The One Ring from Free League Publishing is considered, by many, to be the best role playing game ever published based on the works of J.R.R. Tolkien. Some even claim it’s the best fantasy game ever published.
Today I’m going to take a look at the core rulebook and let you know if we think it lives up to the hype.
Disclosure: Thanks to Free League for providing us with review copies of some of The One Ring content including the core rulebook. Some links in this post are affiliate links, using them costs you nothing extra and helps support this blog. As an Amazon Affiliate, I earn from qualifying purchases.
Quick Nav Menu, Click to Jump to that section:
- What is The One Ring Roleplaying (Game Info)
What is The One Ring Roleplaying in the World of The Lord of the Rings?

The One Ring Roleplaying in the World of The Lord of the Rings is technically the second edition of The One Ring RPG and is currently being published and supported by Free League publishing.
The lead writer on The One Ring is Francesco Nepitello, with further game design by Marco Maggi and rules development by Michele Garbuggio. It features additional writing by James Michael Spahn and Jason Dural.
Physically this latest edition of The One Ring is a hardcover 237 page tome. That’s not counting the index and player resources in the back. The book features a mix of full colour artwork and line drawings and text that swaps between red and black. It uses a two column layout which is easy to read and which features multiple call outs, tables, and example boxes. It also has a nice classy touch, a red silk bookmark.
This Middle-Earth RPG is set in the The Third Age, in the Eriador region. It takes place Twenty-Four years after the Battle of Five armies, and the story from The Hobbit, and over fifty years before the events of The Lord of the Rings Trilogy. So basically you get to play around in the period between the major books and movies.
While this review is focused on The Core Rulebook for The One Ring, I strongly suggestion anyone at all interested in the game and setting check out and pick up The One Ring Starter Set. Find out why by reading our The One Ring Starter Set Review or by listening to Episode 171 of The Tabletop Bellhop Gaming Podcast, MIA: Dealing With Absent Players.

While the Core Rulebook is complete and technically all you need to play (besides the usual stuff like dice, paper and pencils), The One Ring Starter Set really is the best entry point for this Tolkien based RPG. It features simplified rules, pregenerated characters, plus information on The Shire and a hobbit based adventure to go along with that.
It also comes with a set of custom dice that most people are going to want if they plan on playing The One Ring. While you can use standard dice to play The One Ring, having one or more sets of The One Ring Dice does make rolls easier to interpret, plus they just look cool.
Getting back to The One Ring Core Rulebook I have zero complaints about the book physically. It is a beautiful book, that is well bound, and that looks elegant on the shelf. I love the bookmark ribbon and the internal artwork is evocative and thematic. It’s one of those RPG books that I enjoy having as an artifact and just to read, even if I don’t get to play the game as often as I would like.
The Mechanics of The One Ring RPG

Before I start diving into the actual game mechanics in The One Ring Roleplaying in the World of The Lord of the Rings I want to give you a heads up that this is going to be a very high level overview. Unlike some RPG Reviews I’ve done in the past I’m not going to do a a chapter by chapter look at the core rulebook. Instead of just listing out everything in the book, I want to give you a feel for what this game is about and how it works and will leave most of the discovery to you.
The One Ring uses a rather simple dice pool mechanic. You roll one twelve-sided Feat die plus a number of six-sided Success dice equal to an ability rating appropriate to the task at hand. This ability could be a skill, a combat proficiency, or even one of the characters stats.
The dice are totaled and compared to the target number for that ability, which is static (not set by the Loremaster). If you meet or beat the target number you succeed. In addition any sixes on the success dice count as special successes which can be spent to activate character abilities, do combat manoeuvres, or have narrative impact indicating extraordinary success.

The feat die is what really makes things interesting. While it’s a D12 the number don’t go from one to twelve. Instead they range from one to ten, with the other two sides being special symbols; Gandalf’s Rune and the dreaded Eye of Sauron. In general, rolling Gandalf’s Rune is an automatic success and/or some other beneficial result, while rolling Sauron’s Eye counts as a zero for your total and often triggers a nasty consequence based on what you are trying to accomplish with the roll.
As you would expect from any modern tabletop RPG there are quite a few ways to modify this basic dice system based on specific character or creature abilities as well scenario based modifiers and narrative positioning. In a mechanic similar to Dungeons & Dragons Inspiration system, Favoured Rolls let have you roll two Feat dice and keep the highest whereas Ill-Favoured Rolls have you roll two and keep the lowest.
Characters have an in game resource called Hope, that can be spent to roll additional success dice. In fitting with the setting, using Magic on a roll means you can automatically succeed at any test, making it very powerful, but of course using Magic also brings with it risk. You characters can end up Weary, a status that means you can’t count the one, twos, or threes, on success dice. You can also become Disheartened and Miserable, which means that any time a Sauron’s Eye is rolled it results in automatic failure.

Character creation in the second edition of The One Ring is based on Heroic Cultures and the core game includes six. More can be found in additional supplements. The core six are Bardings, Dwarves of Durin’s Folk, Elves of Lindon, Hobbits of the Shire, Men of Bree, and Rangers of the North. The other core part of every character is a calling, and these can be freely mixed and matched with the Heroic Cultures. This core box includes six Callings: Captain, Champion, Messenger, Scholar, Treasure Hunter, and Warden.
The choice of Heroic Culture and Calling determines a character’s attribute ranges, target numbers, derived stats, standard of living, starting skills, favoured skills, combat proficiencies, distinctive features, and more. Specific attribute numbers can be randomly rolled or can be chosen from an array.
You are presented with plenty of choices while making a The One Ring character. This includes choosing which of your skills are Favoured (two from your Heroic Culture and two from your Calling), two starting Distinctives Features from your Heroic Culture (which have in game mechanics), which Shadow Path you follow from your Calling, and starting equipment. You even get a small amount of starting Experience you can spend to improve your initial numbers.

The characters the players make then form a Company, which is very, fitting for a Tolkien inspired game. The group selects a patron from one of the big movers and shakers in Middle-earth, like Balin, Gandalf or Tom Bombadil. They choose a safe haven and determine the groups Fellowship Rating. This is a pool any company member can dip into to regain Hope, an in game resource.
The last step is for each player to choose their Fellowship Focus, which is another character in the company that they are particularly attached to in some way. This is another nice bit of modern story game mechanics, which is good to see in a mostly traditional game.
The One Ring features a pretty typical XP system based on playing sessions of the game and not for completing specific in game tasks. As characters level up, they improve their skills, and gain rewards and virtues. There’s even a full system for retiring a character and raising an heir.
Gameplay in The One Ring swaps between two phases and each plays out very differently from the other. Most of your games will take place in the Adventuring Phase which consists of a number of scenes that advance the story. This is where all of the exploration, encounters, combats, interactions, etc. happen. This is is the stuff every fantasy RPG fan should already be very familiar with.

Each Adventuring Phase is followed by a Fellowship Phase where the players describe their actions between adventures. This part of the game feels very Tolkienesque. The Fellowship rests at a haven, may meet up with their mentors, and there are a number of Fellowship Phase specific actions that can be taken. This is also when you spend experience, and get things set up for the next Adventuring Phase.
Combat in The One Ring is rather abstract. Things like positioning and the environment are narrative based and for the most part theatre of the mind. Mechanically though, it’s very tactical. Combats start with a series of opening volleys which then move into close quarters rounds where each combatant chooses a stance and enemies pair off in engagements. The dice system remains the same, with players losing endurance and then potentially taking wounds from damage. It’s a system designed to paint combat in broad strokes and is not a blow by blow simulation.Again, I really feel this fits the theme better than a gridded, detail oriented, miniature based combat system.
Another sub system you will find in The One Ring RPG is detailed rules for having a council, something else that really feels Tolkienesque. These are meant to be used for any prolonged social encounter and can be just as tactical as a combat sequence. This is where skills like enhearten, persuade, riddle, and song take centre stage.

One of the most well regarded systems in The One Ring, going back to the first edition, is the Journey system. Travel, the journey itself and exploring, has always been a big part of Tolkien’s books and writing. The game brings this to the table with a detailed travel system where characters take on the roles of Guide, Hunter, Look-out or Scout, and through a series of rolls and checks to determine how the journey goes. This gives the game a hex crawl feel, where a new journey map is created each journey, allowing the players to discover Middle-Earth along with their characters while also creating some very cool in game artifacts.
Of course you can’t have a Lord of the Rings game without the influence of the Shadow. This is represented in The One Ring through Shadow Points, which can be accumulated in a number of ways. These include the characters experiencing dread, witnessing tragic events, encountering The Enemy, surviving harrowing experiences, and loss of moral. Actions of the characters themselves can generate Shadow Points including misdeeds like violent threats, cruelty, manipulating others, and murder.
Accumulate enough shadow and your character could experience bouts of madness and fall deeper down their chosen shadow path. Fall deep enough and your character is lost to darkness.

Along with all of these game rules, The One Ring Core Book is filled with Middle-Earth Lore including a detailed look at the region of Eriador highlighting all kinds of interesting places for players to explore. Each of these is presented with a variety of encounter and quest hooks. In the later half of the book you will find lists of adversaries and companions, as well as a wealth of treasure.
Treasure and wealth is abstracted in this game and magic items are rare but very powerful. There’s also a very dense chapter about how the game is intended to be run and other Loremaster tips.
Finally, there is a sample adventure to get you and your group started. The Star of The Mist, focuses on an abandoned tower in the easternmost foothills of southern Ered Luin, one which sometimes glows with eerie blue light at night.
As you would expect from any modern, still in print RPG, you can also find many resources on the Free League website, like PDF character sheets, journey maps, pregenerated characters, and more.
The One Ring RPG is great for recreating Tolkienesque tales

What I love the most about The One Ring Role-playing Game is the fact that it’s clearly designed to create Tolkienesque style stories. You can tell it was written and designed to tell a specific style of story and not just be another generic fantasy RPG.
There are a number of mechanics here distinctly added to give you the feel of being part of Tolkien’s world, and to take part in that world in the way he wrote about it. This is evident through things like the Council and Journey rules, the rules for the Company, and the way wealth and treasure is abstracted except for key very special items. Even the flow of the game, with it’s multiple Adventure Phases broken up by fellowship Phases, gives this game a distinct feel. This is is very much not just Dungeons and Dragons set in Middle-Earth.
Side note: If you are looking for D&D in Middle-Earth be sure to check out The Lord of the Rings Roleplaying, also by Free-League. It uses the D&D 5e ruleset as it’s base. Though, I have yet to personally check this book out, so I don’t know exactly what it adds to the 5e rules to tie it to and make it feel more like Tolkien’s works.
One concern I know people have with any Middle-Earth based game is the fact that so much has already been written, bringing with it a worry that there won’t be enough room to expand and explore. They worry that all the good tales have already been told and don’t want to mess with canon characters and events.

Well, one of the key parts of this game is that this particular time period isn’t actually documented in canon anywhere. So knowing exactly where the Prancing Pony is on the map and how many steps it will take to walk to The Last Bridge isn’t really going to help anyone as the things they “know” are along the way happened in a different time period. The time period in The One Ring Second Edition is twenty-four years after the Battle of Five Armies, so there is a chance you could include and encounter some familiar characters, but Frodo’s big journey won’t begin for another fifty years.
Another important aspect of the time period and setting for this edition of The One Ring is that narratively, this a period where people don’t go far from their homes. The war has isolated villages, towns, peoples, and landmarks.This game is set in a time of peace and people have settled back to their regular lives thinking all is safe in the world again.
The average people of Middle-Earth see no need to go venture over the hill and many have forgotten what’s over there anyway.It’s not expected that the characters know much more than the land around where they grew up or the farmstead they manage or the one forest they ward.

Every journey your company takes is expected to be an exploration, and should feel new and somewhat wondrous. The Journey system is designed to create this feeling, and includes a full random event system, with an event happening every 1-3 hexes depending on your marching rolls. Note these aren’t the random encounters you may expect, most of them are highly narrative and resolved by a single skill check made by a specific character based on their role on the journey. This isn’t a chance of a random monster fight but rather interesting things that happen between adventure sites.
The thing to realize here is that this style of play is rather unique and due to that it isn’t going to be for everyone. It could even turn off players who are used to a different style of fantasy play. The One Ring is not a game about beating up monsters to get their loot to buy better gear to beat up bigger monsters to get more loot to buy even better gear. Nor is it a game about deep introspection and interpersonal relationships and gaining leverage. This is a game about epic tales, unlikely heroes, fellowship, dangerous journeys, forgotten ages, items of wondrous power, and growing darkness.

Another potential drawback to The One Ring is its reliance on custom dice. While you can play this game with standard six and twelve sided dice, there’s a lot of things to remember, like one to three on the six-sider don’t count when you are weary, and the six indicates a special result. The twelve-sider is potentially worse as you have to remember that the number range is one to ten and that the other two results are special.
The official The One Ring Dice make all of this very evident on the dice. One to three on the D6s are hollow, and the six features an elven rune. The D12 only features numbers one to ten along with Gandalf’s Rune and the Eye of Sauron which are on opposite sides. This makes these custom dice much easier to read quickly while playing without anyone having to ask “is the 11 Gandalf or Sauron, I forget?”
One aspect that’s important when trying to decide whether or not to dive into a new RPG, is if the game is still supported and how much support there is. Well The One Ring is very much still in print, and new books and supplements are being released regularly. These include cool things like a way to play the entire game solo through The One Ring Strider-Mode/ There are also books highlighting various regions of Middle-Earth, a lifepath system for characters, new callings and cultures, adventures, and more.

The last thing I want to call out in this review, is just how beautiful this core book is. The One Ring Core Rulebook is one of the best looking RPGs in my collection, both inside and out. It’s well bound and includes a ribbon book mark. The artwork is evocative and the layout is easy to read. To be fair, every one of Free League’s roleplaying books that I own look fantastic, but this is the best of the bunch to me.
The main audience for The One Ring Roleplaying in the World of The Lord of the Rings is, of course, Tolkien fans, and that applies to fans of the books, the TV series, and the movies. Even fans of various Lord of the Rings video games will find familiar tropes here.
I also think this game will appeal to fantasy RPG fans looking for something different from the usual fare. This could be worth picking up just to check out a fantasy game with a different focus.
Personally, I’m so happy Free League sent me this book. While The One Ring Starter Set is awesome, and provides a ton of game and information, it’s missing some key elements that I think most RPG fans are going to want in their Tolkien themed games. These include the Journey and Counsel rules and the entire Shadow system as well as full character creation rules.
That said, I still strongly recommend starting your adventures in Middle-Earth with with the Starter Set. However, I would also suggest picking up these core rules at the same time so you can explore The Shire with the full set of rules, using some of the core rules, or at least let players make their own characters.
That’s it for our high level look at the core book for The One Ring Roleplaying in the World of The Lord of the Rings from Free League Publishing, a book that presents a great game system for recreating Tolkien-style tales at your gaming table.
There are a ton of different fantasy rpgs out there including the venerable Dungeons & Dragons, and Pathfinder, or more story driven games like Dungeon World, and my personal favourite Warhammer Fantasy Roleplay. What’s your favourite fantasy RPG? Let me know in the comments or better yet start up a conversation on the Tabletop Bellhop Discord.
- EXPANDED TRAVEL AND SOCIAL RULES: Discover new strategy mechanics for journeys in Middle earth and engaging with its iconic characters through the Journey and Council systems.
- COMPREHENSIVE LOREMASTER GUIDANCE: This RPG expansion offers thorough advice on bringing the world of Middle-earth to life, including rules for handling magical treasures, the influence of the Shadow, and the ever-watchful Eye of Mordor.
$57.99 $46.39