
THE DWARVES ESCAPE MORIA
With the legendary Balin felled in Mirrormere, the Goblins seize their opportunity to reclaim the halls of Moria. One lone group of Dwarven guards stands surrounded by the minions of evil. Can they survive?
DESCRIPTION
We have suffered a great sorrow. Balin, Lord of Moria, has fallen in Dimril Dale. He went to look in Mirrormere and was slain by a Goblin arrow, surely guided by a cruel fate. His death is an evil blow to us, and our hopes may have perished with him. The drums in the deep sound once more, and every beat tolls in my empty heart. I fear we will once more lose Moria, but Balin we shall honour as Lord of this place while we may.
We shall lay him to rest in the Chamber of Mazarbul, evermore to dwell in the very heart of Durin's realm. Even as I write, the foul Goblins seek entrance to our realm, our guardposts are overwhelmed by their numbers and our warriors in retreat.
Balin is dead, and the halls of Moria are assailed once more by the Goblins. Against such numbers the Dwarves cannot hope to stand and one by one their guards are withdrawn to the centre of the realm. One such group is slow to fall back and surrounded by the invaders – can help arrive before they are overwhelmed?

One of the many chasms that fill the Mines of Moria.
PARTICIPANTS
The Good side consists of 2 Khazâd Guard, 9 Dwarves with shield, and 6 Dwarves with Dwarf bow.
The Evil side consists of 8 Moria Goblins with bows, 8 Moria Goblins with spears, 8 Moria Goblins with shields and 1 Moria Goblin Drum.
POINTS MATCH
If you want to play this game with other forces, choose 150 points of troops for the Good side and 150 points for the Evil side. No more than 33% of either force may be spent on warriors with bows.
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The Second Hall - Click to enlarge. |
This game is played on a board 48"/120cm x 48"/120cm. A broad chasm at least 6"/14cm wide lies across the centre of the playing area. The chasm is too wide to jump across. It is spanned by a bridge 50mm wide (ie, equivalent to two base widths). This is wide enough so no more than two models can fight side by side but one model can block the bridge and prevent passage across it.
There are three exits to the chamber itself. Each exit is a broad tunnel that lies 16"/36cm from the chasm. The entrance is another tunnel that lies the same distance on the other side opposite the bridge. Each opening is approximately 4"/10cm wide.
The area between the bridge and entrances is strewn with rubble, forming obstacles to movement. Note that Moria Goblins can move over this without a Jump test.
STARTING POSITIONS
The Good player deploys 5 Dwarves up to 12"/28cm in from the exit edge of the board and the remainder of his force up to 12"/28cm in from the entrance table edge.
The Evil player may then deploy his Goblins anywhere on the board at least 12"/28cm from any Dwarf.
OBJECTIVES
The Good side wins if the Dwarves reduce the Goblins to 50% of their starting force or less. The Evil player wins if the Goblins reduce the Dwarves to 50% of their starting force or less. If both forces achieve their victory conditions in the same turn, the game is draw.
SPECIAL RULES
The Bridge of Khazad-dûm: The bridge is very thin and treacherous, designed to thwart attackers. The Goblins are perfectly capable of traversing the obstacle without harm. However, the Dwarves have to take greater care. If a Dwarf loses a fight while on the bridge, the Good player rolls a dice. On the roll of a 1, the Dwarf has lost his balance and plunges into the chasm below (remove the model as a casualty).
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