The One Ring Roleplaying Game is based on J.R.R. Tolkien’s The Hobbit and The Lord of the Rings. Chock full of incredible artwork by leading artists, including John Howe and Jon Hodgson, and with evocative rules designed by award-winning games designer Francesco Nepitello, there has never been a Lord of the Rings game that’s more evocative of Tolkien’s unique vision. Along with rich and detailed background information, rules that focus on Tolkien’s themes, character types unique to the world and a setting that changes as the Tale of Years progresses, when you play The One Ring Roleplaying Game you really feel like you are playing in Middle-earth.
Middle-earth is a huge place, stretching thousands of miles from the Lonely Mountain in the north to Far Harad in the south, and beyond. It’s an ancient land too, with a richly detailed history going back thousands of years to the dawn of the First Age.
But The One Ring Roleplaying Game is set in a very particular place, in a very specific time: Wilderland, 5 years after the Battle of Five Armies. Wilderland is at once familiar to fans of the novels, as it's the region both Thorin’s Company and the Fellowship (once broken) traverse on their journeys.
This land is filled with instantly recognisable locations from the novels: Mirkwood, Thranduil’s Halls, Lake-town, Erebor, the Lonely Mountain, Dol Guldur. All are locations ripe for exploration and adventure. Its also home to some of the best-loved characters from the novels too, from Radagast the Brown and the Elvenking Thranduil to King Bard of Dale and King Dáin of Erebor.
You can find out more about the setting here.
Games of The One Ring are split into two phases: the Adventuring phase and the Fellowship phase. In an Adventuring phase, a company of adventurers heads off from their homes and into the Wild, in search of adventure; whereas the Fellowship phase provides heroes with the opportunity to rest and recuperate, to practise their skills or pursue a noble undertaking.
The One Ring Roleplaying Game uses a special set of dice: the twelve-sided Feat die, which is marked with numbers 1-10, as well as two special symbols, Gandalf’s rune and the Eye of Sauron, and a six-sided Success die, which is numbered 1-6, with a Tengwar rune on the 6.
These dice are available to buy separately in all good stores where The One Ring is sold or from our web store, or you can just use a regular d12 and some d6s.
When you make a roll, you roll the Feat die plus a number of Success dice equal to the skill you’re using, add up all the numbers shown and compare it to the Target Number of the action (typically 14).
The One Ring Roleplaying Game
The best place to start your adventures in Middle-earth is with the revised edition of The One Ring Roleplaying Game. The One Ring Roleplaying Game is presented as a single 336-page hardback volume that contains all the rules and background that you need to play. This edition of the game is completely compatible with all existing material for The One Ring, which means that there’s already an exciting range of supplements available ready for your adventure to begin right away.
The One Ring: Adventures Over the Edge of the Wild
If you’re lucky, you might still be able to find a copy of the first edition of The One Ring, released in 2011. This deluxe product comprised two softcover guides, a dice set and a pair of maps, all contained within a slipcase.
If you already own this edition, you can download a free PDF containing all the clarifications and amendments we’ve made to the new edition here.
More Supplements for The One Ring
The One Ring Roleplaying Game is already supported by a fantastic line of award-winning supplements, all of which are compatible with the new revised edition, and available from our webstore or your local hobby store now:
Tales from Wilderland contains seven ready-to-play adventures that can either be played on their own, or together to form an epic campaign. From a failed robbery to kidnapped Hobbits, a blood feud to a malignant threat, these adventures will keep the company busy for many a session.
The Heart of the Wild describes the setting of Wilderland in greater depth than ever before, from the banks of the Anduin and the foothills of the Misty Mountains to the dark heart of Mirkwood. Not only is the book packed with setting information, including adventure hooks aplenty, but also a bestiary of horrible monsters to give your players nightmares!
The Darkening of Mirkwood builds upon the setting information of The Heart of the Wild with a truly epic campaign spanning thirty years of game-time, in which the fate of Mirkwood and all its denizens hang in the balance. Enough adventures not just for a company, but quite possibly for their descendants too.
Rivendell takes your adventures west across the Misty Mountains to the Last Homely House, expanding play into eastern Eriador, covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between. There are also rules for creating your own Magical Treasure; playing Rangers of the North and High Elves of Rivendell; turning the baleful Eye of Mordor on your company; and facing more powerful adversaries than ever before.
There are two must-have accessories for Loremasters running The One Ring: The One Ring Dice Set, and The Loremaster’s Screen & Lake-town Guide. The first of these accessories contains a complete set of dice specially made for game, complete with Gandalf and Eye of Sauron runes. The second accessory not only contains a handy screen, complete with reference tables and Jon Hodgson’s stunning depiction of Lake-town, but also a complete Lake-town supplement, including a new heroic culture.
Finally, Hobbit Tales is a standalone card game that sees players competing to tell stories of their (Hobbit-sized) adventures. What makes it of particular interest to players of The One Ring is that it includes a set of rules for using the cards to generate Hazard episodes in the roleplaying game.
And, if that’s whet your appetite for The One Ring supplements, make sure you check out our preview of what other supplements are in the works here.
The One Ring: Adventures over the Edge of the Wild has received overwhelming popular and critical acclaim. In 2012 the game received the following awards:
Lucca Games and Comics Fair 2012 - Best in Show
Golden Geek 2012 - Best Art and Presentation
Origins Awards 2012 Nomination for Best RPG
ENNie Awards 2012 - Silver - Best Production Values
ENnie Awards 2012 - Gold - Best Art
"I really think that TOR is the best interpretation of the Tolkien Mythology I've come across. While keeping to the true spirit and feel of the mythos, you still manage to expand upon it in a believable fashion. It is, quite possibly, my favourite game out right now."
- Vince Kingston
I haven't enjoyed reading a game this much since I first discovered D&D in the summer of '82 and stayed up night after night reading through the PHB and DMG. What an elegant game TOR is. The rules & mechanics fit beautifully with the flavor of Tolkien's stories. And it is refreshing to see a game in which non-combat abilities have been given this much attention, and fighting itself is gritty/dangerous enough that avoiding combat is almost always a good option. I've often described tabletop RPGs to the uninitiated as "communal storytelling" and TOR exemplifies this ideal. I hope TOR thrives and continues to publish supplements and adventures for many years to come.
- David P. Rea
Already own the Slipcase Edition?
Middle-earth, The Hobbit, The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used under license by Sophisticated Games Ltd and their respective licensees.