
Gandalf and the Dúnedain battle with the Ringwraiths.
fter
great effort and toil, Gandalf escapes from Amon Sûl and the Ringwraiths
who seek to destroy him. Mounting Shadowfax, he rides north as fast as the
steed will carry him in the hope that the Nine will follow him rather than
continue their search for Frodo. In this ploy he is at least partially successful,
and four of the Black Riders turn aside from their original prey to pursue
him. No longer hopeful of reaching Frodo – indeed, it would be folly
to do so with the Nazgûl still on his trail – Gandalf trusts Aragorn
to keep the Hobbits safe and draws his pursuers as far north as he can. Shadowfax
has carried Gandalf far to the north with the Nazgûl not far behind.
Now, though, the roles of hunter and prey have been once more reversed. A small
group of Dúnedain, alerted by the battle at Amon Sûl, have sprung
an ambush upon the pursuing Ringwraiths. As arrows fill the air, the Nazgûl
attempt to flee southwards once more leaving Gandalf free to escape north.
OBJECTIVES
The Good side wins if Gandalf survives and at least two Ringwraiths have been slain. The Evil player wins if Gandalf is slain or if three of the four Ringwraiths manage to escape from the southern board edge. In any other result or if both players meet their victory conditions in the same turn, the game is a draw.
PARTICIPANTS |
|
Good |
Evil |
Gandalf the Grey |
4 Ringwraiths |
6 Dúnedain |
|
Next:
Pre-game Strategy For The Forces of Good
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The Fellowship Index
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