At the core of the classic risk players get randomly a certain number of countries and prescribed armies. Per cube is decided whether an attacker (active player) conquered a neighboring country or not. Who defeated all opponents and thus conquered all countries, wins.
The Lord of the Rings - Edition goes there now according to the epic 'a lot more.
First, there are only 2 groups: the good and the bad - both there in 2 colors as complete sets and the units are recruited from same-Protect, Riders of Rohan, and Adler and orcs, Black Riders and cave trolls. With 3 players, one player takes both good armies.
Further innovations are added:
- It is enough points to collect, by area and regional conquests existence of Adventure (cards), and held fortresses before the Fellowship left Middle-earth.
- Areas that are separated by mountains or rivers (without bridge) are not adjacent, as these transitions are insurmountable.
- Some areas have special functions: Increase "fortresses" the highest dice roll of contact person at 1, "places of power" allow dragging a Adventurecard if an army invaded here, "The path of the Companions" ends the game when the Companions - starting from the Shire and through a ring symbolizes (Cardboard Tokens) ^^ - reach Mount Doom after advancing ever further a field by the most perfect plays.
- There is an additional unit per army: the sign, it is for each commander. They bring in battles a bonus (+1 to the highest pitch) with and can draw or play Adventure cards.
- There are two different types of cards: "regional aid maps" and "Adventure Card".
The regional maps are similar to the original and the adventure cards are in "Mission Card" (orders to conquer certain sites of power), "event cards" (positive or negative influence on the current (own) events) and "power cards" divided (shift the balance of power).
When preparing for 4 players the good and bad players will each receive half of the corresponding region cards are dealt randomly and fill them with their units. With 3 players, a player gets all 16 cards to the good side and the other two players each 8 the evil side. With 2 players each all 16 of the appropriate fraction obtained. Thereafter, all the cards are mixed together and serve as a draw pile.
After that, the remaining areas are filled by election alternately.
The commander brought after setting the first gain round the game and placed on any, private area - but never both at the same!
Each player is dealt a card area and four adventure cards.
Game play then runs for each player always the same:
Receive and placing reinforcement units in migration begins, fighting running (optional), areas reinforce hereafter (optional), draw area map (when min. A struggle successfully led to conquest), draw adventure card (if a military commander in a newly conquered territory with a " was center of power drawn "), a military commander place (if you have not is on the board) and the companions move (always !!! The ring marker is advanced along its path from each player to end of the train to a field).
The reinforcements, so getting new units each turn, is made up of various dependencies. At the beginning we find areas with a fortress before a unit, then the areas are classically counted and divided by three, the total is the number of additional units that can be distributed. In addition, it can still give bonuses for the control of entire regions and for Exchanging territory card sets (like the original: three identical or three different symbols (on the maps)).
Insofar as the amendments and additions, the gameplay runs otherwise classic.
If the player wants to attack by lead, he renames the target and source area of the fight. He takes the 1-3 (depending on how many units with attacking) red attack dice and the defender the black defense dice (1 or 2, depending on how many units it has available).
Well turns throwing and compared the results. It always wins but each higher number in a tie always the defending player.
Ex .: the attacker throws 3 dice (he attacks with 4 units, 1 must be excluded forever, because a planet must always be occupied with 1 unit!) With the result 5, 3, 2 and the defender with 1 cube (it has only 1 unit on the target planet) a 5. In order for the defender wins this round cubes and the attacking player must remove one of his units from the starting planet.
Will he continue to attack, he must now act only with 2 dice.
He decides and throws 6, 4. The defender manages only the union of 2, so it must be removed from the planet and the aggressor has conquered the planet its unity. He may now be 1 or 2 of the remaining units on this new area put [namely 3 units are still available at its output planet, but 1 must indeed, the purpose of occupation, remain!].
Note: if a fortress and / or a military leader is present / are, change the results of the highest dice roll (see above)!
Now the active player may decide to continue to fight and continue this with other areas or to exit the train.
He does not want to keep fighting, he can now move more units between adjacent or connected by airlines own areas, so as to achieve a different starting position for his next train or secure a particular region.
In case of a successful conquering of at least a fraction foreign territory, he must take another card from the deck area (only 1)!
During a turn, it may be that a mission is fulfilled if, say, a commander an area with a "center of power" enters. The card is then revealed and taken the reward immediately.
Power maps will help during their own combat phase or where the other players.
Players may play as many adventure cards as they want / can, as long as no new map was drawn. The hand limit is. 4
The Fellowship are so moved at the end of each turn the (dashed) walk along however, they reach an area with a cube, it is for them only continue if the active player at least one has 3 dice for them, otherwise they remain there until the end of the train the next player.
The game runs so on around manner until the companions have their aim to Schicksalsber achieved. Is here now a higher number rolled as 3, a ring was destroyed, the game ends and the player with the highest score. Is thrown low, play will continue again.
The points are calculated according to the number of the occupied territories (1 point each), their own strongholds (2 points), points according to the played Adventure cards and bonus points for control of entire regions.
Note: Capture a player all areas of Middle-earth before the companions left the death swamps, he wins the game immediately!
Variants: 2 Players, Standard, Allianz, Team (incl. "Find the Ring").
Conclusion:
Here there is a risk version that not just got pressed a known license, but these weaves wonderfully into the game.
The LotR - atmosphere can be felt throughout the game and the gameplay itself is perfectly suited for this universe.
For risk as well as LotR - fans an absolute must, the game comes also therefore in a beautiful presentation. The Schedules and the playing cards have the typical symbols, writings and many sketches from the trilogy.
However, one :) must have good knowledge of tolkienischen geography to always find all areas equally, the beautiful Elvish-inspired font is not always easy to read and the orientation is from time to time heavy on the large, longitudinally aligned Schedule. As you heard a certain patience for placing and retrieving the units or areas ^^ it.
The well-known game mechanic of tactically clever setting and displacing of units coupled with Fortuna's evil eye ^^ in the ubiquitous cube decisions was implemented here well thematically. The additional possibilities for action by the events, missions and adventures give the player more opportunities to the hand and variety to the game.
Unique purchase order for all interested!