




The War of the Ring - Lords of Middle-earth
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War is not won only on the battlefield. Sometimes it is won — or lost — in the mind of a king.
What it's about
The war for the minds of the kings of Middle-earth
Even before the armies of Mordor moved, Sauron worked in the shadows. With palantíri, with emissaries like Grima, with subtle corruptions — the Dark Lord sought to bend the will of the rulers of the Free Peoples and turn them into puppets. Kings of Middle-earth brings this story to the table.
The third expansion for War of the Ring (Second Edition) adds five Sovereigns of the Free Peoples — Théoden, Denethor, Dáin Ironfoot, Brand, and Thranduil — each with a miniature, specific rules, and a corruption track that can change the fate of the game. On the Shadow front, three new Dark Chieftains — the Black Serpent, the Shadow of Mirkwood, and Uglúk — command Sauron's and Saruman's hosts with their own distinct personalities.
New Event cards, new special Action dice, a dedicated board for the Corruption of Sovereigns: Kings of Middle-earth adds a strategic layer that transforms every game into a war on two fronts — the military one you already knew, and the silent one for the souls of kings.
From the game experience
Every Sovereign is a double-edged bet: letting them fall to corruption can be devastating, but awakening them at the right moment can turn around an already lost war.
The secret of Kings of Middle-earth in one line
Playing the Shadow with the Dark Chieftains changes everything: no longer just Nazgûl, but distinct personalities that require completely new tactical choices.
From the game experience
War of the Ring: Kings of Middle-earth
What this expansion adds
New characters, new invisible battles
5 Sovereigns of the Free Peoples
Théoden, Denethor, Dáin, Brand, and Thranduil: each with a miniature, cards, and a corruption track that Sauron will try to fill.
3 Dark Chieftains
The Black Serpent, the Shadow of Mirkwood, Uglúk. Not Nazgûl — leaders with their own personality for each of the three Nations of Shadow.
Sovereign Corruption Board
A dedicated board that tracks the status of each king. Corruption is a new partial victory for the Shadow player — and a new threat for the Free Peoples to manage.
New dice and Event cards
2 special Action dice and 19 new Event cards that bring to the table moments of Tolkien's narrative that the base game could not represent.
When Théoden refuses Gríma's counsel and calls for the swords of Rohan, you truly feel it. With Kings of Middle-earth, that story is in your hands.
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Components8 types · premium Ares Games components
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RulebookItalian · Devir Italia
A game in five moments
What happens at the table
Not the rules. The experience.
The board is set, crowns hang in the balance
Setup done, Rulers positioned in their seats, corruption board empty. The Shadow player eyes the track longingly. Who will be tempted first? Théoden? Denethor? The game hasn't even begun, and silent strategies are already being negotiated.
The palantír moves towards Denethor
The Shadow plays an event card — an emissary of Sauron reaches Gondor. The first corruption token is placed on Denethor. It's not yet critical, but the sign is clear: the Dark Lord has a plan. The Free Peoples feel the pressure growing on two fronts.
Uglúk enters the field and everything changes
The Dark Captain of Isengard is activated. He's not a Nazgûl — he's a leader with his own personality, who transforms the movement of the Uruk-hai into something more menacing. The Free Peoples player realizes that the military war and the war for the minds of kings are dangerously intertwining.
The moment no one will forget
Denethor's corruption has almost reached its limit. With a risky action, the Free Peoples call him back to his senses — the king awakens, Gondor answers the call, and in a single turn the military situation reverses. The table erupts. That story will be told for months.
The war ends. The kings do not.
Whether it ends with the destruction of the One Ring or the fall of Gondor, what remains in memory is not the result — it's how Théoden chose to respond to Gríma, how Dáin held the Gap, how the Shadow of Mirkwood almost managed to isolate Thranduil. Everything is packed away, wondering if it could have been done differently.
How it integrates into the game
What changes with Kings of Middle-earth
The expansion integrates into the standard War of the Ring cycle by adding new actions and new dangers. It's learned in one game, mastered in three.
Rulers enter play with their Character cards. Each king has unique abilities that are only unlocked if he is not yet corrupted — keeping them healthy is an active, not passive, goal.
Some Shadow Event cards advance corruption on one or more Rulers. Once the limit is reached, the king is compromised — and his Nation suffers immediate consequences in battle.
The Free Peoples can attempt to recall a corrupted Ruler using specific actions and cards. It is costly and risky — but an awakened king can be worth more than an entire army.
The three new Shadow characters are activated with special Action dice. Unlike the Nazgûl, they can perform unique actions tied to their Nation — enhancing troops in unprecedented ways.
Why add this expansion
Six reasons to bring it to the table
The kings of Middle-earth, finally protagonists
Théoden, Denethor, Dáin, Brand, Thranduil were only present in the base game as names on a map. Now they have miniatures, cards, and a story to play — or to lose.
A second invisible war
The corruption of the Rulers creates a narrative line parallel to the military war. Whoever attacks Minas Tirith must also decide whether to invest resources to corrupt Denethor — or vice versa. Strategic tension doubles.
The Shadow becomes more nuanced
The Dark Captains are not copies of the Nazgûl. They have different objectives and abilities, and require different planning. The Shadow player discovers new paths to victory.
19 Event cards that tell a story
Each new card brings a moment of Tolkien's narrative that the base game could not represent. The battle of Dale, Thranduil's resistance, Denethor's torment — everything finally finds mechanical expression.
Combines with all expansions
Can be added alone or in combination with Lords of Middle-earth and Warriors of Middle-earth. Each combination generates a richer game — without breaking the balance of the base game.
Enriched sieges and new units
Expanded rules for siege battles, siege engines, and new units for the Armies of the Shadow. The military conflict becomes more complex and thematically more faithful to Tolkien's work.
How victory changes
New threats, same stakes
The victory conditions of the base game remain unchanged — but Kings of Middle-earth adds new paths for both factions and new risks to manage.
Free Peoples
- Keep Rulers free from corruption to preserve the abilities of their Nations
- Awakening compromised kings at the right moment can turn a lost war around
- Théoden leading the charge, Dáin holding the Gap — every awakened king is a story
The Shadow
- Corrupting a Ruler weakens his Nation even before the war arrives
- The Dark Captains amplify the Armies of the Shadow with unprecedented abilities
- Dividing the Free Peoples' attention between the map and the corruption board is already half a victory
Kings of Middle-earth is the most narrative expansion for War of the Ring. It doesn't just add mechanics — it adds characters, stories, and the weight of their choices.
Frequently Asked Questions
FAQ about Kings of Middle-earth
Is it really necessary to know the base game well before adding this expansion?
Yes, unequivocally. Kings of Middle-earth integrates into the existing system without teaching the fundamentals — it assumes you already know how to play War of the Ring. Those who have not mastered the base game will find the new layers confusing rather than enriching. Ideally, it should have been played at least three or four times before.
Does it alter the balance of the base game?
No — in fact, it completes it. The Rulers and Dark Captains add tools to both factions in a balanced way. The Shadow gains new ways to weaken the Free Peoples; the Free Peoples gain heroes capable of turning desperate situations around. The experience of the base game remains recognizable.
What distinguishes the Dark Captains from the Nazgûl already present in the game?
The Nazgûl act as flexible units controlled by the Eye. The Dark Captains — the Black Serpent, the Shadow of Mirkwood, and Uglúk — have their own personalities and abilities tied to their specific Nation. They do not replace the Nazgûl: they complement them, creating a more complex command hierarchy for the Shadow player.
Can it be used alone or does it need to be combined with other expansions?
It can be added directly to the base game, without Lords of Middle-earth or Warriors of Middle-earth. It works well on its own. Those who already have the other expansions can combine them all for a deeper experience — the game is designed to scale this way.
Is this the Italian edition?
Yes. This is the Italian edition brought by Devir Italia. Rules, cards, and text elements are in Italian.
Does it significantly increase game time?
Moderately. The addition of Rulers and Captains introduces new decisions in both turns, which can extend games by 20-40 minutes compared to the base game. Most of the additional time is narrative: players pause more because there's more to experience.
War of the Ring: Kings of Middle-earth is the third expansion for War of the Ring Second Edition, for 2–4 players (ages 13+, duration 120+ min). Designed by Francesco Nepitello, Marco Maggi, and Roberto Di Meglio, published by Ares Games, Italian edition distributed by Devir Italia. Main mechanics: action dice management, card-driven conflict, area movement. Introduces 5 Free Peoples Rulers (Théoden, Denethor, Dáin Ironfoot, Brand, Thranduil) with a Rulers Corruption board, and 3 Dark Captains (the Black Serpent, the Shadow of Mirkwood, Uglúk). Requires the War of the Ring Second Edition base game. Compatible with Lords of Middle-earth and Warriors of Middle-earth. Available on FroGames.it.
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