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Description
Middle-Earth SBG: Rules ManualThe Middle earth Strategy Battle Game is the tabletop game for 2 or more players that allows you to play through the events from The Lord of the Rings and The Hobbit with your collection of Citadel and Forge World models, Take control of your favourite heroes, villains and armies, recreate scenes from the movies and books, and gather your forces together to do battle with your opponent in a test of wits and prowess, This 208 page hardback rules manual
The Middle-earth Strategy Battle Game is the tabletop game for 2 or more players that allows you to play through the events from The Lord of the Rings™ and The Hobbit™ with your collection of Citadel and Forge World models, Take control of your favourite heroes, villains and armies, recreate scenes from the movies and books, and gather your forces together to do battle with your opponent in a test of wits and prowess, This 208-page hardback rules manual is a comprehensive guide to the hobby of building, painting and playing games with your Middle-earth models, whether you choose the forces of Good or Evil,Introduction
This section features an overview of the wider hobby of collecting, painting and playing with Middle-earth miniatures, from the very basics of choosing your army, the items you need in order to run games, setting up your battlefield and understanding the rules and profiles you’ll use in-game,
Rules
Here, you’ll be taken through the meat of the Middle-earth Strategy Battle Game – the actual rules that you’ll use to play:
- Basic Principles: a primer on the fundamental concepts and terms used in the book, this section briefly explains a few things that the newcomer may find daunting;
- Turn Sequence: each turn is divided into 5 phases – Priority, which determines who acts first, Movement, which covers moving your models on the tabletop, interacting with Scenery and using control zones, Shoot, which covers ranged attacks, Fight, which covers close combat, and Courage, in which your models are tested to see if they stand their ground or flee in terror;
- Monsters: while their basic rules are typically the same as those for other models in the game, Monster models are particularly powerful – this section covers their special rules, This includes War Beasts, huge creatures ridden into battle, crushing the foe as they march on;
- Weapons & Wargear: into 4 subsections – close combat, missile, equipment and armour – this section explains the variety of weapons and wargear available to your models, and the impact your choices will have on your tactical decisions;
- Magical Powers: certain models have the ability to cast magical powers, and this section explains targeting, casting and resisting those powers during the Move phase, with a list of every Magical Power available to cast;
- Special Rules: this section collects together all the passive and active Special Rules which can appear on model profiles, compiled for easy reference;
- Advanced Rules: found in certain Scenarios, these rules – covering water features, sentries, passengers and carrying objects – come in handy when recreating scenes from the history of Middle-earth;
- Siege Engines: rules for fielding these immense and obvious threats, covering their movement, firing, upgrades and crew (and their ability to launch severed heads as ammunition…);
- Sieges: throughout the history of Middle-earth, many sieges have taken place – here are the basic rules for creating your own sieges with your models,
Narrative Play
Narrative Play games allow you to recreate your favourite battles and scenes from both the books and the films, using your collection of Citadel and Forge World models, Each Scenario – found in The Armies of The Lord of the Rings™ and The Armies of The Hobbit™ – has a selection of special rules that balance them, providing an experience closely matching the scenes from the books and films,
Open Play
With no restrictions whatsoever, Open Play games have unlimited creative potential, and are perfect for beginners and veterans alike, Simply get your collections together and dream up your own scenarios – any combination of army fighting any other combination of army, on a playing field of your own devising with objectives unique to your game – the possibilities are literally endless,
Matched Play
In Matched Play games, you and your opponent gather your forces of heroes and warriors from your collection, up to an agreed points limit, before unleashing your armies for the fate of Middle-earth, This section includes advice on building an army to a points limit, determining the size of the games you want to play, Alliances, wargear limits, initial priority, objectives, and Heroic Tiers – the respect and loyalty that Heroes command,
This section includes 12 Matched Play Scenarios, each providing a different tactical challenge,
The Armies of Middle-earth
This section is an inspiring showcase of beautifully painted miniatures from across the Citadel and Forge World ranges, showing you just what is possible when painting your own,
Example Armies
4 example armies – Minas Tirith, Isengard, Defenders of Erebor, Azog’s Hunters – showing you how the army was built, the points values they represent and the rules they can leverage,
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Exchange/Return Notes
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4.4 ★★★★★
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Product Reviews
★★★★★ 5
Well Written and Readable. Highly Recommend
Format: Kindle
I am working on my longest “Days In A Row” reading streak. Finished my last book early with nothing setup to read. Couldn’t find anything that interested me. The 1950’s Red Scare is mentioned often and I only had a high level, general knowledge of that period in history. AND… the Kindle book was on sale for $2. Thought it was worth a shot? The book immediately shot to the top of both my “Best Books” and “Most Informative Books” lists. Highly researched, well organized, incredibly well written and most importantly, readable. If you like history, this is an excellent book on the late 40’s and 50’s. Highly recommend.
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Reviewed in the United States on February 8, 2026
★★★★★ 5
Must-read history to understand the current moment
Format: Hardcover
A fast read, and a fun one (given the topic) Clay Risen's RED SCARE is a major accomplishment. If you don't know much about the Red Scare and McCarthyism, this is a great place to start. If you think you do, you'll learn something and enjoy Risen's meticulously researched account. RED SCARE is also a timely book, providing context for today's MAGA-fueled distrust of DEI and "woke" culture, and the rearguard, "White is right," 1950s mindset that informs it. A must-read book.
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Reviewed in the United States on April 2, 2025
★★★★★ 4
McCarthy and his reach into the modern day
Format: Hardcover
Reasonably even-handed history of McCarthy's rise and fall, the movement he founded, and the people and institutions affected by his influence. A difficult period to read about, though Risen's prose is accessible. A good overview for anyone interested in the period.
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Reviewed in the United States on December 8, 2025
★★★★★ 5
Powerful
Format: Hardcover
Spanning the 40s and 50s, this is an absolutely breathtaking, stunning story of the paranoia, cruelty, and hysteria around an imagined communist-planned takeover of the Unites States by infiltration. This lunacy and oppression occurred at every level of American society from the federal government down to local school boards. Thousands of lives were ruined, more people were killed or committed suicide than you can imagine. It's an ugly story about an ugly time, told like a thriller. I could not stop reading it. My one note is that it was not carefully edited. Every now and then there's a sentence that simply doesn't scan, doesn't make sense, or is awkward--but you could say that points to how good the narrative is overall. Exceptions stick out, and that's too bad, given the subject matter and given that the author thanks an entire large writers' group for helping him with his prose.
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Reviewed in the United States on May 4, 2025
★★★★★ 5
Excellent Look at A.I. and Other Future Technologies
Format: Kindle
This is a fascinating book. Although I bought it to get a better understanding of artificial intelligence (AI), it covers much more. The author also discusses technologies such as 3D printing and vertical farming which are undergoing accelerated development. When discussing these technologies, he cites historical examples to make his point. Although some topics are extremely technical, the author’s writing style makes these concepts easy to understand. The term “singularity” refers to the moment when human consciousness is enhanced beyond our current comprehension.
In the field of nanotechnology, the author discusses a potential increase in human intelligence through virtual neurons such that people will directly interface with the cloud. He also shows how the associated cost is rapidly decreasing. For example, one dollar now buys over 11,000 times as much computing power as it did a decade ago. An astonishing level of reduction. These metrics are then paired with graphs to give the reader a clear picture.
One interesting topic is the concept of mind uploading (aka: whole brain emulation). Computers will be able to simulate human brains in every way within the next two decades. This is followed by what it means to transfer someone’s consciousness into a computer brain. He also discusses the legal implications of a conscious AI and the inability of our political and legal systems to adapt fast enough to enshrine certain rights into law. In the future, biological brains cannot keep up with minds augmented by non-biological nanoengineering.
Equally fascinating is an analysis on how the world has become safer. There is currently less violence and greater literacy than in previous centuries. He then highlights how positive developments never make the news. We only see negative stories because they are newsworthy and entertaining.
Bottom line: This book covers multiple areas of technology and describes how they will likely change our society. It is written in a manner that is easy to understand, and it will definitely open the reader’s eyes to what is coming.
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Reviewed in the United States on October 27, 2025