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The Lord of the Rings: Journey to Mordor

The Lord of the Rings: Journey to Mordor Rulebook

Table of Contents

Table of Contents

  • Components
  • Basic Game / Advanced Version with Location Features
  • Objective of the Game
  • Game Setup
  • Sequence of Play
    • Dice Rolls
    • The Effect of the Symbols on the Dice Only Applies If They Have Been Set Aside
    • Ring
    • Orcs
    • Fellowship Member
    • Nazgûl
    • Gandalf
    • White Tree
  • Elimination of a Player
  • End of the Game
  • Examples of Applying Results
  • Version with Location Features
  • Credits

Components

  • 1 notepad of sheets
  • 5 dice

Each player is assigned a color. The color of a die is only relevant when a Nazgûl symbol appears on it.

The Nazgûl symbol on the black die always applies to the active player.

Die symbols: Ring, Gandalf, Fellowship Member, Orc, Nazgûl, White Tree.

Each sheet in the notepad shows, on the front, the Ring-bearer's route (from the Ring-bearer's starting space, through Rivendell, Moria, Lothlórien, Rohan, Helm's Deep, Gondor, Minas Tirith, and Shelob's Lair, to the Ring-bearer's goal in Mordor) and the Nazgûl's route (from the Nazgûl's starting space to Mordor), along with spaces for each of the four hobbits (Frodo, Sam, Merry, Pippin) and the location Bag End as the starting space. The back of each sheet repeats the same route with the advanced version's location features summarized on it:

  1. Rivendell — You may set aside identical symbols
  2. Moria — Gandalf has no effect
  3. Lothlórien — Doubles the value of Fellowship members
  4. Rohan — You may reroll each roll once
  5. Helm's Deep — Doubles the value of Orcs
  6. Gondor — The Nazgûl do not affect you
  7. Minas Tirith — All Nazgûl affect you
  8. Shelob's Lair — Counts one ring fewer

Basic Game / Advanced Version with Location Features

The front of the notepad sheets shows the basic game. We recommend using this version for your first games and with younger players.

The back of the sheets summarizes the features of each location. At the end of this rulebook, the rules for this version of the game are detailed, recommended for more experienced players.

Objective of the Game

The Ring-bearer's route – You must travel to Mordor and destroy the One Ring at Mount Doom. For each Ring you obtain with the dice, you may advance one space on the Ring-bearer's route, bringing you closer and closer to your goal.

The player who is first to mark the Mordor space on the Ring-bearer's route, thereby reaching Mount Doom, wins the game.

The Nazgûl's route – The road to Mordor is very dangerous, and Sauron's influence over the players grows with every step. For each Nazgûl obtained on a roll, you must mark one square space on the Nazgûl's route. If a player crosses off the last Mordor space on the Nazgûl's route, that player is eliminated from the game. The game continues until a Ring-bearer reaches Mount Doom or until all players have been eliminated.

Game Setup

  • Each player must have a pencil (not included in the game).
  • Each player takes a sheet from the notepad, showing the locations of the journey to Mordor.
  • Each player chooses one of the four hobbits shown on the sheet and marks it with a circle. Players must agree so that no two players choose the same hobbit. Each hobbit corresponds to a different color.
  • The last player to have read The Lord of the Rings (or the youngest player) starts the game.

Sequence of Play

Starting with the first player, each player takes their turn and then passes the turn to the player on their left.

Dice Rolls

On your turn, you must roll all 5 dice.

Setting dice aside – After each roll, you must set aside at least 1 die. You may also set aside more than one die; however, all the dice you set aside must show a different symbol. So, in a single roll, you may only set aside 1 ring, 1 Gandalf, 1 Nazgûl, etc. If the roll includes one or more Nazgûl, you must set aside 1 of them, regardless of what other symbols you set aside.

Rerolling – You then reroll the remaining dice and again set aside at least 1 die, and so on. On later rolls, the dice you set aside may show the same symbol as a die you already set aside, or a different symbol. For example, a player might set aside a ring on the first roll and then set aside another ring on the second roll (if they rolled one). So by the end of the turn there may be several repeated symbols.

All dice must eventually be set aside – A player may not freely choose to stop rolling (this is only possible by setting aside the White Tree result). If the player has already set aside all their dice, the results are then applied.

The Effect of the Symbols on the Dice Only Applies If They Have Been Set Aside

At the end of their turn, the player applies the results of the dice in whatever order they choose.

Note: the color of the die is only relevant in the case of the Nazgûl. For all other symbols, the color of the die does not matter.

Summary of the symbols

  • The ring advances the player along the Ring-bearer's route.
  • Orcs cancel the ring and thereby slow the player down.
  • Each Fellowship member counters one Orc.
  • The Nazgûl advance Sauron's influence on the Nazgûl's route.
  • Gandalf weakens Sauron's influence and lengthens the Nazgûl's route.
  • The White Tree lets you stop rolling early.

Ring

For each ring found among the dice set aside at the end of the turn, the active player may mark 1 round space (that is, on their route toward Mordor).

Example: Player Frodo, at the end of their turn, has a ring result set aside, so they may mark 1 space on their Ring-bearer's route.

For each ring set aside, the player may mark 1 space on the Ring-bearer's route. So, for example, with 2 rings they could mark 2 spaces.

Note: If there were orcs among the set-aside dice, the rings that were set aside do not count, and therefore no space may be advanced on the Ring-bearer's route.

Orcs

Orcs slow down the Ring-bearer. If there is an orc among the set-aside dice, all rings set aside by the active player are rendered useless...

...unless the orcs are countered by Fellowship members, in which case they stop having their negative effect against the Ring-bearer (see the following section).

Fellowship Member

Fellowship member results serve to counter the set-aside orcs. Apart from this they have no other effect. Each Fellowship member protects against 1 orc.

If the number of orcs is greater than the number of Fellowship members, the rings are ignored.

If the number of orcs is equal to or less than the Fellowship members, the orcs are countered and all the rings apply.

Nazgûl

For each Nazgûl found among the set-aside dice at the end of the turn, the affected player must mark 1 square space on their Nazgûl route. "Affected" does not always mean the active player — it depends on the color of the die. Depending on the color, different players may be affected:

The active player is affected if the set-aside Nazgûl corresponds to the black die or to a die of their own color. Likewise, if there are fewer than 4 players in the game, they are also affected if the color of the die does not correspond to any of the participating players.

Example: Player Merry has set aside the Nazgûl on the blue die and the black die. The black die always affects the active player, while the blue one corresponds to Merry's color. So the player must mark 2 spaces on their Nazgûl route (from left to right).

A rival player is affected if the set-aside Nazgûl die matches their color. The die is left in front of that player to indicate that they must mark 1 space on their Nazgûl route.

Example: Player Merry has also set aside a Nazgûl with the red die. Player Sam must therefore mark 1 space on their Nazgûl route, even though they are not the active player, since red is Sam's color.

Note: so any player can be affected during the active player's turn.

Remember: if a roll includes one or more Nazgûl, the player must set aside exactly 1.

Gandalf

Gandalf reduces Sauron's influence. For each Gandalf die that is among the set-aside dice at the end of the turn, the active player may split 1 space on their Nazgûl route (that is, divide it into two halves). This way, where there used to be one space there are now two, making the Nazgûl route to Mordor longer. If a player has both Gandalf and Nazgûl dice set aside at the end of their turn, they may split the spaces first and then mark those halves with the Nazgûl they have set aside. If a player has already split all the spaces on the Nazgûl route, Gandalf results have no effect for them. The final Mordor space on the Nazgûl route may also be split. Spaces that have already been split cannot be split again.

Example: Player Sam has obtained 1 Gandalf and 1 Nazgûl. With Gandalf they split the next Nazgûl space and then, with the Nazgûl, mark one of the two halves they just created (the first space was already marked due to the red Nazgûl that Merry rolled).

White Tree

The White Tree has a great influence on the journey. If the player sets aside the White Tree, the turn ends early and the results are applied immediately. If the same roll includes one or more Nazgûl, they must also be set aside as usual. In addition, the player may choose to set aside more dice, as long as they follow the rule described that only 1 die per symbol may be set aside. Dice that have not been set aside (e.g. orcs or other Nazgûl) do not count.

Note: the White Tree is found only on the black die.

Example: Player Pippin has obtained the roll shown here. Thanks to the White Tree they may stop rolling if they wish. So they set aside 1 ring, 1 Nazgûl, and the White Tree, ending their turn. They cannot set aside the second ring since only one die per symbol is allowed, and they do not want to set aside the orc. So, since these two dice are not set aside, they do not count. Pippin could also have set aside only 1 ring and 1 Nazgûl and kept rolling.

After applying the results, the player's turn ends and the next player's turn begins.

Elimination of a Player

If a player has had to mark the last square space of Mordor on the Nazgûl route, they are eliminated. This can also happen during a rival's turn. If the Nazgûl and the Ring-bearer reach Mordor on the same turn, the player is eliminated anyway.

Note: Nazgûl set aside with the color of an eliminated player will from then on count for the active player.

Example: Player Pippin has marked the last space on their Nazgûl route, and is thereby eliminated. The rest of the participants continue playing.

End of the Game

The game ends if one of the following conditions is met:

  • All players have been eliminated (all of them have marked the last space of their Nazgûl route). In this case, everyone has lost;

OR

  • A player has reached Mordor on their Ring-bearer's route (any leftover rings are ignored). The round is played to its end; if that player is still the only one who has reached Mordor, they have won. If in the final round several players have reached Mordor, the winner is whoever has the most whole and half spaces left unmarked on their Nazgûl route.

Examples of Applying Results

Player Merry, at the end of their turn, has 1 ring, 1 Gandalf, 1 Fellowship member, 1 orc, and 1 Nazgûl.

  • The Fellowship member result cancels the orc.
  • So the ring applies. Merry marks the first space on their Ring-bearer's route.
  • Thanks to Gandalf, they may split a square space on the Nazgûl route.
  • For the Nazgûl they must mark a square space on the Nazgûl route, but since the first space is split, they only cross off half of it. The second half will be marked later, when they have to cross off another Nazgûl space.

Player Sam, at the end of their turn, has 2 Nazgûl, 1 orc, 1 Gandalf, and 1 ring.

  • They have no Fellowship member to cancel the orc.

  • So their ring has no effect.

  • With Gandalf they may split a square space on the Nazgûl route.

  • With the red Nazgûl they must mark 1 square space on their Nazgûl route. Since Gandalf split the first space, they only mark half of it.

  • Player Merry is affected by the blue Nazgûl and must mark a square space on their Nazgûl route, so they cross off the second half of the first space on the Nazgûl route.

Version with Location Features

To the rules of the basic game described above, the following rule is added: every time the active player starts their turn on a location, they encounter a character from The Lord of the Rings trilogy, who grants one of the special features listed below. At the start, players begin at Bag End, which has no special feature.

  1. Rivendell → Set aside identical symbols Here you meet Elrond. On a single roll, and on all rolls you make during this turn, you may set aside identical symbols (for example, if you rolled three rings on one roll, you could set aside all three).

  2. Moria → Gandalf has no effect Here you meet the Balrog. When applying your turn's results, you cannot use Gandalf. However, you could still set Gandalf aside even though it would not help you; its positive effect does not apply.

  3. Lothlórien → Double the value of Fellowship members Here you find yourself under the protection of the elves. When applying your turn's results, you may count Fellowship members twice (that is, each Fellowship member cancels 2 orcs).

  4. Rohan → You may repeat each roll once Here you meet Éomer. On this turn you may reroll each roll one more time. That is, you roll the dice, and if you don't like the result (e.g. because you rolled too many Nazgûl), you may reroll the same dice again. Then you must set aside at least 1 die. Next you roll the remaining dice, and if you don't like the result, you may repeat the roll again, and so on.

  5. Helm's Deep → Double the value of Orcs Here you meet Saruman. When applying your turn's results, you must count orcs twice. That is, to cancel 1 orc you will need 2 Fellowship members.

  6. Gondor → The Nazgûl do not affect you Here you meet Éowyn. You must set aside the Nazgûl as usual, but they have no effect for you. Other players, as always, are affected by Nazgûl whose color matches their own.

  7. Minas Tirith → All Nazgûl affect you Here you meet the Witch-king of Angmar. When applying your turn's results, all Nazgûl affect you, including those with a rival's color. The rival is freed from that Nazgûl.

  8. Shelob's Lair → One ring fewer Here you meet Shelob. You will need at least 2 rings at the end of your turn to advance toward Mordor.

Credits

Author: Michael Rieneck Illustrations: Jon Hodgson and Suzanne Helmigh Graphic design: Fine Tuning Editorial review: Robert Hyde and Bärbel Schmidts Editorial production: Xavi Garriga Translation (Spanish edition): Oriol García Graphic adaptation: Antonio Catalán

© 2015 Franckh-Kosmos Verlags GmbH & Co. KG. © 2015 Sophisticated Games Ltd. Published in Spanish by Devir Iberia, S.L. The Lord of the Rings and all characters, items, events, and places appearing in it are registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises, used under license by Sophisticated Games Ltd and its respective licensees.