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War of the Ring

A 2-player war epic that faithfully recreates the saga of The Lord of the Rings, as the Free Peoples and the Shadow struggle for control of Middle-earth and the fate of Mount Doom.

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👥 2–4 players (best with 2) age 13+⏱️ 150–240 min🎯 weight 4/5
StrategyFamilyThematic & adventure

Rules

One player sneaks the Fellowship toward Mount Doom while the other conquers Middle-earth and hunts them down, in this 2-player war epic. The dice decide what you may do before you ever decide what to attack, and the Free Peoples can win just by holding on without ever winning a battle.

Edition: 2nd Edition base game, 2-player rules (per the official Ares Games English rulebook, Second Edition v2.3, 2016 revision)Korean/English edition checks complete

Components

ComponentCountNote
Game board1 (two-section fold-out)Map of Middle-earth + Political, Fellowship/Corruption, and Victory Point tracks
Free Peoples Action dice4 (up to 6)Blue. Gains one each when Aragorn and Gandalf the White enter play
Shadow Action dice7 (up to 10)Red. Gains one each when Saruman, the Witch-king, and the Mouth of Sauron enter play
Combat dice5Shared — used for both battles and Hunt rolls
Companion cards10The 7 Companions (not counting the Ring-bearers) plus the Gandalf the White and Aragorn — Heir to Isildur upgrade cards
Gollum card1Becomes the Fellowship's Guide once every Companion has left
Minion cards3Saruman, the Witch-king, and the Mouth of Sauron
Event cards96 (4 decks of 24)Split into Character and Strategy decks for each side
Plastic figures205Army units (Regular/Elite), Leaders, Characters, and Nazgûl
Hunt tiles24 (16 standard + 8 special)Drawn at random from the Hunt Pool
Other counters76Political, Fellowship Progress, Corruption, Settlement Control, and more

The rulebook is written for the standard 2-player game; 3 or 4 players instead split each side between two teammates under the team rules (see Editions and Variants).

Setup

  1. 1Place the Ring-bearers (Frodo and Sam) figure on its starting space, Rivendell. Put the Fellowship Progress counter and the Corruption counter both on step '0' of the track, Hidden side up.
  2. 2Stack all 7 Companion cards into the Guide box with Gandalf the Grey on top as the starting Guide. Set aside Gandalf the White, Aragorn — Heir to Isildur, and Gollum.
  3. 3Place the 3 Elven Ring counters in the Free Peoples' Elven Rings box, Ring side up.
  4. 4Set aside the Saruman, Witch-king, and Mouth of Sauron Minion cards and figures. They enter play only once their conditions are met.
  5. 5Separate and shuffle each side's Event cards into Character and Strategy decks.
  6. 6Fill the Hunt Pool with only the standard tiles; set the special tiles aside.
  7. 7Give the Free Peoples player 4 blue Action dice and the Shadow player 7 red Action dice.
  8. 8Set up the Political Track — the Elves and all 5 Shadow Nations start Active; the other 4 Free Peoples Nations (Rohan, Gondor, the North, and the Dwarves) start Passive.
  9. 9Following the Army Setup diagram in the rulebook appendix, place each Nation's starting troops (Regular and Elite units, Leaders) in its starting settlements. Leftover figures become reinforcements beside the board.
Start Active — Elves + the 5 Shadow NationsElvesSauronIsengardSouthEast
Start Passive — cannot attack first until activatedRohanGondorNorthDwarves
Nations that start Active, versus the four Free Peoples Nations that start Passive because they are more reluctant to join the war. A Passive Nation cannot recruit outside its borders or attack first until it is activated.

Check the rulebook appendix for the full army setup

The complete per-settlement starting army lists for all 4 Free Peoples and 4 Shadow Nations are not reproduced in this guide. Follow the Army Setup diagram on rulebook pages 16–17 exactly.

The Game Turn — 6 Phases

1Recover & DrawRecover Action dice, draw 1 Event card each2Fellowship PhaseDeclare position, change Guide, heal3Hunt AllocationShadow assigns dice to the Hunt Box4Action RollRoll the rest; Eye results go to the Hunt Box5Action ResolutionAlternate, taking one action per die6Victory CheckCheck the 2 Military Victory conditionsRing-based victories (12 Corruption, destroying the Ring) end the game immediately, regardless of phase.
Every turn passes through these six phases in order. If a phase feels skipped, something went wrong.
  1. 1In Phase 1, both players recover all Action dice used last turn (plus any gained or minus any lost), then each draws 1 Event card from each of their decks.
  2. 2In Phase 2, the Free Peoples player may declare the Fellowship's position; declaring it in a Free Peoples settlement activates that Nation and may heal the Ring-bearers. The Guide may also be changed here.
  3. 3In Phase 3, the Shadow player places a number of dice into the Hunt Box up to the number of Companions remaining in the Fellowship — at least 1 if the Fellowship moved last turn.
  4. 4In Phase 4, every die not already in the Hunt Box is rolled. Any Shadow die showing an Eye is moved to the Hunt Box immediately.
  5. 5In Phase 5, starting with the Free Peoples, players alternate picking one die and taking the matching action. A player with fewer dice left may pass, letting the opponent act again.
  6. 6In Phase 6, check whether either Military Victory condition has been met. If not, a new turn begins at Phase 1.

The 6 Action Die Results and the Elven Rings

Action dice are separate from Combat dice. The result rolled decides what kind of action you may take that turn, and players alternate picking one die at a time to act.

Die resultWhat it can do
CharacterMove/attack with an Army led by a Leader or Character / move all Companions or all Nazgûl / play a Character Event card
ArmyMove up to 2 Armies to adjacent regions / attack with an Army / play a Strategy Event card
MusterRecruit reinforcements in a settlement of a Nation At War / advance that Nation's Political Track (diplomacy) / play a Muster Event card
Muster/Army (combined)Choose either a Muster or an Army action
EventPlay any Event card already in hand, or draw 1 new card from the deck of your choice
Special — Will of the West / EyeFree Peoples: swap for another die result / Shadow: a die showing Eye is moved to the Hunt Box immediately
Free Peoples — 2 Character · 1 Army · 1 Muster · 1 Event · 1 Will of the WestChrChrArmMusEvtWoW
Shadow — 1 Character · 1 Army · 1 Muster · 1 Muster/Army · 1 Event · 1 EyeChrArmMusM/AEvtEye
Free Peoples dice (blue) and Shadow dice (red) share the same 6 result types, but the Free Peoples dice have two Character faces and only one combined Muster/Army face.

Elven Rings — once per turn, only your own dice

The Free Peoples player has 3 Elven Rings, each usable once in the whole game. Using one changes one of your own unused Action dice to any result you choose, then the Ring flips and passes to the Shadow player. Only one Ring may be used per turn, and it can never be used to produce a Will of the West result.

The Fellowship, the Hunt, and Corruption

The Free Peoples player advances the Fellowship Progress counter one step with a Character die. Its true location stays secret until the Free Peoples player declares it, or a successful Hunt reveals it.

  1. 1Every time the Fellowship moves, the Shadow player makes a Hunt roll. The number of dice rolled (the Hunt Level) equals the Shadow dice in the Hunt Box, up to 5.
  2. 2If the Fellowship moves a second time in the same turn, the Free Peoples die used for that move also goes into the Hunt Box, adding +1 to every later Hunt roll this turn.
  3. 3A single 6 makes the Hunt successful. If Shadow Armies, Nazgûl, or a Stronghold share the Fellowship's region, the Shadow player may re-roll one failed die for each such condition.
  4. 4On success, draw a tile from the Hunt Pool. A numbered tile deals that much Hunt damage; an Eye tile deals damage equal to the number of successes rolled; a Reveal icon reveals the Fellowship.
  5. 5The Free Peoples player first reduces the damage with cards or the Guide's ability, then may absorb the rest by losing one Companion (canceling damage up to that Companion's Level), and any remainder becomes Corruption on the Ring-bearers.
0123456789101112
Once Corruption reaches 12, the Ring-bearers have succumbed and the Shadow wins immediately, regardless of phase. Declaring the Fellowship's position in a Free Peoples settlement can heal 1 Corruption.

No Hunt dice are rolled inside Mordor

Once the Fellowship enters Mordor through Minas Morgul or Morannon, each attempt to move automatically draws a Hunt tile with no roll. A Stop result means that attempt makes no progress. Reaching the Crack of Doom with fewer than 12 Corruption wins the game for the Free Peoples immediately.

Battles and Sieges

  1. 1An Army or Character die lets you attack an enemy Army in an adjacent region. A Nation that is not yet At War cannot attack first.
  2. 2Roll Combat dice equal to the Army's Combat Strength (its unit count, up to 5); a 5 or 6 is a hit. Leadership (the sum of Leader and Character Leadership ratings, up to 5) lets you re-roll that many failed dice once.
  3. 3After both the Combat roll and the Leader re-roll, remove casualties. Each hit removes 1 Regular unit or downgrades 1 Elite unit to a Regular of the same Nation; every 2 hits may instead remove 1 Elite unit outright.
  4. 4At the end of each round, the attacker may cease the attack; if the attack continues, the defender may choose to retreat. Otherwise another round is fought.
Field battle (normally 5–6 hits)Hit: 5·6 / Miss: 1–4
Siege attacker (always only 6 hits)Hit: 6 / Miss: 1–5
A normal battle hits on 5 or 6, but the first round against a City or Fortification only hits on a 6, and the attacker in a siege battle only hits on a 6 every round.
SituationHit conditionNote
Ordinary field battleBoth sides hit on 5 or 6No round limit
Attacking a City/Fortification, round 1Attacker hits on 6 onlyNormal rules resume from round 2
Siege battle against a StrongholdAttacker 6 only / defender 5–6Normally lasts only 1 round — the attacker can extend it by downgrading a participating Elite unit to Regular

A besieged Army cannot retreat

A besieged Army stays in place whether it wins or loses the siege battle. Conversely, a defending Army in a region with a friendly Stronghold may retreat into the Stronghold itself at the start of any combat round, choosing to be besieged.

The Political Track and Nation Activation

Every Nation starts Passive on the Political Track and advances automatically when its Army is attacked, one of its settlements is captured, or the Fellowship is declared in one of its settlements — or a Muster die is used for a diplomatic action. Reaching the last step makes that Nation 'At War.'

StatusRestrictions
Non-belligerentCan move outside its own borders but never cross another Nation's border, cannot attack (but can defend), and cannot be recruited with a Muster die
At WarNo border restriction — may move, attack, and recruit freely

A Passive Free Peoples Nation can never reach 'At War.' It must first be activated (gray side flips to the blue Active side) before any further advance means anything. The Elves and all 5 Shadow Nations start already Active.

4 Ways to Win

ConditionCheckedDetail
Corruption of the Ring-bearersAny time, immediately12 or more Corruption → Shadow wins
Destroying the RingAny time, immediatelyReaching the Crack of Doom with under 12 Corruption → Free Peoples win
The Shadow Conquers Middle-earthPhase 6, every turnControlling Free Peoples settlements worth 10 or more Victory Points → Shadow wins
Sauron is Banished from Middle-earthPhase 6, every turnControlling Shadow settlements worth 4 or more Victory Points → Free Peoples win

Capturing an enemy City is worth 1 Victory Point, a Stronghold 2. Both Ring-based conditions end the game the instant they occur, without waiting for the Phase 6 check. If more than one condition is met on the same turn, the lower-numbered condition takes precedence.

012345678910
The Victory Point track — the Shadow needs 10 points, the Free Peoples only 4. The gap is wide because conquest was never the Free Peoples' real plan; destroying the Ring was.

Strategy Tips

  • The Free Peoples rarely out-fight the Shadow militarily. Holding Strongholds to buy time while pushing the Fellowship toward Mordor is the intended path to victory.
  • Moving the Fellowship more than once in a turn stacks a +1 Hunt bonus for each extra move. Unless you are in a hurry, one step per turn is often the safer pace.
  • The more dice the Shadow commits to the Hunt Box, the stronger the Hunt gets — but fewer dice remain for military actions. Balancing the Hunt against the war is a choice made every turn.
  • Leaving a Free Peoples Nation un-activated means it can neither recruit nor ever reach At War. Declaring the Fellowship in that Nation's own settlement lets you choose the activation timing deliberately.
  • Elven Rings are a scarce resource. Saving them for a decisive turn — a crucial muster, or just before a critical battle — is usually worth more than spending them early.

Editions and Variants

MaterialDetail
3/4-player team rules (rulebook Ch. 11)Splits each side between 1–2 teammates; the Leading Player decides Hunt allocation and the Fellowship declaration
Battles of the Third Age (2006, FFG 1st-edition expansion)An early expansion from the Fantasy Flight Games first-edition era
Lords of Middle-earth / Warriors of Middle-earth (Ares Games era)Ares Games expansions adding new Characters and Event cards
Kings of Middle-earth (2023)The most recent Ares Games expansion
Collector's Edition (2010)A deluxe edition with hand-painted figures and a leather-bound rulebook, from the FFG first-edition era

No official Korean edition is confirmed

Ares Games' official file archive only offers English, German, Spanish, Italian, Polish, and Chinese rulebooks — no Korean. No Korean distributor catalog or Namuwiki article for this game was found either, so this guide is based only on the English 2nd-edition rulebook.

Rules People Get Wrong

Q. Must the Free Peoples defeat the Shadow militarily to win?

No. The Free Peoples' Military Victory threshold is only 4 points, and they can win instantly by destroying the Ring even while holding almost no Shadow territory. Military Victory is just a backup path if the Ring is slow.

Q. Does combat always hit on 5 or 6?

No. The first round attacking a City or Fortification hits only on 6, and the attacker in a siege battle hits only on 6 every round. The defender in a siege still hits on 5 or 6 as usual.

Q. Does moving the Fellowship more than once in a turn make the Hunt more dangerous?

Yes. From the second move of that turn onward, the Free Peoples die used for the move is added to the Hunt Box, adding +1 to every later Hunt roll that turn.

Q. If Corruption hits 12, does the game wait until the end of the turn?

No. Ring-based victory conditions (12 Corruption, destroying the Ring) end the game the instant they are met, without waiting for the Phase 6 Victory Check.

Q. How are Hunt dice rolled once the Fellowship is in Mordor?

They are not rolled at all. Every attempt to move on the Mordor Track automatically draws a Hunt tile with no dice, and its effect is applied directly.

Q. Once every Companion has left the Fellowship, who becomes the Guide?

Gollum automatically becomes the Guide. While any Companion remains, the Companion with the highest Level serves as Guide.

History and Editions

ItemDetail
DesignersRoberto Di Meglio, Marco Maggi, and Francesco Nepitello
First edition2004, Fantasy Flight Games (based on an original by Italy's Nexus Editrice)
Collector's Edition2010, a deluxe edition with hand-painted figures and a leather-bound rulebook
Second editionPublished by Ares Games starting in 2011. The v2.3 rulebook cross-checked for this guide is the 2016 revision
Major expansionsBattles of the Third Age (2006) → Lords/Warriors of Middle-earth → Kings of Middle-earth (2023)

According to English Wikipedia, the game has drawn over 10,000 ratings on BoardGameGeek and sits among the highest-rated heavy war games on the site. The BGG page itself blocks automated access, so this guide could not re-verify it directly; the player count, age, and difficulty figures shown elsewhere on this page are carried over from the existing catalog entry.

Sources

Official Ares Games rulebook — War of the Ring Second Edition (English, v2.3, 2016)Wiki cross-check — Wikipedia: War of the Ring (board game)Wiki cross-check — Namuwiki search: no dedicated article found (2026-10-11)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-10-11

💡 Master tip

The Free Peoples rarely out-fight the Shadow militarily. Buy time by holding the line defensively while making the Fellowship's push toward Mount Doom your top priority.

Ready for something heavier

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Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Fellowship Tracker and Corruption Counter

Tracks the Fellowship's estimated position, Corruption level, and Shadow Hunt dice allocation

Stronghold Capture Victory Point Board

Real-time check of Victory Points from Strongholds captured by each side

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