Middle-Earth - Rules Manual 2022

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This 224-page hardback rules manual is a comprehensive guide to the hobby of building, painting, and playing games with your models.

  • Introduction - This section features an overview of the wider hobby of collecting, painting, and playing with your miniatures.
  • Rules - Here, you’ll be taken through the core of the Middle-earth Strategy Battle Game - the actual rules that you’ll use to play
  • Basic Principles - a primer on the fundamental concepts and terms used in the book.
  • Turn Sequence - each turn is divided into five phases - Priority, which determines who acts first, Movement, which covers moving your models on the tabletop, interacting with terrain and using control zones, Shoot, which covers ranged attacks, Fight, which covers close combat, and Courage, in which your models are tested to see if they stand their ground or flee in terror.
  • Monsters - while their basic rules are typically the same as those for other models in the game, Monster models are particularly powerful - this section covers their special rules. This includes War Beasts, huge creatures ridden into battle, crushing the foe as they march on.
  • Weapons and Wargear - split into four subsections - close combat, missile, equipment and armour 
  • Magical Powers - some models have the ability to cast magical powers, and this section explains targeting, casting and resisting those powers during the Move phase, with a list of every Magical Power available to cast.
  • Special Rules - this section collects together all of the Special Rules which can appear on model profiles, compiled for easy reference.
  • Advanced Rules - found in certain scenarios, these rules - covering water features, sentries, passengers and carrying objects.
  • Siege Engines - rules for fielding these immense threats, covering their movement, firing, upgrades and crew.
  • Sieges - the basic rules for creating your own sieges with your models.
  • Narrative Play - allows you to recreate your favourite battles and scenes from both the books and the films, using your collection of Citadel and Forge World models. Each scenario - found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ - has a selection of special rules that balance them, providing an experience closely matching the scenes from the books and films.
  • Open Play - Open Play games have unlimited creative potential, and are perfect for beginners and veterans alike. 
  • Matched Play - This section includes advice on building an army to a points limit, determining the size of the games you want to play, Alliances, wargear limits, initial priority, objectives, and Heroic Tiers - the respect and loyalty that Heroes command. This section includes six Matched Play Scenarios, each providing a different tactical challenge.
  • The Armies of Middle-earth™ - This section is an inspiring showcase of painted miniatures from across the Middle-earth range.
  • Example Armies - Four example armies showing you how the army was built, the points values it represents and the rules it can leverage.

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