This game is an explorer game and will still accept set-ups
Please get in touch via whispers or directly (firstname.lastname@example.org
) if you see any problems, or have any suggested improvements.
Training Level: 12
SEI cap: 700 (99 public works)
Tac cap: 50%
Tradegoods will weigh 5.
Thief Ruin penalty 230. (this may change if the code gets updated for the C12 order in time).
There is no restriction on the use of Character Rolling Thunder.
In Middle-earth there will be a 'spirit based' King's Peace for five months. The D1 and D2 orders are not prohibited by either the King's Peace code, NOR by the 'Spirit Based' King's Peace. You are allowed to issue these two orders without concern.
There will be no King's peace in the Withered Heath or Moria.
7 day turn around until first production, then 10 day thereafter.
Revolts every month.
Faction size limits and setup restrictions will be the same as the normal game
Factions 1, 2, 3 and 4 may share turn data. Factions 5, 6, 7 and 8 may share turn data. There should be no sharing of data/diplomacy between these two groups of factions!
Unlike other games, I will give assistance to players who request it. I will do so in order to make the game more fun, or in line with any role-playing that occurs.
You may play this game with the normal single position, but it is also permitted to run two positions at once.
If you join the game with two positions:
- You must continue to run two positions for at least 12 months, i.e. during the first year you may NOT drop one of them and continue with the other.
- One of the two positions must belong to either faction 4 or faction 8, both positions must belong to the same side (either both Free peoples or both Dark servants)
Explorer Victory Conditions
This game will not fill to 100 players. It is intended for experimentation, solo play or more casual play. Unlike other "Explorer" games there will still be a solo victory to compete for, whoever is "Hero of the North" at the point when the game would normally end will be declared winner, though the game will continue. To claim the solo victory someone needs to have completed special action 9001 or 9004.
In order to pay the required royalties to the Tolkien estate, the game is more expensive than a normal game of Legends:
Order cost: 9p
Minimum turn cost: £4.30
Maximum turn cost : £11.60
Start up cost: £5 (as usual)
Set-ups are still being accepted for this game. All set-up positions will be accelerated by the GM to help cope with a later start!
All starting characters have 3 actions
Heroes EE - 1 guild @ 20
Adventurer Parties DCBBB - one guild @ 10
Overlords CBBBA - 2 guilds @ 10
Mercenaries DCBA 1 guild @20
Set Ups Received
Open for pledges, maximum 8 per faction
Last updated: 16/08/2013
|Faction||Number of setups in|
|1 The Call of Gondor||2|
|2 The Rhovanion Alliance||2|
|3 The Council of Eriador||5|
|4 The Free Company||5|
|5 The White Hand of Isengard||3|
|6 The Shadow Over Mirkwood||2|
|7 The Agents of Mordor||3|
|8 The Fell Lords||5|
The new version of LPE has been updated to work for One Ring. Click Here
to download it.
Legends 3 changes that apply for OR 5
This list is not complete, more changes are expected to be announced before this game starts and are likely to include a fix for the Steal Item (C12) order.
Besides lots of tiny bug fixes that should make everything more consistant, and just generally work nicely, here is a list of 10 specific changes that may differ from your previous experience – be careful with expectations of success/failure for the game.
1) Fixed various problems with Sighting and searching.
Forces containing only invisible charactere will not be sighted unless those
invisible characters are overburdened. Note - Mounts, wagons, population and ships in character possessions (not equipped) do not count toward their carry capacity for increasing this, they count as weight only.
Force sightings during movement are now done before encounter battles in each province. So all forces in a province have the same chance to sight another force entering that province, before encounter battle losses reduce its hiding sight value.
2) Fixed duel/battle spells being cast by people who can’t cast the spell.
Loaded battle/duel spells will no longer work if you don’t have some means to cast the spell when you reach combat.
The spell must be in your spell list, or on a familiar, or given by an equipped item.
This restriction doesn't affect auto-cast spells from items.
3) Completely revised battle code:
Fixed bugs for spell castings
Fixed many combat calculations
Fixed reserve options to work like the rules describe - and additionally countercharge will now activate against opportunity charge and countercharge.
All overall modifiers now affect a character's DF.
All equipment is validated before battle starts, anything of an inappropriate type or not usable by the soldiers or characters is ignored for the duration of the battle.
Overwhelming of character's by soldiers has been disabled as it only penalised inexperienced players.
4) there is a new PC/TAC increase formula for Combats.
It will take account of damage inflicted on the other side, as well as the
character's wounds/soldiers lead losses, in determining chance of an
- Walkovers give a low chance of gains
- Few wounds/damage on both sides gives a low chance of gains
- Dying reduces the chance of gains
- Chance of gains peak at around 90% wounds/losses on self/slot and 70%
wounds/losses on the enemy
5) Moving Overburdened through use of Encounter Orders, fixed.
Force carry capacity and burden is now re-calculated after each encounter battle.
Any change in movement rate during movement is dealt with proportionally i.e. a
force that had used 75% of its available movement before an encounter combat will have 25% of its available movement left when the movement rate is re-calculated.
So it is now possible for a force to start its movement flying but lose flying capacity, from battle losses (or by aquiring too many items from a successful raid). It will then continue the rest of its movement as land movement (assuming the force can still walk). A land force that was not overburdened may become overburdened as a result of losses (or by aquiring too many items from a successful raid), or it may merely pick up slower moving mounts in a raid.
Land based forces that gain flying carry capacity (and flying forces that are forced to land and then later regain flying carry capacity) will continue the move on foot.
6) T1 order calculations improved.
Optimised calculations for number of spell points needed for training soldiers with a status – to use the most free spell points, or to use affliction in preference to a spell.
Numbers trained are now reduced when there is insufficient equipment, it used to fail if the slot already had soldiers.
Numbers are now also reduced if a ‘per soldier item’ is required for a training type, and there are insufficient items, it used to fail if the slot already had soldiers.
7) Merging soldiers now retains fractions of the Training Level.
The fraction does not appear in the turn report. If the fraction is less then 0.9500 the level is rounded down, otherwise it rounds up for all purposes though the internal fraction is always retained.
8) Encounter order raids now work more reliably.
However they only work for players. NPC forces will not raid even if they have orders to do so, they will simply start an encounter battle instead.
9) Locations lose the benefit of their walls while blocking.
If a location blocks a force that has encounter orders to attack blockers, the location will not get the benefit of walls even though it is the defender in the battle that results.
10) The turn report has been tidied a little and had some typos fixed.
That probably means any player-written apps that process the turn report file will need revising.