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Adventure to Mount DoomAdventure to Mount Doom
Players
Ages 10 and up
Für 1-4 Spieler ab 10 Jahren
1
In this game, you will experience the Hobbit Frodo’s perilous
journey to destroy the One Ring in the fires of Mount Doom and
crush the dark powers of Sauron. He will be accompanied by
his faithful companions, who must protect him from danger
each step of the way. Together, you will guide the fate of this
Fellowship of the Ring by moving the individual figures across
the gameboard. The voyage will lead through many well-
known places. You will have to watch out for the dreaded
Nazgûl while also making sure that Frodo doesn’t lose his
courage or sink into deep despair.
If the Ring-bearer reaches Mount Doom, all players win
together.
Gameboard
GAME OBJECTIVE
GAME MATERIALS
Fellowship figures
(The Ring-bearer Frodo & Sam, as well as Merry & Pippin, Aragorn, Legolas, Gimli)
Uruk-hai figures
( Uruk-hai chieftain and Uruk-hai warriors)
Nazgûl figures
(1 Witch-king of Angmar and 8 standard Nazgûl)
MINAS MORGUL
MOUNT DOOM
GON DOR
ISENGARD
HELM‘S DEEP
ROHAN
LOTHLÓRIEN
RIVENDELL
Dice
(5 multicolored Fellowship dice with pips, 2 black encounter dice with numbers,
1 battle die with various symbols)
Marker tokens
( Gandalf, Treebeard)
Dice board
(in the form of an
open book)
The One Ring
(marker token for
the courage of the
Ring-bearer)
Encounter cards
(7 for each of the 6 stages of the journey: Lothlórien, Rohan, Helm’s Deep, Gondor,
Minas Morgul, Mount Doom)
Gandalf cards Boromir card Overview cards
START PLAYING
WITHOUT READING
THE RULES!
with the free
Helper App
For an animated tutorial explaining the rules of this game, scan the QR code
above to download the free Kosmos Helper App. See the app stores for details.
Or scan this QR
code to watch
a video walk-
through of the
gameplay.
THE BALE SYMBOLS
Aragorn
Legolas Gimli
Merry & Pippin Gandalf
Sauron
Discard
Gandalf
card and
win bale.
e bale is
immediately
lost!
RIVENDELL
Aer losing a bale
against Uruk-hai: Re-roll the
bale die. You lose if you roll
the Sauron symbol.
BOROMIR
GANDALF
GANDALF’S VISION
Look at the top card the
next encounter stack. en
either put it back or remove
it from the game.
GANDALF
GANDALF’S WRATH
Remove 1 encounter card
from the game as soon as
you have activated it and
performed its instructions.
GANDALF
GANDALF’S SUPPORT
Before a turn: Roll
all of the
multicolored Fellowship dice
.
Choose 1 die and move the
corresponding gure accordingly.
GANDALF
GANDALF’S TRICK
Aer a roll: Turn
1 multicolored
Fellowship die of your
choice to any face.
GANDALF
GANDALF’S POWER
Aer a roll: Turn 1
black encounter die
to any face.
A) Choose and roll the dice
1. Roll the 2 black encounter dice and
2 multicolored Fellowship dice of your choice
Place 1 black and 1 multicolored die on page 1 of the book
2. Roll the 2 remaining dice and
1 new multicolored Fellowship die of your choice
Place 1 black and 1 multicolored die on page 2 of the book
B) Assess the dice and take your actions
First, page 1 of the book from top to boom
en, page 2 of the book from top to boom
1.
2.
3.
4.
+
+
TURN OVERVIEW:
Stands
(in the colors of the figures)