2950 game, with pre-aligned neutrals to ensure a balanced game. Up to 2 nations per player.
One character from each nation will start as a champion (can issue 3 orders a turn).
(Nation 22 will not be played.)
At the end of the Second Age, Sauron was thrown down from power. At the beginning of the Third Age, his ring, the One Ring, vanished from all knowledge of man and dwarf, elf and Maia. But Sauron was only defeated, not destroyed. And the One Ring was only lost; and what was lost, can once again be found.
The year 2950 of the Third Age finds Sauron’s servants growing ever more powerful, both within the mountain fortress of Mordor and in the lands beyond. Rumours that the One Ring moves once more on the face of Middle-earth drive him to increasingly desperate attempts to possess it, the Nazgul scouring the land in ceaseless search.
The Free Peoples of Middle-earth, first devastated by the Great Plague and then weakened by war and strife, are scattered, divided. But there is strength still, in the hearts of man and in the mines of the dwarves, and the elves are not yet all gone from the land.
And there are yet other nations, independent empires who have managed to remain apart from the struggle between Sauron and the Free Peoples. But who, for good or for ill, will surely play a part in the coming months of conflict.
- A less frantic game start than the 1650 setting, giving both sides time to gather their strength before the action begins.
- Choose your play style: whilst the Dark Servants have the better agents, the Free Peoples can call on superior magics with which to defeat their enemies.