Manual in English

War of the Ring: Warriors of Middle-earth — Rules Manual

Ares Games, Devir, GaGa Games · Board game · 2016
2–4 · best 2 150–180 min Weight 4.2/5 Official PDF 5 pages
9.2 rating Ludopedia
8.3 rating BGG

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War of the Ring (WotR) 2
nd
Ed, Warriors of Middle-earth (WoMe) (2018-05-27) SP is “Shadow Armies Player”, FP is “Free People’s Player”, FSP is “Fellowship Party”, C is “Character result”, M is “Muster result”, A is “Army result” roysubs@hotmail.com
Overview Faction Event cards, Faction dice, Faction figures, Call to Battle cards, New Event cards.

● FP The Dead Men of Dunharrow, The Eagles of the Misty Mountains, The Ents of Fangorn.
● SP The Corsairs of Umbar, The Hillmen of Dunland (Dunlendings), The Broods of Shelob (Spiders).

● The Faction Event cards deck is placed alongside the 2 base game decks (Character and Strategy). In
addition to drawing 1 Character + 1 Strategy Event cards as normal at the start of every turn, also draw 1
Faction Event card every turn (even on turns when no Factions are in play). ● Unlike the normal Event card
decks, Faction Event decks are reshuffled if they run out of cards. ● Faction Event cards are considered to
be Event cards, subject to same rules and effects as any other Event deck, so a normal Action die Event
result can be used to draw or play cards from the Faction Event card deck and e.g. if Gandalf the Grey is the
Guide and a Faction Event card is played, then FP may draw another card from the Faction Event card deck
using this Guide ability. ● Important: Each Faction card has a Muster, Army or Character symbol at the top
right; Faction cards can be played either by a Play Faction card (a Faction die result) or by an Event Action
result (an Action die result), or by a Muster, Army or Character result (Action die results) depending upon
the symbol on the Faction Event card. ● There is a Faction Event card hand limit of 4 per player (discard
any excess immediately), not counted against the Event card hand limit of 6.

● Call to Battle cards are never put into any decks or discarded. If a Faction is in play, and its Call to Battle
requirement is met, each player takes Faction cards for currently in-play Factions into the hand, and then
may play one as a Combat card (instead of an Event cards Combat effect) if the conditions on the card are
met. Call to Battle cards can be reused in multiple rounds of the same battle if that Factions requirement is
still met on that round of the battle. Put these cards to one side again at the end of any battle.

● Faction dice are not in play on the first turn of the game. To obtain each players die, it must be activated
by bringing a Faction into play. If 1 or more Factions are in play, add the Faction die to that players Action
dice roll at the beginning of the following turn. A players Faction die is rolled along with his other Action
dice, and the result is played as an action, or a “Pass” (discarding the Faction die as an action), or, if the SP
player rolls the “Eye of Sauron”, place that Faction die into the Hunt Box as an additional Eye for the Hunt.
● Faction dice are only removed at the beginning of a turn, and then only if no Factions are currently in
play for that player, but the die may be recovered on a later turn if a new Faction for that player enters
play. ● Note that the Recruit result on a Faction dice is very different from the Muster result on an Action
die. The Muster result can bring Factions into plays, but cannot recruit additional Faction figures into play;
to do that requires either a Recruit result on a Faction die, or playing a Faction Event card effect that
causes figures to be recruited (which could be achieved with a normal Event Action die or a normal Action
die that matches the symbol at the top right as in the Faction Event card deck notes above).

● Faction figures (note that these are always called “figures” to distinguish them from “units” and other
components) are not normal units most of the time (some card effects change that). ● Faction figures have
unique stacking limitations, and enemy Army units can move through them. ● Normal Action dice cannot
be applied to Faction figures, to recruit or move them (but can be used to draw and play Faction Event
cards that may cause a recruit, as described above). ● See Faction Setup rules for the setup of Faction
figures, how they enter play, how they are recruited, and how they are eliminated from play.

General points and Exceptions:

● Specifically named decks: Abilities referring to cards from a specific deck e.g. The Witch-king, Chief of the
Ringwraiths’ Spear of Terror ability, or the Event cards to be discarded to remove the FP Event card A
Power Too Great do not apply to Faction cards.

unique stacking limitations and enemy Army units can move through them Normal Action dice cannot be applied to Faction figures to recruit or move them but can be used to draw and play Faction Event cards that may cause a recruit as described above See Faction Setup rules for the setup of Faction figures how they enter play how they are recruited and how they are eliminated from play General points and Exceptions Specifically named decks Abilities referring to cards from a specific deck e g The Witch king Chief of the Ringwraiths Spear of Terror ability or the Event cards to be discarded to remove the FP Event card A Power Too Great do not apply to Faction cards

● Faction Recruitment cards: Some Faction Event cards can recruit additional Faction figures. These work
differently from normal Event cards recruiting Army units. ● Playing a Faction Event card on a Faction not
yet in play has no effect unless it allows a player to “add figures to the starting setup.” In this case, the
player places the recruited figures on the Faction card. These figures will enter the game when the Faction
is brought in play, together with the figures indicated in the setup of that Faction. The additional figures
can be placed in any starting region for that Faction. ● If a player plays a Faction Event card on a Faction
that has been eliminated from play, the card has no effect. ● Certain Faction Event cards allow the owner
to place figures on the card, then recruit figures from the card. Figures on these cards are not considered
to be in play and, if the card is discarded for any reason, they are returned to the reinforcement pool.

● Actions and Action dice: Use of a Faction die is an action, but Faction dice are not normal Action die (so
Events requiring “Any Action Die” cannot be achieved using a Faction die, and Faction dice are not
influenced by Elven rings). However, the “Pass” rule (use a Faction die but perform no action with it) is
valid. Faction die results can only be used on Faction cards and figures; the result cannot be used for any
other function (with the exception of the “Eye of Sauron” result, which is placed into the Hunt Box in the
same way as a normal Action die). If more than one Faction is in play, the player chooses the Faction that
will be affected by the action allowed by the Faction die when he uses that die.

Faction Dice Results Note: Play/Draw only apply to Faction Event decks (and not base game decks).

Recruit Recruit Play / Draw Play / Draw Play / Recruit Draw / Recruit
FP Die
SP Die
Recruit Recruit / Play / Draw Eye of Sauron Play / Draw Play / Recruit Draw / Recruit

● Army units / Faction figures can always move into or through other Faction figures standing alone.
● All FP Faction movement is by Faction Event cards only. SP Faction movement is by Faction Event
cards and also by moving along with a Shadow Army (see movement/stacking section for details).
● All FP / SP Faction attacks are only ever initiated by Faction Event cards for that Faction, but Factions
can also be involved in battles by the use of Call to Battle cards played during combat rounds.
● Dunlendings / Spiders cannot move through empty enemy unconquered Strongholds.
● Dunlendings can enter empty enemy unconquered Settlements (City / Town), but Spiders cannot.
War of the Ring Guild and online games / tournaments: https://boardgamegeek.com/guild/1733
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● New Event cards: Remove the following Event cards from the base game Event card decks:
FP Character Event deck: Gwaihir the Windlord (#15), The Eagles are Coming! (#18), The Ents Awake:
Treebeard (#19), The Ents Awake: Huorns (#20), The Ents Awake: Entmoot (#21), Dead Men of
Dunharrow (#22).
SP Character Event deck: Shelob’s Lair (#1).
SP Strategy Event deck: Corsairs of Umbar (#10), Rage of the Dunlendings (#11).
Add the new following new cards from this expansion into the appropriate Event card decks:
FP 6x new cards The Western Way C (Daring Defiance), Premonition of Danger C (Heroic Death), Swift
Boats C (Orderly Withdrawal), Majesty and Glory C (Huorn-Dark), Take Someone You Can Trust C
(Mighty Attack), Long Battle C (Sudden Strike).
SP 3x new cards Not on Anybody's Side C (Devilry of Orthanc), Strongly Guarded A (Deadly Strife),
Great Winged Creatures M (Relentless Assault).

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Faction Setup, Call to Battle, Stacking and Movement Note: Faction figures do not give control of regions to a player or affect the Political Track at all (Factions may cross borders without effect).
FACTION SETUP / ELIMINATION Put the setup figures indicated for each Faction onto their Faction cards.
● Eliminated FP Faction figures are permanently removed and may not be Recruited again later.
Dead Men Setup is 2 figures. If Strider/Aragorn is adjacent to or in Erech (even under siege and
including regions across the Mountains), Muster or Recruit result move Faction to Erech and move
Strider/Aragorn there (and any number of Companions with him as wanted). Once in play: Recruit result
+1 figure to current location of Dead Men. ● Eliminate Faction if all Dead Men are eliminated or if
Strider/Aragorn leaves. Strider/Aragorn + Companions may join with FP Army if one is in that region.
Eagles Setup is 2 figures. If FSP last known position is not Rivendell or Gandalf the White is in play,
Muster or Recruit result move Faction to Eagles’ Eyrie. Once in play: Recruit result +1 figure to
Eagle's Eyrie. ● Eliminate Faction if no Eagles are on the board.
Ents Setup is 2 figures. If Saruman in play and a Companion or FSP in Fangorn, Muster or Recruit
move Faction to Fangorn Entwood. Once in play: Recruit result +1 figure to an Entwood (see Father of
Trees Faction Event card). ● Eliminate Faction if no Ents in Fangorn or if no Companions/FSP there.

● Eliminated SP Faction figures are put back into the Force Pool and they may be Recruited again later.
Corsairs Setup is 3 figures. If Southrons and Easterlings are “At War” Muster or Recruit result move
Faction to Umbar. Once in play: Recruit result +1 figure to Umbar. Eliminate Faction if FP controls
Umbar at any time (only this Faction is not eliminated if all figures off board; Umbar must be occupied).
Dunlendings Setup is 4 figures. If Saruman is in play, Muster or Recruit result move 2 figures to North
Dunland and 2 figures to South Dunland. Once in play: Recruit result +1 figure in each free Shadow
controlled Dunland settlement, or +1 figure to a Shadow Army in an Isengard or Rohan region (except if
under siege). ● Eliminate Faction if both North and South Dunland are controlled by the FP (immediately).
Spiders Setup is 2 figures. If FSP last known position is not Rivendell, Muster or Recruit result move 1
figure to Dol Guldur and 1 figure to Minas Morgul. Once in play: Recruit result +1 figure to Dol Guldur
and +1 figure to Minas Morgul, even if each is conquered. ● Eliminate Faction if no Spiders on the board.
Note: 3@4 in the below means “roll 3 dice, and score a hit on each result of 4 or higher”

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CALL TO BATTLE If requirement is met, may play as Combat Card effect instead of Event card Combat effect. ● Events
that prevent Combat cards (e.g. Swarm of Bats) also prevent Call to Battle cards. ● The Witch-King’s Sorcerer ability does
not apply to Call to Battle cards. ● Can reuse Call to Battle cards every round if requirements are still fulfilled.

Dead Men Call to Battle if Dead Men in the same region as, or adjacent to, the defending Army.
8 The Terror of the Dead At end of this round, you may eliminate 1 Dead Men to end the battle.
2 The King of the Dead Eliminate 1 Dead Men. Pre-Combat, roll an additional attack 3@4.
Eagles Call to Battle if Eagles within 4 regions of the defending Army (also across impassable borders).
1 Out of the High Airs Move any or all within range to the defending Army. Eliminate 1 Eagle with
defending Army to cancel all Nazgûl Leadership for this Combat round.
7 Speeding on a Gathering Wind May not be used against a Shadow Army under siege. Move any or all
Eagles within range to the defending Army. After removing casualties, you may roll 1 die per Eagle that is
with the defending Army (up to 5). On each 1, eliminate 1 Eagle. On each 6, score 1 hit.
Ents Call to Battle if Ents in the same region as, or adjacent to, the defending Army.
8 The Forest is Rising At end of this round, you may eliminate 1 Ent from the Entwood to end the battle.
2 With Doom We Come Eliminate 1 Ent from the Entwood. Pre-Combat, roll an additional attack 3@4.

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for this Combat round 7 Speeding on a Gathering Wind May not be used against a Shadow Army under siege Move any or all Eagles within range to the defending Army After removing casualties you may roll 1 die per Eagle that is with the defending Army up to 5 On each 1 eliminate 1 Eagle On each 6 score 1 hit Ents Call to Battle if Ents in the same region as or adjacent to the defending Army 8 The Forest is Rising At end of this round you may eliminate 1 Ent from the Entwood to end the battle 2 With Doom We Come Eliminate 1 Ent from the Entwood Pre Combat roll an additional attack 3 4

STACKING FP No stacking limits for Dead Men / Eagles / Ents Factions and are never considered an Army
or part of an FP Army for any purpose. FP Corsairs stack up to 5, and Dunlendings stack up to 3 with Army
units. Spiders have no stacking limit unless Huge and Horrible in play (stack like normal Army units if so).
Corsairs Call to Battle if Corsairs in the same region as the Shadow Army and not under siege.
8 The Last Stroke of Doom Only play if Shadow Army with Corsairs is currently besieging a Stronghold.
At end of round, may eliminate 1 Corsairs to extend a siege without reducing an Elite.
7 Bourne up on the Wind After casualties applied, may eliminate 1 Corsairs to transport up to 2 Shadow
units from adjacent regions to the region with the Shadow Army. These reinforcements cannot absorb hits
for the current round. However, if all units in the Shadow Army were eliminated, the battle may continue
thanks to these newly arrived units, and any Minions or Nazgûl in the Army are not eliminated.
Dunlendings Call to Battle if Dunlendings in the same region as the Shadow Army and not under siege.
● If Armed by Saruman is in play and a Dunlendings Call to Battle is used +1 Combat Strength for the
Shadow Army per Dunlendings Faction figure in it for this combat round.
2 Old Hatred Pre-Combat, roll 1 die per Dunlendings. Each 1, eliminate 1 Dunlendings. Each 6, score 1 hit.
6 Fierce Folk Before removing casualties, may eliminate 1+ Dunlendings and cancel 1 hit for each.
Spiders Call to Battle if Spiders in the same region as the Shadow Army (including if under siege).
● If Huge and Horrible is in play and a Spiders Call to Battle is used +1 Combat Strength for the
Shadow Army per Spiders Faction figure in it for this combat round.
2 Hideous Speed Pre-Combat, roll 1 die per Spider. On a 1-2, eliminate 1 Spiders. On a 5-6, eliminate 1 FP
Leader or a Level 1 Companion in the battle (card suggests SP choice of Leader/Companion to remove).
7 Webs of Shadow If, after the Leader re-roll, you scored more hits (including from any pre-combat
attacks), you may eliminate 1 Spiders to score 1 additional hit.

to Battle if Spiders in the same region as the Shadow Army including if under siege If Huge and Horrible is in play and a Spiders Call to Battle is used 1 Combat Strength for the Shadow Army per Spiders Faction figure in it for this combat round 2 Hideous Speed Pre Combat roll 1 die per Spider On a 1 2 eliminate 1 Spiders On a 5 6 eliminate 1 FP Leader or a Level 1 Companion in the battle card suggests SP choice of Leader Companion to remove 7 Webs of Shadow If after the Leader re roll you scored more hits including from any pre combat attacks you may eliminate 1 Spiders to score 1 additional hit

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MOVEMENT FP move via Faction cards, never with Army units. SP move via cards and with Army units as below.
Dead Men ● Must all be in 1 region. ● Must be accompanied by Strider/Aragorn. ● Companions with the
Dead Men are not considered to be with a FP Army in the same region. ● Companions may not join/leave
the Army of the Dead without Strider/Aragorn leaving/joining at the same time. ● Strider can still be
crowned Aragorn without leaving the Dead Men (at Minas Tirith, Dol Amroth or Pelargir, if that region is
unconquered). ● Wraiths of Fear cannot move to a region containing SP Army units (though may attack).
Eagles ● May be split up anywhere on map. ● May stand in any region with no restrictions.
Ents ● March of the Ents cannot move to a region containing SP Army units (though may attack).
Corsairs ● Allowed regions: any coastal, any Gondor excluding Erech, and Osgiliath. ● Moving alone (with
Faction cards). Can move up to 4 regions, individually or together; can move through or stop at regions that
contain enemy units. ● May move along with Shadow Army in same region and may (optionally) advance
or retreat with a Shadow Army to any Allowed region. ● Cannot cross impassable borders (which includes
Forlindon / North Ered Luin). ● Corsairs are never considered to be inside a besieged Stronghold.
● Transport: Corsairs can carry up to 2 Army units (plus unlimited Minions and Nazgûl) per Corsairs figure,
and can move them up to 4 regions, or 2 regions if attacking. Transport movement must end in a free
region or unoccupied enemy-controlled Settlement but cannot move into or through an enemy Army
(Corsairs alone can move through occupied enemy occupied regions, but transporting must also observe
normal Army movement rules). The Shadow Army may merge with the destination Army before attacking.
Dunlendings/Spiders ● Move alone (by cards) up to 2 regions, individually or together. ● May be moved
or advanced along with a Shadow Army in the same region. ● Cannot cross impassable borders. ● If a
Shadow Army containing Dunlendings / Spiders retreats, these Faction figures must also retreat with that
Shadow Army. ● If a Shadow Army containing Dunlendings / Spiders is eliminated, any figures of these
Factions that were with that Army are also eliminated (Corsairs would not be eliminated in this situation).
● Neither Dunlendings or Spiders figures can enter or move through regions with unconquered enemy
Strongholds (even if empty). ● However (specific difference), Dunlendings can move through empty
unconquered enemy Settlements (City or Town), but Spiders cannot.

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Faction Event Cards Play Faction Event cards by a) Faction die “Play card” result, b) an Action die “Event” result, or c) an Action die result matching top right of the Faction card (marked as C M A here)
Dead Men C Wraiths of Fear 2x cards First Move then Attack. Move: Eliminate 1 or more Dead Men and
move remaining Dead Men an equal number of regions (always as a single group, with Strider/Aragorn and
Companions that joined also, and never to region containing SP Army units). Attack: Eliminate 1 Dead Men
to attack adjacent or same region rolling 3@4. May repeat this attack multiple times. After last attack, SP
Army must retreat, if possible, to a different region than attack came from. If a retreat happened, the Dead
Men may then advance into the region the Shadow Army left without eliminating a Dead Men figure to
make this move. If all Dead Men eliminated and an FP Army is there, Strider/Aragorn+Companions join it.
M Paths of the Dead If Strider/Aragorn in Rohan/Gondor (including under siege) move him (and any
Companions with him) to Erech. The Dead Men Faction is now in play. Recruit 1 Dead Men. Reshuffle all
Dead Men Faction Event cards (including this one) from the discard pile into the deck.
M Stone of Erech [on table] Place 3 Dead Men on this card. Whenever using a Muster to advance a Nation,
place 1 of these Dead Men in the Army of the Dead (or add to starting setup), or use any Faction die result
to recruit 1 of these Dead Men normally. Discard when there are no more Dead Men on this card.
A The Dark Door [on table, if Helm’s Deep or Edoras unconquered] Erech is considered adjacent to Helm’s
Deep, Westemnet, Edoras for Dead Men and Companions. Discard if Helms Deep + Edoras are conquered.
Eagles C Upon the Nazgûl They Bore Move all, then choose 1 region containing both Eagles and Nazgûl, roll
1 die for each Eagle (up to 5): for each roll of 4+ eliminate 1 Eagle and 1 Nazgûl (Witch-king is unaffected).
If a Nazgûl is eliminated, move all others to an unconquered Sauron Stronghold (including Witch-king).
C We Need Only Wings Move all, then eliminate 1 Eagle to move, or separate from the FSP, 1 Companion
or group of Companions as if they were Level 4. This movement can end in a Stronghold under siege.
C Lifted up and Borne Far Away If FSP not on Mordor Track, move all, then eliminate 1 Eagle to move the
FSP following normal movement rules. ● Do not add the die used to play this card to the Hunt Pool.
M Speed Greater than any Wind Recruit 1 Eagle to Eagles’ Eyrie (or add to starting setup). Then play 1
Faction Event card or reshuffle all Eagle Faction Event cards (including this one) from discard pile into deck.
A In Long Swift Lines [on table, if Eagles are in play] Place 3 Eagles on this card. Whenever you play a
Faction Event card, resolve its effects then either recruit 1 Eagle from this card to Eagles’ Eyrie, or move all
Eagles. Discard when there are no more Eagles on this card.
Ents C March of the Ents 2x cards Can March and Attack multiple times in any order. March: Take 1 Ent
from the Entwood and place in a region that is free of enemy units and adjacent to one already containing
an Ent. Attack: Eliminate 1 Ent from the Entwood to attack a Shadow Army in the same or an adjacent
region to any Ent rolling 3@4. If all units eliminated, then any Nazgûl or Minions present are also
eliminated. Then, Ents may continue to March and Attack. If the last Ent in The Old Forest is eliminated
eliminate that Entwood; if the last Ent in Fangorn is eliminated, eliminate the entire Ent Faction.
M The Ents Awaken Recruit 1 Ent to an Entwood (or add to starting setup). Then play 1 Faction Event card,
or reshuffle all Ent Faction Event cards (including this one) from discard pile into deck.
M Saruman is a Neighbour [on table, if Saruman is in play] Place 3 Ents on this card. Whenever the SP uses
the Voice of Saruman ability, recruit 1 Ent from this card to the Fangorn Entwood (or add to starting setup),
or you may use any Faction die result to recruit 1 of these Ents normally. Discard this card when there are
no more Ents on it.
A Father of Trees Move all Ents to Fangorn, then recruit 1 Ent there. Optionally move 1 Ent to The Old
Forest to form a second Entwood (no Companion is required there, and may now optionally recruit there).
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C By Chance or by Foresight 3x cards Draw 3 cards from the Faction Event deck. Add 1 card to your hand,
then place the other 2 cards on either the top or bottom of the deck in the order you prefer.
M The Union of All Our Strength 2x cards Discard an Ent, Eagle, or Dead Men Faction Event card from your
hand to choose 1 Faction Event card of a different Faction from the discard pile and add that to your hand,
or draw an Event card from any of your decks (Character, Strategy, or Faction).
Corsairs C Black Sails [on table, if Corsairs are in play]. You may use any Faction die result to either recruit
1 Corsairs in Umbar, or move all Corsairs up to 4 regions. Then, if the FSP is “At Sea” or revealed in a
Gondor region, West Harondor, or Osgiliath, you may discard 1 Corsairs to inflict 1 point of Hunt Damage,
following the rules for a successful Hunt.
M A Great Fleet 2x cards Recruit 1 Corsairs in Umbar (or add it to the starting setup). Then, if the Corsairs
are in play, move all Corsairs up to 4 regions.
A Ships of Great Draught 2x cards Transport (each Corsairs can carry up to 2 Shadow units, and unlimited
Minions + Nazgûl). Either transport up to 2 Armies, up to 4 regions; or transport 1 Shadow Army up to 2
regions and then attack an adjacent region (may merge with Army in destination region before attacking).
Dunlendings C Wild Hillmen 2x cards Recruit 1 Dunlendings in each free Dunland Settlement (or add them
to the starting setup). Then, if the Dunlendings are in play, move all Dunlendings up to 2 regions.
C Armed by Saruman [on table, if Isengard is “At War”]. When in play, Dunlendings in a region with the
FSP are considered Shadow Army units only for the purpose of the Hunt. Also, Dunlendings in the same
region with a Shadow Army each add +1 Combat Strength only when a Dunlendings Call to Battle effect is
used. Also, they can be taken as casualties against Ents attacks (but not normal battle attacks). The FP can
force “Armed by Saruman” to be discarded by using a Will of the West Action Die result.
A Death to the Forgoil 2x cards Attack FP Army including Rohan and/or Gondor units with a Shadow Army
in the same region with Dunlendings. Dunlendings are also considered to be Isengard Regular units until
the end of battle. Note: Dunlendings cannot cause The Fighting Uruk-hai Event card to activate, but if
Death to the Forgoil has been played the Combat card Devilry of Orthanc would be usable in that battle.
Spiders C The Craft of Shelob Move all Spiders up to 2 regions. If the “Shelob’s Lair” special Hunt Tile has
not entered play, it is now in play. Add it to the Hunt Pool when the Fellowship is on the Mordor Track.
C Evil Things Play if the Fellowship is not in a region containing a Free Peoples Settlement. Move all
Spiders up to 2 regions. Then, if at least 1 Spiders is in the region with the FSP, discard 1 of them to draw a
Hunt tile. If the tile shows an Eye, discard it without effect. Otherwise, follow the rules for a successful Hunt.
C Children of Ungoliant Play if the Fellowship is not in a region containing a Free Peoples Settlement.
Move all Spiders up to 2 regions. Then, you may discard 1 Spiders in the region with the FSP to inflict 1
point of Hunt Damage, following the rules for a successful Hunt. If the FSP is hidden, the Free Peoples
player may choose to reveal it to prevent this damage.
M Her Own Offspring Recruit 1 Spiders in Dol Guldur and 1 Spiders in Minas Morgul (or add to starting
setup). Then, if the Spiders are in play, move all Spiders up to 2 regions.
A Huge and Horrible [on table, if Sauron is “At War”]. When in play, Spiders in a region with the FSP are
considered Shadow Army units only for the Hunt. Spiders in the same region with a Shadow Army count as
Army units for stacking limits, and (but only if a Spiders Call to Battle is used) can add +1 Combat Strength.
The FP can force “Huge and Horrible” to be discarded by using a Will of the West Action die result.

prevent this damage M Her Own Offspring Recruit 1 Spiders in Dol Guldur and 1 Spiders in Minas Morgul or add to starting setup Then if the Spiders are in play move all Spiders up to 2 regions A Huge and Horrible on table if Sauron is At War When in play Spiders in a region with the FSP are considered Shadow Army units only for the Hunt Spiders in the same region with a Shadow Army count as Army units for stacking limits and but only if a Spiders Call to Battle is used can add 1 Combat Strength The FP can force Huge and Horrible to be discarded by using a Will of the West Action die result

Note: 3@4 in the above means “roll 3 dice, and score a hit on each result of 4 or higher”

[on table] means that card can be Played on the table if the condition is met. See the Faction Recruitment
cards note on first page for more information about the cards that place 3 Faction figures on them.

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C Servants of Sauron 3x cards Draw 3 cards from the Faction Event deck. Add 1 card to your hand, then
reshuffle the remaining 2 cards into the deck, together with the Faction Event cards in your discard pile
(including this one).
M His Will and his Malice 2x cards Choose 1 Faction Event card in your discard pile and add it to your hand.

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Warriors of Middle-earth New Event Cards + “Tidings not Burdens” Mini-Expansion Faction Event Cards + Treebeard (Warriors of Middle-earth variant)
C THE WESTERN WAY Play on the table. For the purpose of Fellowship movement and
separating Companions, this card is considered a region adjacent to Grey Havens and to
all Gondor coastal regions. If the Fellowship is in Grey Havens or on this card, and the
Fellowship Track is at 0 or 1, the Fellowship is considered “At Sea” and the Shadow
player cannot draw Hunt tiles for any reason. This card cannot be discarded for any
reason when it is in play.
DARING DEFIANCE Play if a Companion is in the battle. Forfeit the Leadership of all the
Companions participating in the battle to cancel the effects of the Combat card played
by the Shadow player. 0
C PREMONITION OF DANGER Draw 3 Hunt tiles. Discard permanently 1 of them for the
remainder of the game, and put the other 2 tiles back into the Hunt Pool, without any
effect.
HEROIC DEATH Play if a Free Peoples Leader or a Companion is in the battle. Before you
remove casualties inflicted by your opponent’s Combat roll and Leader re–roll, you may
eliminate a Leader to cancel 1 hit, or eliminate 1 Companion to cancel a number of hits
equal to or less than the Companion’s Level. 6
C SWIFT BOATS Play if the Fellowship is in an unconquered Free Peoples Settlement.
Move the Fellowship without rolling for the Hunt (used die does not go to Hunt Box).
ORDERLY WITHDRAWAL Play if a Free Peoples Leader or a Companion is in a field battle
or sortie. Before you remove casualties inflicted by your opponent's Combat roll and
Leader re–roll, you may cancel 1 hit. If you do, at the end of the round you must cease
the attack (if attacking) or retreat (if defending), if possible. 6
C MAJESTY AND GLORY Play on the table. If a Companion is in a battle, discard “Majesty
and Glory” at the start of the battle to prevent the Shadow player from playing a
Combat Card or calling to battle a Faction for the duration of the battle. The Shadow
player can force “Majesty and Glory” to be discarded by using a Character Action Die
result and discarding any 2 Shadow Event cards from his hand.
HUORN–DARK Play if the defending Army is in a Rohan region, Fangorn or Orthanc. The
Shadow player rolls a maximum of 2 dice in the Combat roll. 3
C TAKE SOMEONE YOU CAN TRUST Play on the table if both Meriadoc and Peregrin are in
the Fellowship. After the Shadow player draws a Hunt tile with a “Reveal” icon, you
may discard “Take Someone You Can Trust” to ignore the effects of the “Reveal” icon.
You must immediately discard this card from the table if either Meriadoc or Peregrin
leaves the Fellowship.
MIGHTY ATTACK Play if a Companion is in the battle. Before rolling the dice for your
Leader re–roll, forfeit the Leadership of 1 Companion participating in the battle to
automatically change 1 missed die roll to a hit. 4
C LONG BATTLE Choose a region with a Free Peoples Army with Leadership. All Shadow
Faction figures (Corsairs, Dunlendings, Spiders only) in that region are eliminated. Draw 1 Event card.
SUDDEN STRIKE Play if a Free Peoples Leader or a Companion is in the battle. Before the
Combat roll, roll an additional attack using a number of dice equal to your Leadership
(up to a maximum of 5) and apply the result immediately. 2
C NOT ON ANYBODY’S SIDE Play on the Table if any Free Peoples Faction is in play. No
Faction Event card or Call to Battle card of the Ent or Eagle Factions can be played. The
Free Peoples player can force “Not on Anybody’s Side” to be discarded by using a Will of
the West Action Die result, or any Action die if Gandalf the White is in play.
DEVILRY OF ORTHANC Play if an Isengard Army unit is in the battle and the defending
Army is in a Stronghold. Add 1 to all dice on your Combat roll. 3
A STRONGLY GUARDED Play on the Table. No Free Peoples Faction (Dead Men, Eagles, Ents only)
may move into a region containing a Stronghold (SP or FP) controlled by the Shadow
player or attack a Shadow Army in such a region, and their Call to Battle effects may
not be used in such battles. The Free Peoples player can force “Strongly Guarded” to be
discarded by using a Will of the West Action result, or any Action die and one Elven Ring.
DEADLY STRIFE Both Armies add 2 to all dice on their Combat roll and Leader re–roll. 3
M GREAT WINGED CREATURES Play if all Shadow Nations are “At War”. Recruit a Nazgûl in
each Shadow Army containing at least one Nazgûl (excluding the Witch–king).
RELENTLESS ASSAULT Before the Combat roll, you may inflict and apply up to two hits
against your units. Add 1 to all dice on your Combat roll for each hit you inflicted. 3

and their Call to Battle effects may not be used in such battles The Free Peoples player can force Strongly Guarded to be discarded by using a Will of the West Action result or any Action die and one Elven Ring DEADLY STRIFE Both Armies add 2 to all dice on their Combat roll and Leader re roll 3 M GREAT WINGED CREATURES Play if all Shadow Nations are At War Recruit a Nazgûl in each Shadow Army containing at least one Nazgûl excluding the Witch king RELENTLESS ASSAULT Before the Combat roll you may inflict and apply up to two hits against your units Add 1 to all dice on your Combat roll for each hit you inflicted 3

C FLY, YOU FOOLS! Play if there is an Eagle Figure in the same region as the Fellowship, and the Fellowship is .
hidden. Discard the Eagle Figure in the same region as the Fellowship, and immediately move the .
Fellowship to the Crack of Doom step on the Mordor track. The Free Peoples player wins the game unless .
the Shadow player can provide a good argument against it. [ TIDINGS NOT BURDENS - FACTION EVENT CARDS ] .
C I WAS SENT TO BEAR TIDINGS, NOT BURDENS Look at the cards in the hand of the Free Peoples player. You may .
discard 1 card with the word "Eagle" or "Eagles" on it, removing it permanently from the game. Give the . .
remaining cards to the Free Peoples player. If you discard "Fly, You Fools!" In this way, you win the game. .

TREEBEARD TREE–HERD. If Gandalf the White is in play and a Companion is in Fangorn, you may
use a Muster or Recruit Faction die result to play Treebeard in Fangorn. [2017 Update]
Fangorn is my name. Treebeard counts as a Companion for all Event and Combat Cards
purposes if he is in Fangorn or in a Rohan region. 0/2 Level 0 Leadership
Root and Branch! When you play any "The Ents Awake" Event Card, re-roll one missed die.
Earthborn. If Treebeard is in a battle, and the defending Army is in Fangorn, Orthanc or a
Rohan region, add one to the Combat strength of the Free Peoples Army (you can still roll a
maximum of 5 Combat dice).
— Treebeard is Level 2 after you use any “March of the Ents” Event card, or a Call to Battle
effect for the Ents. Treebeard does not act as a Companion for bringing/keeping Ents in play nor
is he part of the Ents Faction for any Ents Faction rules.

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Warriors of Middle-earth Movement and Call to Combat Reference Sheet
● FP Factions only ever move by Faction Event cards, cannot move along with Army units in same region. ● All SP
Factions may move with Army units in addition to moves by Faction Event cards. ● Faction figures do not take control of
regions. They do not affect the Political Track in any way, and can cross any borders without effect. ● Regular Army
units or other Factions figures can move into or through regions containing Faction figures standing alone.
● FP/SP Faction specific attacks are only ever initiated by Faction Event cards for that Faction, but Factions can also be
involved in battles by the use of Call to Battle cards played during combat rounds.

Move Move into/through Retreat with Advance with Eliminated Stacking Move into/through empty enemy
with Army? enemy Army? Army? Army? with Army? Limit unconquered Settlements?
Dead Men No No No No No No limit Yes . .
Eagles No Yes No No No No limit Yes
Ents No No No No No No limit Yes . .
Corsairs Yes Only if alone Optional Optional No 5 Yes
Dunlendings Yes No Must Optional Yes 3 Stronghold No, Other Yes. .
Spiders Yes No Must Optional Yes No limit or as Army units No

Dead Men 2x to Erech, 1x per Recruit. Eagles 2x to Eyrie, 1x per Recruit. Ents 2x to Fangorn, 1x per Recruit. Corsairs 3x to Umbar, 1x per Recruit.
Dunlendings 4x to Dunland regions, 2x per Recruit or 1x to Isengard or Rohan unless under siege. Spiders 2x (to MM + DG), 2x per Recruit.
Elimination: FP Factions / Spiders go at any moment none in play. Corsairs if Umbar captured. Dunlendings if both North/South Dunland captured.

● Stacking limits are in addition to the normal Army unit stacking limits (except for Spiders under Huge and Horrible).
● Spiders have no stacking limit except when Huge and Horrible is in play (they stack like normal Army units if so).
● Spiders (on their own) cannot enter empty unconquered FP Town or City or Stronghold regions.
● Dunlendings (on their own) can enter empty unconquered FP Town or City regions, but not Stronghold regions.
● Corsairs (Move) can move up to 4 regions anywhere within their Allowed regions (any coastal, any Gondor except
Erech, and Osgiliath), including moving through or stopping at regions containing Free Peoples Armies.
● Corsairs (Transporting) (using Ships of Great Draught) may a) carry up to 2 Armies up to 4 regions each, or b) carry
1 Army up to 2 regions and attack an adjacent region (may merge with Shadow Army there before attacking). When
transporting, each Corsairs figure may carry up to 2 normal Army units and unlimited Minions/Nazgûl.
● Dead Men always move as a single group. Strider/Aragorn (and Companions who joined) must always be with them.
● Eagles have no movement restrictions. Only Eagles and Nazgûl can cross impassable borders.

Call to Battle cards ● Keep all Call to Battle cards to one side (never put into any deck or discard pile). At the start of
every combat round, take only the Call to Battle cards for Factions whose Call to Battle requirements are met into your
hand. You may then play a Call to Battle card in that round in place of an Event card Combat effect. ● Events that
prevent Combat cards (e.g. Swarm of Bats or Denethor’s Folly) also prevent Call to Battle cards. ● The Witch-King’s
Sorcerer ability does not activate on Call to Battle cards. ● May reuse in every round in which requirements are still met.

Only Eagles and Nazgûl can cross impassable borders Call to Battle cards Keep all Call to Battle cards to one side never put into any deck or discard pile At the start of every combat round take only the Call to Battle cards for Factions whose Call to Battle requirements are met into your hand You may then play a Call to Battle card in that round in place of an Event card Combat effect Events that prevent Combat cards e g Swarm of Bats or Denethor s Folly also prevent Call to Battle cards The Witch King s Sorcerer ability does not activate on Call to Battle cards May reuse in every round in which requirements are still met

Dead Men Call to Battle if a Dead Men is in same region as, or adjacent to, the defending Army.
8 The Terror of the Dead At end of this round, you may eliminate 1 Dead Men to end the battle.
2 The King of the Dead Eliminate 1 Dead Men. Pre-Combat, roll an additional attack 3@4.
Eagles Call to Battle if an Eagle is within 4 regions of the defending Army (ignore impassable regions).
1 Out of the High Airs Move 1+ in range to defender. May eliminate 1 Eagle to cancel all Nazgûl Leadership.
7 Speeding on a Gathering Wind Move 1+ in range to defender. After casualties, roll 1 die per Eagle. 1=kill 1 Eagle. 6=1 hit.
Ents Call to Battle if an Ent is in same region as, or adjacent to, the defending Army.
8 The Forest is Rising At end of this round, you may eliminate 1 Ent from the Entwood to end the battle.
2 With Doom We Come Eliminate 1 Ent from the Entwood. Pre-Combat, roll an additional attack 3@4.
Corsairs Call to Battle if a Corsair is in same region as the Shadow Army (and not under siege).
7 Bourne up on the Wind After casualties, eliminate 1 Corsair, up to 2 Army units from adjacent regions even if eliminated.
8 The Last Stroke of Doom Only if Shadow + Corsairs are besieging. May eliminate 1 Corsair to extend siege.
Dunlendings Call to Battle if a Dunlending is in same region as the Shadow Army (and not under siege).
● If Armed by Saruman is in play and a Dunlending Call to Battle card is used +1 Combat Strength per Dunlending for this round.
6 Fierce Folk Before removing casualties, may eliminate 1+ Dunlending and cancel 1 hit for each.
2 Old Hatred Pre-Combat, roll 1 die per Dunlending. 1=kill 1 Dunlending. 6=1 hit.
Spiders Call to Battle if a Spider is in same region as the Shadow Army (including if under siege).
● If Huge and Horrible is in play and a Spider Call to Battle card is used +1 Combat Strength per Spider for this round.
7 Webs of Shadow After Leader re-roll, if you hit more (incl Pre-Combat hits), eliminate 1 Spider 1 hit.
2 Hideous Speed Pre-Combat, roll 1 die per Spider. 1-2=kill 1 Spider. 5-6=kill 1 FP Leader/Level 1 Companion.

Each Call to Battle / Combat card is prefixed with its combat initiative. Lower initiative is resolved first. If both are same, defender resolves first.
e.g. SP attacks with The Last Stroke of Doom vs The Terror of the Dead. Both have initiative 8, so FP (defender) resolves his card first in this case.

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