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Solitaire Variant Isildur's Bane

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I s i l d u r ’s

Bane

Playing the Lord of the Rings SBG solitaire


Isildur's Bane by Guido Quaranta.

Layout by José Jiménez (jmjimenez@gmail.com).

Thanks to Nathan Brown (gil-galadofthenorth) for


editing and clarifications.

Version 2

All material is property of their respective owners.


This hack is based on Games Workshop's Lord of the
Rings Strategy Battle Game and it's a non-for-profit
creation. It's distributed freely online. Please check
http://dogui.wordpress.com/ for the latest version
of these rules.

To bear a Ring of Power
is to be alone”
These rules are an addition to the Lord
of the Rings Strategy Battle Game,
published by Games Workshop. I call it
a rules hack, and you need to be familiar
with the original rules for this to make
any sense at all. These guidelines will
hopefully enable you to enjoy the LotR
SBG solitaire. Everything presented here
will work with any edition of the game.

Important differences

Some of the most obvious differences between


the regular game and this version are:
▶▶ The turn phases are slightly different.
The Move and Shoot phases are just
one phase of play, for example.
▶▶ There are no Heroic Actions.
This is however replaced by another
mechanism suitable for solo gaming.
▶▶ Might points use is slightly
different, introducing the Might roll
(explained later in the rules).
▶▶ If playing with Optional rule
#1 (OR1), there will be differing
quality ratings for each force.
▶▶ If playing with Optional rule #2
(OR2), some random events might
happen during the battle.

Elements of the game

Besides the figures, record sheets, scenery, and


6 sided dice, you will need a deck of playing
cards. Split them in two, creating a «red»
deck (with all the hearts and diamonds) and
a «black» deck (with the spades and clubs).
Put one joker in each deck, and shuffle them
separately. Put them face down near the playing
surface. You will use these decks to activate
groups of figures during the game, therefore
we call them red and black activation cards.

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Before the game

Pick a scenario, pick both forces, and


start playing. Be mindful of the total
points of each force if you wish to
use OR1. You can find the Optional
Rules after the basic rules text.

The turn sequence

1 Priority: During the priority phase


you will split the armies into several
groups and deal activation cards.

2 Actions: During this phase you will


move, charge, use magic powers, and
shoot with your figures in the order
determined by the activation cards.

3 Fight: In this phase every


combat will be resolved.

4 End: Turn ends and a new one


begins with phase 1- Priority.
ABD

The priority
phase
Divide into groups

At the start of the turn split the figures on


each force into several groups. A group
is a temporary unit and may change
from turn to turn. A legal group needs
to comply to the following rules:
▶▶ A group must have between
one and ten figures.
▶▶ No figure can be farther away
than 10cm (4 inches) from another
figure in the same group.
▶▶ Any mix of figures can be made into a

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Isildur’s Bane
group for that turn, whether character,
mounted, monster, or anything.
▶▶ A regular mounted troop counts as one
figure. A figure mounted on a monstrous
mount counts as two. A mûmakil and
it's crew count as 10, therefore they must
be in a group of their own. And a siege
engine only counts as the number of
crew figures. The machine itself is not
counted towards the group's total.

You can decide some figures will not be


part of any group, but they will not be
able to act during the actions phase. If
using OR1 you will probably have to leave
some inactive figures in some turns.

Deal activation cards

Once figures in both forces are split into


groups (even if it's a one figure group), deal
a random card to each of them. You can
deal black cards to any group you want.
Red cards however can only be dealt to
groups that have at least one character.
Characters are the heroes from the army
lists, those that have Might, Will and Fate
scores (even if it's a score of 0 like Grima's).
As you will see below, groups with red cards
will activate before those with black cards.

You must deal just one card to each group.


Put the card on the table, next to the group
it will affect. The cards will determine the
order in which the groups will be activated.

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ABD
The actions
phase
Activate the
groups in order

The activation cards will determine who is


activated first, so as to carry on the actions
with each figure. The order in which groups
activate depends on the cards. First, every
group with a red card will be activated.
The order is by number (Ace, 2, 3, 4, 5, 6, 7,
8, 9, 10, Jack, Queen, King, Joker) and by
suit: first hearts, then diamonds. Then the
groups with black cards will be activated, by
number and suit (first spades, then clubs).

Every figure in a group will be able to carry


out actions during its activation, and once
they are done, the next group is activated.
This means figures from both sides will be
moving and shooting during this phase.

Actions
during activation

When a group is activated the card is


removed from the table. The only thing
to remember after the first activation
(and the removal of the card back into
the deck) is which side was activated first.
This is important for the fight phase. A
simple way of reminding is leaving the
card over the force's record sheet or its
side of the table. Once a group is active, its
figures can move, cast spells, and shoot.

Figures can move any way they want,


and need not remain 10cm (4 inches)
from each other. All the regular rules
for movement and charging apply.

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Isildur’s Bane
After moving, any figure capable of shooting
can do it. It's important to remember
that figures should always move and then
shoot, and never the other way around.
All the regular rules for shooting apply,
so bow armed warriors will have to move
half their speed, and some figures will
not be able to move at all in order to
shoot. Volley fire works just like in the
rulebook, meaning that only groups with
the maximum number of figures (10)
will be able to shoot at the same time.

Any character capable of casting spells


or using powers can do so normally. It
can cast the spell at any point during
the movement, and if another character
is the target of the spell, it must always
try to resist (see Will below).

Please remember there are no Heroic


Actions in Isildur's Bane.

The fight
phase
Giving an edge

Before carrying on with the combats, one


should check which side has «the edge».
Remember the side who activated first
in the turn? That's the side with the edge
during this fight phase. This means that
whenever a combat presents more than
one possible match, the player should
take the most tactically effective choice
for that side. This will most likely change
during the course of the game, so the
player will make sound tactical choices
for both sides during the battle.

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Fighting

Now resolve every combat following the


normal rules. Once every combat has

ABD
been completed, the fight phase is over.

The end phase


During the end phase the cards are
shuffled back into each deck. This is also
the time when some actions that occur
before the priority phase must be done.
For example, the Courage test needed
to see which side controls Denethor
during the next turn. This is also the
moment when you make break tests.

After the end phase, it's back


to the priority phase.
ABD

Using Might,
Will and Fate
These three scores work exactly like in the
game's rulebook, except that there is no
need to use Might for Heroic Actions (since
there are none in this game). The important
thing is to know when to use them, to avoid
letting the player favor one or the other side.

Might

In order to use Might points, the player will


make a roll to see if the character will or will
not use the points. This is called a Might roll,
and you make just one roll whether using
one or several Might points at the same time.

To make a Might roll, roll a die and add


that to the character's Might score. This is

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Isildur’s Bane
the remaining Might points the character
has, not the maximum or starting score. If
the result is 3 or more, the roll succeeded
and the character can use as many Might
points and needed from the Might score.
However, rolling a 1 on the die is always
a failure, never mind the remaining
points the character has. If the roll is not
successful, he won't spend any points at all.

Using Might during Will and Fate rolls


requires the Might roll just described.

Note: The Mighty Hero rule in Aragorn's


profile lets him spend one Might point
per turn without reducing his score.
When calculating his score for the
Might roll, only the real remaining
points are considered, and not this
extra point. Using the extra point will of
course not diminish his Might score.

Will

Will points can be used freely during


Courage tests. There is no need for a
«Will roll». If a character is making
a Courage test due to the force being
broken and fails, it must always spend
Will points to modify the result.

Whenever a character wants to cast a spell it


will use Will points normally. If the target of
the spell is another character, it must always
try to resist using at least one Will point.

Fate

Whenever a character is hit and wounded,


it must always use at least one Fate
point to try to regain the lost wound.

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ABD
Optional rule
#1: Quality
ratings
This rule lets the player create forces of
differing command, or tactical «skill.»
It is recommended for the bigger battle-
games, with 500+ points a side.

Instead of creating as many groups for each


side phase as you want during priority, forces
will have a maximum number of cards that
can be dealt to them. This means that the
player will have to create a number of legal
groups complying to the army's quality
rating. This will create very different play
styles for each force without relying on the
player's judgment alone. And it's a nice way
to balance different kinds of scenarios.

The type of card (red or black) is not


important, only the total amount dealt.

It's fundamental to know the total points each


force comprises, according to the army lists
in the rulebook. Only full 200 points are
important. Extra points do not get a card.
However, in a set points game (a LoME
game for example) the «agreed» points are
considered. If you're playing a 500 points
game, consider both armies as having those
points, even though they probably have a
few points less due to troop selection.

The quality ratings and their


allowed activation cards are:
▶▶ An elite force will be dealt
3 cards per 200 points
▶▶ A trained force will be dealt
2 cards per 200 points

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Isildur’s Bane
▶▶ A raw force will be dealt 1
card per 200 points

So for example, a 250 points elite force will


be able to have up to 3 activation cards on
the table each turn. A 300 points raw force
however, will only be able to deal 1 card
each turn, making the deployment and
maneuver of the army quite different than
that of the aforementioned elite force.

You can always decide the quality rating


of the armies as you see fit, specially
when creating a scenario. However, if
you want to randomize this and create
proper fictional reasons you can always
roll a die: 1-2: raw, 3-4: trained, 5-6: elite.

During campaign games, it's always fun to


change the armies' quality ratings during
the campaign turns, portraying their
previous victories or defeats, the arrival
of important heroes or the conquest of
different kinds of terrain and cities.

Optional rule
#2: Random
events
This rule brings some uncertainty to
the game table, and maybe creates fun
situations that test the skill of the player.

If using this rule, the Joker in each deck will


trigger a random event. Whenever a Joker
is dealt to a group, the player must roll two
dice, find the appropriate event, and follow
the rules and guidelines below. The event is
rolled before any activation occurs, and its
effects applied immediately. If both Jokers

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come into play during the same priority
phase, the red one takes priority, and the
black one is ignored as an event and just
used as an activation card. Unless noted
otherwise in the event's description, the
group with the Joker card will activate
normally (after that color's Kings).

The king is dead! 11


News arrive to the battlefield that the king (or
any other suitable figure of power) died recently.
The army's will to fight is struck.

Every figure in the side that drew the Joker


loses 2 points of Courage for the whole battle.

Uncontrollable winds 12
Strong winds punish the battlefield, making
it impossible to strike from afar and
bringing flying beasts down to the ground.

Roll a die to determine the number of


turns this effect will last. During those
turns, all shooting is done with a -2
modifier to hit. Flying creatures and
flying mounts half their movement.

Reckless charge 13
Troops see a weak spot in the enemy's 22
formation and throw themselves at
it recklessly, with high impetus but
not mindful of the consequences.

The group that drew the Joker is activated


before any other group. For this turn only,
figures from the group have +1 Attack and
may move 5cm (2 inches) extra but only if
charging. On the other hand, every enemy
figure that wins a combat against a reckless
charger has +1 on it's die roll for wounding.

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Isildur’s Bane
14 Rainfall
23 Heavy rain falls down on the battlefield. If
fighting in caverns or inside a mountain,
dams collapse and subterranean rivers leak
from the ceiling and damp the chambers.

This effect lasts for the whole battle. If rolled


again during the game the effect is ignored
and battlefield goes back to normal.

All figures, for the rest of the battle, treat the


battlefield as difficult terrain. All shooting
is done with a -1 modifier to hit, and siege
engines also get a -1 on the scatter roll.

15 Warcry
24 Warriors scream, taunt and challenge their
33 enemies in blind trust of their superior fate,
causing panic amongst those around them.

For this turn only, figures from the group


that drew the Joker have +1 Courage
and inspire terror, as described in the
rulebook's Courage section. Remember
break tests are taken during the end
phase, meaning that these figures will
still benefit from the Courage bonus.

16 Nessa's swiftness
25 The troops find safe passage through the
34 battlefield. They move unhindered on
the terrain and surround the enemy with
the legendary speed of Tulkas' wife.

The group that drew the Joker is activated


before any other group. For this turn only,
figures from the group can move twice in
the actions phase. The second move must
be made after shooting and can become a
charge. In order to shoot, figures must follow
the normal rules during the first move only.

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Despair 26
The troops realize the grave danger they 35
are in. For a moment they doubt their 44
intentions and those of their leaders.
Sacrifice doesn't sound heroic anymore.

For this turn only, the group that drew the


Joker will not act in the actions phase. The
figures will not move or shoot. If charged
they will fight back, but figures with shields
will always defend by shielding if they
can. Characters may not spend Might
points, but use Will and Fate normally.

Rage of Middle-earth 36
The ground shakes below our feet! A slight 45
earthquake, a nearby volcano erupting,
or even the traces of ancient powers
facing each other somewhere near the
battlefield creates an unexpected tremor.

During this event, each figure on the


board will make a roll. Do one roll per
group (no matter the number of figures
in the group), and one for each figure
that was not included in any group.

On a roll of 4-6 nothing happens. On a


roll of 1-3, every figure in the group falls
to the ground. If mounted, make a roll
on the Thrown Rider chart (found in
the game's rulebook) for each figure.
Flying creatures and flying mounts
are not affected by this event at all.

Tintallë and the stars 46


The position the troops are occupying is 55
extremely good. Or maybe it's just the
shining sun that shows them the enemy
position clearly. It might even be a flash of
starlight in a dark night that gives them
the firing edge, if only for a moment.

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Isildur’s Bane
For this turn only, the group that drew the
Joker will be able to fire its ranged weapons
twice, and all rolls to hit get a +1. Siege
engines only shoot once, but get the bonus
to hit and the shot will only scatter 8cm (3
inches) instead of the usual 14cm (6 inches).

56 Darkness all around us


The battlefield is darkened, be it fog, a
storm approaching, or simply nightfall.

Roll a die. 1-3 means temporary darkness


(fog, smoke from nearby fires, etc) The
effect will only last as many turns as the
die shows. 4-6 means the darkness will
last the whole battle (night comes, or any
other type of supernatural effect suitable
for the scenario). Rolling this event again
during the battle cancels the effect, whether
temporary or permanent darkness.

During darkness, line of sight for everyone in


the battle is 24cm (10 inches). No figure can
shoot or charge at something farther away
than that. Figures on the ground partially
obscured can't be seen (no roll necessary).
Volley fire can be used as normal, as long
as there's a friendly figure with line of sight
to the target. Light sources like those on
top of defensive walls (during a siege), the
Balrog's own flames, or Gandalf's bright staff
(when Cast Light is used) cancel this effect
and make them visible from any distance.

66 Estë's comfort
The soldiers feel relieved, nurtured and
refreshed. Something in the tide of battle
makes them confident that not all is
lost, and fight with renewed energies.

Characters in the group that drew the


Joker have their Might, Will, and Fate

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points replenished to their starting
values. Wounds, however, are not. If
the group has no characters and only
regular troops, they get 2 extra points
of Courage for the rest of the battle.

ABD
Optional rule
#3: First move
Every scenario in the battle game, unless
specifically noted, gives priority to the Good
side during the first turn. It is important
sometimes, specially in scenarios where
movement, or running someplace, are the
main objectives of the game. If you think
it's fundamental for the battle to have one
of the sides move first, use this next rule.

During the first turn, the side that must


go first should be given two cards face
down (to tell them apart from the rest
of the cards) during the priority phase.
Those cards must be given to two groups
of figures. Remember a group can even
be just one figure. If any group includes
characters, it must be given a red card.

After dealing the remaining activation


cards normally, the groups with these
face down cards will act first. Check
the values of the cards to see which
of those groups will activate first.

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Isildur’s Bane
Optional
rule #4:
Special rules
adjustments
These are just a few changes to some of
the special rules usually found in models'
profiles. They are here as optional, but are
a good fix in case you don't want to just
ignore a special rule that won't work with
this text. Using these as guidelines you can
probably «fix» any other rule you find in
other sources (such as White Dwarf articles
or other fan made scenarios and profiles).

So far, the rulebooks supplements and


booklets checked for special rules
compatibility include the basic rulebooks
(Lord of the Rings SBG, Fellowship of the
Ring, The Two Towers and The Return of
the King), Khazad-dum, Legions of Middle-
earth, Shadow and Flame, Warhosts, War of
Saruman, Last Alliance, The Ruin of Arnor,
The Battle of Pelennor Fields, The Scouring
of the Shire, Fall of the Necromancer,
Siege of Gondor, Harad, A Shadow in the
East, Gondor in Flames, and Mordor.

Basic rulebook:
▶▶ Elendil's Narsil special rule involves
Heroic Combat, something not
included in this rules. Instead, give
him a free Might point each turn, as in
Aragorn's Mighty Hero special rule.
▶▶ Gothmog's Master of Battle rule is based
on Heroic Actions and will not work with
Isildur's Bane. Instead, you can do the
following: If Gothmog is within 14cm
(6 inches) of an enemy character whose

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group will activate before him, roll a die.
On a result of 3+, Gothmog's group will
activate just before that enemy group,
ignoring the activation card dealt to them.
▶▶ Saruman's Palantír rule lets the wizard
win priority once per battle. When
playing Isildur's Bane, roll a die when
you want Saruman to use this power.
On a roll of 3+, Saruman's group and any
friendly group within 8cm (3 inches)
from Saruman's group will activate before
any other group for that turn only. If the
roll fails, the power of the Palantír can
be used again later, until it succeeds.
▶▶ Gollum's My Preciousss... special rule
can be used as written, except for this
change. Gollum is never part of a group,
and is never dealt an activation card.
The side with the highest activation card
will control Gollum for that turn.

Fall of the Necromancer:


▶▶ Saruman's Consuming Rivalry rule
talks about Heroic Actions. To fix that
for Isildur's Bane use the rule as written
changing only this: Saruman can never
be put in a group together with Gandalf,
and must always activate separately
(either on his own, or with another
group that does not include Gandalf).
▶▶ Khamûl the Easterling's Essence Leech
rule lets you spend one point of Will at the
start of the Fight phase to improve a score
(Fight, Strength, Attacks). While playing
Isildur's Bane, you may only use this power
if the Evil side has the edge that turn.

The Scouring of
the Shire:
▶▶ This supplement has several scenarios
where some models can be controlled
by either side. Usually the side with
priority gets to move and fight with said

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Isildur’s Bane
models. When playing solitaire, the side
that has the first activation will move
them. Those models should however be
always in a group of their own (or several
groups if they are split over the board).
▶▶ The Trees are Moving! special rule
from the scenario Odovacar Bolger's
Promenade lets the Evil side use scenery
trees as opposition. Roll the die to see how
many trees move that turn before dealing
activation cards. Then deal one card to
each of the moving trees you choose.

Siege of Gondor:
▶▶ The element of Surprise special rule
from the scenario Forth Eorlingas! gives
a priority die advantage to the Good
player. To represent this deal 2 activation
cards to each Good group and use the
highest until the turn Gandalf, and the
other Good reinforcements arrive.

A Shadow in the East:


▶▶ Disordered Leadership special rule
from the Strange Circumstances scenario
has an awkward activation method. For
Isildur's Bane, do the test before dealing
the red activation card to an orc captain. If
the orcs around him pass the check, those
that can be included in the captain's group
(see the group's restrictions above) can
be activated with that card. Other orcs,
or those that do not pass the check will be
dealt a black activation card and will not
be able to move, but will shoot and fight
as normal. Do the tests before dealing the
other cards, for some orcs will probably
be affected by several captains' tests.
▶▶ Flanking Force special rule from The Field
of Celebrant scenario has some decision
making that can be randomized easily.
Roll a die to see if the Evil side leaves some
figures as reinforcements. 1-3, they are

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deployed. 4-6, they are reinforcements. Now
roll a die to see which table edge they will
arrive from. 1-2, north. 3-4, west. 5-6, east.

Designer's notes

This is my attempt at creating a fun engine to play


the wonderful LotR game that I love so much in
the company of... well, oneself. The game sparks
my imagination beyond any other wargame,
and finding suitable opponents can be difficult
depending on one's situation, physical location
or even play style preferences. This section of the
text will try to shed some light into the thinking
process that went in the creation of these rules.

When making these rules, the purpose was


beyond making the game playable solo. It
was more than just filling some gaps. I believe
playing solitaire is a completely different kind
of beast, and should be treated differently. The
mechanisms found in this text will (hopefully)
create a fun game on its own, making the most of
the excellent original design. My desire for these
rules is to make a set that holds its own, making
it different to play than the regular game, and
letting you enjoy both, not just using Isildur's
Bane when in dire need of a «gaming fix». At
the time of this writing I'm lucky enough to have
a very good regular opponent, and somehow I
find the time to play with this hack by its own
merits. Now to comment on the actual rules.

The first obvious difference with the normal game


is the lack of Heroic Actions. This is an amazing
system that makes use of the main currency
in the game: Might points. But the important
characteristic of the system is that it involves
heavy decision making and somewhat of a
guessing game between players. This is something
that loses all purpose playing solitaire. Taking
it out, however, would take away much of the
«bigger than life» quality of the game's characters

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Isildur’s Bane
(one of its main appeals). So it needed to be
balanced somehow. That's why I decided to split
the deck in two, creating the red deck for groups
with characters in it. This way, characters would
always be a bit ahead of the regular troops. The
way the phases are changed also helps with that.

If you read the playtest version, you’d have noticed


that the distance between figures inside a group
has increased from 5cm (2 inches) to 10cm (4
inches). This gives you more flexibility when
making groups, but the real reason is another.
It was shown in playtesting that after the first
combats occur, figures from groups that worked
together during the battle were getting left out.
This is a normal event in the game, as figures
start surrounding their enemies and piling up
on each other, getting thrown back and forth.
The bad thing was that while the figures were
getting all bunched up, there was a need for more
activation cards, specially for single figures left
apart from their comrades (though near the
actual combat). Hopefully this fixes it and makes
the group-making decisions more important
during the first stages of game play, and more
tactically challenging during the later stages.
Nothing prevents you from making one figure
groups for that special charge if you’d like!

Now, back to phases, the other important change


is the unification of the move and shoot phases
in one actions phase. This was first and foremost
a cosmetic decision. If you were to play the game
regularly, you would have to leave the cards on the
table after movement, to remember the activation
order. You would also need to show which figures
can shoot and which cannot because they've
moved too far. All this would keep the table
«dirty» with markers, cards, or even create some
bookkeeping. That's something I do not enjoy,
for I find that the spectacle a wargames table
delivers is half the fun. It also speeds up play and
makes the activation order even more important

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(imagine getting shot down before being able to
hide behind the ruins), and thus gives more power
to the red card activations, restoring characters
some of the loss from the missing Heroic Actions.

Someone might ask why can't you shoot and


then move during the actions phase. This
is simply to avoid hit and run tactics, and
the strange «shooting, then moving half
its speed» situation that turns the original
procedure upside down. With regular
archers you will not see much of a difference,
but elite shooters would have an amazing
advantage if they could hide after sniping.

The use of Might is one of the very important


things in the game that was truly not fit for
solo gaming. Creating the Might roll helped
a bit to prevent careless use of the points and
benefiting one of the sides. When wanting to
spend more than one point in the same roll I
went through different rules. First I thought
making a roll for each one would be fine, but
this had the potential of succeeding one and
failing another. Not very useful if you needed at
least 2 points for that situation. Then I changed
it so that each roll was separate, but failing
one of them cancelled the effect, so as to avoid
spending Might points in vain. This was not very
elegant and would have created lots of useless
dice rolling. Then I decided to make just one
roll, meaning that you'd get the same difficulty
rolling for one as for three points. That sounds a
bit strange at first, but it really is up to the player
how he spends the force's points. Might is still
the most important currency in the game.

You see now that not having Heroic Actions


does not create an overflow of Might points.
Since their use is somewhat restrained by the
Might roll (and it gets more difficult as they're
spent) these two rules balance each other out.

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Isildur’s Bane
Why not a «Will roll»? Well, as you know, Will
can be used as Might during the game, but only
for Courage tests. Since Courage tests already
imply some dice rolling, I thought it would not
be elegant to require another roll to see if the
Will point was or wasn't spent. Courage rolls are
very clear affairs. When charging a terrifying
opponent, the player can easily decide if the
use of Will points is useful. It will usually be,
otherwise the character wouldn't be making the
charge. And when testing for a broken force, it's a
matter of life and death, so it's also an easy call.

On the optional rules, the quality ratings are just


a crazy experiment. An attempt to add some
command and control flavor to a game that
doesn't really need it. But when playing solo,
the more things are off your hands and into the
system's, the more interesting the experience.
It is however just optional, and playing with
and without it through different games will
(I believe) enrich the gaming experience.

Random events are another thing to add some


chaos into the battle. The main effort here was
trying to make interesting and fun events, with
as little extra complexity as possible. They are
not «weather rules» nor «special powers».
They are not supposed to be learned by heart,
allowing a quick read to implement them.
Optional rule #3 is pretty much self explanatory.

I hope Optional rule #4 gives a clear example


of how to adjust some of the special rules the
original game has to play it solitaire. I have gone
through lots of supplements looking for good
examples, and with a little bit of thought you will
be able to adapt any material to these rules.

I hope you enjoyed this text, and since this is a live


document I am always glad to receive feedback
on the rules. If you feel like it, contact me at
doguipreacher@gmail.com and let me know
what you think. I will greatly appreciate it.

Thanks for reading.


Guido Quaranta

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