The Lord of the Rings: Journey to Mordor
“He was saved from a great peril, but many lie before him still. He resolved to go alone to Mordor, and he set out: that is all that I can say.”
–J.R.R. Tolkien, The Two Towers
Hordes of marauding Orcs. The deadly attention of wild beasts. The constant threat of the Ringwraiths’ pursuit. Frodo’s quest to destroy the One Ring was fraught with peril, and now, you can experience the adventure in a fraction of the time with The Lord of the Rings: Journey to Mordor, a fast-paced, push-your-luck dice game for two to four players!
In The Lord of the Rings, Frodo and his companions traced a path across Middle-earth, from the bucolic peace and quiet of The Shire to the ash-filled plains and fiery chasms of Mordor. Journey to Mordor gives you and your friends the chance to follow in the footsteps of the Fellowship, fighting Orcs, traveling through grim and lonely lands, and desperately trying to stay one step ahead of the Nazgûl that pursue you. By rolling dice and carefully choosing which ones to keep, you’ll advance along your path to Mount Doom. You must beware, however! The first player to reach Mordor is the victor, but if you allow the Nazgûl to reach Mordor first, you’ll be immediately eliminated from the game.
A Perilous Quest Is Set Before You
Your adventures in Journey to Mordor will take you from your very doorstep at Bag End to the slopes of the Mountain of Fire itself. At the onset of your adventure, you and your fellow players take on the role of the four Hobbits that joined the Fellowship of the Ring at Rivendell: Frodo, Sam, Merry, and Pippin. Each player receives a paper with the path of your quest laid out upon it: from Bag End, through Rivendell and the depths of Moria, all the way to the deadly passage through Shelob’s Lair and the terrors of Mordor.
You’ll quickly notice that your path is not alone—there are two tracks that cross your map of Middle-earth, one for you and the other for the Nazgûl that dog your footsteps. If these Fell Riders can pass you and reach Mordor before you, you’ll immediately be eliminated; fortunately, you may be able to distract them and send them after your opponents, as we’ll see below!
Each turn, you’ll attempt to move closer to Mordor, trusting to secrecy and the skill of your companions to keep you from harm. You move by rolling five dice, and carefully choosing which dice you want to keep after each roll. You must always keep at least one die, but you can never keep more than one with matching symbols. For instance if you roll two Rings, you can only keep one of them this turn—you’ll need to roll the other die again. At the end of your turn, after all of your dice are kept, you’ll resolve them and receive the special bonuses or penalties that each die offers.
There are six different symbols that appear on the dice:
Ring – Rings represent your strength and determination to resist the power of the One Ring. These allow you to advance closer to Mordor, moving one space along your track for each Ring that you’ve kept.
Orc – Ambush by Orcs is an ever-present threat. A single uncanceled Orc will cancel all of your Ring results, unless you cancel the Orcs with Fellowship results.
Fellowship – The martial skill of your Fellowship is the primary way that you can protect yourself from Orcs. Each Fellowship you choose to keep will cancel a single Orc result.
Nazgûl – A Nazgûl result causes the Nazgûl to advance one space along their track, and whenever you roll one or more Nazgûl results, you must keep at least one of them. Fortunately, you may distract the Black Riders by sending them after your opponents. If the Nazgûl appeared on a die that matches another player’s color, his Nazgûl track will be advanced instead of yours!
Gandalf – Receiving aid from Gandalf allows you to draw a line that divides a space on your Nazgûl track in two. Each space must be filled separately by distinct Nazgûl results, giving you a little breathing room as you race to reach Mordor before them.
The White Tree – The White Tree appears only on the black die, which is ordinarily the most dangerous die. If you choose to keep The White Tree, you may end your turn immediately and resolve the dice that you’ve already chosen to keep. This can help you dodge harmful results and seize a window to get ahead.
Each turn, you’ll face deadly trials and difficult decisions, just as Frodo Baggins did on his quest. Keeping the right dice and staying ahead of the Nazgûl may seem impossible—but that’s exactly what you need to do if you are going to claim victory and Middle-earth will be saved. Whether you enjoy the standard game on its own or introduce advanced rules that make every location different, you’ll be able to journey to Mordor again and again.
The Quest of the One Ring
Gather your Fellowship around you and embark on the quest of a lifetime across the realm of Middle-earth. You can experience Frodo’s adventure in a fraction of the time with The Lord of the Rings: Journey to Mordor!
15 – 30 minutes
2 – 4 players
© 2016 Fantasy Flight Games. Middle-earth, The Lord of the Rings, and the characters, events, items and places therein, are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Sophisticated Games and their licensees.