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.
This set of rules is provisional, and the designers take no
responsibility for any errors: this version has not been fully play-tested.
-
- Legal ownership in the UK and USA is copyright 1989-1994 Richard
Egan.
- 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.
-
Standard Diplomacy rules apply, except where modified below.
-
- Necromancer is set in Tolkien's Middle-Earth, in the period from
2750 TA up to the War of the Ring.
- The first turn in Necromancer is 2765 TA. Thereafter, each turn
counts as 15 years. Thus the second turn is 2780 TA.
- Adjustments are carried out on every second turn, as for standard
Diplomacy. Hence turns ending in "0" are adjustment turns.
-
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.
-
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) |
-
- Eriador is an off-board province bordering: Fch, Ang, HPs, Hol,
Gld, Min.
- Units may be freely ordered to move or retreat to Eriador
[Eri].
- Any number of units may co-exist in Eriador, and no power may
ever "occupy" the province.
- Units in Eriador cannot give support to other units.
- 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.
- The Dwarvish and Elvish Eriador home supply centres may never be
captured by another power.
-
- Fortress provinces are marked on the map. Note that whilst some
of the fortresses are supply centres, others are not. The difference is
indicated.
- 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].
- 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.
- 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.
-
The lines of mountains marked on the map are impassable to all
units except Nazgûl; units may not attack or support across them.
-
Anduin [AND] and Tolfalas [TOL] are sea provinces.
-
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 GMs discretion.
-
Throughout the game, the Easterlings may treat any
unoccupied supply centre they own as a home supply centre for building
purposes.
-
- Only Rohan may own Cavalry [C] units.
- 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.
- If the first move fails, a second move may not be attempted.
- The second move may not be made conditional on the outcome
of other moves.
- 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.
- Cavalry units cannot receive support for their second
movement.
- Cavalry units may be ordered to Hold and then move, or
just make one move, but may not support and then move.
- In all other respects, a Cavalry unit behaves as a standard
Army.
- Rohan may only build Cavalry units in the Wold [Wol].
-
- 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.
- 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.
- 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.
- 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 |
- 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.
- 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.
- 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.
- Support may be given by other units to individual components of a
Multiple Army that is splitting up.
- 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.]
- 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.
- 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.
- 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.
- Multiple Armies can only contain units belonging to Gondor; no
mixing with other powers' units is permitted.
- 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) |
- 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.
-
- Fleets do not exist in Necromancer. They are replaced by the
Army/Fleet, as follows.
- 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.
- 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].
- 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.
- If the build order succeeds, the Army becomes an Army/Fleet
[A/F].
- 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].
- 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.
- The Fleet element of an Army/Fleet can at no time act or exist
independently.
- The Fleet element of an Army/Fleet does not require a supply
centre to maintain it.
- If the Army element of an Army/Fleet is disbanded for any reason,
then so is the Fleet.
- An Army/Fleet cannot convoy other units, and the Convoy order
does not exist in Necromancer.
- 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.
- 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.
- 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.
- 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).
-
- 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.
- The Build order fails if the unit is attacked in that turn, even
if the unit is not dislodged.
- 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.
- If the Build order succeeds, the unit becomes an Army/Siege
Engine [A/E].
- 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.
- Cavalry units can also build Siege Engines, but Wizards and
Nazgûl cannot.
- 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.
- 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.
- 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.
- 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.
- 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).
-
- Saruman starts the game with a special unit: the Wizard unit [W],
which starts the game in Isengard [W(Ise)].
- 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.
- 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:
- A unit cannot be raised there if the Wizard unit currently
shares the province with one of Saruman's units;
- 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];
- No unit may ever be built in a sea province.
- 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.
- 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.
- 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].
- The Wizard blocks retreats into its province. A unit whose chosen
retreat is blocked by the Wizard is disbanded.
- The Wizard unit cannot give Support to other units.
- 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.
- 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.
- 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.
- Saruman may not build further Wizard units.
- The Wizard unit does not occupy supply centres for adjustment
purposes.
- 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.
-
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
-
- 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:
- 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.
- 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.
- 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 |
- It does not occupy supply centres for adjustment purposes.
- It cannot enter or cross sea provinces under any
circumstances.
- A Nazgûl unit can move up to two provinces in one turn, in
the same manner as one of Rohan's cavalry units.
- 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.
- The Nazgûl unit is not able to give Support.
- 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.
- 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].
- 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.
- 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.
-
ELIMINATION OF SAURON
- 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
Saurons death, his remaining armies [including unactivated standing
armies] lose all entitlement to fortress benefits.
- 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.
-
- 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.
- 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.
- 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.
-
- 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 |
|
- 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.
- Certain provinces have a natural alignment, and will repel units
of opposite alignment.
- Lórien [Lor] and Fangorn [Fan] repel Evil units.
- Barad Dúr [BDu], Dol Guldur [DGu], Moria [Mor] and South
Mirkwood [SMi] repel Good units.
- 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.
- 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.
- 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].
- 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).
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