Official Rules
Gameplay is similar to the original Risk, but there are additional cards (earned by entering certain territories with a leader piece) that give missions for leader pieces to accomplish, provide special bonuses, or cause "special events" to occur. However you cannot trade the cards. Also, strongholds and leader pieces modify combat rolls as well as the great use of ports which can quickly take you across the map.
One key difference is that the game itself is randomly time-limited by the Ring moving along the Fellowship's path at the end of each player's turn, its rate determined by dice rolls. The game ends when the Ring reaches the end of its path.
The winner is then determined by points being awarded to each player based on the territories, strongholds and regions they control, as well as what cards they have played during game. The player with the most points is the winner. However, many choose to not use the Ring Quest rules and simply play a standard global domination game. One reason for this is that the evil side can win at any point along the Ring's path, but the good side must get the Ring to the end of the path, and still may lose.
Many players find that the game suffers due to ambiguity introduced by the lack of clarity in the rules, and in particular regarding the special events specific to this version of Risk.
Read more about this topic: Risk: The Lord Of The Rings Trilogy Edition
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