Gandalf s Balance: Balrog s Power: The energy markers are moved again, after the exchange. The positions of the

Similar documents
For this game, this system is simplified.

PREPARATION OVERVIEW GOAL CONTENTS INITIAL MAP CREATION

kingdom 1 kingdom 2 attacker defender

Battle. Table of Contents. James W. Gray Introduction

Muandlotsmore.qxp:4-in1_Regel.qxp 10/3/07 5:31 PM Page 1

Detailed Example. Dancing Deb knows Handsome Hal s game and cannot be attracted by his charm.

A game of power and influence in India

Contents. 72 land tiles (including 1 starting tile with a different back), which picture city, road, and field segments and cloisters.

THE HOBBIT: AN UNEXPECTED JOURNEY A GAME ACCOMPANYING THE MOVIE. For 2-4 players from 10 years GAME RULES

For 2 players, ages 12 and up

Contents. Overview. The Battlefields expansion for the Lord of the Rings board game offers the following new features:

Contents. Overview. by Wolfgang Kramer players: 2-7 age: 8 years and up length: 45 minutes. 7 agent figures. 1 safe. 7 scoring markers.

Good business for two clever merchants aged 13 and up

8 Weapon Cards (2 Sets of 4 Weapons)

Einfach Genial ( Simply Ingenious ), by Reiner Knizia

FOR 2 4 PLAYERS, AGES 10 AND UP. 24 Tomb tokens 15 Obelisk tokens 8 Coin tokens...

Tarot Combat. Table of Contents. James W. Gray Introduction

Of Dungeons Deep! Table of Contents. (1) Components (2) Setup (3) Goal. (4) Game Play (5) The Dungeon (6) Ending & Scoring

Introduction. Game Overview. Component List. Component Overview. Ingenious Cards

Maybe once you've beaten back the roundheels in the one-off brawls you can go on to fight in the bigger tournaments...

ABOUT THE GAME COMPONENTS

False Money and True Status

A GAME BY THOMAS SPITZER FOR 3 5 PLAYERS

KUNG CHI. By Stone Mage Games RULES. Sample file

E_lochness_spielregel_RZ1.indd :51

Comprehensive Rules Document v1.1

Another boardgame player aid by

Rule summary: Cost of adding a branch in a city, whose city marker has been removed

Looting MiniSkull Castle

OCTAGON 5 IN 1 GAME SET

One Zero One. The binary card game. Players: 2 Ages: 8+ Play Time: 10 minutes

INTRODUCTION GAME IDEA COMPONENTS. 2-5 players aged 10 and up playing time: minutes

Copyright 1998, 2001, 2003, 2006, 2007, 2009 Mayfair Games, Inc. and Frank-Kosmos Verlags-GmbH & Co. KG (Stuttgart). Catan, Catan Card Game, The

Below is a list of all the components you will find in your copy of Chaos Marauders: 1 Cube of Devastation (or simply die, if you re a wimpy git)

Contents. A game from Peter Prinz for 2-4 players. English

OVERVIEW + CONTENTS. 12 Network Boosters (3 per player color) 12 Virus tokens (3 per player color) 16 Informants (4 per player color)

Rules for the side with 6 building plots

The Butterfly Garden

Contents. Goal. Jump Point

by Heike Kiefer, Hayo Siemsen & Uwe Rosenberg Players: 3 5 Ages: 4 and up Duration: about 30 minutes Includes: 115 bean cards 5 bean field boards

Rules. Many Thanks to Charlotte Bey for her part in the Graphic Design of the game

natural, blue, green, and orange, plus 8 gray neutral citizens) natural, blue, green, and orange, plus 10 gray neutral cubes)

Free Sample. Clash Royale Game Decks, Cheats, Hacks, Download Guide Unofficial. Copyright 2017 by HSE Games Third Edition, License Notes

Aviation Tycoon By Ted Cheatham. A game for 2-5 players

Lightseekers Trading Card Game Rules

BEGINNING BRIDGE Lesson 1

Classic Dominoes. Number of Players: 2-4

Caesar never gambles! Or does he?!

The land of the pharaohs

PHASE 10 CARD GAME Copyright 1982 by Kenneth R. Johnson

OVERVIEW AND GOAL CONTENTS THE CARDS

The Awakening of the Underworld

Michael Kiesling. 8 Player markers (2 in each color: white, orange, light brown and dark brown)

Seven Card Samurai RULES AND STRATEGY

THE TRAVELER. Components. Setup. traveler pawn. 5 traveler strips. 5 trading markers. 30 opals. 1 trading point. 36 point markers

2 4 players. 13 years and up minutes

Contents 97 island tiles in the following forms

Equipment for the basic dice game

P a g e Realms v1.2 Copyright 2010 Ignazio Corrao

Underleague Game Rules

Polygon Quilt Directions

Kingdoms of the Middle Sea A game for the piecepack by Phillip Lerche

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

Game Materials. Rivals

6 Quote from Honolulu

LORE WAR A Fantasy Strategy Game

LEO COLOVINI WHO WILL OCCOPY THE MOST PRODUCTIVE PROVINCES?

Game Concept. The Game Board

PLAY AND STRATEGY GUIDE

CARCASSONNE. A tile-laying game for 2-5 players aged 10 and up.

CONTENTS INSTRUCTIONS SETUP HOW TO PLAY TL A /17 END OF THE GAME FAQ BRIEF RULES

THE RULES 1 Copyright Summon Entertainment 2016

1-2 players, minutes, 9 cards, 9 dice, and 8 tokens. Solo variant included. By George Jaros.

Begin contract bridge with Ross Class Three. Bridge customs.

Sample Game Instructions and Rule Book

MATERIALS. match SETUP. Hero Attack Hero Life Vanguard Power Flank Power Rear Power Order Power Leader Power Leader Attack Leader Life

Only and are worth points. The point value of and is printed at the bottom of the card.

Overview. Index. by Klaus-Jürgen Wrede and Jean du Poël. players: 2 6 age: 10 and up length: 90 minutes

Setup. These rules are for three, four, or five players. A two-player variant is described at the end of this rulebook.

2 Players Grand Slam. Teams. Credits. During the setup, each player chooses two Titans.

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

2nd action of each player. 3rd action of each player. Green: expedition He may draw 1 expedition card and have 1 expedition card in his hand.

Basic Introduction to Breakthrough

HISTORIA. Contents. The winner will be the player having the most impact on the history of mankind. 1 Gameboard. 2 Timeline markers

Contents. Preparation. EXPANSIONS The expansion contains 3 separate modules, which can be combined in many ways. I NEW BEGINNINGS

Notes about the Kickstarter Print and Play: Components List (Core Game)

A set collection and take-that game for 2-4 players by Arve D. Fühler Game Idea. Goal of the Game. Components

SPACE EMPIRES Scenario Book SCENARIO BOOK. GMT Games, LLC. P.O. Box 1308 Hanford, CA GMT Games, LLC

Shuffle the chance cards and place them face down on the alloted space on the board.

MIDDLE-EARTH IN FLAMES. This complete campaign is set around

15 Skat Tactics to help you win a weak game!!

LESSON 7. Interfering with Declarer. General Concepts. General Introduction. Group Activities. Sample Deals

Stefan Feld. Mastery and machinations in the shadow of the cathedral

3 0 S E C O N D Q U I C K S T A R T To start playing right away, read this page.

GAME MATERiAl. ACTiON SElECTiON

CONTENTS TABLE OF BOX CONTENT SECTION SECTION SECTION SECTION SECTION SECTION SECTION

RULEBOOK. Nikos Chondropoulos. 2-4 players Duration 30 Ages 10+

Background: Components:

POINTS TO REMEMBER Planning when to draw trumps

Along the way, battle with other ships to loot or destroy them. The Board

Transcription:

When Balrog s Whip is played after Gandalf s Rage, the special effect of Balrog s Whip still works as the card is not placed next to Gandalf s Rage in the row. The Gandalf s Rage effect remains. Balrog s Strength: If, through the defensive value of this card (left side of the card), the duel ends, the special effect of this card is not used. Balrog s Power: The energy markers are moved again, after the exchange. The position of the gures on the bridge determines the direction (up or down) and distance they are moved. They may not move higher than the starting space for the duel (preliminary or nal). If the Balrog gure stands higher on the bridge than the Gandalf gure, the Balrog gains energy: the Balrog player moves his energy marker 1 space up on the energy track. Gandalf s energy marker remains where it is. If the Balrog gure stands at the same level on the bridge as the Gandalf gure, the Balrog gains energy and Gandalf loses energy: the Balrog player moves his energy marker 1 space up on the energy track and the Gandalf player moves his energy marker 1 space down on the energy track. If the Balrog gure stands lower on the bridge than the Gandalf gure, the Balrog gains energy and Gandalf loses energy: the Balrog player moves his energy marker 2 spaces up on the energy track and the Gandalf player moves his energy marker 1 space down on the energy track. The starting space of the gures before the bridge counts as a step. If the duel ends as a result of scoring the exchange (one of the energy markers reaches the negative area), the special effect of this card is not used. Gandalf s Balance: The energy markers are moved again, after the exchange. The positions of the energy markers on the energy track determine how far and in which direction the energy markers are moved. The highest a marker may move on the energy track is the starting position for that duel (preliminary or nal). > means that Gandalf s energy marker is further from the negative area than the Balrog s. In this case, Gandalf moves his marker 1 space up (away from the negative) on the energy track. The Balrog s marker does not move. = means that both energy markers are on the same space on the energy track. Gandalf moves his marker 1 space up and he moves the Balrog s marker 1 space down on the energy track. < means Gandalf s marker is closer to the negative area than the Balrog s. Gandalf moves his marker 2 spaces up and he moves the Balrog s marker 1 space down on the energy track. If the duel ends as a result of scoring the exchange (one of the energy markers reaches the negative area), the special effect of this card is not used. Gandalf s List: If the Balrog is playing with his cards face up on the table and Gandalf plays Gandalf s Enchantment, the Balrog takes his cards from the table and shuffles them so Gandalf can take a random card from his hand. The Balrog then puts his cards back on the table face up. If Gandalf earns the ability to look at the Balrog s hand by being ahead on the energy track by 3 spaces, the ability gains him nothing as he can already see Balrog s cards! At the end of the duel, the Balrog must choose the 3 cards for the nal duel from the face up cards so that Gandalf knows which ones he chose. Balrog s Trick: The Balrog player may look at the card after he draws it from Gandalf s hand. When Balrog s Trick is played in the nal duel, it loses its special effect, but retains its offensive and defensive values. Balrog s Defense: The card placed in the empty space, is not scored. When a special card is moved to be the answer to this card, it loses it special effect, but not its strength. However, Gandalf s Mirror retains its special effect. 5 Gandalf s Magic: Any Balrog card played after Gandalf s Magic may be chosen by Gandalf. Gandalf must decide immediately after a Balrog card is played whether to choose it or not, but may choose only 1 card in the duel. When Gandalf chooses a Balrog card, the Balrog plays a new card from his hand. When the Balrog has no more cards to play in the duel, the special effect expires. When Gandalf s Magic is played in the nal duel, it loses its special effect, but not its offensive and defensive values.

Gandalf s Mirror: The magical symbols of the previous Balrog card (right side) is reflected back to the Balrog through the mirror, neutralizing that attack and is passed through Gandalf s Mirror, becoming Gandalf s attack. Thus, the Balrog must now answer his previous attack as though it were Gandalf s. If the Balrog answers Gandalf s Mirror with a special card, it loses it special effect, but not its magical strength. However, Balrog s Whip is not so affected as it is not played next to the mirror. If Balrog answers Gandalf s Mirror with Balrog s Defense, Gandalf s Mirror is moved to the new position with all its powers. If Gandalf s Mirror is played as the last card of a duel (each player has just 3 cards left in his hand, or no cards left in the nal duel), the energy markers are not moved. Gandalf s Rage: Balrog s Whip does not lose its special effect, as Balrog s Whip is not played next to Gandalf s Rage. The Gandalf s Rage effect remains. If the duel ends without the Balrog playing a special card, the effect of this card is lost. If Balrog s Trick is played as the next special card in the nal duel, the Gandalf s Rage effect remains. The author: Peter Neugebauer, born in 1956, lives with his wife Gaby in the Ruhr region of Germany and teaches school there. The Search, based on Tolkien s Middle Earth, was his rst game for Rio Grande Games. He returns to Middle Earth for his second Rio Grande game, The Duel! The illustrator: The Canadian, John Howe, lives with his family in Switzerland. He is one of the most famous illustrators of Tolkien s works. He was instrumental in the designs for the sets for the movies. Development: TM-Spiele Graphics: Pohl & Rick Grakdesign Photo: Dirk Hoffmann English translation: Anna & Jay Tummelson The author and publisher thank all the playtesters and rule readers for their help with this game. Art.-Nr. 689315 Gandalf s Enchantment: After Gandalf takes the card, he places it face up on the table for both players to see. Gandalf decides before Balrog plays a card (even the very next card after Gandalf s Enchantment is played) if Balrog must play the enchanted card instead. If Gandalf decides not to have the Balrog use the card in this duel, the Balrog may choose it as one of the 3 cards he sets aside for the nal duel. Thus, if the Balrog ends the duel with more than 3 cards, he may choose the card as one of the 3 for the nal duel or not. If Gandalf s Enchantment is played in the nal duel and Gandalf decides not to choose the card, it is played as the last Balrog card in the duel unless the duel ends before all the cards are played. 2002 Tolkien Enterprises 2002 Sophisticated Games Ltd. 2002 KOSMOS Verlag Web: www.riograndegames.com e-mail: RioGames@aol.com All Rights Reserved. The Lord of the Rings and the characters and places therein are trademarks of Tolkien Enterprises, Berkeley CA and are used, under license, by Sophisticated Games Ltd. 6

Fantastic duel for 2 players aged 10 and up O V E R V I E W Gandalf encounters the Balrog in the under mountain Caves of Moria. The result is a fantastic duel of their magical powers on a small bridge over a deep chasm. Here, players replay that duel with the help of cards, which have magical symbols on the left and right, representing the strengths of the adversaries. The symbols on the cards represent the offensive (right) and defensive (left) strengths of the adversaries: each unblocked symbol is lost energy for that player. G O A L The game consists of four duels: 3 preliminary duels and one nal duel. After each duel, the player with the most remaining magical energy moves forward on the bridge. At game end, the player who has moved furthest on the bridge is the winner! C O N T E N T S 1 game board, 1 bridge (to assemble), 1 gray Gandalf gure, 1 red Balrog gure, 2 energy markers, 54 cards P R E P A R A T I O N Before the rst game, carefully remove the pieces of the bridge from their frame and assemble the bridge as shown in the diagram to the right. One player takes the role of Gandalf; the other, the Balrog. Place the game board on the table between the players (Gandalf and the Balrog) as shown on the right. Place the bridge on the board over the chasm. Each player takes his gure and places it on the board before the bridge on his side of the bridge. Each player takes his energy marker and places it on the starting space (marked with the whitecolored starting space on the energy track). Gandalf takes the 27 Gandalf cards; Balrog takes the 27 Balrog cards. Each player shuffles his cards and places them face down on the table next to his side of the board as his card supply. Balrog Gandalf playing area for cards 1 2 3

P L A Y I N G T H E G A M E The game consists of three preliminary duels and one nal duel. For the rst duel, each player draws the top-most 9 cards from his card supply as his starting hand. Each player will use 6 of these cards for the rst duel and will set aside the other 3 for the nal duel. Gandalf begins the rst duel. T H E D U E L rst exchange: play cards Gandalf selects one of the 9 cards in his hand and lays it next to the board as the rst card (see picture on page 1). Then, the Balrog selects a card from his hand to answer Gandalf s attack and lays it next to (right of) Gandalf s card. Note: as the Balrog is a creature of re and smoke, the picture on many of the Balrog cards has no obvious top or bottom. However, the cards must be played with the proper orientation (with the top of each card closer to the board than the bottom). The frame on the front of the card is somewhat darker on the bottom of the card. Also, on the back of the cards, the flame rises from the bottom of the card just as Gandalf s wand rises from the bottom of his cards. rst exchange: scoring The magical symbols on right side of each card represent the offensive strength and those on the left side the defensive strength. The players compare the column of magical symbols on the right side of the attacking card (left) to the column of magical symbols on the left side of the defending card (right). If a row has magical symbols on both cards, they neutralize each other for no effect. If a row has a magical symbol only on one of the cards (the other is empty), the player without the symbol loses energy. He must move his energy marker down (toward the negative) 1 space on the energy track. If a row has no magical symbols on either card, there is no effect. 2 Example: row 1 row 2 row 3 row 4 In this exchange, Gandalf scores 2 hits on the Balrog (one in the rst row and one in the fourth row). The Balrog scores 1 hit on Gandalf in the second row. In the third row, Gandalf s offensive magical symbol is blocked by the Balrog s defensive magical symbol. The players move Gandalf s energy marker 1 space down and the Balrog s energy marker 2 spaces down. next exchange The card that the Balrog used to defend against Gandalf s attack now becomes the Balrog s attack against Gandalf. Now Gandalf must defend against that attack. He selects a card from his hand and lays it next to the Balrog card. Then the players score this exchange as they did the rst by comparing the magical symbols on the cards row by row. The example continues: The Balrog scores 2 hits, one in the third row and one in the fourth row, but takes 1 hit from Gandalf in the second row. Nothing occurs in the rst row. The players move Gandalf s energy marker 2 spaces down and the Balrog s energy marker 1 space down on the energy track. The exchanges continue in this way until the end of the duel. Note: after the players lay 6 cards, they start a new row next to the rst row (see picture on page 1). In this case, the exchange occurs between the right side of the 6th card and the left side of the 7th.

difference of 3 or larger If, after an exchange is scored, there are 3 or more empty spaces between the two energy markers on the energy track, the player, who is higher on the energy track, may look at the cards in his opponent s hand. Special cards Some cards have text on them. When a player plays such a card, the players rst score the exchange, as normal. Then, the players read the text on the card and resolve the effect of the special effect described. More information on these special cards is shown at the end of the rules. Gandalf s and the Balrog s trance Two of the cards without text (one for each player) have no magical symbols on either side. On these cards, the player is weakest, having no strength at all. Tip: players should try to avoid using these cards as they represent their lowest point of strength. T H E E N D O F A D U E L A duel ends, when each player has played 6 cards (9 in the nal) from his hand or when the energy marker for either player reaches the negative area of the energy track. Exception: If both players are in the negative on the same space and one or both players have more than 3 cards left in their hands, they continue the duel. The duel ends when both players have just 3 cards left in their hands or when, at the end of an exchange, one player is below the other and in the negative area. When a duel ends due to a player reaching the negative area on the energy track and the card played was a special card, the text is not read and the special effect is not used. After a duel ends, do the following: A F T E R A D U E L Each player places his 3 unplayed cards face down to the side. These cards (after the three preliminary duels, there will be 9 cards) are used by the players for the nal duel. If a player has more than 3 cards left (when the duel ends with a player reaching the negative area), he chooses 3 cards for the nal duel, places these face down to the side, and discards the rest face down in the box. The winner of a duel is the player whose energy marker is higher (further from the negative) on the energy track at the end of the duel. The winner of the duel moves his gure up the steps of the bridge based on the number of empty spaces between his energy marker and his opponent s: for 0, 1, or 2 empty spaces, he moves 1 step, for 3 or 4 empty spaces, he moves 2 steps, for 5 or more empty spaces, he moves 3 steps. If both energy markers are on the same space, the duel ends in a tie. In this case, the loser is the starting player of the duel (in the rst duel, this is Gandalf). The winner moves his gure 1 step up on the bridge. After the duel, the players place all played cards face down in the box. They will not be used further in the game. 3

T H E 2 N D A N D 3 R D D U E L S Before beginning a new duel, the players place their energy markers on the starting space on the energy track. The gures of Gandalf and the Balrog remain where they are on the bridge. Each player draws the top-most 9 cards from his card supply as his new hand for the new duel. After looking at his new cards, the loser of the previous duel decides who will start the new duel. The new duel is played in the same manner as the rst duel described above. After the end of the third duel (the players have drawn all their 27 cards), the players play the nal duel. T H E F I N A L D U E L With the few small changes described below, the nal duel runs like the previous 3 duels: Each player takes the 9 cards he set aside in the previous duels (3 in each) as his hand for the nal duel. For the nal duel, the players start with more energy. The players place their energy markers on the orangecolored starting space at the top end of the energy track. The player, whose gure stands on the lower step on the bridge, decides who will start the nal duel. If both players are on the same step (same height), the player who lost the previous duel decides. The nal duel ends when a player reaches the negative area of the energy track, or when both players have played all 9 cards from their hands, as there are no unplayed cards after the nal duel. The winner of the nal duel moves his gure 1, 2, or 3 steps up on the bridge, using the same scoring method as in the preliminary duels. T H E E N D O F T H E G A M E After the nal duel, the winner is the player whose gure is higher on the bridge. If both gures stand at the same height, the winner is the player who won the nal duel. Sometimes, a game can end before the nal duel. This occurs when a player s gure reaches the top-most step of the bridge after the second or third duel. The owner of that gure is the winner! Variant: switch roles Players may want to play a game where each player plays each role. To do this, the players can choose to play two normal games, one after the other. After the rst normal game, the players switch roles and play a second normal game. After each normal game, the players record their points as follows: if a gure still stands on the board, the player scores no points, if a gure stands on step 1, the player scores 1 point; if a gure stands on step 2, the player scores 2 points; and so on. After the two normal games, add the points from the games together. The player with the highest total points is the winner! In the case of a tie, the player who played Gandalf in the second normal game is the winner. T H E S P E C I A L C A R D S The players need not read through the text on the special cards nor these descriptions before the rst game. If players have questions regarding the use of any special card, they should read the descriptions below. Balrog s Whip: The Balrog player lays Balrog s Whip on the table before himself. Then, he takes one of his already-played cards (not a special card) from a row and places it at the end of the row(s) of cards. In the now-empty space, he places Balrog s Whip. Finally, he scores the card he placed at the end of the row(s). If the Balrog has played only special cards (or no cards) prior to playing the Whip, he plays it at the end of the row(s) and scores it normally. Balrog s Whip has no offensive nor defensive values. When Balrog s Whip is played after Gandalf s Mirror, it does not lose its special ability because it is not placed in the row next to Gandalf s Mirror. 4