters in the Fellowship of the Ring Box
7
Position Elven Rings
Place three Elven Ring counters in the Free Peoples' Elven Rings box with "Ring" side face up
8
Set aside Shadow Minion cards
Keep Witch-king, Saruman, and the Mouth of Sauron cards and figures aside for later use
9
Prepare Event decks
Separate Free Peoples and Shadow Event cards into Character and Strategy decks according to card backs, shuffle each separately, and place in designated board areas
10
Create Hunt Pool
Place Standard Hunt tiles (beige) in an opaque cup or container
11
Distribute Action dice
Give Shadow player seven red Shadow Action dice and Free Peoples player four blue Free Peoples Action dice
12
Position Political counters
Place each Nation's Political counter on its starting position on the Political Track
13
Deploy starting armies
Sort plastic figures by color and type, placing each Nation's initial Army units and Leaders according to the Army Setup diagram on pages 16-17

On Your Turn

What you can do during your turn.

1
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
2
Phase 2: Fellowship Phase
Free Peoples player may declare Fellowship position, activate Nations, heal Ring-bearers' Corruption, and change the Guide
3
Phase 3: Hunt Allocation
Shadow player places Action dice in Hunt Box
4
Phase 4: Action Roll
Both players roll their Action dice (except those in Hunt Box)
5
Phase 5: Action Resolution
Players alternate taking actions starting with Free Peoples player, selecting and using one die result at a time
6
Phase 6: Victory Check
Check if either player achieved Military Victory conditions
7
Character action (sword icon)
Move armies with Leaders, play Character Event cards, advance Fellowship, hide Fellowship, separate Companions, or move Companions/Minions
8
Army action (banner icon)
Move up to two different armies, attack enemy army, or play Army Event card
9
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
10
Event action (palantir icon)
Draw one Event card from either deck or play any Event card from hand
11
Muster/Army combined action
Perform any action listed under Muster or Army
12
Will of the West (Free Peoples only)
Change to any other Action die result, or bring Gandalf the White or Aragorn into play
13
Eye of Sauron (Shadow only)
Must be placed in Hunt Box immediately after rolling
14
Move armies
Using Army die result, move up to two different armies one region each into regions free of enemy armies
15
Attack with Leader
Using Character die result, move one army containing a Leader into adjacent region with enemy army
16
Resolve combat
Conduct battle in rounds until one army is eliminated or retreats
17
Score hits
Each die showing 5 or 6 scores a hit (first round attacking Strongholds requires 6 or higher)
18
Remove casualties
For each hit received, remove one Regular unit or downgrade one Elite unit to Regular
19
Siege warfare
When attacking a Stronghold, defender chooses field battle or retreat into siege
20
Advance Fellowship
Using Character die result, move Fellowship Progress counter one step forward on Fellowship Track, then resolve Hunt
21
Hide Fellowship
Using Character die result when Fellowship is Revealed, flip Progress counter to Hidden side
22
Declare Fellowship position
During Fellowship Phase, move Ring-bearers figure up to number of steps shown on Fellowship Track from last known position
23
Heal Corruption
When Fellowship is declared in Free Peoples City or Stronghold not controlled by enemy, remove one Corruption point
24
Roll Hunt dice
Shadow player rolls Combat dice equal to Hunt Level (dice in Hunt Box), maximum 5 dice
25
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
26
Draw Hunt tile
If at least one success, draw random tile from Hunt Pool
27
Resolve Hunt damage
Free Peoples player may use Event cards or Guide ability, then either take casualty (eliminate Companion) or add damage as Corruption
28
Muster with Action die
Nation must be "At War" to recruit using Muster die result
29
Placement restrictions
New figures must be placed in Towns, Cities, or Strongholds belonging to their Nation that are free and not under siege
30
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
31
Advance Political position
Using Muster die result, move friendly Nation's Political counter one step toward "At War"
32
Enter war
When counter reaches "At War," Nation may attack enemies, cross other Nations' borders, and recruit using Muster dice
33
Activate Elven Ring
When entitled to take action, flip one Elven Ring counter to change any unused Action die to different result

Winning

How to claim victory.

1
Ring-bearers Corruption (Shadow wins)
If Ring-bearers reach 12 or more Corruption points, they have failed their quest and Sauron reclaims the Ring
2
Destroy the Ring (Free Peoples wins)
If Ring-bearers figure reaches "Crack of Doom" step on Mordor Track with fewer than 12 Corruption points, the Ring is destroyed
3
Shadow conquers Middle-earth
If Shadow player controls Free Peoples Settlements worth 10 or more Victory points at end of turn, Shadow wins
4
Sauron driven from Middle-earth
If Free Peoples player controls Shadow Settlements worth 4 or more Victory points at end of turn, Free Peoples wins
5
Resolve simultaneous conditions
If two or more victory conditions occur in same turn, lower-numbered conditions take precedence over higher-numbered ones

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FULL rules

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