@Mallery29:
We’d have to remove all the ring specific cards. I’m assuming you completely randomize the territories at that point and everybody is own their own?
Already was mad about the defeat in Global (finished in turn 11 I think), so losing this way (the baddies finding the ring) after having a good allied start was just mind blowing to me…I was very frustrated by the time we started our 2nd game of LOTR Risk.
I definitely sympathize with the losing streak… better luck next time. But then again, that is where we kick ourselves while we are down: it should be a better strategy next time. Nothing like a little self-resentment for motivation.
But yes, I take out all ring (Fellowship) specific Ring Cards and just use the rest (special moves, happenings, reinforcements, leaders, sites of power, etc…). We usually play that you can get one a turn as long as you conquer at least one territory with your leader. Although you could make it however many you want.
Yes, territory cards are randomized at the start and dealt to all players at the beginning (removing the wilds of course). You make placements based on any convention you like; usually we roll to see who places their armies first and cycle clockwise. The person who places last then gets to take their turn first and the person who placed first takes their turn last. To be somewhat fair.
There is also a way to play with territory card reinforcements, which you may be familiar with. Sometimes we use it and sometimes we don’t. I tend to think that doing so upsets some balance in the game, but it can be interesting.
Other than Strongholds existing and being bound by rivers and mountains, the game is played mechanically the same as classic Risk.