Risk: The Lord of the RingsHouse Rules Nine House Rules to Rule Them All, Nine House Rules to Bind Them
I want to conquer Middle-earth, and so do you. Admit it. You want to cover all the lands in darkness, or go full Aragorn and reunite Arnor and Gondor. One of your options to fulfill your master plan is Lord of the Rings Risk (Trilogy Edition). It’s a fun game taking the original Risk rules and adding some awesome cards, leaders, fortresses, events, and The One Ring.
I’m a big gamer, and after playing for several years, I’ve developed some house rules to make the game more fun. This method assumes four players, but you can adapt these however you want. I don’t recommend you always play with the countries divided up in the manner below, but it does make the game shorter, and it mostly makes sense, geographically.
I love The Lord of the Rings books and movies so much, and anything to let me interact with J.R.R. Tolkien’s world is a win. As my fantasy novel writing career has taken off with my Iron Dragon series, I’ve become known as the Middle-earth guy, and frequently moderate or serve on panels at conventions about the books and movies. I’ve also had the tremendous honor of meeting a bunch of the cast of the LOTR and Hobbit movies. Interviewing Sean Astin (Sam, my favorite character) on the main stage at a big event in front of thousands of people was so much fun. My John Rhys Davies (Gimli) and Peter Hambleton (Gloin) “Father/Son” interview was epic. Check out the videos on my website if you’re interested.
Please read over the nine house rules below. Ok, maybe there aren’t nine, but you get it.
Alternate Lord of the Rings Risk Trilogy Edition Rules
The Trilogy Edition Risk rulebook is essential, but supplement the normal rules with these.
Assumptions: The game is skewed toward the evil players winning (4 player game). They have more fortresses, and a better strategic position in this version of the game, which saves 1.5-2 hours of playing time. If Evil (Black and Red) team up on killing off Gondor (Gold) early on, the game can be over quick.
1. No Random Territory Assignments
All 64 countries are pre-assigned.
· Gold (good) has all of Gondor, The Wold, and all of Rohan, but not Fanghorn (Red) or Eregion (Green).
· Black (evil) has all of Mordor, and Haradwaith, plus Dead marshes, Brown Lands, Rhun Hills, and Emyn Muil.
· Green (good) has all of Eriador, plus Eregion, and most of Arnor, just not Angmar (Red), Forodwaith (Red), or Eastern Angmar (Red).
· Red (evil) is in the Northeast, has all of Mirkwood, Rhun, plus Angmar, Forodwaith, Eastern Angmar, Gladden Fields, and Lorien.
Set-up with one army in each country noted above, and then follow normal army distribution rules, one at a time per player in turn order.
|
The game near the start |
2. Turn Order
This skews toward Good surviving more than three turns, but not necessarily. Red is in a bad position. Green is strong. Gold goes first, but Black is tough.
1. Gold.
2. Black
3. Green
4. Red
Alternate way to give evil an even greater chance of winning than they already do:
1. Red
2. Gold
3. Black
4. Green
4. Ring Cards
(10 total cards) are distributed before the game to all 4 players, not randomly.
· Gold (2 cards): SMEAGOL, FARAMIR FINDS THE RINGBEARER!
· Black (3 cards): GOLLUM, CAPTURE BY ORCS!, SHELOB’S LAIR
· Green (1 card): BOROMIR TRIES TO SEIZE THE ONE RING!
· Red (4 cards): HUNT FOR THE RINGBEARER (Can give Red 4 armies!), DANGEROUS CROSSING, KNIFE IN THE DARK, A BALROG IS COME!
5. Adventure Cards
· Each player starts with 4 random Mission cards and 2 random Power Cards—all randomly dealt out from separate Mission and Power Card piles.
· Remove the Event cards, they are not handed out in advance.
6. Card Exchanges Before Play Begins
· The Good players are allowed to exchange their cards with each other before the game starts. The Evil players are also allowed to exchange cards with each other before the game starts.
· After the game starts, no more exchanging. (*Alternately, you can exchange during the game).
· Each player must still start with at least 4 total Adventure cards, though Black, for example, could give Red an extra Power Card to help them survive.
7. Event Cards
Standard LOTR Risk Rule, but sometimes forgotten: During the game if you draw an Event Card, play it immediately and keep drawing until a Power or Mission card is drawn. You could draw several Event cards in a row and play several in a row.
*Exception: “APPOINT A SECOND LEADER” Event card. If this is drawn, and you have two leaders, keep the card in your hand, and play it if your second leader is killed. It has to be your turn to play it, and should happen at the beginning of your turn, though you can put out the additional leader any time during your turn.
**Alternate more fun variation (decide in advance): If you already have two leaders on the board and draw this card, add a third leader to the board. Or if you have three leaders already, add a fourth leader: 4 is the maximum.
8. Red Leaders Standing By
The Red (evil player in the North) starts the game going fourth in the turn order, which is very difficult, so they get two additional advantages to help them survive:
· Start with 3 leaders! (Moria, Isengard, and somewhere in the North are suggested starting points).
· Misty Mountains inserted between Carrock and Rivendell. There is now no pass between those territories for an army to move through. (Print out some mountains from a LOTR map image and put them on the board).
9. New Capturing the One Ring Rules
Both Evil and Good try to capture the Ring on their turn only. Capturing the Ring does not end the game, but does give the player an advantage. Try to capture the ring as outlined below:
The 8 steps to Your Turn
1. Receive and place reinforcements (always)
2. Combat (if you like)
3. Fortify your positions (if you like)
4. Collect a Territory card as long as you have conquered a territory
5. Collect an Adventure card (as long as your Leader conquered a territory that has a Site of Power within it. If you have a Mission card and you want to complete it, Fortify your leader to that territory and you can complete the mission, and get the benefits, but you don’t get to draw a new Adventure card. Your leader must conquer a site of Power to draw an Adventure card. Only one Adventure can be drawn per turn, no matter how many Sites of Power are conquered by leaders.
6. Replace a leader if you have none on the board. You should always have one.
7. Try to Find the One Ring (only if the One Ring is in a territory controlled by you. Example: The Ring is in Hobbiton, and Green controls the territory. At the end of Green’s turn, they can try to capture the ring by rolling two six sided dice. If they roll a total of 12, they capture the ring, but the game does not end. See benefits below.
8. Move the Fellowship (and the Ring) ahead one space. (Ring cards can be played during this step by ANY player, to help move the Ring along or hold it back).
Benefit(s) if you Capture the Ring (Choose One)
1. Appoint a Second Leader anywhere you want, or if you have two leaders, appoint a third leader. If you have three leaders, appoint a fourth leader. The maximum is for one player to have 4 leaders.
2. Draw an Adventure card. If it’s a Mission card and you control that territory (your leader does not have to be there) play the card and claim the advantage immediately. You do not need to move your leader there to play this card. If you draw an Event card, play it immediately. If you draw a Power card, keep it for later.
3. Play any Mission card in your hand already, and your leader does not need to move to the Site of Power. Just play the card and take the reward.
***If you Capture the Ring on your turn in step 7, the Ring still has a chance to move on Step 8, and is subject to the normal rules.
Bonuses to try and capture the Ring: If Evil controls the territory, add +1 to the roll. If Evil controls the territory and the entire Region (example: Evil owns all of Mordor) Evil adds +2 to the roll. If Evil has a leader in the territory, add an additional +1. An evil leader in a territory within a controlled region gives them a +3 to the roll. The maximum to the roll is +3. A good leader in the same territory as the Ring adds a +1 to the roll. If good controls the whole region that adds a +1 to the roll. The max Good can add is +2 to the roll.
NOTES ON STRATEGY
Each player is allowed to invade and take over their counterpart’s territories. Gold can attack Green and Black can attack Red, or vice versa, and all combination of the above.
In this turn order: 1. Gold, 2. Black, 3. Green, 4. Red, the following strategy often applies.
March on the Black Gate
Gold starts with a unique one-time option: a pre-emptive attack on Mordor. However, go too far, leave yourself open for destruction, or don’t go far enough, leave Mordor in great position to wipe you out in two moves with help from Red. At the end of the move, Gold must consider fortifying their leader and most of their army back to Minas Tirith or Udun Vale. Whatever fortress your leader ends up in must have enough armies to hold against Black’s counter attack, or just get out after doing your damage. Sending a huge army north to Dol Guldur from Osgiliath is also fun, but that means Gondor is abandoned (unless you Fortify the army back to Minas Tirith) and Black will probably win big, and fast, in the south. However, going north and devastating Red is a sold move. The key to winning team risk is often ganging up on one player.
Sauron and Saruman Gang Up on Gondor
If Black (Sauron) and Red (Saruman) gang up on Gold (Gondor) in the first full turn (Red at Helm’s Deep and in the overall territory of Rohan), Evil probably wins the game if Gold is crushed. Letting Red deal the final deathblow to Gold to get their Territory cards is a good move.
Aragorn and the Elves in the North
Green is in the strongest position, as they can deal a devastating attack to Red in the north and take most of Arnor in the first turn. They can also take away a single territory from Rhun and Mirkwood, robbing Red of 6 total armies. Green can dominate the North, but they need to help Gold survive the onslaught. Green probably still loses the game if Red and Black wipe out Gold early and turn north.
Saruman
Red is in bad shape to start, but creative strategies allow them to survive. Three leaders and the mountains added between Carrock and Rivendell help Red. Putting a large number of troops in Fanghorn and attacking Gold in Helm’s Deep is a solid plan, but lets Green take the North, and could mean the defeat of Red, but still an overall Evil victory.
Red could put a large number of troops in Moria and strike out into Arnor and Rohan, stalling Green’s attack on Arnor, Rhun, and Mirkwood.
Sharing Power
Black and Red should team up to defeat one of the good players, probably Gold first. If Black can get a sea invasion going from Umbar or Belfalas and take Tharbad early, and push into Arnor robbing Green of 7 armies, that helps keep Green from killing off Red, and could win Evil the game.
The Host of Mordor
Black must hit Gondor hard and take all of it as quickly as possible, then head North, probably along the coast to attack Green. Forcing Green to keep lots of armies in the Grey Havens, Tharbad, South Downs, Forodwaith is a good strategy, as it keeps those armies from conquering Mirkwood, Rhun, and Moria. Black should send some armies north early in the game.
How to Win
Overall, trying to hold full regions can be a mistake. Fortresses and leaders are key. Don’t hesitate to take one fortress and lose the one you were in, if the target fortress puts you in a better position. Holding entire regions is difficult. If you can do it, great, but don’t forget the overall strategy: eliminate your enemies’ bases of power, keep them from holding entire regions, and see them driven before you.
Find out more about Paul
Paul Genesse is the bestselling author of the Iron Dragon series, almost twenty short stories, and is the writer/producer/director of The Star Wars Rock Opera. He’s also the editor of the five volumes in the demon-themed Crimson Pact shared multiverse anthology series and loves to play role-playing and board games. Friend him on
Facebook, follow him on
Twitter @Paul_Genesse, explore
paulgenesse.com and send him pictures of dragons.