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THE SPIES OF

SPECIAL RULES “They’re moving fast, and against the wind!”: At the end of each Evil Move phase, the Evil player may move D3 Crebain onto the board from the southern board edge. Once a total of 20 Crebain have entered play (including the six that began the game on the board), no more will join the battle; the fl ock has passed over the Fellowship and returned to Saruman.

4' Designer’s Note: The Evil player should attempt to rush forwards and engage the Fellowship with their Crebain at all times and not have them hang back near the southern board edge, waiting until there’s 20 of them before launching an attack! They’re birds, not win-at-all-costs players!

Saruman: Saruman may use his Lord of the Istari and The Crebain Palantír special rules as normal. Saruman does not have 12" Deployment Area his usual range of Magical Powers; instead he has the Call Winds (4+) and Collapse Rocks (5+) Magical Powers, both Saruman of which are considered to be in range of the whole table. Additionally, Saruman cannot declare a Heroic Channelling. 2' LAYOUT (2'X4') For the purposes of determining the direction of Call Winds, The board represents the rocky foothills around the Misty draw a line from Saruman to the target as normal. For the Mountains. There should be plenty of rocky hills and purposes of Collapse Rocks, all models on the board always outcrops scattered around the board creating various paths count as being in range of a piece of rocky terrain. and valleys through which the Fellowship must pass. Additionally, there should be a 6" circular platform placed Saruman cannot be targeted in any way by any members next to the southern board edge, as centrally as possible, of the Fellowship, with the exception of . Gandalf representing the Tower of Orthanc. may attempt to cast Sorcerous Blast on Saruman, in which case he is always assumed to be in range. To determine the STARTING POSITIONS direction of the Sorcerous Blast, draw a line directly from The Fellowship of the Ring are deployed touching the Gandalf to Saruman as normal. If Gandalf manages to northern board edge. Six Crebain are then deployed within blast Saruman off the edge of his 6" platform then he is 12" of the southern board edge. Saruman is deployed in considered to have plummeted to his death from the top of the centre of the Tower of Orthanc. The remaining Crebain Orthanc, and is removed from the game. are kept aside until later in the game. Saruman may move freely around the Tower of Orthanc, OBJECTIVES though he may not leave it unless he is forced to by The Fellowship is attempting to escape through the rocky Gandalf’s Sorcerous Blast. terrain and make it to the Redhorn Gate, a vast gate on the borders of the Misty Mountains. The Good player wins if they can move fi ve or more models, including Frodo, off PARTICIPANTS the southern board edge before the end of the 15th turn. Good: with Sting and Coat; The Evil side wins if they can prevent this. ; Meriadoc Brandybuck; Peregrin Took; Gandalf the Grey; – Strider with bow; Designer’s Note: The platform representing the Tower of with shield; Greenleaf; of Orthanc is included to provide a reference point for son of Glóin; Bill the Pony. Saruman’s location. As the tower is actually many miles away, the Fellowship ignore it as they try to escape along the Evil: Saruman; 20 Crebain. southern board edge.

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© 2020 New Line Productions, Inc. All rights reserved. : The Fellowship of the Ring, The Lord of the Rings: , The Lord of the Rings: and the names of the characters, items, events and places therein are trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises under license to New Line Productions, Inc.