T Eru Es: Brent Caldwell (Order #38347327)
T Eru Es: Brent Caldwell (Order #38347327)
G A ME D E S IG N E RS
Francesco Nepitello and Marco Maggi
AD D I T I ON A L RU L E S D E V E L OP ME N T
Michele Garbuggio
CON CE P T A RT
Alvaro Tapia
COV E R A RT
Martin Grip
OT H E R A RT
Alvaro Tapia, Martin Grip, Jan Pospíšil, Niklas Brandt, Henrik Rosenborg,
Antonio De Luca, Federica Costantini, Melissa Spandri, Giuditta Betti
Christian Granath, Dan Algstrand, Niklas Brandt Robert Hyde / Sophisticated Games
EDITOR S PR M A NA GER
PR OJEC T MANAGER S ST R EA M I NG
SPEC I A L T HA NK S T O
PLAYT EST ER S
Adam Rawson, Agnes Rudbo, Amanda Stenback, Andreas Lundström, Anna Ave, Charlie Conley, Chiara Ave,
Dan Price, Daniel Raab, Dennis Detwiller, Francisca Hoogenboom, Giuliano Nepitello, Kathleen Kiker,
Kyle Wood, Lorenzo Perassi, Luca Donati, Maja Emilie Søgaard Widerberg, Maner Samuel, Marco Beltramino,
Michael Kiker, Michela Baù, Peter Bergman, Peter Link, Ric Wagner, Stephen Buck, Steven Nguyen Dinh,
Umberto Pignatelli, Vanessa Ratschinske.
I SB N
978-91-89143-48-7
The One Ring, Middle-earth, and The Lord of the Rings and the characters, items, events, and places therein
are trademarks or registered trademarks of the Saul Zaentz Company d/b/a Middle-earth Enterprises (SZC)
and are used under license by Sophisticated Games Ltd. and their respective licensees. All rights reserved.
PROLOGUE
His sword, Sting, Bilbo hung over his fireplace,
and his coat of marvellous mail, the gift of the Dwarves
from the Dragon-hoard, he lent to a museum,
to the Michel Delving Mathom-house in fact.
But he kept in a drawer at Bag End the old cloak and
hood that he had worn on his travels; and the ring,
secured by a fine chain, remained in his pocket.
Dearest Balin,
Almost six years have passed already since the last time you were here.
I remember very well everything you and Gandalf said when we met.
You were alarmed, and I took your warnings to heart, but I don’t think
you would find it surprising to know that news of a nameless threat is
hard to believe here in the dear old Shire. Gandalf came to see me again,
on several occasions. He seems to care about our friendship, and he says
I should indeed be worried, but his vague words of warning make even less
of a dent in the general sense of peace and protection that we enjoy here,
away in the north-w est.
But don’t think that I am completely clueless! All I need is to have a look
at... the things I collected in my adventures to remember that there
is a wide and dangerous world out there. Sometimes I even miss it, the
road, the thrill, the narrow escapes. It’s my Tookish side. But then I look
at my beautiful garden, my snapdragons and sunflowers, my trailing
nasturtians... how they glow, red and golden, more beautiful than any
Dragon-hoard that ever was, and I am back to being a Baggins.
example of play THE LOREMASTER: On the left you see a small, low building. If
You struck some very good deals at the market today, and on your you want to reach it you’ll have to leave the road.
way home you decided to celebrate at The Green Dragon Inn. But
now you all regret that decision, as the sun has already set in the PLAYER-HERO 1 (LOBELIA): Speaking in character: “Let’s go there,
west and dark clouds are gathering. at least we’ll be dry.”
In fact, you are still crossing the open fields towards your home
in the Green Hill Country when it starts to rain; it will take you PLAYER-HERO 2 (PLAYING PALADIN): I don’t like the idea of leav-
at least another hour of restless march to get home. What’s worse, ing the road, and get closer to the trees, but I don’t see other options.
since when it got dark, you heard a wolf howling. Twice, and the I shout back to Lobelia: “I’m with you!”
second time was closer.
THE LOREMASTER: As you reach the building, you take a look at
THE LOREMASTER: What do you do? it, at the dim light of your lanterns. It’s a simple stone construction
with a roof covered in turf, used by shepherds. No sounds or smoke
PLAYER-HERO 1 (PLAYING LOBELIA): I stop and look around come out of it.
for a shelter.
PLAYER-HERO 2 (PALADIN): I look for the door to get inside.
THE LOREMASTER: It’s dark already, and you can’t see clearly;
make a SCAN roll. THE LOREMASTER: You find it easily, but it’s closed. There is a
wooden latch, tied with a rope. The knot looks tight.
PLAYER-HERO 1 (LOBELIA): I have a rating of 2 in SCAN , I want
to spend a point of Hope to add 1 more. PLAYER-HERO 1 (LOBELIA): We have no time to lose, I try to
force it open.
THE LOREMASTER: Don’t forget to roll one Feat die too.
PLAYER-HERO 2 (PALADIN): “What are you doing? We can’t dam-
PLAYER-HERO 1 (LOBELIA): Yes, of course. Right, my WITS TN age someone else’s property!” Can I loosen the knot?
is 14. Let’s see; 9-1-3-5. I succeeded!
THE LOREMASTER: You can try, roll CRAFT .
“THIS IS THE MASTER-R ING, creation, the world of Middle-earth, a mythic land from
THE ONE RING TO RULE THEM ALL.” a remote past. With The One Ring, Middle-earth is yours
It is the year 2960 of the Third Age and the Shadow is to explore — you will travel the land searching for clues
returning. Twenty years ago, an alliance of Elves, Men, about the return of the Shadow, and have the chance to
and Dwarves defeated a horde of Orcs and Wild Wolves, play a part in the struggle against the Enemy.
under a sky darkened by Giant Bats, inaugurating a new
era of prosperity for the Free Peoples. But twenty years THE TWILIGHT OF THE THIRD AGE
is a long time for peace to last, and in many dark corners The One Ring is set in the time period running from the
of the Earth a shadow is lengthening once again. events narrated in The Hobbit to those told in The Lord
Rumours of strange things happening outside the of the Rings. Encompassing more than six decades, this
borders of civilised lands are spreading with increas- period is ushered in when Bilbo the Hobbit finds the Rul-
ing regularity, and while they are dismissed by most ing Ring, and culminates with the war fought by the Free
as fireside-tales and children’s stories, they sometimes Peoples against the Dark Lord Sauron, and the destruc-
reach the ears of individuals who recognise the sinister tion of the Ring.
truth they hide. Players of The One Ring create a Company of heroes
These are restless warriors, curious scholars and wan- — Hobbits, Dwarves, Elves, and Men, seeking adventure
derers, always eager to seek what was lost or explore in the Lone-lands of Eriador. It is a desolate country, a
what was forgotten. Ordinary people call them adven- vast region that once saw the glory of the North Kingdom
turers, and when they prevail, they hail them as heroes. of the Dúnedain, the Men of the West. Here, many wars
But if they fail, no one will even remember their names… were fought, and countless ruins dot its landscape. Shad-
This is the premise of The One Ring, a roleplaying ows move along its paths, and not all of them belong
game based on The Hobbit and The Lord of the Rings, two to the living.
extraordinary works of fiction by the beloved author and It is in Eriador that the One Ring lies, dormant, a
respected academic, John Ronald Reuel Tolkien. With seed of the past that will one day bring the end of this
these books, Tolkien introduced readers to his greatest age of the world.
THE LOREMASTER: Can both of you please make an AWARE- The short “unfinished tale” above is an example of what can
NESS roll? happen during play. The One Ring is what is called a pen-and-
paper roleplaying game. Thanks to video and online games,
PLAYER-HERO 1 (LOBELIA): My STRENGTH TN is 18; Ah! millions of people are familiar with this form of entertain-
I rolled an Eye of Sauron 3-4-1, didn’t pass it. ment, where players create fictional heroes and explore
shared worlds populated by computer-controlled creatures
PLAYER-HERO 2 (PALADIN): TN 17; 5-3-3-4, neither did I! and, in online games, accessed by a multitude of other players.
In The One Ring Starter Set, players choose characters and
THE LOREMASTER: You were so busy discussing and trying to open meet face-to-face around a table or across the world on video,
the door that did not notice the stranger until the very last moment. It’s and the computer is replaced by one person taking the man-
a tall, dark and hooded figure, now raising a wicked-looking longsword! tle of the Loremaster — a director, a referee, and a narrator.
The game can be played with as few as two people (one
PLAYER-HERO 2 (PALADIN): I draw my short sword to parry! player plus the Loremaster), and with as many as six players
or more. All that is needed are dice, paper, pencils, imagina-
THE LOREMASTER: You were caught by surprise, you can’t act tion, and a love for Tolkien’s imaginary world.
this round. With a single blow, the sword cuts the rope in two. While
sheathing it, the figure finally speaks with a warm, female voice:
“Forgive my intrusion, my small friends, my name is Amantadine.
Would you mind sharing this humble shed with me?”
in the shire
This is a story of how a Baggins had an adventure,
found himself doing and saying things altogether unexpected.
For generations of fans, the Shire has been the gateway to the loremaster
Middle-earth. Both the Quest for Erebor told in The Hobbit The Loremaster doesn’t take the role of a single character,
and that to Mount Doom described in The Lord of the Rings but is instead the player in charge of describing the setting
start here, with Bilbo and Frodo providing the readers with and managing what happens to the Player-heroes when they
a first-person perspective — a point of view allowing them to interact with the game world.
unravel the complexity of the world of Arda step by step. It
is a small world, almost fable-like, where a single Wild Wolf The Loremaster begins each session of play by setting
poses a serious threat, and a Wizard is maybe nothing more the scene, playing the parts of the people and crea-
than an eccentric fireworks-maker. tures the characters encounter — called Loremaster
In the same way, this Starter Set describes the Shire as characters or Adversaries, based on whether they are
an introductory, less dangerous setting for new (and maybe peaceful or hostile — and adjudicating the conse-
younger) players of The One Ring roleplaying game: quences of the heroes’ actions.
By using the material provided in this boxed set, the The Loremaster is the eyes and ears of the Player-heroes, in
players will have a taste of the game and the world, charge of describing the locales where the action is taking
using a simpler set of rules and adventuring within lim- place and playing the parts of the people they meet, using the
ited boundaries. Once they familiarize with the game rules to fairly adjudicate the outcome of their actions. To do
mechanics and the scope of the game, players of the so, the Loremaster interprets and reinvents Middle-earth as
Starter Set will be ready to take on The One Ring, and a setting for the players to explore. The ultimate goal of the
venture across the vast expanses of Eriador and beyond. Loremaster is to provide the premise for the creation of a new
epic, focused entirely around the deeds of the Player-heroes.
These rules contain everything you need to quickly set up a game
and play the scenarios presented in The Adventures, using the
pregenerated characters contained in the box.
the player-
heroes
With the exception of the Loremaster, each player takes the ENTERING MIDDLE-E ARTH…
role of a single Player-hero, a fictional character whose attri- The aim of The One Ring is to let players feel what
butes are inspired by those of the protagonists of the stories it means to go adventuring in a wild and peril-
by J.R.R. Tolkien. ous land from a forgotten past. It is a threatening
world that has more in common with the world
This Starter Set is played using a number of pre- depicted in epic sagas or with the Dark Ages of
generated characters, ready-to-play heroes setting Europe than with our contemporary world.
the players on the road to adventure in no time. The Players are invited to leave the age of infor-
available characters include esteemed Hobbits like mation and fast travel behind, and adopt the point
Drogo Baggins, Paladin Took, Primula Brandybuck, of view of individuals whose horizons often didn’t
Lobelia Bracegirdle, and more. extend further than a few miles from their birthplace.
The landscape revealed by this perspective is a
To enter Middle-earth, players must simply step into their world with uncertain boundaries, and only vague
characters’ shoes, trying to think as they would think and hints of distant realms and the folks who inhabit
react as they would react. It is a game of make-believe, a story them; a place that for these very reasons offers plenty
in the making, created in collaboration with the Loremaster. of opportunities for exploration and adventure.
Story-building is a fundamental component of The One Ring. In particular, players need to choose what actions their Player-
But it isn’t about hearing a story being told, but about creating it heroes take to investigate and resolve the challenge facing
over the course of the game, as the result of the interaction at the them. Players have full control over what their heroes do and
gaming table between the Loremaster and the Player-heroes. how they do it, but it is the Loremaster that determines how
every part of the world — from Loremaster characters to
having adventures
creatures and the environment — reacts to what the Player-
heroes do.
A session of play is played as a series of scenes, connected
sequentially in a wider narrative arc. A scene is a single epi- In general, to play out a scene and determine its conse-
sode focusing on the Company, or part of it, facing some quences, the Loremaster and the players need nothing
kind of challenge, preparing for one, or recovering from it. more than common sense and the rules concerning
Action Resolution described on page 8. (A notable
It is up to the Loremaster to initially frame each exception are those scenes that require the applica-
scene, especially those that are putting the Company tion of the rules for Combat described on page 22 —
in danger. luckily, a rare occurrence in the Shire!)
action resolution
Of the various burglarious proceedings he had heard of,
picking the trolls’ pockets seemed the least difficult…
As previously explained, a game session takes the form of a con- 2. KNOWLEDGE — Roll if the action aims to obtain informa-
tinuous conversation between the Loremaster and the players. tion that is not immediately available.
There are no turns, and the dialogue alternates between the If the knowledge that the heroes are looking for is
Loremaster and the players who collaborate in bringing to life a not secret or hidden, do not roll.
series of scenes in which the Player-heroes are the protagonists. 3. MANIPULATION — Roll if the action intends to influence
one or more uncooperative Loremaster characters.
The main way for the players to participate in a scene is If what the heroes ask of them is coherent with
simply to tell the Loremaster what their Player-heroes their motives, do not roll.
are doing, and how they intend to do it. In game terms,
when to roll
The One Ring makes use of a specialised set of dice, including
six 6-sided dice (also called Success Dice) and two 12-sided
To put it simply, the Loremaster should ask for a die roll only dice with two special icons (called the Feat dice).
if there is a possibility that a player’s chosen action might fail. A set of The One Ring dice (with exactly the right amount
of dice for use with the game) is included in the Starter
If the description of an action does not leave any Set, but players may find it useful to bring some more as
doubts about its outcome, there’s no need to make a it will be more convenient for each player to have a set
roll — the action succeeds automatically. close at hand.
making rolls
But this is not all there is to it: resorting to a roll should be
considered exclusively if the action or its goal fall into one
of the following instances: Once the necessity for a die roll has been established, it must
1. DANGER — Roll if the action is dangerous. be determined who is going to make the roll, and which ability
If the Player-hero does not risk anything by failing, is most appropriate for the action.
do not roll.
WHO ROLLS
Determining who is going to make the roll is easy in the case
of actions chosen by the players, but can be less so if the roll
SCENES IN BRIEF is being made as a reaction to something described by the
Scenes in game work as follows: Loremaster.
1. The Loremaster describes a situation requir-
ing the players to make decisions. Generally, it is highly advisable to have a single player
2. The players investigate the situation, con- make a roll, except when something involves every-
sidering their options. Once decided, they one in the group. To do so, the players simply choose
describe their action to the Loremaster. the Player-hero who is best suited to the task at hand.
3. The Loremaster evaluates the plan of the
players, and adjudicates whether to just WHICH ABILITY
‘say yes’ and grant them what they want to The ability to use depends mostly on the type of roll:
achieve, or ask for a die roll. ♦ SKILL ROLLS. By far the most common type of
actions, Skill rolls are required whenever a Player-hero
More information about scenes is presented attempts to do something that can be accomplished
below in the Adventuring chapter, page 20. using one of the 18 Skills listed on a character sheet.
♦ COMBAT ROLLS. When involved in a fight, the Player- how to read the feat dice
heroes rely mostly on their Combat Proficiencies to Each Feat Die shows numbers ranging from 1 to 10, and two
make attack rolls, and on PROTECTION rolls to avoid special icons: a Gandalf rune ( ) and the Eye of Sauron ( ).
being injured when hit. The two icons are normally read as follows:
♦ The rune is the greatest result you can get on a
Finally, the Loremaster may ask the players to make VALOUR Feat Die. When the die comes up showing the
and WISDOM rolls, prompted by sources such as fear, or sor- rune, the action succeeds regardless of whether the
cery, as indicated in the text for The Adventures. total result of the roll was enough to match or beat
the TN or not.
MAKE THE ROLL ♦ The icon is considered to be the worst result possi-
Once determined the correct ability, proceed to make the ble on a Feat Die. When the Feat Die comes up show-
roll employing its numerical rating (all abilities that can be ing the icon, the Feat Die result counts as a zero.
used to make a roll are given a value ranging from 1 to 6):
target numbers
thing went wrong and that the desired goal was not
achieved.
All abilities used in the game are associated with a Target
Some rules state explicitly what happens in game terms in Number, a numerical value that the roll result must match
case of a failure or a success — combat, for example, while or beat.
other situations require creativity from the players and the ♦ Most rolls made by the Player-heroes are made against
Loremaster. three Attribute Target Numbers (Attribute TNs, for
short), based on their ratings in STRENGTH , HEART ,
In any case, the consequences of both a successful and and WITS .
a failed roll always determine a well-defined change ♦ Each Attribute TN in the Starter Set is equal to 18
in the gameplay. minus its corresponding Attribute score (the full The
One Ring Core Rules use 20 instead).
REPEATING A ROLL
As a rule, players only have one attempt at anything that is
resolved with a die roll — when they succeed or fail, they EXAMPLE:
have done their best. Scouting ahead, Paladin Took has a chance to notice a group
If the Loremaster allows it, a failed action can be of brigands setting up an ambush. He has an AWARENESS
attempted again by the same Player-hero if they try again skill of (2), so he rolls a Feat die plus two Success dice,
using a different ability, effectively representing a different adding up the results of all dice rolled. As AWARENESS
approach to the same problem. is a STRENGTH Skill, the roll result is compared against
Of course, a Player-hero who is given a second chance Paladin’s STRENGTH TN, which is 15. With the Success
must always cope with the consequences of having failed the dice showing 4 and 5, and the Feat Die an 8, Paladin’s
first time… player does not need to do much maths to know that the
Hobbit succeeded.
Typical sources of Favoured rolls are a Player-hero’s Favoured A Player-hero about to make a die roll can spend
Skills (see also Skills, page 14). 1 Hope point to gain (1d).
ILL-F AVOURED ROLLS Hope can be spent to gain dice on any roll made by a Player-
The opposite of a Favoured roll, a roll is made Ill-favoured hero. It is not possible to spend multiple Hope points to gain
when a Player-hero is suffering from some limitation. multiple bonus Success dice.
When making an Ill-favoured roll, players roll two Feat INSPIRATION: Certain circumstances may result in a Player-
dice instead of one, keeping the worst result among hero becoming temporarily Inspired. Inspired Player-heroes
the two. double the benefit of spending a Hope point:
The sources of Ill-favoured rolls are indicated in the included An Inspired Player-hero who spends 1 Hope point to
Adventures. get a Hope bonus gains (2d), instead of (1d).
10
SUCCESS
DICE RESULT SPECIAL
11
CHARACTERISTICS
“… you have been chosen, and you must therefore use
such strength and heart and wits as you have.”
attributes
to resist the temptation of treasure.
12
skills
Almost every action that heroes can attempt in the game is combat proficiencies
resolved using a Skill: whether a Player-hero is walking across Combat Proficiencies express how well Player-heroes conduct
the length of the Shire to get back home (TRAVEL ), running themselves when engaged in battle. Rolls made using Combat
away from a threat (ATHLETICS ), or listening intently to an Proficiencies are resolved in the same way as Skill rolls, rolling
orator’s speech to weigh their words (INSIGHT ). a Feat Die and a number of Success Dice equal to the rank
possessed in the Combat Proficiency used — rolling only a
In game terms, Skills represent what Player-heroes Feat die with rank 0.
are able to do and how good they are at doing it. The
rating of a hero in a particular Skill is indicated by Combat Proficiencies are rolled against the STRENGTH
the number of filled-in diamond-shaped boxes to the TN when making Attack rolls (see Combat, page 22).
right of its name — the higher the number of dia-
monds, the better! The various Combat Proficiencies are presented starting on
page 17.
Skills and their use are described starting on page 14.
13
skills
“There is food in the wild,” said Strider; “berry, root, and herb;
and I have some skill as a hunter at need.”
14
TRAVEL
In the Third Age, the cities,
villages, and towns of Middle-
earth are often separated
by many leagues of wild
or deserted areas. A roll
of TRAVEL may let a
Player-hero estimate the
length of a journey,
read a map or evalu-
ate whether a stranger
on the road can be
approached safely.
15
16
combat proficiencies
Legolas shot two through the throat. Gimli hewed the legs from under another
that had sprung up on Balin’s tomb. Boromir and Aragorn slew many.
There are four different Combat Proficiencies in The One as lances. Warriors equipped with a spear typically use it in
Ring: AXES , BOWS , SPEARS , and SWORDS . Each one represents conjunction with a shield, and they usually carry an additional
a level of familiarity with a number of weapons of similar kind, weapon, such as a sword or axe.
allowing a Player-hero to attack using any weapon covered by
that specific Proficiency. The SPEARS Combat Proficiency allows a hero to make
The characteristics of all war gear carried by the Pre ranged and close combat attacks using a short spear or
generated Heroes are detailed on their character sheets, or a spear, or to fight in close combat using a great spear.
on the illustrated Item Cards included in the Starter Set.
SWORDS
AXES The sword with a straight blade has always been the weapon
Axes and other bashing weapons are often preferred to swords of choice among free Men and Elves. A mark of nobility or
by warriors who favour a more brutal approach to fighting. rank, swords of superior make are passed down by generations
Historically, the axe is the weapon of choice for most Dwarves, of warriors, and arms of ancient lineage are often imbued
and for their folk it surpasses the sword in both nobility and with spells and curses, the bane of the servants of the Shadow.
respect. Dwarven weaponsmiths apply their cunning to mak- Swords vary in size, shape, and quality as diverse as the folks
ing axes of many different shapes and uses, and from metals that craft them. Many malevolent creatures have devised
of various colours. swords after their own fashion, usually crude counterfeits of
those made by Men and Elves.
The AXES Combat Proficiency allows a Player-hero
to use an axe, a great axe, a long-hafted axe, but also The SWORDS Combat Proficiency enables a Player-
a mattock. hero to attack in close combat using short swords, swords,
and long swords.
BOWS
A traditional hunting weapon, the bow is also commonly used
in warfare. Made from a single piece of wood, or from a com-
position of wood, horn, or even metal, bows are a versatile
weapon. They can be used during sieges, from horseback, in
dense woodland, or in the open field. Archers usually carry
another weapon to draw when the enemy gets closer; they sel- BRAWLING ATTACKS
dom carry shields, as they can’t use them when shooting a bow. Adventurers who must leave behind their trusted
weapons may find themselves forced to fight
The BOWS Combat Proficiency enables a Player-hero unarmed, or to rely on a simple dagger, or even
to make ranged attacks using a bow or a great bow. a thrown stone. When this happens, they rely on
their martial training to save themselves.
SPEARS ♦ Player-heroes performing an attack while
The spear is arguably the most widespread weapon across unarmed, or using an improvised weapon,
Middle-earth, arming kings and soldiers, riders and infantry. roll a number of dice equal to their highest
It is often no more than a long wooden shaft, tipped by a Combat Proficiency, but lose (1d).
leaf-shaped metal head, but some spears are works of majes- ♦ Unarmed attacks have a Damage rating of 1,
tic artisanship, valuable heirlooms of noble households. The and cannot cause a Piercing Blow (see Com-
length of a spear varies according to the use it is designed bat, page 23).
for. Spears can be wielded one or two-handed to thrust and
lunge, cast to pierce from a distance, or used from horseback
17
Endurance and Hope are what keep the Player-heroes on the SHORT REST: Under most circumstances, a day of adventur-
road, providing them with reserves of energy and with that ing allows for a maximum of one short rest, usually in the
additional momentum that sometimes is the only chance a middle of the day. If a precise timing account is desired, a
hero has to prevail. short rest may be said to correspond to at least one hour of
inactivity.
During play, heroes lose Endurance points as the result
of exertion and of suffering harm, and they spend Hope With a short rest, adventurers recover a number of lost
voluntarily when they must succeed against difficult odds. Endurance points equal to their STRENGTH (Wounded
heroes do not recover any points at all).
The maximum Endurance and Hope values of the characters
are shown on their character sheets, while the Current Endur- PROLONGED REST: Under normal circumstances, the group
ance and Current Hope boxes are used to keep track of any of Player-heroes is allowed to take a single Prolonged Rest
changes that occur during play (alternatively, players can track each day, (usually, a night’s sleep). The Loremaster may allow
them using different coloured counters, dice or glass beads). the group to take more than one Prolonged Rest if the Player-
heroes are recovering in a safe and comfortable place.
hope
bat, when they suffer physical damage from any other source,
or as a consequence of any strenuous task requiring great effort.
Hope is a hero’s reserve of spiritual fortitude and positivity.
Player-heroes whose Endurance is reduced to zero drop A hopeful character can keep going when physically stronger
unconscious, and wake up after one hour with 1 Endur- heroes have already succumbed to despair.
ance point (unless they are also Wounded, see Resting). During play, players can spend Hope to gain a Hope
bonus on any die roll, or to trigger the effects of certain
WEARY Cultural Virtues.
Used in conjunction with a hero’s carried Load, Endurance
determines when the weight and bulk of any equipment starts Player-heroes whose Hope score is reduced to zero
to affect a Player-hero’s performance. are spiritually drained — it is impossible for them to
find the energy required to push themselves beyond
Heroes become Weary if their Current Endurance their limits.
score becomes equal to or lower than their total Load.
RECOVERING HOPE
When this happens, check the Weary box on the character Recovering Hope points indicates that the Player-heroes are
sheet. Player-heroes remain Weary until their Endurance reaffirming their lost sense of confidence.
score rises above their Load again. ♦ Player-heroes who are down to zero Hope in the
course of an adventure recover a single point of Hope
RESTING once they take a Prolonged Rest.
Player-heroes regain lost Endurance points by resting. The ♦ All Player-heroes recover a number of Hope points
extent of the Player-heroes’ recovery depends on whether equal to their HEART score between adventures.
they take a short rest, or a prolonged one.
18
useful items
Any tool, instrument, or device carried by a Player-hero to
perform one or more specific tasks is a useful item. Things
like a hammer, or a hunting knife, or flint and steel to start
a fire, and so on.
Useful items are listed on a Player-hero’s character sheet.
To determine if they gain a Player-hero an advantage, they
are associated with a Skill.
19
ADVENTURING
Even the good plans of wise wizards like Gandalf and of
good friends like Elrond go astray sometimes when you are
off on dangerous adventures over the Edge of the Wild…
20
21
combat
There was a ring and clatter as the Company drew their swords.
Even in a peaceful land like the Shire, combat may be the sad
but unavoidable culmination of a scene. Should a fight erupt,
the Loremaster and the players must follow the rules pre- STANCE CARDS
sented in this section to make the fight a momentous event. This Starter Set box includes a set of stance cards
—these are meant to be used with The One Ring
Once a combat encounter is initiated, the following core rulebook. The full rules for fighting and trav-
steps must be applied in order to keep the action elling allow the players to choose a more specific
flowing. stance during battles, and to assign a role to each
Player-hero during a journey.
opening volleys
Players wishing to use the Stance cards can still
do so, knowing that Forward, Open and Defensive
If the Player-heroes and their opponents are separated by are all Close Combat stances, and that Rearward
a distance, at the start of a fight all combatants are allowed is the Ranged Combat stance.
to make ranged attacks before combat at close quarters is
initiated.
The Loremaster must determine how many volleys to
allow, based on the distance separating the fighters — under
most circumstances, all combatants are entitled to at least
one volley using a bow or a thrown weapon. If the distance
is greater, then the Loremaster might allow combatants to 1. STANCE
let loose two volleys, or even more. All Player-heroes select whether they will fight the round in
Close Combat, or Ranged Combat — Player-heroes can choose
All volley attacks are resolved as normal ranged attacks freely to fight in Close Combat at the start of each round,
(see next page). Normally, the volley exchange is while they are allowed to fight in Ranged Combat only if
resolved with the Player-heroes launching their vol- there are at least two other adventurers fighting in Close
leys first, unless the Loremaster considers the circum- Combat.
stances to favour the opposition.
Fighters in Close Combat exchange blows in the thick
When the opening volleys are completed, the combatants of the fight, using swords, axes and other close com-
cover the distance that separates them and begin fighting bat weapons, while those engaged in Ranged Com-
at close quarters. bat stay back, using ranged weapons like bows or
spears, and can be targeted only by attackers using
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ENDURANCE LOSS
When a melee or ranged attack roll succeeds, the target suf-
MORE ENEMIES THAN HEROES fers an immediate loss of Endurance equal to the Damage
If there are more enemies than heroes, it is rating of the weapon used.
possible that there will be enemies left when ♦ Player-heroes who see their Endurance decrease to
everyone fighting in Close Combat has engaged match or go below their total Load score become
an adversary. If this happens, the Lorem aster Weary; if their Endurance is reduced to zero, they
chooses whether the ‘spare’ enemies engage a drop unconscious instead.
Player-h ero who is already fighting in a Close ♦ Adversaries do not normally become Weary due to
Combat stance, or stand back to attack with a Endurance loss, but are normally eliminated upon
ranged weapon. Enemies who stand back to use reaching zero Endurance.
a ranged weapon may attack any Player-h ero
involved in the fight. SPECIAL DAMAGE
If a successful attack roll produces one or more Success icons
( ), they can be used to trigger one or more special results.
Each heading below indicates how many Success icons are
required to trigger the corresponding effect. Multiple Suc-
cess icons can be used to trigger different results, or the same
one multiple times.
3. ATTACK ROLLS RESOLUTION ♦ HEAVY BLOW — ANY WEAPON ( ): You have hit your
Unless differently specified, the attacks of all combatants are opponent with great force and precision — Spend 1
resolved with the Player-heroes going first. When all Player- Success icon to inflict to your target an additional loss of
heroes have resolved their attacks, the Loremaster will resolve Endurance equal to your STRENGTH rating (adversaries use
those of their adversaries. Close Combat attack rolls are their Attribute Level instead).
resolved first, then all Ranged Attack rolls follow. ♦ FEND OFF — ANY CLOSE COMBAT WEAPON ( ): You
An attack is a die roll made using the Combat Proficiency exploit your successful attack to place yourself in an
corresponding to the weapon used. advantageous position — Spend 1 Success icon to gain a
♦ The difficulty of all attack rolls by the Player-heroes is Parry modifier of +2 against the next attack aimed at you.
based on their STRENGTH TN, modified by the Parry ♦ PIERCE — BOWS AND SPEARS ( ), SWORDS ( ): You
rating of the targeted enemy. have hit a less-protected part of the adversary’s body
♦ The difficulty of all attack rolls made by adversaries — Spend 1 Success icon to modify a Feat die numerical result
against Player-heroes are equal to the target hero’s of your attack by +2, thus possibly triggering a Piercing Blow
Parry score instead. ( and results are unaffected).
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