Instructions
Choose one of the four armies. Each of the four armies has its own color and is either good or evil. For example, the good armies are represented by an Elven Archer, Rider of Rohan and an Eagle, while the evil armies are represented by an Orc, Dark Rider and Cavetroll. Each of these pieces represents a different number of battalions. In a two-player game, each player receives 60 battalions, while in a four-player game, each player receives 45.
Separate the Territory cards from the Adventure cards. For each set of cards, build piles of good, bad and neutral cards, as indicated by the images on the cards.
Deal eight good Territory cards to each of the good players, and eight evil Territory cards to the evil players. In a three-player game, deal all 16 Territory cards. Place one battalion on each of the territories as indicated on your Territory cards.
Roll the dice to determine who goes first. Place your pieces on any of the territories one at a time. These territories differ from the standard Risk territories in that they represent the different places in Middle Earth, such as Rohan, Gondor, Mordor and six other regions from the series.
Place your battalions on unoccupied territories one player at a time until all 64 territories are occupied.
Reinforce your territories by adding more battalions. Take turns placing reinforcements one at a time. The more battalions you have on a single territory, the easier it is to attack an adjacent territory. Gaining territories will increase your total points. Rivers and mountains are impassable, which is a unique feature to the Lord of the Rings Edition.
Place one leader on any territory once you have completed reinforcements. Leaders are a new feature to the standard Risk game. Only one Leader can be placed in a territory.
Deal one Territory card face down to each player. This makes it easier for players to make sets.
Remove the Event cards, which read "Play Immediately." Place these to the side. Deal four Adventure cards face down to each player. Return the Event cards to the deck and reshuffle.
Place the One Ring on the Shire. At the beginning of each turn, advance the One Ring, which represents the fellowship, one territory along the dotted line. Once the fellowship reaches Mount Doom, the game is over.
Roll one die to determine who begins the battle phase. As with the original game, each player gains new battalions at the beginning of his turn determined by the number of territories he controls. Place these on the board before beginning your attack phase.
Attack an adjacent territory using the three red dice. The defending player uses the two black dice. Conquer the territory by destroying battalions. You must have at least two battalions to attack. If you are attacking with a leader, you gain plus one to your dice rolls. Defending with a leader on a stronghold (indicated on the territory) gives the defender plus two to dice rolls. Collect an Adventure card when your leader conquers a Site of Power territory. Follow the instructions on the card.
Move battalions from one territory to another territory that you control once you have finished your attack phase. You can do this only once per turn. Collect one Territory card. This completes your turn.
Gain as many territories as possible. Tally your points once the fellowship reaches Mount Doom. Score one point for each territory you control, two points for every stronghold and various points for each region held. Points are also awarded for Adventure cards played, indicated on the back of each card.