“The world is indeed full of peril, and in it there are many dark places; but still there is much that is fair, and though in all lands love is now mingled with grief, it grows perhaps the greater.”
— Haldir, The Fellowship of the Ring
Right, let’s talk about Five Leagues from the Borderlands—or just Five Leagues as everyone calls it. I’ve been playing this for a while now, and here’s the thing: it’s a solo/cooperative wargame that actually gets what makes Tolkien’s world special. It’s designed for the kind of hardship and discovery that defines Middle-earth—where every journey is meaningful, every encounter tells a story, and every decision has consequences.
What is Five Leagues?
Five Leagues is a solo/cooperative wargame focused on small warbands exploring a dangerous borderland. It uses extensive random tables and procedural systems to generate content, creating unique experiences every time you play—which is harder to pull off than it sounds.
Core Concept
Five Leagues is designed for 1-2 players, which is perfect for when you can’t find a group or just want to game on your own schedule. The procedural generation creates content that actually makes sense, not just random nonsense. There’s a campaign focus that provides ongoing narrative progression, keeping you coming back for more. Most importantly, every journey matters—every step could be your last, which gives the whole thing a sense of genuine tension.
How It Works
Warband creation lets you build a party of 3-6 characters—not too many, not too few. It’s the sweet spot where everyone matters but you’re not overwhelmed with bookkeeping. World generation creates a region with towns, dungeons, and threats that feel alive, not just random dots on a map. The campaign turns provide structure for ongoing play that doesn’t get boring, while random encounters generate events and enemies that actually surprise you rather than feeling arbitrary.
What Five Leagues Does Right
Procedural Excellence
Five Leagues excels at generating content that actually makes sense. Stories develop naturally through play—you’re not just following a script, but watching events unfold based on your choices and the dice. Every campaign is unique, which is rare in solo gaming where you often end up following the same patterns. New content emerges through exploration, keeping things fresh, while random elements keep play fresh without feeling arbitrary.
Solo Design That Actually Works
The system is built for solo play from the ground up, which makes all the difference. Random tables drive narrative in ways that make sense, not just random events that feel disconnected. The AI-driven opponent behavior doesn’t feel stupid—enemies actually pose a threat and make smart decisions. There are clear procedures for ongoing play that don’t get boring, and you have complete scheduling freedom. Play when you want, how you want—no group coordination needed.
Crunchy but Accessible
The rules are detailed but manageable—which is a tricky balance to strike. It covers most situations without being overwhelming, which is harder than it sounds. The organization makes it easy to find specific rules when you need them, and the systems work together well without breaking each other. The modular design allows customization without breaking everything, which is exactly what you want in a solo game.
Middle-earth Adaptation Potential
Why Five Leagues Fits
The system aligns well with Tolkien’s themes—which is why I’m so excited about it. Travel is meaningful and dangerous, not just fast travel between locations. Characters face real challenges that test their resolve, while exploration reveals new wonders and hidden dangers. Most importantly, story emerges from play rather than being scripted, which feels right for Middle-earth.
Adaptation Challenges
Converting to Middle-earth requires work—but it’s worth it. Five Leagues assumes more magic than Tolkien, so you’ll need to tone it down significantly. The tone is the big challenge—generic fantasy vs. Tolkien’s specific themes. The setting feels different too—borderlands vs. Middle-earth’s geography creates a different atmosphere entirely. And the factions need work—generic enemies vs. Tolkien’s specific threats. Orcs aren’t just goblins with different names, after all.
Adaptation Strategies
There are several approaches to Middle-earth conversion, depending on how much work you want to do. Simple reskinning changes names but keeps mechanics—quick but not perfect. Tone adjustment reduces magic and emphasizes hardship—more work but better results. Setting integration uses Middle-earth geography to make it feel more authentic. Faction replacement swaps enemies for Tolkien threats—this is where the magic happens, where the game really starts to feel like Middle-earth.
System Mechanics
Warband Creation
- Character Types: Various archetypes available
- Equipment: Gear affects capabilities
- Bonds: Relationships between characters
- Motivations: Why characters adventure
World Generation
- Regions: Create areas to explore
- Settlements: Towns and villages
- Dungeons: Dangerous locations
- Threats: Ongoing dangers
Campaign Structure
- Turns: Regular campaign progression
- Events: Random occurrences
- Encounters: Combat and social situations
- Advancement: Character growth
Solo Play Experience
What Works
- Narrative Generation: Stories emerge naturally
- Decision Making: Meaningful choices throughout
- Surprise: Random elements keep play fresh
- Pacing: Good balance of action and downtime
What Challenges
- Complexity: Many rules to track
- Bookkeeping: Significant record keeping
- Randomness: Can feel arbitrary at times
- Balance: Some combinations are overpowered
Community and Support
Online Resources
- Official Forums: Active community discussion
- House Rules: Community improvements
- Scenarios: Additional content
- Tools: Digital aids for play
Expansions
- Additional Content: New regions and threats
- Character Options: More archetypes
- Scenarios: New mission types
- Rules Updates: Ongoing improvements
Getting Started
What You Need
- Core Rulebook: Essential for play
- Dice: Standard d6s and d10s
- Miniatures: 3-6 models for your warband
- Terrain: Basic tabletop setup
- Campaign Tools: Tracking sheets or digital tools
First Campaign
- Start Simple: Use basic rules initially
- Choose Theme: Pick a setting you love
- Plan Sessions: Set aside regular time
- Track Progress: Keep good records
Finding Resources
- Official Website: Core rules and updates
- Community Forums: Discussion and house rules
- YouTube: Playthrough videos and tutorials
- Conventions: Meet other players
Verdict: Procedural Masterpiece
Five Leagues succeeds brilliantly at its primary goal: creating engaging solo campaigns through procedural generation. The system’s depth and replayability make it one of the best solo wargames available—and that’s saying something.
Strengths: Five Leagues excels at procedural generation, creating unique experiences every time you play. The strong solo design makes it perfect for players who can’t find groups, while the high replayability ensures you’ll never run out of content. The campaign structure provides clear progression and meaningful choices that actually matter.
Weaknesses: The system suffers from high complexity that can overwhelm new players, while significant bookkeeping is required to track all the various systems. The random elements can sometimes feel arbitrary rather than meaningful, and balance issues can make some encounters too difficult or too easy.
For Solo Gamers: This is the gold standard for solo wargaming. The investment in learning the system pays off with endless replayability.
For Middle-earth Fans: Five Leagues has excellent potential for adaptation, but requires significant work to capture Tolkien’s tone.
For New Players: Start with the basic rules and add complexity gradually. The system rewards patience and experimentation.
The game proves that solo wargaming can be as engaging as multiplayer experiences. With community support and careful adaptation, Five Leagues becomes a powerful tool for Middle-earth solo campaigns.
Next up: A deeper look at adapting Five Leagues for Middle-earth, including specific conversion strategies and thematic adjustments.