I. Forces
Players should bring two 1000-point armies to the event, one good and one evil. Each force may have only one hero.
The evil force must have either any version of Grima Wormtongue or Saruman as the hero and have only orcs and/or goblins as minions. The good force must be led by any version of Gimli; minions may only be elves.
Minion/leader restrictions do not apply to either force.
II. Map
III. Setup
Roll to determine Attacker (evil)/Defender (good). The Defender then sets up all of his figures anywhere inside of the stone buildings.
Five festival supply tokens are set up in the buildings on the tables, three in the large hut and one in each of the other two buildings. The Attacker sets up all his forces on the road.
After setup, normal strategy rolls (including initiative, if applicable) are made in each turn.
IV. Objective
The Attacker seeks to steal the festival supply tokens from the huts. An evil figure may pick up a single token when it ends its turn adjacent to the token and spends an action point. The token is then moved with the token-bearer (in any adjacent hex) until either the token-bearer is killed or exits the map edge on the road.
Special abilities may not be used by any figure once it is in possession of a token, nor may a token-bearer intentionally drop a token so that another friendly figure can pick it up.
If the token-bearer is killed, the token remains in place. It can be picked up by another evil figure using the same rules as above. Only token-bearers may leave the map, and once off the map, they may not return to the game. The Defender cannot move tokens or leave the map.
Tokens are worth 50 victory points for each one exited off the map by the Attacker before time ends (50 minutes) or kept on the map by the Defender. All minions left alive (either on the map or exited off the map, if Attacker) at the end of the game are worth victory points equal to their point cost; heroes are worth double their point cost in victory points.
The object is to have the highest number of victory points at the end of the game. If the Defender’s force is completely eliminated, the Attacker wins automatically at the end of the turn being played. If the Attacker’s force is completely eliminated before exiting any of the tokens, the Defender wins automatically at the end of the turn being played. Once the Attacker gets at least one token off the map, the game must be played out until time expires.
V. Special Rules