
War of the Ring - Lords of Middle-earth
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What if Galadriel had used her Ring? What if the Balrog had emerged from Moria? Now you can find out.
What it's about
The questions Tolkien fans have been asking for decades — finally on the table
War of the Ring: Lords of Middle-earth is the first expansion for the second edition of Ares Games' masterpiece, designed by Francesco Nepitello, Marco Maggi, and Roberto Di Meglio. Brought to Italy by Devir Italia.
Characters who only appeared on event cards in the base game become plastic figures with their own rules: Elrond, Galadriel, Sméagol, Gothmog, and the Balrog of Moria. Alternative versions of Gandalf, the Witch-king, and the Mouth of Sauron completely reshape the balance between factions.
New special Action dice — Elven Ring-keepers' Dice for the Free Peoples and Lesser Minions' Dice for the Shadow — multiply strategic options. The Council of Rivendell introduces variations to the Fellowship's composition. This isn't an expansion that just adds components: it's an expansion that opens alternative worlds.
Every game with this expansion tells a different version of the War of the Ring — one that Tolkien never wrote, but feels true.
The secret of Lords of Middle-earth in one line
The Balrog trampling the lands of the Free Peoples. Galadriel wielding her Ring. Sméagol leading the Fellowship. Impossible scenarios that now become real.
From the game experience
War of the Ring: Lords of Middle-earth
What it adds
The novelties that rewrite the war
6 new characters
Elrond, Galadriel, Sméagol, Gothmog, the Balrog, and alternative versions of the Witch-king and the Mouth of Sauron — each with their own miniature and rules.
5 special Action dice
Elven Ring-keepers' Dice and Lesser Minions' Dice. Powerful but risky: they can be removed from the game if conditions are met.
Alternative versions of Companions
Boromir, Gimli, Legolas, Merry, Pippin, and others — each with an alternative version that changes their role and strategic impact in the Fellowship.
Council of Rivendell
Optional rule that allows the Fellowship to be reassembled in unprecedented ways. Strider can lead the Fellowship from the very beginning. Games will no longer be alike.
The story you know by heart is just the starting point. With Lords of Middle-earth, the war always ends differently.
A game in five moments
What happens on the table
Not the rules. The experience.
The choice that changes everything
Even before starting, you have to decide: Does Elrond use his Ring? Does the Balrog stay in Moria? Does Galadriel enter the fray? Every choice about the game's composition is already a strategy. The game hasn't even begun, and lively discussions are already underway.
The first special die enters play
A Guardian Die is rolled for the first time. The result is good — very good. But on the back, there's a star. If it comes up again, the die disappears forever. Do you use the advantage now and risk losing the die, or do you wait? The tension doubles.
The Balrog leaves Moria
The moment no one had predicted happens — the Balrog emerges and advances towards the lands of the Free Peoples. Rivendell is in danger. Those who were focusing on the Fellowship must now divide. Strategies built in an hour crumble in a single turn.
Smeagol guides the Fellowship towards Mordor
The hunt tiles are drawn. Sméagol enters play and automatically becomes the Guide. This changes everything: the Fellowship advances differently, the abilities of other Companions are suspended. It's a risky exchange — or the salvation no one expected.
The end — but not as you remembered it
The war ends. Someone has won. But the story told this evening is different from all the others — Galadriel fought, the Balrog sowed terror, Aragorn led the Fellowship. It's a version of Middle-earth that doesn't exist in books. It only exists on that table.
How the game changes
The new phases of each game
The expansion integrates into the core game flow, adding layers of decision-making at four key moments.
Before starting, you decide whether to use the rules of the Council of Rivendell: which version of the Companions enters the Fellowship and which remain in their territories.
New dice are added to the pool when the corresponding characters enter play. Each face offers powerful actions — but some faces make the die disappear forever.
When Gandalf, Elrond, or Galadriel are active and their Ring is spent, a boosted effect is activated — unique to each character. The choice of when to use them is often the most difficult of the game.
The 28 new Event cards are shuffled into the existing decks. They bring situations that didn't exist in the base game — accelerating certain paths and blocking others.
Why it's worth it
Six reasons to expand the war
The Elven Rings finally active
In the base game, they were passive tokens. Now Gandalf with Narya, Elrond with Vilya, and Galadriel with Nenya have unique and powerful effects — provided you accept the risk of attracting Sauron's eye.
The Balrog as a destabilizing variable
It can stay in Moria or emerge. If it emerges, it becomes a threat the Free Peoples cannot ignore. A game with the Balrog in play tells a radically different story.
Sméagol between protection and risk
Enters as an automatic Guide if drawn. Protects the Ring-bearer from Corruption — but the Shadow can maneuver to make him enter at the most inconvenient times. He is a character both players must keep an eye on.
Improved balance
Those who have played the base game extensively know that the Shadow tends to win with established strategies. This expansion gives options back to the Free Peoples without breaking the asymmetry — in fact, it enriches it.
Alternative versions of the Companions
Boromir calling Gondor to war immediately. Legolas leaving the Fellowship to fight in the Elven regions. Each Companion now has two incarnations — and choosing which one to use is already strategy.
Almost complete modularity
Each element can be introduced gradually — except for the Council of Rivendell, which is either fully activated or not used at all. Those who want a progressive introduction can start only with the new main characters.
What changes
New paths to victory — and defeat
The victory conditions of the base game remain unchanged. What changes is how you reach the end — and the variables to keep under control.
New opportunities for the Free Peoples
- Elrond and Galadriel add actions that didn't exist in the base game
- The new Gandalf can bring a Nation to war in a single action
- Sméagol as a Guide reduces hunt damage at critical moments
New threats for the Shadow
- An out-of-control Balrog can become a double-edged sword
- The Shadow's special dice can disappear if the Witch-king is in play
- Gothmog accelerates armies but requires careful management of military dice
⚠️ This is an expansion. It requires a copy of War of the Ring Second Edition to be played. It is not a standalone game.
Frequently asked questions
FAQ about War of the Ring: Lords of Middle-earth
Is it necessary to know the base game well before using this expansion?
Yes, definitely. Lords of Middle-earth assumes a good familiarity with War of the Ring Second Edition. It doesn't introduce fundamental new mechanics, but adds layers of complexity and strategic choices that already require good management of the base game. Those who haven't mastered the original rules yet will find the expansion confusing — it's better to wait for at least 4-5 games of the base game.
Does it really improve the balance between the two factions?
Yes, generally speaking, it does. Those who have played War of the Ring extensively know that the Shadow often has the advantage with established strategies. This expansion gives power and flexibility back to the Free Peoples through Elrond, Galadriel, and the alternative versions of the Companions. It doesn't revolutionize the game's asymmetry — it enriches it without flattening it.
Can it be added gradually or should it be used all at once?
The rules recommend using it all or not using it at all. In practice, many groups introduce it in parts — starting with the new main characters and adding the special dice in a second phase. The only true exception is the Council of Rivendell, which is either activated or excluded completely because it modifies the composition of the Fellowship from the beginning.
How much extra time does it add to a game?
Approximately 30-60 minutes more than the base game, especially in the first games with the expansion. The new characters introduce additional decisions at multiple stages of the game, and it takes a while to internalize the new effects. After a few games, fluidity returns — but War of the Ring with this expansion is already a 3-4+ hour commitment.
Is this the Italian edition?
Yes, this is the Italian edition brought by Devir Italia. Rulebook, cards, and materials are in Italian.
Are there other expansions for War of the Ring Second Edition?
Yes. In addition to Lords of Middle-earth, the War of the Ring line includes Warriors of Middle-earth (which adds Creatures and Peoples of Middle-earth as playable factions), Kings of Middle-earth, and other expansions. Each expansion adds a distinct layer — they can be combined for even more epic and complex sessions.
War of the Ring: Lords of Middle-earth is the first official expansion for War of the Ring Second Edition, an asymmetric wargame board game for 2–4 players (ages 13+, duration 180+ min). Designed by Francesco Nepitello, Marco Maggi, and Roberto Di Meglio, published by Ares Games, Italian edition distributed by Devir Italia. It adds 8 miniatures (Elrond, Galadriel, Sméagol, Gothmog, Balrog, Gandalf the White, Aragorn, alternative versions of the Witch-king and Mouth of Sauron), 5 special Action dice, 28 Event cards, and the rules of the Council of Rivendell. Mechanics: dice management, area movement, hand management, narrative simulation. Not standalone — requires the base game. Available on FroGames.it.

War of the Ring - Lords of Middle-earth
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