War of the Ring: Second Edition
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In War of the Ring, one player commands the Free Peoples (FP) while the other controls the Shadow Armies (SA). At the start, the Free Peoples' nations are hesitant to take up arms against Sauron. They must either be attacked by Sauron or persuaded by Gandalf and other Companions before they fully engage in the war. This political hesitation is represented by the Political Track, which indicates whether a nation is ready to fight in the War of the Ring.

Victory can be achieved through military conquest—Sauron wins by capturing a set number of Free Peoples' cities and strongholds, while the Free Peoples can also claim victory by reclaiming key locations. However, their true hope lies in the Ring-bearer’s quest. As massive armies clash across Middle-earth, the Fellowship of the Ring secretly makes its way to Mount Doom to destroy the One Ring. Sauron, unaware of their exact goal, searches relentlessly for the Ring, forcing the Fellowship to navigate numerous dangers, represented by The Hunt for the Ring mechanics. Meanwhile, the Free Peoples must balance protecting the Ring-bearer with rallying their forces to resist Sauron's overwhelming might, ensuring Middle-earth does not fall before Frodo’s mission is complete.

Each turn, players roll Action Dice, which determine the actions they can take. The results dictate movement, recruiting troops, advancing the Political Track, or maneuvering characters.

Players can also use Action Dice to draw or play Event Cards, which introduce pivotal moments from The Lord of the Rings—or alternate possibilities that could have changed the course of history. These cards add unpredictable twists to the game, triggering special actions or turning the tide of battle in unexpected ways.