war of the ring 
Middle Earth: WOR 
    9 10   14   18
   9   13  
   
   

  Cornwall   Cornwall

Phil Rennert, MD

2006 Champion

2nd: Chris Trimmer, TX

3rd: David Pack, CO

4th: Nick Anner, NY

5th: Dick Jarvinen, OR

6th: Mary Ellen Powers, VA
Event History
2006    Phil Rennert, MD    21

Nicholas Anner, NY

2007 GM

    Laurels

Tolkien fans rejoice ... in 2007’s Middle Earth Pre-Con

The Middle Earth Pre-Con is seperate from WBC and requires its own registration fee. See the Middle Earth Pre-Con for pricing information. Tribune level members may attend any and all Pre-Cons AND WBC for no extra charge above the membership cost.

In War of the Ring, one player takes control of the Free Peoples (FP), the other player controls Shadow Armies (SA). Initially, the Free People Nations are reluctant to take arms against Sauron, so they must be attacked by Sauron or persuaded by Gandalf or other Companions, before they start to fight properly: this is represented by the Political Track, which shows if a Nation is ready to fight or not.

The game can be won by a military victory, if Sauron conquers a certain number of Free People cities and strongholds or viceversa. But the true hope of the Free Peoples lies with the quest of the Ringbearer: while the armies clash across Middle Earth, the Fellowship of the Ring is trying to get secretly to Mount Doom to destroy the One Ring. Sauron is not aware of the real intention of his enemies but is looking across Middle Earth for the precious Ring, so that the Fellowship is going to face numerous dangers, represented by the rules of The Hunt for the Ring. But the Companions can spur the Free Peoples to the fight against Sauron, so the Free People player must balance the need to protect the Ringbearer from harm, against the attempt to raise a proper defense against the armies of the Shadow, so that they do not overrun Middle Earth before the Ringbearer completes his quest.

Each game turn revolves around the roll of Action Dice: each die corresponds to an action that a player can do during a turn. Depending on the face rolled on each die, different actions are possible (moving armies, characters, recruiting troops, advancing a Political Track).

Action dice can also be used to draw or play Event Cards. Event Cards are played to represent specific events from the story (or events which could possibly have happened) which cannot be portrayed through normal gameplay. Each Event Card can also create an unexpected turn in the game, allowing special actions or altering the course of a battle.

Bidding will be used again to determine sides. A roll is made for initial bid, then a bid is made for the right to play the shadow player. The bid number is the amount of corruption the fellowship needs to lose the game. Thus an 11 bid means you will accept the shadow player position where instead of 12, a corruption of 11 will suffice to end the game for the FP. A bid of less than 12 indicates you would prefer to play the FP, where if you do not bid low enough you may end up playing the shadow but with an advantage in the game. Bids typically ranged last year from 11 to 13.

Our tournament will offer three rounds of continuous swiss play with the top four players advancing to Single Elimination on Tuesday. Optional in each game based on mutual agreement will be the use of the expansion rules and pieces from “Battles of the Third Age.” Base game will be default version again this year, but I will poll for future tournaments whether it’s better to run with the expansion as mandatory.

Long Games will be adjudicated using a process of checking remaining cards, tiles, spaces remaining on the fellowship quest, and VPs earned by the SP. Character survival and board position will also be accounted for.

 GM      Nicholas Anner  [2nd Year]   NA  
    danish_kings@yahoo.com   NA
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