Rhun

When I first read the Lord of the Rings I would look at the map at the front of the back and notice in big letters the area of Rhun. I always wondered what was out there in Rhun. Well, now I've got an idea.

Rhun # Resource # Short-event
Playable during organization phase on a company moving without region cards. Company may move from a site of origin in one of the following regions to a new site in one of the following regions: Iron Hills, Dorwinion, Horse Plains, and Khand. The site path is [Wi,Wi,Wi] and the hazard limit is decreased by two to a minimum of two.


In the words of rater Brandobras Took, "Read my lips: no new Nazgul." This card is one of four "megaregion" cards, this one covering the eastern edge of the map. It provides safer, easier, and farther transport than using region movement through these regions.

First of all, this card lets you do in one turn what previously took two. Movement from Khand to the north normally can just get as far as Dagorlad or Southern Rhovanion. Now, you can get all the way to the Iron Hills. So this card allows you to get the Variags and then the Iron Hill Dwarves or the Men of Dorwinion and save a turn. That's not all that good of a card, especially since you need to draw it at and the other cards at the EXACT right times.

This card's protection abilities are a lot better than it's enhanced movement. If your opponent is playing any sort of shadow-lands based strategy (like orcs or undead), Khand and Horse Plains are not regions you want to travel through a lot. The normal path from Khand to the north includes two shadow-lands and a dark-domain. And even one shadow-land may be a bad idea (of course, you probably entered a shadow-land the previous turn, but you might not have been aware of how hard you would be hurt). Or you might have used Harad to get into Khand. Anyway, you get to move along the eastern edge of the map for a site path of three wilderness and you are only considered to move in the regions where you started and where you end. For example, Scatha is ahunt and you really don't want to go through Northern Rhovanion (from Iron Hills) to the Easterling Camp. Just play Rhun, and you'll arrive safely. Not only that, but your hazard limit will be lowered by two, preventing too large of a barrage.

This card has a pretty big drawback though: it's not useful enough. It only covers four sites, three of which normally can get to each other anyway. So this card is mainly useful if you manage to draw the right factions at the right times along with this card. If it included Northern or Southern Rhovanion, it would be a lot better, as it would add four more sites. In fact it would rock, as you could go back and forth from Buhr Widu to faction sites, all with -2 hazards and with just three wilderness site path (watch out for drakes).

So this card can help out if you plan to be moving about on the eastern border of the map, but it's not as useful as Belegaer or Forod, both of which cover regions farther apart and more sites.

More back issues

Card names and text copyright 1996 by Iron Crown Enterprises, all rights reserved. This document copyright 1996 by Trevor Stone. Permission given to duplicate so long as no profit is made and the copyright notice is kept in tact, blah, blah, blah.

Ratings for Rhun:
Isildur: 4.0
Frodo: 6.5
Bandobras Took: 9.5
Cirdan: 2.0
Alatar: 6.0
Legolas: 3.0
Samwise: 6.5
Gandalf: 6.0
Farmer Maggot: 7.0
Strider: 3.0
Beorn: 7.2
Wormtongue: 4.6
Fingolfin: 7.0
Merry: 5.0
Average: 5.4