Item is new and unused but has a bit of shelf wear.
Rivendell is the first supplement to be set outside of Wilderland. It covers Eastern Eriador, Rivendell itself and the old kingdoms of Arnor and Angmar. It also includes rules for Rangers of the North and High Elves of Rivendell. This supplement also expands the original territory described in the first print of the first edition, "covering not only Rivendell itself, but Angmar, Fornost, Mount Gram, Tharbad and everywhere in between.
The game was first published in 2011 under the title The One Ring: Adventures over the Edge of the Wild. This first edition core book (more exactly two booklets in a cardboard case) and the majority of subsequent products supported play in the portion of the region of Rhovanion known as "The Wild", the setting of the later portions of The Hobbit east of the Misty Mountains. That was due to the project of releasing two other up-coming core books dealing with other regions, countries and kingdoms of Middle-earth, but instead of pursuing the idea of releasing two more core books, a revised edition was released in Summer 2014, which saw the original two-volume slipcase set combined into a single hardback edition. This version was substantially re-edited and re-laid out, with errata and clarifications added.
During the first edition run, the base game and some of the supplements have been released in English, French, German, Italian and Spanish.
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 practice 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. A regular d12 and d6 can be substituted.
When a roll is made, it consists of the Feat die plus a number of Success dice equal to the skill being used. The sum is compared to the Target Number of the action (typically 14).
What sets the game apart from other fantasy/adventure RPGs is the factoring-in of the hardship involved in traveling in the wilderness for any length of time. The rules covering the making of journeys across country in Rhovanion (the Middle Earth setting of the game as represented in the core rulebook) involve an easy-to-administer mechanism for attrition, making such journeys a challenge in and of themselves. Consequences of this typically play out as challenges arising for a given "role" in a party of adventurers, with suggested roles taken by specific player characters at the journey's start being those of scout, guide, lookout and hunter.