From: "Caleb Diffell" Subject: Risk: LOTR - how to get the Fellowship more involved A few comments & house rules submissions on the 'geek got me to thinking about what I could do to make the fellowship more than a turn-limiting mechanism in this game. I came up with the following possible rules. Does anyone else play anything like these, or think they may have merit? I was thinking about a rule regarding the location of the fellowship: something like, for any territory the Fellowship is in, the person owning that territory can make no attacks from it, nor move units out of it during the free move. The rationale would be that the Evil nations would be using all their time & resources hunting the Fellowship, and the Good nations would be providing "aid and succor", so to speak. Not sure if this would even have much of an effect on the game, but it would definitely make the presence of the Fellowship more pronounced as they moved along. You might even go so far as to say that attacks INTO a territory containing the fellowship are at an advantage since the occupants' attention would be elsewhere. A more radical approach would be to forbid combat between two Good nations or between two Evil nations in the region where the Fellowship is (they'd be cooperating to either aid or find and destroy the Fellowship). This would of course have a far more pronounced effect on Rhovanion since it's got the most Fellowship spaces (along with the 3 die roll spaces). Maybe instead, no Good-Good or Evil-Evil combat within, say, 2 spaces of the Ring? This would have no effect on "cooperative" or "team" games where the 2 good nations are already allied. CND