Differences between revisions 15 and 16
Revision 15 as of 2010-04-28 18:57:38
Size: 1307
Editor: SteveKillen
Comment: Rhun & Iron Hills are out to make room to a legend.
Revision 16 as of 2010-04-28 22:09:28
Size: 1395
Editor: SteveKillen
Comment: Linked to the working map
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The working background image:
{{http://calefaction.org/common/middle-earth-v2.jpg}}

Lure of the Rings

geddit??

Using the map at http://www.ititches.com/middleearth/, I'm trying to make a Warfish game involving the rings of power. So I'm laying out some conceptual groundwork first, before I get all crazy with map mechanics. --- SteveKillen 2010-04-24 17:21:30

  • TwentySeventeen Rings total:

    • Three Rings for the Elven-kings under the sky, [but the Elven rings were safe from Sauron's power...?]

    • Seven for the Dwarf-lords in their halls of stone,

    • Nine for Mortal Men doomed to die,

    • One for the Dark Lord on his dark throne

    • In the Land of Mordor where the Shadows lie....

  • Each ring should convey power:
    • Knowledge is power in RISK.
    • Fog of War restricts knowledge.
    • Ergo, a ring should clear fog of war.
  • Rings should be geographically consistent.
    • 9 distributed among territories of men (Rohan, Eriador, Gondor)
    • 7 among dwarves (blue/misty mtns, Iron Hills, Rhun)

    • 3 among elves (Lorien, Rivendell/Mirkwood, Lindon)
    • 1 in Mordor
  • Citadels should have higher defenses: Minas Tirith, Minas Morgul, Barad-dur, Helm's Deep, Isengard, Dol Amroth, Lothlorien

The working background image: http://calefaction.org/common/middle-earth-v2.jpg

Games/WarOfTheRing (last edited 2010-05-26 20:55:27 by SteveKillen)