Necromancer v0.4.5
by Richard Egan

With help from John Cudmore, Andy Bate, and Mike Lay.
Acknowledgements to Hartley Patterson, Glover Richardson, John Norris,
Iain Bowen, Martin Lewis, and Richard Walkerdine.
Thanks to Bridget Davidson and Gary Stevens.
This version edited by Gary Duke.
First published in Bill O'Neill's zine "Exidio".
First play-tested in Paul Norris' zine "Die Grosse Dampfmaschine".

Version 0.4 compiled February 1993.
Version 0.4.5 August 1998.

 

PLEASE NOTE

This set of rules is provisional, and the designers take no responsibility for any errors: this version has not been fully play-tested.

  1. COPYRIGHT

    1. Legal ownership in the UK and USA is copyright 1989-1994 Richard Egan.
    2. Necromancer may be freely re-printed as long as above credits are given, and this copyright notice is not removed. The author should be informed of any errors, suggestions, or re-designs via Gary Duke [gary AT garyduke.me.uk], or the UK Variant Bank. The designers and distributors neither provide a warranty for these variant rules, nor assume any liability for the contents. Product names used without the mention of trademarks are not intended to challenge the status of such trademarks. Necromancer is hereby declared to be Public Domain, and may not be used for profit.

  2. DIPLOMACY

    Standard Diplomacy rules apply, except where modified below.

  3. SCENARIO

    1. Necromancer is set in Tolkien's Middle-Earth, in the period from 2750 TA up to the War of the Ring.
    2. The first turn in Necromancer is 2765 TA. Thereafter, each turn counts as 15 years. Thus the second turn is 2780 TA.
    3. Adjustments are carried out on every second turn, as for standard Diplomacy. Hence turns ending in "0" are adjustment turns.

  4. RETREATS

    All retreating units are considered for the purposes of these rules to retreat with strength zero; therefore any two units [including Multiple Armies, Wizard, and Nazgûl units] ordered to retreat to the same province will bounce and be disbanded.

  5. POWERS

    There are eight powers, with starting units:

    (D)

    DWARVES:

    A(Ere), A(Eri), A(Iro)

    (E)

    EASTERLINGS:

    A(Kha), A(Rhu), A(NRu)

    (L)

    ELVES:

    A(Eri), A(Lor), A(Woo)

    (G)

    GONDOR:

    A/F(DAm), A(Lam), A(MTi), A(Pel), A(Pin)

    (H)

    HARADRIM:

    A/F(Cit), A(FHa), A(NrH)

    (R)

    ROHAN:

    A(Edo), A(Hel), C(Wol)

    (S)

    SARUMAN:

    W(Ise), A(Ise), A(Dun) plus A(?)

    (U)

    SAURON:

    A(DGu), A(MMo), N(MMo) plus one other

     

    STANDING ARMIES:

    A(BDu), A(CDu), A(CGo), A(Gre), A(Gob), A(Gun), A(Mor), A(Mou), plus S(NMi or EMi), D(Wit)

  6. ERIADOR

    1. Eriador is an off-board province bordering: Fch, Ang, HPs, Hol, Gld, Min.
    2. Units may be freely ordered to move or retreat to Eriador [Eri].
    3. Any number of units may co-exist in Eriador, and no power may ever "occupy" the province.
    4. Units in Eriador cannot give support to other units.
    5. Eriador is treated as an off-board home supply centre for both the Dwarves and Elves. Dwarvish and Elvish units may be built there in the course of the game. However, this centre is lost to them if and when Sauron is eliminated from the game: it is assumed that the Elves and Dwarves of Eriador return to their peaceful ways once the Dark Lord is defeated.
    6. The Dwarvish and Elvish Eriador home supply centres may never be captured by another power.

  7. FORTRESSES

    1. Fortress provinces are marked on the map. Note that whilst some of the fortresses are supply centres, others are not. The difference is indicated.
    2. Fortress provinces give an automatic support to any unit in them which is not attempting to move [but note clause iv., below]. Thus an otherwise unsupported unit takes two supports to dislodge [total attack strength three].
    3. A Fortress province has no effect on a unit attempting to move into or out of it. Neither does it affect the strength of the support given by a unit in it. It is only effective against dislodgement of the unit in the fortress province.
    4. Fortresses are only effective for players who order. If a player NMRs, his or her units in fortresses forfeit the protection of the fortress [due to poor leadership, they fail to take effective advantage of the protection of the fortress]. Similarly, any units that are accidentally left unordered do not gain fortress benefits.

  8. MOUNTAINS

    The lines of mountains marked on the map are impassable to all units except Nazgûl; units may not attack or support across them.

  9. SEA PROVINCES

    Anduin [AND] and Tolfalas [TOL] are sea provinces.

  10. DWARVES

    In addition to their three initial home supply centres, the Dwarves may also treat any mountain fortress supply centre [that is, any fortress supply centre except Cit, DGu, DAm, Lor and Woo] as home supply centres if they capture them. In this case, Moria may be renamed Khazad Dûm [KDu] at the GM’s discretion.

  11. EASTERLINGS

    Throughout the game, the Easterlings may treat any unoccupied supply centre they own as a home supply centre for building purposes.

  12. CAVALRY

    1. Only Rohan may own Cavalry [C] units.
    2. Cavalry units may move up to two provinces each turn. Their first move takes place at the same time as all other moves, and if this succeeds they may attempt a second move before retreats are handled. The order for the second move must be given simultaneously with the first; Rohan may not retain the option until after all other moves are revealed.
      Example: Rohan: C(Hel) ® Gap ® Agr
      The second move may be the reverse of the first [leaving the Cavalry in its starting province]. If the first move dislodged a unit, the Cavalry unit may still attempt a second move, and the dislodged unit may not remain in its original province under any circumstances. The second move is always made with strength one; therefore it will dislodge a Wizard/Nazgûl. The second move does not cut Supports, or prevent Build orders.
    3. If the first move fails, a second move may not be attempted.
    4. The second move may not be made conditional on the outcome of other moves.
    5. The double movement option only applies when the unit is ordered to move: a Cavalry unit cannot give two supports in a turn. Likewise, if forced to retreat, a Cavalry unit is treated like any other unit.
    6. Cavalry units cannot receive support for their second movement.
    7. Cavalry units may be ordered to Hold and then move, or just make one move, but may not support and then move.
    8. In all other respects, a Cavalry unit behaves as a standard Army.
    9. Rohan may only build Cavalry units in the Wold [Wol].

  13. MULTIPLE ARMIES

    1. Because of its superior military leadership, Gondor has a capacity to create "Multiple Armies" by merging several units. These are represented in the fashion "2A", "3A", etc., to signify their relative strength.
    2. Multiple Armies are created by ordering two or more units to the same province, as follows:
      Example: Gondor: A(NIt) ® 3A(Los)
      A(Pel) ® 3A(Los)
      A(SIt) ® 3A(Los)
      Example: Gondor: A(NIt) ® 2A(NIt)
      A(SIt) ® 2A(NIt)
      Note that it is essential to state the total strength of the forming Multiple Army in each order, so as to avoid misinterpretation as a self-standoff. Ambiguities will result in misorders. Also, becoming part of a Multiple Army whilst holding [as the A(NIt) in the second example] counts as the unit's order for that turn.
    3. Multiple Armies may be split up simply by giving the components different orders.
      Example, starting with a 3A(Los): Gondor: A(Los) ® Pel
      2A(Los) ® SIt
      Example, starting with a 2A(NIt): Gondor: A(NIt) Hold
      A(NIt) ® SIt
      Note that it is essential to ensure that the right number of components are ordered; giving too many will produce a set of ambiguous orders, which are therefore misorders.
    4. A component of a Multiple Army not moving may support the movement of other components.
      Example, starting with a 3A(NIt): Gondor: 2A(NIt) ® MMo
      A(NIt) Support 2A(NIt) ® MMo
    5. However, all components of a Multiple Army not moving must be given the same order. They cannot support different actions. For this purpose, building a Fleet or Siege Engine are separate orders.
    6. Multiple Armies move, hold, and support with the combined strength of all components. Thus a 2A dislodges a single, unsupported army, while a 3A dislodges a single, unsupported army protected by a fortress.
    7. Support given by several components of a Multiple Army may be cut, and the strength of the support will be equal to the total uncut strength minus the total strength of the strongest cutting attack. So two separate strength 1 attacks only cut one from the strength of the support.
    8. Support may be given by other units to individual components of a Multiple Army that is splitting up.
    9. Multiple Armies join with the total strength of all their components, but cross each border involved with only the strength of the components involved.
      Example: Gondor: A(Pel) ® 2A(SIt)
      A(Los) ® 2A(SIt)
      This move will dislodge a single unsupported unit in Sit. But if another power orders:
      Other: A(Por) Support A(SIt) ® Pel
      A(SIt) ® Pel
      The result is that the A(SIt) gets to Pel, the Gondor A(Los) gets to SIt, and the Gondor A(Pel) is dislodged, and must retreat to Los or Leb. [Gondor is attacking across the Pel/SIt border with strength 1, against strength 2 in the opposite direction.]
    10. If part of a forming Multiple Army is holding, then the Multiple Army will form successfully in the case where the province where it is forming is attacked by another power with equal strength, so long as the province is not occupied by the attack.
      Example: Gondor: A(Pel) ® 2A(SIt)
      A(SIt) ® 2A(SIt)
      Other: A(MMo) Support A(NIt) ® SIt
      This move will result in a 2A in SIt. Another support for A(NIt) ® SIt, dislodging the A(SIt), would be required to prevent this.
    11. A component of a Multiple Army that attempts, but fails, to move, instead holds with normal strength. This strength is added to any other components that may have attempted to move elsewhere, or held, or entered the province to join the Multiple Army. This last does not occur if all the Multiple Army attempted to move, and further units were following up behind; they must have been joining with other components of the original Multiple Army in order to form a new one.
      Example: Gondor: A(NIt) ® MMo
      A(NIt) Support A(NIt) ® MMo
      Other: A(MMo) Hold
      A(CGo) Support A(Ano) ® NIt
      This move is a complete bounce. Nothing happens.
    12. Support can only be given to the original orders of a Multiple Army component; in particular, if an entire Multiple Army moves, support cannot be given to components which may fail to move, and hold instead.
      Example: Gondor: A(NIt) ® MMo
      A(NIt) Support A(NIt) ® MMo
      A(Los) Support A(NIt)
      Other: A(MMo) Hold
      A(CGo) Support A(Ano) ® NIt
      A(Dag) Support A(Ano) ® NIt
      This move is also a complete bounce, but if the entire 2A(NIt) had been ordered to MMo, the A(Los) support would have been void, and the 2A(NIt) would have been dislodged.
    13. Multiple Armies can only contain units belonging to Gondor; no mixing with other powers' units is permitted.
    14. Gondor may build Multiple Armies, either by adding to existing ones, or by forming new ones.
      Example: Gondor has 3 builds: Build A(DAm) and 2A(MTi)
      Example: Gondor has 1 build, and an A(MTi) already: Build 2A(MTi)
    15. If a Multiple Army is dislodged, it must retreat as one unit - it cannot be split up, and it retreats with strength zero. If part is disbanded, all must be disbanded. Multiple Armies cannot be formed, or augmented, by retreats.

  14. FLEETS

    1. Fleets do not exist in Necromancer. They are replaced by the Army/Fleet, as follows.
    2. Any Army that starts a turn in a coastal province may be ordered to Build a Fleet. Fleet-building constitutes that unit's order for that turn. Fleets cannot be built during Adjustments.
    3. The Build order will fail if the unit is attacked that turn, regardless of whether the attack succeeds [just as support is cut by any attack].
    4. A unit that is building a Fleet may receive support in holding from other units, which will be counted against dislodgement in the usual way if the unit is attacked.
    5. If the build order succeeds, the Army becomes an Army/Fleet [A/F].
    6. An Army/Fleet can enter, hold in, or influence sea provinces as if they were land provinces. It moves, holds and supports in or into sea provinces with the strength of a single unit [exception: multiple Army/Fleets, see below].
    7. An Army/Fleet remains an Army/Fleet until it enters a non-coastal land province, at which time the sea-going capacity is lost, and the unit becomes a standard Army.
    8. The Fleet element of an Army/Fleet can at no time act or exist independently.
    9. The Fleet element of an Army/Fleet does not require a supply centre to maintain it.
    10. If the Army element of an Army/Fleet is disbanded for any reason, then so is the Fleet.
    11. An Army/Fleet cannot convoy other units, and the Convoy order does not exist in Necromancer.
    12. For the purposes of the above rules, Cavalry units may be considered "Armies". Thus it is perfectly acceptable to build Cavalry/Fleets [C/F]. C/Fs can still use their second movement where otherwise applicable, but the move is made without the fleet component, and so must be between two adjacent land provinces. Further, the fleet component is always lost, even if the second move fails or is along the coast.
    13. Multiple Armies may build Multiple Army/Fleets. For the sake of convenience, the GM should record how many Fleet elements are present in the combined unit, as well as how many Armies. Thus, if a 2A is ordered to build a Fleet, it becomes a 2A/2F.
    14. Multiple Army/Fleet units must have as many Fleet elements as Army elements in order to enter or influence a sea province as a whole. Thus if a 2A/2F subsequently combined with another Army, it would become a 3A/2F, and be unable to enter a sea province intact.
    15. The correct abbreviation for a Build order is "B", and the order should take the form, e.g. A(Cit) B F [in full: A(Cit) Build Fleet]. In the following turn, A(Cit) would be ordered as A/F(Cit).

  15. SIEGE ENGINES

    1. Any Army that starts a turn in a land province may be ordered to Build a Siege Engine in that province. The Siege Engine then becomes attached to the army in the same way that Fleets do [see above]. Siege Engines cannot be built during Adjustments.
    2. The Build order fails if the unit is attacked in that turn, even if the unit is not dislodged.
    3. A unit that is building a Siege Engine may receive support in holding from other units, which will be counted against dislodgement in the usual way if the unit is attacked.
    4. If the Build order succeeds, the unit becomes an Army/Siege Engine [A/E].
    5. An Army may not have more than one attachment which it has built. Thus an Army/Fleet may not become an Army/Fleet/Siege Engine unit. An Army/Fleet that successfully builds a Siege Engine becomes just an Army/Siege Engine, and loses the Fleet. The same applies in reverse. But a Multiple Army can build a Siege Engine and enough Fleets for all but one of its components, but may not build a further fleet without losing the Siege Engine, nor can it ever build more than one Siege Engine.
    6. Cavalry units can also build Siege Engines, but Wizards and Nazgûl cannot.
    7. Siege Engines are not very durable, and cannot suffer being moved any distance after their assembly. Therefore, they cannot be moved in Necromancer: if the unit is successfully ordered to move after it has built a Siege Engine, the Siege Engine is lost, and disappears from the game. The Siege Engine is also lost if the Army/Siege Engine is dislodged. A Multiple Army loses its Siege Engine only if dislodged or the portion with the Siege Engine successfully moves.
    8. The benefit of having a Siege Engine is that it negates all the benefits of fortress status used by an opposing unit. If an Army/Siege Engine unit is ordered to move into a fortress province occupied by an opposing unit, that opposing unit is not protected by the fortress.
      Example: Sauron: A(Ano) Support A/E(Los) ® MTi
      A/E(Los) ® MTi
      Gondor: A(MTi) Hold
      In this example, the Gondorian Army would be dislodged, despite the fact that Minas Tirith [MTi] is a fortress province.
    9. However, if a unit with a Siege Engine is ordered to support an attack on a unit in a fortress, the fortress is not negated [unless the unit actually attacking has a Siege Engine]. The Siege Engine must attack to affect the fortress.
    10. Siege Engines may be created in any standard land province. This includes coastal provinces. They may not be created in sea provinces, and they may not be created in Eriador.
    11. The correct abbreviation for a Build order is "B", and the order should take the form, e.g. A(Los) B E [in full: A(Los) Build Engine]. In the following turn, A(Los) would be ordered as A/E(Los).

  16. SARUMAN

    1. Saruman starts the game with a special unit: the Wizard unit [W], which starts the game in Isengard [W(Ise)].
    2. The Wizard unit, representing Saruman himself, may co-exist with other units belonging to the Saruman player, but not with units belonging to other players.
    3. The Wizard unit is a mobile home supply centre for the Saruman player. If the Saruman player is entitled to one or more builds in an adjustment turn, he or she may raise an Army in whatever province the Wizard unit is currently placed, subject to three restrictions:
      1. A unit cannot be raised there if the Wizard unit currently shares the province with one of Saruman's units;
      2. No units may be raised by Saruman in home or build supply centres belonging to other powers [note that for the Easterlings, this means any Easterling-owned supply centre];
      3. No unit may ever be built in a sea province.
    4. If Saruman builds on the Wizard when it occupies a supply centre not forbidden by the above, the ownership of the centre does not change until the next adjustment phase.
    5. If, during an adjustment phase, the Wizard occupies a home or build supply centre belonging to another player, and that player attempts to build a unit there, the build order fails automatically. The affected player does not get the opportunity to build elsewhere instead.
    6. The Wizard unit may be ordered to Hold or Move. It does either with a strength equal to 0 units; it is dislodged by a single, unsupported attack [although this is not the case if it shares a province with one of Saruman's other units]. The Wizard stands off a Nazgûl unit [see below].
    7. The Wizard blocks retreats into its province. A unit whose chosen retreat is blocked by the Wizard is disbanded.
    8. The Wizard unit cannot give Support to other units.
    9. The Wizard unit has a hidden movement capability. The Wizard's orders and/or location are only publicly revealed if either its order fails or the information is required to explain the results of other orders (such as when used as a home supply centre, section iii.) If any support is given to it, only the giver of the support shall be informed whether the support was valid. Retreat orders are always publicly revealed. Illegal orders are not automatically revealed.
    10. The Wizard unit may not build a Fleet, but may travel at sea with a Saruman Army/Fleet. It does not count against the load of the Fleet. Should the Wizard be dislodged with an Army/Fleet, the two units may retreat separately or together. If separately, the Wizard may only retreat to a land province or one containing another Saruman Army/Fleet.
    11. If the Wizard unit is dislodged and unable to retreat, it is destroyed, and Saruman is eliminated from the game. Saruman's units then go into Civil Disorder.
    12. Saruman may not build further Wizard units.
    13. The Wizard unit does not occupy supply centres for adjustment purposes.
    14. Saruman may choose to place his third unit, an Army, in any of the following provinces before the start of the game. Its location will not be revealed to other players before the first game report. The provinces it may start in are as follows: Agr, Ene, Fan, Gap, Gld.

  17. SAURON'S STANDING ARMIES

    1. At the start of the game the following eight units exist as unordered Armies standing as if in "civil disorder": A(BDu), A(CDu), A(CGo), A(Gre), A(Gob), A(Gun), A(Mor), and A(Mou). These may be considered units which Sauron has not yet taken control of.
    2. Each adjustment turn until he is eliminated, Sauron may add control of ONE of these units to his forces, in addition to any builds to which he is entitled [he is also allowed ONE unit of his choice for 2750, a nominal adjustment turn before 2765]. The centres in which these units start may thereafter be treated by Sauron as home supply centres.
    3. Alternatively, instead of one of these Armies, Sauron may choose, in any adjustment turn, to activate the "Dragons of the Withered Heath" [which enter the game as D(Wit)], or the "Spiders of Mirkwood" [which start as one of S(NMi) or S(EMi), Sauron's choice]. These act like standard Armies in every respect, except that they require no supply centres to maintain them [for this reason it is useful to maintain the "D" and "S" prefixes, to avoid confusion over adjustments]. Both the Dragons and the Spiders can occupy supply centres for Sauron in the usual way. However, note that, unlike the standing armies mentioned above, the Dragons and the Spiders do not enter the game until activated by Sauron: there are no standing units in Wit, NMi, or EMi at the start of the game. Sauron may activate only one Dragon unit, and one Spider unit, in the course of the game - no further Dragon or Spider units may be "built" or activated by Sauron. Furthermore, Spiders and Dragons cannot be activated in a province that is currently occupied by another unit.
    4. Sauron's choice of unit is not mentioned on the game report. The unit makes its first appearance only when given an order [other than Hold] by Sauron, or is dislodged.
    5. If a standing Army is dislodged before Sauron activates it, it is disbanded. If Sauron subsequently captures the centre, he may still use it as a home centre, however. If the Standing Army is dislodged in Spring, but the centre is not captured by an opponent in Autumn, then the centre can still be activated by Sauron during an adjustment phase, but no army may be built there in the same phase. Sauron may not activate a centre once it has been captured by another power. An unactivated Standing Army is entitled to the fortress benefit where relevant, until Sauron dies.
    6. When playing by mail, and adjustment orders are included with the previous turn's moves, Sauron is encouraged to nominate at least one alternative unit to activate, as there are instances in which his first choice may be impossible. It is Sauron's responsibility to provide nominations; the GM must not make a choice for him if his first choice fails, and no alternative is supplied.

  18. THE NAZGÛL

    1. Sauron starts the game with a special unit: the Nazgûl unit [N], which starts the game in Minas Morgul [N(MMo)]. This unit has the following attributes:
    2. The Nazgûl unit may co-exist with any of Sauron's other units, but may not co-exist with units belonging to any other power. It moves with strength 0, and therefore is dislodged by a single unsupported attack. The Nazgûl blocks retreats into its province. A unit whose chosen retreat is blocked by the Nazgûl is disbanded.
    3. If, during an adjustment phase, the Nazgûl occupies a home or build supply centre belonging to another player, and that player attempts to build a unit there, the build order fails automatically. The affected player does not get the opportunity to build elsewhere instead.
    4. It can move across mountains as if they were ordinary province boundaries. Such boundaries are:

      Ado « Hel

      Dor « Rhu

      Eri « Gob

      Gor « NoL

      Pin « Wes

      Ado « Pin

      DrF « Lam

      Eri « Gun

      Gor « SIt

      SIt « SNu

      CDu « Eri

      DrF « Los

      Eri « Lng

      Hel « Pin

      SNu « WKh

      Dhw « Lam

      Dun « Fan

      For « NEa

      Hol « OFo

      Dhw « Pin

      Dun « Nim

      Gla « Hol

      Lit « NoL

      Dim « Gld

      Eas « Lam

      Gld « Nim

      NCa « Wit

      Dim « Hol

      Edo « Pin

      Gor « NIt

      NNu « SIt

    5. It does not occupy supply centres for adjustment purposes.
    6. It cannot enter or cross sea provinces under any circumstances.
    7. A Nazgûl unit can move up to two provinces in one turn, in the same manner as one of Rohan's cavalry units.
    8. The Nazgûl unit has a hidden movement capability. The Nazgûl's orders and/or location are only publicly revealed if and when either its order fails or the information is required to explain the results of other orders. If any support is given to it, only the giver of the support shall be informed whether the support was valid. Retreat and Lead orders [section ix. below] are always publicly revealed. Illegal orders are not automatically revealed.
    9. The Nazgûl unit is not able to give Support.
    10. However, the Nazgûl unit has a distinct "Lead" order, which enables it to command another of Sauron's units, and in doing so enhance its strength by an amount equal to one unit. If the Nazgûl unit starts its turn in the same province as another of Sauron's units, it may be ordered to "Lead" it as shown in the following example:
      Example: Sauron: N(MMo) Lead A(MMo) ® SIt
      A(MMo) ® SIt
      The two units in this example would move together, with a strength equal to two units.
      Example: Sauron: N(MMo) Lead A(MMo) Support A(CGo) ® NIt
      A(MMo) Support A(CGo) ® NIt
      Example: Sauron: N(MMo) Lead A(MMo) Hold
      A(MMo) Hold
      A Nazgûl using the Lead order must always remain with that unit for the whole turn, and therefore can only move a maximum of one province per turn when using the Lead order. A Nazgûl cannot use its hidden movement capability while it is Leading.
    11. In addition, Sauron may create, maintain and build Multiple Armies [like Gondor's] in any province shared with the Nazgûl unit. The same mechanics are used as for Gondor. Such Multiple Armies must consist only of units belonging to Sauron; no mixing with other powers' units is permitted. Note that the Multiple Army can only exist in the province where the Nazgûl is. If the Nazgûl leaves that province [without the Multiple Army], at any time during a turn, the Multiple Army must split up [or else all the components are forced to "retreat", as in a self-standoff. This can easily result in compulsory disbandments].
    12. If an army led by the Nazgûl is Supporting, and an attack which can cut support is made on it, then the strength of the support will be the total strength of the [possibly Multiple] army minus the strongest cutting attack [the appropriate number of armies are detached to meet the threat]. However, if the resulting strength of the Support is 1 [i.e. just the Nazgûl] then the support is totally cut instead.
    13. Additional Nazgûl units may not be built. However, if the original Nazgûl unit is disbanded during a retreat phase [whether forced or voluntary], Sauron may raise another in any one of his active home supply centres [not one which is just being activated] in the following adjustment turn.

  19. ELIMINATION OF SAURON

    1. Sauron has 18 turns to win the game. If, by the year 3020 TA, Sauron has not won the game, the Ring is dropped into Mount Doom and he is eliminated. At that time the Nazgûl are removed from the game, and all Sauron's other forces become standing armies [in civil disorder]. Further, upon Sauron’s death, his remaining armies [including unactivated standing armies] lose all entitlement to fortress benefits.
    2. Until that date, Sauron can be eliminated only if the Spiders and Dragons have been activated and destroyed, all remaining standing armies have been destroyed, all Sauron's centres have been captured, and the Nazgûl has been destroyed.

  20. VICTORY CONDITIONS

    1. A player wins if he or she controls at least one-third of the supply centres on the board [19+], and has more supply centres than anyone else.
    2. The Dwarves may count Erebor [Ere], the Grey Mountains [Gre], the Iron Hills [Iro], and Moria [Mor] as equal to two supply centres each for these purposes. The Eriador supply centre may also be counted as one supply centre.
    3. The Elves may count Lórien [Lor] and the Woodland Realm [Woo] as equal to three supply centres each for these purposes. The Eriador supply centre may also be counted as one supply centre.

  21. ALIGNMENT (OPTIONAL)

    1. At the start of the game, each power has an alignment, which will be one of Good, Neutral, or Evil. The alignments are as follows:

      DWARVES: Good

      GONDOR: Good

      SARUMAN: Neutral

      EASTERLINGS: Neutral

      HARADRIM: Neutral

      SAURON: Evil

      ELVES: Good

      ROHAN: Good

       

    2. Alignment is not intended to affect the players' diplomacy during the game. Players are, indeed, encouraged to diplome freely with all other players. Alignment's only effects should be as detailed below.
    3. Certain provinces have a natural alignment, and will repel units of opposite alignment.
    4. Lórien [Lor] and Fangorn [Fan] repel Evil units.
    5. Barad Dúr [BDu], Dol Guldur [DGu], Moria [Mor] and South Mirkwood [SMi] repel Good units.
    6. A single unit of the "wrong" alignment attempting to Hold in, or enter, such a province will need support to overcome this effect if the province is vacant. In the cases of Barad Dúr [BDu], Dol Guldur [DGu], Lórien [Lor], and Moria [Mor], this is not enhanced by the Fortress nature of the province.
    7. This effect is a "natural" alternative to defending the province by conventional means: when wrongly aligned units would otherwise successfully enter or Hold in the province, its natural defences work to expel them. Therefore, this effect does not conspire with active units to defend the province, and is not added to the strength of suitably aligned units attempting to Hold there.
    8. Any Support given by a unit of the "wrong" alignment from such a province will be cut [in the case of Multiple Armies, such Support will be reduced by the strength of one unit].
    9. If at any time a supply centre province with an alignment becomes owned by a power of a different alignment, the natural alignment is lost. For example, in the case of Moria, it is assumed that the Balrog is killed, and Moria/Khazad Dûm ceases to repel Good units.

 

PROVINCE LIST

 

Ado

Adorn

Eri

Eriador

MTi

Minas Tirith

Agr

Angren

Esg

Esgaroth

Nar

Narrows

ANDh

Anduin

FanU

Fangorn

NCa

North Carnen

Anf

Anfalas

Fch

Forochel

NEa

Northern Eaves

Ang

Angmar

FHa

Far Harad

NHd

Northern Harad

Ano

Anórien

For

Forodwaith

Nim

Nimrodel

Ast

Andrast

Fra

Framsburg

NIt

North Ithilien

BDub

Barad Dúr

FRh

Far Rhûn

NMi

Northern Mirkwood

Bel

Belfalas

FRi

Forest River

NNu

North Núrn

BOBh

Bay of Belfalas

FUMh

Firth of Umbar

NoL

Noman Lands

Bro

Brown Lands

Gap

Gap of Rohan

NrH

Near Harad

CAn

Cair Andros

GFi

Gladden Fields

NRo

Northern Rhovanion

Car

Carrock

GGUh

Great Gulf

NRu

North Rhûn

CDu

Carn Dûm

Gla

Gladden River

NUn

North Undeep

CGo

Cirith Gorgor

Gld

Glanduin

Nur

Nûrnen

Cit

City of the Corsairs

Gob

Goblin Gate

NWi

Northern Wilderland

CPo

Crossings of Poros

Gor

Gorgoroth

OFo

Old Ford

CUm

Cape of Umbar

Gre

Grey Mountains

PCe

Parth Celebrant

Dag

Dagorlad

Gun

Gundabad

Pel

Pelargir

Dal

Dale

Har

Harnen

Pin

Pinnath Gelin

Dam

Dol Amroth

Hav

Havens of Umbar

PNo

Plains (North)

DEr

Dor en Ernil

Hel

Helm's Deep

Por

Poros

DGub

Dol Guldur

Hol

Hollin

PSo

Plains (South)

Dhw

Dunharrow

HPs

High Pass

Rhu

Rhûn

Dim

Dimrill Dale

HRd

Harad Road

RRu

River Running

DMa

Dead Marshes

Iro

Iron Hills

SCa

South Carnen

Dor

Dorwinion

Ise

Isengard

SEa

Southern Eaves

DrF

Drúadan Forest

Kha

Khand

SGo

South Gondor

Dru

Drúwaith Iaur

Lam

Lamedon

SIt

South Ithilien

Dun

Dunland

Leb

Lebennin

SMib

Southern Mirkwood

Eas

Eastfold

Lef

Lefnui

SNu

South Núrn

EBt

East Bight

Lim

Limlight

SRo

Southern Rhovanion

Edo

Edoras

Lit

Lithlad

SUd

South Undeep

EDu

Ephel Dúath

Lng

Langwell

SUNh

Sundering Seas

EEa

Eastern Eaves

Lon

Lond Daer

TOLh

Tolfalas

EEm

East Emnet

LorV

Lórien

Val

Vales of Anduin

ELi

Ered Lithui

Los

Lossarnach

Wes

Westfold

EMi

Eastern Mirkwood

Min

Minhiriath

Wit

Withered Heath

Emy

Emyn Muil

MMo

Minas Morgul

WKh

Western Khand

Ene

Enedwaith

Morb

Moria

WMi

Western Mirkwood

Ent

Vale of Entwash

Mou

Mountains of

Wol

Wold

Ere

Erebor

 

Mirkwood

Woo

Woodland Realm

 

h

Sea Province

b

Repels Good

V

Repels Evil

 

This page is maintained by Gary Duke (gary AT garyduke.me.uk).
Back to Necromancer Home Page.