Isildur's: Playing The Lord of The Rings SBG Solitaire

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I s i l d u r ’s

Bane

Isildur's Bane by Guido Quaranta.

Layout by José Jiménez ([email protected]).

Thanks to Nathan Brown (gil-galadofthenorth) for


editing and clarifications.

Version 2

All material is property of their respective owners.


This hack is based on Games Workshop's Lord of the
Rings Strategy Battle Game and it's a non-for-profit
creation. It's distributed freely online. Please check
http://dogui.wordpress.com/ for the latest version
Playing the Lord of the Rings SBG solitaire of these rules.
These rules are an addition to the Lord
of the Rings Strategy Batt le Game,
published by Games Workshop. I call it
a rules hack, and you need to be familiar
with the original rules for this to make
any sense at all. These guidelines will
hopefully enable you to enjoy the LotR
SBG solitaire. Everything presented here
will work with any edition of the game.


To bear a Ring of Power
is to be alone”
Important differences

Some of the most obvious differences between


the regular game and this version are:
▶ The turn phases are slightly different.
The Move and Shoot phases are just
one phase of play, for example.
▶ There are no Heroic Actions.
Th is is however replaced by another
mechanism suitable for solo gaming.
▶ Might points use is slightly
different, introducing the Might roll
(explained later in the rules).
▶ If playing with Optional rule
#1 (OR1), there will be differing
quality ratings for each force.
▶ If playing with Optional rule #2
(OR2), some random events might
happen during the batt le.

Elements of the game

Besides the figures, record sheets, scenery, and


6 sided dice, you will need a deck of playing
cards. Split them in two, creating a «red»
deck (with all the hearts and diamonds) and
a «black» deck (with the spades and clubs).
Put one joker in each deck, and shuffle them
separately. Put them face down near the playing
surface. You will use these decks to activate
groups of figures during the game, therefore
we call them red and black activation cards.

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Guido Quaranta
Before the game group for that turn, whether character,

Pick a scenario, pick both forces, and


mounted, monster, or anything.
▶ A regular mounted troop counts as one
start playing. Be mindful of the total figure. A figure mounted on a monstrous
points of each force if you wish to mount counts as two. A mûmakil and
use OR1. You can fi nd the Optional it's crew count as 10, therefore they must
Rules after the basic rules text. be in a group of their own. And a siege
engine only counts as the number of
The turn sequence crew figures. The machine itself is not

1 Priority: During the priority phase


counted towards the group's total.

you will split the armies into several You can decide some figures will not be
groups and deal activation cards. part of any group, but they will not be

2 Actions: During this phase you will


able to act during the actions phase. If
using OR1 you will probably have to leave
move, charge, use magic powers, and some inactive figures in some turns.
shoot with your figures in the order
determined by the activation cards. Deal activation cards

3 Fight: In this phase every Once figures in both forces are split into
combat will be resolved. groups (even if it's a one figure group), deal

4 End: Turn ends and a new one


a random card to each of them. You can
deal black cards to any group you want.
begins with phase 1- Priority. Red cards however can only be dealt to
ABD

groups that have at least one character.


Characters are the heroes from the army
The priority lists, those that have Might, Will and Fate
scores (even if it's a score of 0 like Grima's).
phase As you will see below, groups with red cards
will activate before those with black cards.

You must deal just one card to each group.


Divide into groups

At the start of the turn split the figures on Put the card on the table, next to the group
each force into several groups. A group it will affect. The cards will determine the
is a temporary unit and may change order in which the groups will be activated.
from turn to turn. A legal group needs
to comply to the following rules:
▶ A group must have between
one and ten figures.
▶ No figure can be farther away
than 10cm (4 inches) from another
figure in the same group.
▶ Any mix of figures can be made into a

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Isildur’s Bane Guido Quaranta
ABD
The actions After moving, any figure capable of shooting
can do it. It's important to remember
phase that figures should always move and then
shoot, and never the other way around.
Activate the All the regular rules for shooting apply,
groups in order so bow armed warriors will have to move

The activation cards will determine who is


half their speed, and some figures will
not be able to move at all in order to
activated fi rst, so as to carry on the actions shoot. Volley fi re works just like in the
with each figure. The order in which groups rulebook, meaning that only groups with
activate depends on the cards. First, every the maximum number of figures (10)
group with a red card will be activated. will be able to shoot at the same time.

Any character capable of casting spells


The order is by number (Ace, 2, 3, 4, 5, 6, 7,
8, 9, 10, Jack, Queen, King, Joker) and by
suit: fi rst hearts, then diamonds. Then the or using powers can do so normally. It
groups with black cards will be activated, by can cast the spell at any point during
number and suit (fi rst spades, then clubs). the movement, and if another character

Every figure in a group will be able to carry


is the target of the spell, it must always
try to resist (see Will below).

Please remember there are no Heroic


out actions during its activation, and once
they are done, the next group is activated.
Th is means figures from both sides will be Actions in Isildur's Bane.
moving and shooting during this phase.

Actions The fight


during activation
phase
When a group is activated the card is
removed from the table. The only thing Giving an edge

Before carrying on with the combats, one


to remember after the fi rst activation
(and the removal of the card back into
the deck) is which side was activated fi rst. should check which side has «the edge».
Th is is important for the fight phase. A Remember the side who activated fi rst
simple way of reminding is leaving the in the turn? That's the side with the edge
card over the force's record sheet or its during this fight phase. Th is means that
side of the table. Once a group is active, its whenever a combat presents more than
figures can move, cast spells, and shoot. one possible match, the player should

Figures can move any way they want,


take the most tactically effective choice
for that side. Th is will most likely change
and need not remain 10cm (4 inches) during the course of the game, so the
from each other. All the regular rules player will make sound tactical choices
for movement and charging apply. for both sides during the batt le.

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Isildur’s Bane Guido Quaranta
Fighting the remaining Might points the character

Now resolve every combat following the


has, not the maximum or starting score. If
the result is 3 or more, the roll succeeded
normal rules. Once every combat has and the character can use as many Might

ABD
been completed, the fight phase is over. points and needed from the Might score.
However, rolling a 1 on the die is always
a failure, never mind the remaining
The end phase points the character has. If the roll is not

During the end phase the cards are


successful, he won't spend any points at all.

shuffled back into each deck. Th is is also Using Might during Will and Fate rolls
the time when some actions that occur requires the Might roll just described.

Note: The Mighty Hero rule in Aragorn's


before the priority phase must be done.
For example, the Courage test needed
to see which side controls Denethor profi le lets him spend one Might point
during the next turn. Th is is also the per turn without reducing his score.
moment when you make break tests. When calculating his score for the

After the end phase, it's back


Might roll, only the real remaining
points are considered, and not this
to the priority phase. extra point. Using the extra point will of
ABD
course not diminish his Might score.

Using Might, Will

Will and Fate Will points can be used freely during


These three scores work exactly like in the
Courage tests. There is no need for a
«Will roll». If a character is making
game's rulebook, except that there is no a Courage test due to the force being
need to use Might for Heroic Actions (since broken and fails, it must always spend
there are none in this game). The important Will points to modify the result.

Whenever a character wants to cast a spell it


thing is to know when to use them, to avoid
lett ing the player favor one or the other side.
will use Will points normally. If the target of
Might the spell is another character, it must always

In order to use Might points, the player will


try to resist using at least one Will point.

make a roll to see if the character will or will Fate

Whenever a character is hit and wounded,


not use the points. Th is is called a Might roll,
and you make just one roll whether using
one or several Might points at the same time. it must always use at least one Fate

To make a Might roll, roll a die and add


point to try to regain the lost wound.

that to the character's Might score. Th is is

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Isildur’s Bane Guido Quaranta
ABD
▶ A raw force will be dealt 1
Optional rule card per 200 points

#1: Quality So for example, a 250 points elite force will


be able to have up to 3 activation cards on
ratings the table each turn. A 300 points raw force

This rule lets the player create forces of


however, will only be able to deal 1 card
each turn, making the deployment and
differing command, or tactical «skill.» maneuver of the army quite different than
It is recommended for the bigger batt le- that of the aforementioned elite force.

You can always decide the quality rating


games, with 500+ points a side.

Instead of creating as many groups for each of the armies as you see fit, specially
side phase as you want during priority, forces when creating a scenario. However, if
will have a maximum number of cards that you want to randomize this and create
can be dealt to them. Th is means that the proper fictional reasons you can always
player will have to create a number of legal roll a die: 1-2: raw, 3-4: trained, 5-6: elite.

During campaign games, it's always fun to


groups complying to the army's quality
rating. Th is will create very different play
styles for each force without relying on the change the armies' quality ratings during
player's judgment alone. And it's a nice way the campaign turns, portraying their
to balance different kinds of scenarios. previous victories or defeats, the arrival

The type of card (red or black) is not


of important heroes or the conquest of
different kinds of terrain and cities.
important, only the total amount dealt.

It's fundamental to know the total points each Optional rule


force comprises, according to the army lists
in the rulebook. Only full 200 points are #2: Random
important. Extra points do not get a card.
However, in a set points game (a LoME events
This rule brings some uncertainty to
game for example) the «agreed» points are
considered. If you're playing a 500 points
game, consider both armies as having those the game table, and maybe creates fun
points, even though they probably have a situations that test the skill of the player.

If using this rule, the Joker in each deck will


few points less due to troop selection.

The quality ratings and their trigger a random event. Whenever a Joker
allowed activation cards are: is dealt to a group, the player must roll two
▶ An elite force will be dealt dice, fi nd the appropriate event, and follow
3 cards per 200 points the rules and guidelines below. The event is
▶ A trained force will be dealt rolled before any activation occurs, and its
2 cards per 200 points effects applied immediately. If both Jokers

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Isildur’s Bane Guido Quaranta
come into play during the same priority 14 Rainfall
phase, the red one takes priority, and the 23 Heavy rain falls down on the battlefield. If
black one is ignored as an event and just fighting in caverns or inside a mountain,
used as an activation card. Unless noted dams collapse and subterranean rivers leak
otherwise in the event's description, the from the ceiling and damp the chambers.

This effect lasts for the whole battle. If rolled


group with the Joker card will activate
normally (after that color's Kings).
again during the game the effect is ignored
The king is dead! 11 and batt lefield goes back to normal.

All figures, for the rest of the battle, treat the


News arrive to the battlefield that the king (or
any other suitable figure of power) died recently.
The army's will to fight is struck. batt lefield as difficult terrain. All shooting

Every figure in the side that drew the Joker


is done with a -1 modifier to hit, and siege
engines also get a -1 on the scatter roll.
loses 2 points of Courage for the whole batt le.
15 Warcry
Uncontrollable winds 12 24 Warriors scream, taunt and challenge their
Strong winds punish the battlefield, making 33 enemies in blind trust of their superior fate,
it impossible to strike from afar and causing panic amongst those around them.

For this turn only, figures from the group


bringing flying beasts down to the ground.

Roll a die to determine the number of that drew the Joker have +1 Courage
turns this effect will last. During those and inspire terror, as described in the
turns, all shooting is done with a -2 rulebook's Courage section. Remember
modifier to hit. Flying creatures and break tests are taken during the end
flying mounts half their movement. phase, meaning that these figures will
still benefit from the Courage bonus.
Reckless charge 13
Troops see a weak spot in the enemy's 22 16 Nessa's swiftness
formation and throw themselves at 25 The troops find safe passage through the
it recklessly, with high impetus but 34 battlefield. They move unhindered on
not mindful of the consequences. the terrain and surround the enemy with

The group that drew the Joker is activated


the legendary speed of Tulkas' wife.

before any other group. For this turn only, The group that drew the Joker is activated
figures from the group have +1 Attack and before any other group. For this turn only,
may move 5cm (2 inches) extra but only if figures from the group can move twice in
charging. On the other hand, every enemy the actions phase. The second move must
figure that wins a combat against a reckless be made after shooting and can become a
charger has +1 on it's die roll for wounding. charge. In order to shoot, figures must follow
the normal rules during the fi rst move only.

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Isildur’s Bane Guido Quaranta
26
For this turn only, the group that drew the
Despair
The troops realize the grave danger they 35
are in. For a moment they doubt their 44 Joker will be able to fi re its ranged weapons
intentions and those of their leaders. twice, and all rolls to hit get a +1. Siege
Sacrifice doesn't sound heroic anymore. engines only shoot once, but get the bonus

For this turn only, the group that drew the


to hit and the shot will only scatter 8cm (3
inches) instead of the usual 14cm (6 inches).
Joker will not act in the actions phase. The
figures will not move or shoot. If charged 56 Darkness all around us
they will fight back, but figures with shields The battlefield is darkened, be it fog, a
will always defend by shielding if they storm approaching, or simply nightfall.

Roll a die. 1-3 means temporary darkness


can. Characters may not spend Might
points, but use Will and Fate normally.
(fog, smoke from nearby fi res, etc) The
Rage of Middle-earth 36 effect will only last as many turns as the
The ground shakes below our feet! A slight 45 die shows. 4-6 means the darkness will
earthquake, a nearby volcano erupting, last the whole batt le (night comes, or any
or even the traces of ancient powers other type of supernatural effect suitable
facing each other somewhere near the for the scenario). Rolling this event again
battlefield creates an unexpected tremor. during the batt le cancels the effect, whether

During this event, each figure on the


temporary or permanent darkness.

board will make a roll. Do one roll per During darkness, line of sight for everyone in
group (no matter the number of figures the batt le is 24cm (10 inches). No figure can
in the group), and one for each figure shoot or charge at something farther away
that was not included in any group. than that. Figures on the ground partially

On a roll of 4-6 nothing happens. On a


obscured can't be seen (no roll necessary).
Volley fi re can be used as normal, as long
roll of 1-3, every figure in the group falls as there's a friendly figure with line of sight
to the ground. If mounted, make a roll to the target. Light sources like those on
on the Th rown Rider chart (found in top of defensive walls (during a siege), the
the game's rulebook) for each figure. Balrog's own flames, or Gandalf's bright staff
Flying creatures and flying mounts (when Cast Light is used) cancel this effect
are not affected by this event at all. and make them visible from any distance.

Tintallë and the stars 46 66 Estë's comfort


The position the troops are occupying is 55 The soldiers feel relieved, nurtured and
extremely good. Or maybe it's just the refreshed. Something in the tide of battle
shining sun that shows them the enemy makes them confident that not all is
position clearly. It might even be a flash of lost, and fight with renewed energies.

Characters in the group that drew the


starlight in a dark night that gives them
the firing edge, if only for a moment.
Joker have their Might, Will, and Fate

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Isildur’s Bane Guido Quaranta
points replenished to their starting
values. Wounds, however, are not. If Optional
the group has no characters and only
regular troops, they get 2 extra points rule #4:
of Courage for the rest of the batt le.

ABD
Special rules
Optional rule adjustments
#3: First move These are just a few changes to some of
Every scenario in the battle game, unless
the special rules usually found in models'
profi les. They are here as optional, but are
specifically noted, gives priority to the Good a good fi x in case you don't want to just
side during the fi rst turn. It is important ignore a special rule that won't work with
sometimes, specially in scenarios where this text. Using these as guidelines you can
movement, or running someplace, are the probably «fi x» any other rule you fi nd in
main objectives of the game. If you think other sources (such as White Dwarf articles
it's fundamental for the batt le to have one or other fan made scenarios and profi les).

So far, the rulebooks supplements and


of the sides move fi rst, use this next rule.

During the first turn, the side that must booklets checked for special rules
go fi rst should be given two cards face compatibility include the basic rulebooks
down (to tell them apart from the rest (Lord of the Rings SBG, Fellowship of the
of the cards) during the priority phase. Ring, The Two Towers and The Return of
Those cards must be given to two groups the King), Khazad-dum, Legions of Middle-
of figures. Remember a group can even earth, Shadow and Flame, Warhosts, War of
be just one figure. If any group includes Saruman, Last Alliance, The Ruin of Arnor,
characters, it must be given a red card. The Batt le of Pelennor Fields, The Scouring

After dealing the remaining activation


of the Shire, Fall of the Necromancer,
Siege of Gondor, Harad, A Shadow in the
cards normally, the groups with these East, Gondor in Flames, and Mordor.
face down cards will act fi rst. Check
the values of the cards to see which Basic rulebook:
of those groups will activate fi rst. ▶ Elendil's Narsil special rule involves
Heroic Combat, something not
included in this rules. Instead, give
him a free Might point each turn, as in
Aragorn's Mighty Hero special rule.
▶ Gothmog's Master of Batt le rule is based
on Heroic Actions and will not work with
Isildur's Bane. Instead, you can do the
following: If Gothmog is within 14cm
(6 inches) of an enemy character whose

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Isildur’s Bane Guido Quaranta
group will activate before him, roll a die. models. When playing solitaire, the side
On a result of 3+, Gothmog's group will that has the fi rst activation will move
activate just before that enemy group, them. Those models should however be
ignoring the activation card dealt to them. always in a group of their own (or several
▶ Saruman's Palantír rule lets the wizard groups if they are split over the board).
win priority once per batt le. When ▶ The Trees are Moving! special rule
playing Isildur's Bane, roll a die when from the scenario Odovacar Bolger's
you want Saruman to use this power. Promenade lets the Evil side use scenery
On a roll of 3+, Saruman's group and any trees as opposition. Roll the die to see how
friendly group within 8cm (3 inches) many trees move that turn before dealing
from Saruman's group will activate before activation cards. Then deal one card to
any other group for that turn only. If the each of the moving trees you choose.
roll fails, the power of the Palantír can
be used again later, until it succeeds. Siege of Gondor:
▶ Gollum's My Preciousss... special rule ▶ The element of Surprise special rule
can be used as written, except for this from the scenario Forth Eorlingas! gives
change. Gollum is never part of a group, a priority die advantage to the Good
and is never dealt an activation card. player. To represent this deal 2 activation
The side with the highest activation card cards to each Good group and use the
will control Gollum for that turn. highest until the turn Gandalf, and the
other Good reinforcements arrive.
Fall of the Necromancer:
▶ Saruman's Consuming Rivalry rule A Shadow in the East:
talks about Heroic Actions. To fi x that ▶ Disordered Leadership special rule
for Isildur's Bane use the rule as written from the Strange Circumstances scenario
changing only this: Saruman can never has an awkward activation method. For
be put in a group together with Gandalf, Isildur's Bane, do the test before dealing
and must always activate separately the red activation card to an orc captain. If
(either on his own, or with another the orcs around him pass the check, those
group that does not include Gandalf). that can be included in the captain's group
▶ Khamûl the Easterling's Essence Leech (see the group's restrictions above) can
rule lets you spend one point of Will at the be activated with that card. Other orcs,
start of the Fight phase to improve a score or those that do not pass the check will be
(Fight, Strength, Attacks). While playing dealt a black activation card and will not
Isildur's Bane, you may only use this power be able to move, but will shoot and fight
if the Evil side has the edge that turn. as normal. Do the tests before dealing the
other cards, for some orcs will probably
The Scouring of be affected by several captains' tests.
the Shire: ▶ Flanking Force special rule from The Field
▶ Th is supplement has several scenarios of Celebrant scenario has some decision
where some models can be controlled making that can be randomized easily.
by either side. Usually the side with Roll a die to see if the Evil side leaves some
priority gets to move and fight with said figures as reinforcements. 1-3, they are

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Isildur’s Bane Guido Quaranta
deployed. 4-6, they are reinforcements. Now (one of its main appeals). So it needed to be
roll a die to see which table edge they will balanced somehow. That's why I decided to split
arrive from. 1-2, north. 3-4, west. 5-6, east. the deck in two, creating the red deck for groups
with characters in it. Th is way, characters would
Designer's notes always be a bit ahead of the regular troops. The

This is my attempt at creating a fun engine to play


way the phases are changed also helps with that.

the wonderful LotR game that I love so much in If you read the playtest version, you’d have noticed
the company of... well, oneself. The game sparks that the distance between figures inside a group
my imagination beyond any other wargame, has increased from 5cm (2 inches) to 10cm (4
and fi nding suitable opponents can be difficult inches). Th is gives you more flexibility when
depending on one's situation, physical location making groups, but the real reason is another.
or even play style preferences. Th is section of the It was shown in playtesting that after the fi rst
text will try to shed some light into the thinking combats occur, figures from groups that worked
process that went in the creation of these rules. together during the batt le were gett ing left out.

When making these rules, the purpose was


Th is is a normal event in the game, as figures
start surrounding their enemies and piling up
beyond making the game playable solo. It on each other, gett ing thrown back and forth.
was more than just fi lling some gaps. I believe The bad thing was that while the figures were
playing solitaire is a completely different kind getting all bunched up, there was a need for more
of beast, and should be treated differently. The activation cards, specially for single figures left
mechanisms found in this text will (hopefully) apart from their comrades (though near the
create a fun game on its own, making the most of actual combat). Hopefully this fi xes it and makes
the excellent original design. My desire for these the group-making decisions more important
rules is to make a set that holds its own, making during the fi rst stages of game play, and more
it different to play than the regular game, and tactically challenging during the later stages.
letting you enjoy both, not just using Isildur's Nothing prevents you from making one figure
Bane when in dire need of a «gaming fi x». At groups for that special charge if you’d like!

Now, back to phases, the other important change


the time of this writing I'm lucky enough to have
a very good regular opponent, and somehow I
find the time to play with this hack by its own is the unification of the move and shoot phases
merits. Now to comment on the actual rules. in one actions phase. Th is was fi rst and foremost

The first obvious difference with the normal game


a cosmetic decision. If you were to play the game
regularly, you would have to leave the cards on the
is the lack of Heroic Actions. Th is is an amazing table after movement, to remember the activation
system that makes use of the main currency order. You would also need to show which figures
in the game: Might points. But the important can shoot and which cannot because they've
characteristic of the system is that it involves moved too far. All this would keep the table
heavy decision making and somewhat of a «dirty» with markers, cards, or even create some
guessing game between players. Th is is something bookkeeping. That's something I do not enjoy,
that loses all purpose playing solitaire. Taking for I fi nd that the spectacle a wargames table
it out, however, would take away much of the delivers is half the fun. It also speeds up play and
«bigger than life» quality of the game's characters makes the activation order even more important

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Isildur’s Bane Guido Quaranta
Why not a «Will roll»? Well, as you know, Will
(imagine getting shot down before being able to
hide behind the ruins), and thus gives more power
to the red card activations, restoring characters can be used as Might during the game, but only
some of the loss from the missing Heroic Actions. for Courage tests. Since Courage tests already

Someone might ask why can't you shoot and


imply some dice rolling, I thought it would not
be elegant to require another roll to see if the
then move during the actions phase. Th is Will point was or wasn't spent. Courage rolls are
is simply to avoid hit and run tactics, and very clear affairs. When charging a terrifying
the strange «shooting, then moving half opponent, the player can easily decide if the
its speed» situation that turns the original use of Will points is useful. It will usually be,
procedure upside down. With regular otherwise the character wouldn't be making the
archers you will not see much of a difference, charge. And when testing for a broken force, it's a
but elite shooters would have an amazing matter of life and death, so it's also an easy call.

On the optional rules, the quality ratings are just


advantage if they could hide after sniping.

The use of Might is one of the very important a crazy experiment. An attempt to add some
things in the game that was truly not fit for command and control flavor to a game that
solo gaming. Creating the Might roll helped doesn't really need it. But when playing solo,
a bit to prevent careless use of the points and the more things are off your hands and into the
benefiting one of the sides. When wanting to system's, the more interesting the experience.
spend more than one point in the same roll I It is however just optional, and playing with
went through different rules. First I thought and without it through different games will
making a roll for each one would be fi ne, but (I believe) enrich the gaming experience.

Random events are another thing to add some


this had the potential of succeeding one and
failing another. Not very useful if you needed at
least 2 points for that situation. Then I changed chaos into the batt le. The main effort here was
it so that each roll was separate, but failing trying to make interesting and fun events, with
one of them cancelled the effect, so as to avoid as litt le extra complexity as possible. They are
spending Might points in vain. Th is was not very not «weather rules» nor «special powers».
elegant and would have created lots of useless They are not supposed to be learned by heart,
dice rolling. Then I decided to make just one allowing a quick read to implement them.
roll, meaning that you'd get the same difficulty Optional rule #3 is prett y much self explanatory.

I hope Optional rule #4 gives a clear example


rolling for one as for three points. That sounds a
bit strange at fi rst, but it really is up to the player
how he spends the force's points. Might is still of how to adjust some of the special rules the
the most important currency in the game. original game has to play it solitaire. I have gone

You see now that not having Heroic Actions


through lots of supplements looking for good
examples, and with a litt le bit of thought you will
does not create an overflow of Might points. be able to adapt any material to these rules.

I hope you enjoyed this text, and since this is a live


Since their use is somewhat restrained by the
Might roll (and it gets more difficult as they're
spent) these two rules balance each other out. document I am always glad to receive feedback
on the rules. If you feel like it, contact me at
[email protected] and let me know
what you think. I will greatly appreciate it.

Thanks for reading.


Guido Quaranta
23
Isildur’s Bane

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