
The Rangers of the Dúnedain encounter the Ringwraiths.
fter
long centuries of searching, the Dark Lord Sauron has at last discovered where
The Ruling Ring may be found. From the twisted and
ruined creature called Gollum, he has discovered the existence of a land called "Shire" and
that a creature named "Baggins" now possesses The One Ring. Acting
swiftly, he unleashes his most trusted servants, the Nazgûl, to find
the Shire and the prize he seeks. In an attempt to shield their search from
those who would oppose them, the Ringwraiths disguise themselves as riders
in black and travel in secret. It is upon the plains of Rohan that they learn
more of their dark quest, when treachery delivers the location of the Shire
into their hands. Yet, the Nazgûl remain unopposed until they reach the
borders of the Shire itself. For many long centuries, this peaceful and nigh-on-defenceless
land has been watched over by the Rangers of Arnor, who see the Shire's innocence
worth protecting. Disguised though the Nazgûl are, there can be no hiding
the pervading aura of evil that trails in their wake, and soon they find themselves
beset by the scions of Arnor — Men who have good cause to hate the Nazgûl
and everything they represent.
OBJECTIVES
The Ringwraiths are trying to break into the Shire to track down The One Ring. The Evil player wins the game if at least half of the Evil force (two models in the case of the standard participants) exit the western table edge. The Good player wins if the Dúnedain can prevent these Nazgûl from escaping.
PARTICIPANTS |
|
Good |
Evil |
9 Dúnedain |
The Witch-king of Angmar |
2 Ringwraiths |
|
Next:
Pre-game Strategy For The Forces of Good
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The Fellowship Index
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