Solitaire Variant Isildur's Bane
Solitaire Variant Isildur's Bane
Solitaire Variant Isildur's Bane
Bane
Version 2
Important differences
4
Guido Quaranta
Before the game
The priority
phase
Divide into groups
5
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.
6
Guido Quaranta
ABD
The actions
phase
Activate the
groups in order
Actions
during activation
7
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.
The fight
phase
Giving an edge
8
Guido Quaranta
Fighting
ABD
been completed, the fight phase is over.
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
9
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.
Will
Fate
10
Guido Quaranta
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.
11
Isildur’s Bane
▶▶ A raw force will be dealt 1
card per 200 points
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.
12
Guido Quaranta
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).
Uncontrollable winds 12
Strong winds punish the battlefield, making
it impossible to strike from afar and
bringing flying beasts down to the ground.
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.
13
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.
15 Warcry
24 Warriors scream, taunt and challenge their
33 enemies in blind trust of their superior fate,
causing panic amongst those around them.
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.
14
Guido Quaranta
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.
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.
15
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).
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.
16
Guido Quaranta
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.
17
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).
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
18
Guido Quaranta
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.
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
19
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.
20
Guido Quaranta
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
21
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.
22
Guido Quaranta
(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.
23
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.