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Lord of the Rings LCG: AA1 -The Wastes of Eriador Adventure Pack
Lord of the Rings LCG: AA1 -The Wastes of Eriador Adventure Pack

The first Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

For nearly seven-hundred years, the Witch-king of Angmar terrorized the North from his home in Carn Dûm. Though his forces were eventually defeated, the shadows of the Witch-king’s evil have lain across the lands through all the centuries that followed his departure from the region.

Now, in The Wastes of Eriador, several of Middle-earth’s heroes must join forces with the noble Dúnedain who have long guarded the region’s simpler folk from the untold evils that still reside within Carn Dûm and its environs. Following immediately upon the heels of the epic events that unfold in The Lost Realm deluxe expansion, the scenario from The Wastes of Eriador tasks you to rescue a captive Ranger. However, as you pursue the enemies who have captured him, your trail leads you ever northward, ever deeper into the hills of Angmar. There, as day fades into night, the howling of wolves suggest that your party of hunters may soon become the hunted…

In addition to its new scenario, The Wastes of Eriador also contains a new hero and three copies each of nine different player cards. In the lands traveled so often by the Rangers of the North, you’ll find new Dúnedain, Hobbits, Scouts, and side quests. You’ll also find new ways to protect your heroes from damage, as well as the new Valour trigger, which continues to gain strength throughout the Angmar Awakened cycle.

For more about The Wastes of Eriador, the Valour trigger, and the Angmar Awakened cycle, we turn to lead developer Matthew Newman.

Lead Developer Matthew Newman on Angmar Awakened

Like The Ring-maker and Against the Shadow cycles before it, Angmar Awakened continues a tale that begins with the events of the deluxe expansion that precedes it – The Lost Realm. Altogether, this epic, nine-scenario adventure takes place within a new region, with new challenges. Throughout their journeys, your heroes will have to trek across snowy wastes, escape from the clutches of wicked goblins, investigate the ruins of an ancient kingdom, and uncover a terrible secret that threatens all of the North!

Meanwhile, the cycle’s new player cards take The Lord of the Rings: The Card Game in several different, all-new directions. For example, in previous cycles we’ve seen various Secrecy cards that reward players for keeping their threat low, hiding from enemies, and sneaking their way through locations and around obstacles. But what about those heroes of Middle-earth who choose to face Sauron’s forces head on, confronting them face-to-face upon the field of battle? For those who do not shy away from risk and danger, we introduce a new ability trigger – Valour.

Valour cards are inspired by a quote from Boromir that I think highlights the difference between his philosophy and perhaps the rest of the Company of the Ring: “But always I have let my horn cry at setting forth, and though thereafter we may walk in the shadows, I will not go forth as a thief in the night.”

If you like to take risks and tend to play aggressive decks, Valour cards are for you. Still, being brave doesn’t mean being foolish and taking unnecessary risks, and these cards can see play in any deck. They will simply be most powerful when your threat is high and your situation is dire.

Unlike Secrecy cards, which benefit you when your threat is twenty or less, Valour cards benefit you when your threat is forty or higher. This is typically later in the game, when you have already built up your strength and resources aren’t quite as much of an issue. So instead of offering effects at a discounted cost, these cards offer powerful effects that can only be triggered when your threat is forty or higher.

Valour cards are designed to save you when you face overwhelming odds, and they can help you secure victory when victory might otherwise be out of your grasp. However, Valour cards are only prevalent in those spheres with little to no threat reduction – Leadership and Tactics. This means that a Valour-heavy deck will often straddle the line between victory and defeat, as the encounter deck is typically most dangerous when players’ threats are at their highest.

Valour cards aren’t the cycle’s only new focus, though, and all four of the game’s spheres gain cards in Angmar Awakened that strengthen existing themes and explore new ones. In addition to their new Valour cards, Leadership and Tactics players can look forward to several Gondor and Dúnedain cards. Meanwhile, Lore players can look forward to manipulating the encounter deck and victory display, as well as cards that reward them greatly for their forethought and wisdom. Finally, Spirit players will be able to explore what it really means to be a Noldor Elf, with cards that introduce a new strategy for the High Elves of Middle-earth.

Will You Aid the Rangers of the North?
The Rangers of the North have long guarded the region’s simpler folk from the dangers that roam the wilds. Now, one of their number has been captured, and his captors are dragging him deep into the hills of Angmar. Will you aid the noble Dúnedain? Will you brave the The Wastes of Eriador?

Note: As the first Adventure Pack in the Angmar Awakened cycle, The Wastes of Eriador introduces our new LCG packaging to The Lord of the Rings: The Card Game Adventure Packs. While the packaging is now molded plastic, every Adventure Pack still contains the full complement of sixty cards.

• The first Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• A new scenario leads Middle-earth’s heroes into the tainted lands of Angmar
• Introduces the Valour mechanic, which rewards players for taking bold risks
• Contains a new Spirit hero and three copies each of nine different player cards
• Requires The Lost Realm deluxe expansion to play and builds upon that expansion’s story arc

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18.00 €
Lord of the Rings LCG: AA2 -Escape from Mount Gram Adventure Pack
Lord of the Rings LCG: AA2 -Escape from Mount Gram Adventure Pack

The second Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game.

Middle-earth is an ancient and storied place, and even such placid locations as the Shire share histories filled with drama, struggles, and warfare. Indeed, long before the Dark Lord ever cared about the Shire or the name of "Baggins," even long before the births of Frodo and Bilbo, Goblin invaders swept down from the mountains and made their way into the Northfarthing before they were turned back in the Battle of the Green Fields, where old Bullroarer Took struck the Goblin leader's head clean off his shoulders with a single blow from his wooden club.

However, no story is ever truly ended while its actors live on, and though the Goblins were routed that day, many retreated to their home at Mount Gram. There, they passed the centuries hidden from the Hobbits and the Rangers of the North. They launched no more invasions of Eriador, but they never shed their evil natures...

Now, in Escape from Mount Gram, the Goblins of Mount Gram are once again up to new evils, and when they capture a host of Rangers and heroes, it's up to you and your heroes to lead a daring and dramatic prison break!

Forewarned Is Forearmed
In addition to its new scenario, Escape from Mount Gram introduces a new hero for the Lore sphere and three copies each of nine different player cards. As suggested in the introduction to the Angmar Awakened cycle, these cards explore a variety of different themes, divided among the different spheres of influence. While Leadership players benefit from a pair of cards that encourage direct action against the Enemy, Tactics players gain a pair of Ent-focused cards, and Lore players gain two cards that support a new mechanic based around manipulating the encounter deck and the victory display: Leave No Trace (Escape from Mount Gram, 35) and Keen as Lances (Escape from Mount Gram, 37).

If any of the game's four spheres is built for tricky interactions with the encounter deck, it has to be Lore. Since the Core Set, the Lore sphere has been home to most of the game's draw effects, making it arguably the best sphere for exploring card combinations, and it boasts twice as many cards that target the encounter deck as the next closest sphere, Spirit. These facts make Lore the perfect home for Leave No Trace, which could easily be mistaken as an ineffectual card. Its text reads: "Response: After a non-unique location is explored, add Leave No Trace to the victory display to add that location to the victory display."

For even just one Lore resource, this doesn't initially appear to be a good bargain. Leave No Trace doesn't explore the location, nor even make progress on it. It doesn't cancel the location's effects or allow you to draw cards when the location is explored. It's not even free; you have to pay a resource to trigger it. And to top things off, it comes with the caveat, "Limit 3 copies of Leave No Trace in the victory display." This is only a concern in a multiplayer game, but even so, such explicit limitations are usually reserved for only the most powerful of cards. Black Arrow (On the Doorstep, 15), for example, reads, "Limit 1 per deck."

However, as is now likely obvious, the truth is that Leave No Trace isn't limited to three copies in the victory display because of the impact it mades right when it's played, but because of the power it has to shape the course of the game as it moves toward its conclusion. First of all, in a four-player game, or at any time that you think you might cycle through the encounter deck, Leave No Trace allows you to permanently remove from the encounter deck any locations with nasty "when revealed" effects, Doomed, or Surge. Likewise, it can remove locations with nasty ongoing effects that quickly add up whenever they start flooding into the staging area.

Still, the card's true power becomes evident as it sets up the sorts of combinations that will become increasingly powerful throughout the Angmar Awakened cycle. For example, each time you play Leave No Trace, you reduce the cost of Keen as Lances by two – once for placing Leave No Trace into the victory display and once for placing the non-unique location into the victory display. Once you've played Leave No Trace twice, Keen as Lances costs only one resource; and if there are three copies of Leave No Trace in the victory display, you'll have at least three non-unique locations along with them and your Keen as Lances will be free. Also, if you're playing multiplayer, your teammates' copies of Keen as Lances will also be free. That means that you could each, for zero resources, draw three cards, reduce your threat by four, or add two resources to a single hero.

Of course, we've already seen that other cards from the cycle can manipulate the victory display, such as Scout Ahead (The Wastes of Eriador, 9), and we can expect that other cards in the cycle will allow us to transfer our control over the victory display into a greater measure of control over the encounter deck. Accordingly, as we look forward to sending our heroes to aid the Rangers of the North, we can also look forward to some proper scouting. The more we know about the encounter deck and its dangers, the better prepared we'll be to defeat them. Forewarned is forearmed.

Ancient Evils Are Stirring
North of the Shire and north of Bree, ancient evils long gone quiet are stirring once more. Head into the heart of a Goblin stronghold and execute a daring prison break in Escape from Mount Gram.

• The second Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• A new scenario challenges you to break out of the Goblin stronghold, Mount Gram
• Introduces new ways to forge combinations based around manipulating the encounter deck and victory display
• Contains a new Lore hero and three copies each of nine different player cards
• Requires The Lost Realm deluxe expansion to play and builds upon that expansion’s story arc

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18.00 €
Lord of the Rings LCG: AA3 -Across the Ettenmoors Adventure Pack
Lord of the Rings LCG: AA3 -Across the Ettenmoors Adventure Pack

The third Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

After a daring prison break, several of Middle-earth's heroes race south from Mount Gram, with the fortress's Goblins and commander hard on their heels. They push across the region's tainted lands at an exhausting pace, managing to buy themselves a meager bit of distance from their pursuers. However, other dangers lie squarely before them. Their journey leads them to the edges of the Ettenmoors, also known as the troll-fells, a stretch of land rumored to be riddled with Trolls. Still, with the hordes of Mount Gram at their back, the heroes know there's no path for them but forward. The hills rise, the rocky ground lies quiet under dark clouds and flashes of lightning, and the heroes press on.

The scenario introduced in Across the Ettenmoors thrusts you squarely into the heart of this hostile region, where the oppressive silence is broken only intermittently by the heavy footfalls of towering, lumbering Trolls. In this scenario, you don't need to slay some fell rider or uncover the Dark Lord's hidden servants; you need only survive your journey through the Ettenmoors…

In Search of a Place to Rest
First and foremost, making your way through the Ettenmoors also means finding some way to survive the scenario's myriad Trolls. No fewer than ten of these hard-hitting enemies lie in wait for you and, like the Ruthless Hill-troll (Across the Ettenmoors, 75), they're certain to provide a stiff test to even the game's most stalwart defenders and its most valiant warriors.

Thus, your first challenge in Across the Ettenmoors is to find some way to avoid, deflect, or otherwise deal with the attacks of such brutal foes as the Ruthless Hill-troll and the Cruel Mountain-troll (Across the Ettenmoors, 74). Beyond that first, most pressing task, however, lie a number of other challenges. Your escape from Mount Gram has not gone unnoticed, and its Goblins of Mount Gram pursue you into the moors, spurred forward by their commander. You have no road before you and must not get lost as you choose your own path through the Ettenmoors' rugged and perilous terrain. Then, even as your fatigue wears you down, foul Weather slows your progress.

As all these concerns weigh heavy upon you, it's no wonder that one of the scenario's key features is its inclusion of four different "Safe" objective locations. Each of these locations also bears the "Guarded" keyword, but if you're able to find your way to one of them, it can grant you a moment's respite. Whenever your heroes travel to one of these locations, making it the active location, you immediately return all engaged enemies to the staging area. Then, so long as your active location is a safe location, you ignore the "when revealed" effects on all treachery cards, you ignore the printed text boxes of all encounter side quests, and enemies do not make engagement checks.

Altogether, with its brutal onslaught of encounter cards and its safe locations, Across the Ettenmoors presents you the opportunity to embark upon an all-new sort of adventure in The Lord of the Rings: The Card Game, a halting and perilous journey through an untracked and uncharted lands. It's a journey that you make in bursts, racing from one safe location to the next, while evils close in upon you from all sides.

New Assistance in Your Time of Need
Fortunately, you can also make use of the Adventure Pack's new hero and player cards. Across the Ettenmoors introduces a new Tactics hero, who lends versatility to your fellowship's defensive efforts, as well as three copies each of nine different player cards. These touch on several different themes simultaneously, and you'll find new Signals, Mounts, and Ents taking their place alongside new Valour effects and a Tactics side quest.

This side quest, Delay the Enemy (Across the Ettenmoors, 58), is particularly effective against the scenario's massive enemies, and even more so the more players you have in your game, especially if you find yourself short-handed for Sentinel and Ranged characters when one of your teammates gets ambushed. In such a situation, though it costs you a turn that you don't commit your characters to the main quest, Delay the Enemy can release your fellowship from as many as four enemies, and that can easily prove the difference between having your heroes escape the Ettenmoors alive or meeting their demise within its rugged hills.

However, like each of the other player side quests we've seen from the Angmar Awakened cycle, Delay the Enemy is "Limit 1 per deck," meaning you'll have a hard time guaranteeing that it shows up when you need it… unless you have some means to find it. Naturally, then, Across the Ettenmoors also introduces the one-cost Signal, Dúnedain Message (Across the Ettenmoors, 56), a card that's destined to appear in many of the decks that utilize side quests. Additionally, not only does Dúnedain Message allow you to search for Delay the Enemy, it allows you to search for any other side quest you might include in your deck, like Gather Information (The Lost Realm, 14), and, in turn, it's an event for which you can search whenever you bring a Weather Hills Watchman (The Lost Realm, 3) into play.

Can You Find Your Way to Safety?
Will you be able to keep your nerves in the face of the many Trolls, Goblins, and other perils of Across the Ettenmoors? If you utilize its new player cards effectively, and you can find some safe place to rest and recover from your fatigue, you might just escape with your lives!

• The third Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• A new scenario challenges players to send their heroes across the deadly troll-fells
• A new Tactics hero lends versatility to your fellowship’s defensive efforts
• Nine different player cards (three copies each) add new Signals, Mounts, Ents, and Valour effects
• Continues the epic narrative from The Lost Realm deluxe expansion

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18.00 €
Lord of the Rings LCG: AA4 -The Treachery of Rhudaur Adventure Pack
Lord of the Rings LCG: AA4 -The Treachery of Rhudaur Adventure Pack

The fourth Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

After making their way out of the deadly troll-fells, a handful of Middle-earth's greatest heroes make their way into the crumbling ruins of Rhudaur. There, they come across the remnants of a keep that might hold some clue to the threat currently growing in the North. Hunted by evils they can sense closing in upon them, the heroes know they are not safe, and time is pressing. Nonetheless, they decide to accept the risks, enter the keep, and brave its foreboding stairwells and darkened halls in search of whatever secrets it may yield...

The new scenario in The Treachery of Rhudaur, the fourth Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game, challenges you to explore the subterranean levels and forgotten secrets of a haunted keep, even as other evils press closer and closer. Simultaneously, new player cards expand your deck-building options with a new Noldor hero and three copies each of nine different player cards. Many of these lend additional strength and definition to the Noldor trait, though you'll also find a new Valour action, a new Leadership side quest, and a Lore event that can cancel the effects of any encounter card of which you have a copy in the victory display.

Accompanied by the young Dúnedain Ranger Amarthíul, a handful of Middle-earth's greatest heroes make their way out of the deadly troll-fells and into the crumbling ruins of Rhudaur. Their path leads them past piece after piece of evidence of the region's historic collapse; they cross through tattered cities and make their way around towers of stone and rubble, long forgotten and ravaged by years of disrepair.

At length, even as they can still sense the evils that have pursued them since the dungeons of Mount Gram, the heroes come across the remnants of a keep marked by the same symbol that appears on the pendant that Amarthíul inherited from the captured Ranger, Iárion. They are not safe here, and time is pressing. Still, the heroes realize this ruined keep might hold some clue to the threat currently growing in the North. Despite the dangers, they decide to brave its foreboding stairwells and darkened halls in search of whatever secrets it may yield...

The sixty cards in The Treachery of Rhudaur introduce a new scenario, in which your heroes can explore the subterranean levels and forgotten secrets of a haunted keep. Simultaneously, they enrich the player card pool with a new Noldor hero and three copies each of nine different player cards. Many of these lend additional strength and definition to the Noldor trait, though you'll also find a new Valour action, a new Leadership side quest, and a Lore event that can cancel the effects of any encounter card of which you have a copy in the victory display.

Something Evil Haunts It
The new scenario from The Treachery of Rhudaur allows you and your friends to delve the ruins of a haunted keep in a novel fashion that takes great advantage of the new side quest mechanic first introduced in The Lost Realm deluxe expansion. During setup, stage 1A , Secrets of Rhudaur, instructs you to place each of the three Treachery of Rhudaur side quests into the staging area. Then, stage 1B reads, "During the quest phase, Secrets of Rhudaur cannot be chosen as the current quest."

This means that you must chart your own path through the mysterious tower. However, every direction you turn brings its own perils. One of the side quests reduces the Willpower of all allies by two. One adds an extra point of Threat Strength to every location in the staging area. The third forces the player with the highest threat to immediately engage each Undead enemy as it is revealed from the encounter deck, yet these Undead still contribute their Threat Strength to the staging area.

Still, if you can hold back the Undead and find your way successfully down one of the possible paths, you may uncover one of the three clues hidden amid the ruined tower's crumbling foundation. Each of the three Treachery of Rhudaur side quests instructs you to flip it over once you defeat it. Once flipped, each of these three side quests yields a valuable Clue objective that you can exhaust a hero to pick up and use to your advantage as you carry forward along your mission.

You'll have to hurry, though, if you want to uncover these Clues because you have a limited amount of time before the evils that pursue you discover your location. The quest stage Secrets of Rhudaur remains in the staging area even after you've added the side quests, and it serves as a countdown timer for your exploration. When the last of its five Time counters is removed, any remaining Treachery of Rhudaur side quests are removed from the game, meaning you'll never have a chance to uncover their secrets, nor to benefit from the advantages their Clues might have provided you against the dangers of the dungeon and the malevolent force you've felt hunting you for days.

Lords of the Eldar
Even as its scenario allows you to explore an ancient tower full of Undead and powerful secrets, the player cards in The Treachery of Rhudaur are sure to excite any fan of Tolkien's Elves and the Noldor trait. In his introduction to the Angmar Awakened cycle, lead developer Matt Newman hinted that the cycle's cards would allow you to "explore what it really means to be a Noldor Elf, with cards that introduce a new strategy for the High Elves of Middle-earth." Several of the key cards for this new strategy arrive in The Treachery of Rhudaur, and Matt returns to shed more light upon them:

"Today I’d like to talk about the new sub-theme the Angmar Awakened cycle introduces for the Noldor."

"The Noldor are a people in decline, exiled to Middle-earth many thousands of years ago. While their ultimate fate lies in the Blessed Realm across the ocean, some have chosen to stay in Middle-earth, to protect their realms and aid in the long war against Sauron. Though the wars of the Second Age have taken their toll on the Noldor, there are still Elf-lords among them whose power and wisdom rivals the greatest of Sauron’s servants."

"To represent the inner strength and resolve of a fading people, these new Noldor cards grow in power as cards are discarded from your hand. Some of them have powerful effects that require you to discard cards from your hand as a cost. Others can only be played while they are in your discard pile, requiring you to first discard them, and giving you an avenue with which to trigger other discard effects. Many of these effects breathe new life into older cards such as the Trollshaw Scout (Foundations of Stone, 104) and Watcher of the Bruinen (The Watcher in the Water, 56)."

"The hero from The Treachery of Rhudaur is an exciting new embodiment and facilitator of this strategy. Erestor (The Treachery of Rhudaur, 84) is the chief advisor to Elrond, which means he's wise beyond measure, and every turn he provides you with a fresh hand of new options. His ability reads: 'Draw 3 additional cards at the beginning of the resource phase. At the end of the round, discard all cards in your hand.' Erestor's presence leads to a 'use it or lose it' strategy. Since you have a fresh hand of cards every turn, you always have cards you can discard in order to trigger the effects on the new Noldor-themed cards, like Elven Spear (The Treachery of Rhudaur, 87), and since you’re going to lose them at the end of your turn anyway, you might as well."

"These cards aren’t limited to a Noldor-themed deck, either. Erestor’s ability is useful in any deck that can take advantage of the options he provides, and he makes a pretty good team with Éowyn (Core Set, 7), as well. I hope you will enjoy these new cards as much as I enjoyed creating them. They’re a lot of fun to play!"

Uncover the Secrets of a Tainted Land
There are evils in the North that have lain hidden for centuries. Some of them lie amid the tattered remnants of ancient towers. Now some of them are rising. How will you respond?

Prepare to brave the mysterious ruins and restless Undead of The Treachery of Rhudaur!

• The fourth Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• Introduces a scenario that challenges Middle-earth’s heroes to explore a haunted keep
• Lends strength to the Noldor trait with a new Noldor hero and several Noldor -themed player cards
• Players gain new deck-building options from twenty-seven player cards
• Further advances the unfolding story from The Lost Realm deluxe expansion

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18.00 €
Lord of the Rings LCG: AA5 -The Battle of Carn Dum Adventure Pack
Lord of the Rings LCG: AA5 -The Battle of Carn Dum Adventure Pack

The fifth and penultimate Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

Over the course of the Angmar Awakened cycle, the heroes of Middle-earth have become aware of an evil that threatens the North. Now, the time has come to strike. After seeking counsel at The Last Homely House, the heroes march north through the chill midwinter air to stop a dark ritual that would echo and strengthen the evils that first spilled out of Angmar centuries past. But will they arrive too late? Are they doomed to fail? An army of Orcs has already massed at the foot of Angmar, and sorcerous shadows darken the sky…

With its sixty new cards, The Battle of Carn Dûm introduces a challenging, combat-intensive scenario that takes your heroes into the heart of Angmar where you'll need to fight your way through hordes of Orcs and other creatures in order to prevent an ancient evil from returning to the world. However, if the walls of Carn Dûm and the raw might of the assembled Orcs and Werewolves aren't enough to slow you, you'll still need to deal with the dread Captain that leads them and the foul and shadowed Sorcery that fills the air.

Nonethless, your heroes and their courage are not to be underestimated. Along with its scenario, The Battle of Carn Dûm introduces a new Dúnedain hero and twenty-seven player cards (three copies each of nine different cards), including powerful events for each Sphere of influence. These continue to round out the new mechanics explored within the cycle, as Leadership and Tactics players gain new Valour effects, Lore players gain an event that allows their Dúnedain or Rangers to avoid a scenario's deadliest enemies, and Spirit players gain a Noldor-themed card that plays only from the discard pile. With their new allies and these powerful events, your heroes just might stand a chance…

The Shadow in the North
Aided by Elrond's counsel, your heroes march to Carn Dûm with a specific mission: they must stop the fell ritual that Angmar's sorcerous Captain seeks to complete. Should they fail, the North will once again suffer the presence of one of its greatest evils, a powerful Undead sorcerer long lost to the world.

The Battle of Carn Dûm unfolds over two quest stages. Throughout the first stage, your heroes must battle their way through the fortress walls and past its Orc defenders in order to confront their Captain face-to-face in its second stage. All the time, shadows continue to spread across the land.

Many of the cards in The Battle of Carn Dûm deal extra shadow cards to the scenario's enemies, a matter compounded by the facts that nearly every encounter card in the scenario comes with a shadow effect and that the first stage of the scenario guarantees you'll find no easy way around the nastiest shadow effects that its enemies are dealt:

"Do not discard unresolved shadow cards at the end of the combat phase."

This means every shadow card dealt to an enemy in the staging area becomes meaningful, and it means that if you engage an enemy like the Carn Dûm Garrison (The Battle of Carn Dûm, 129) to gets its threat out of the staging area, you can't simply discard its shadow cards by using Feint (Core Set, 34) to cancel its attack.

Worse yet, many of these shadow effects can hit you in surprising fashion, dealing blows far worse than the loss of an ally or a wound to one of your heroes. You may be forced to raise your threat, you may find Orc reinforcements flooding the battlefield, or you may see key cards suddenly stripped from your hand. Carn Dûm is a dark and sorcerous place, and the scenario's fell magic reaches beyond the traditional boundaries for encounter card effects. You may even find that this dark sorcery is capable of ripping cards straight out of your deck!

Should you survive your rush to the scenario's Captain and the ritual he's attempting to complete, you will then find that this sorcerous villain is more than capable of defending himself. In fact, his powerful Sorcery is capable of ripping apart an unwary fellowship with a Vile Affliction (The Battle of Carn Dûm, 137) or eliminating your options by forcing them out of your hand and deck. At the same time, he's a ferocious warrior who will cut at your time and again, using his dread magic to heal himself between blows. It will take a massive effort to defeat this villain, but if you fail, the North is doomed…

A Time for Uncommon Valour
Even as it introduces its epic, combat-laden scenario, The Battle of Carn Dûm introduces a new Dúnedain Leadership hero and three copies each of nine different player cards. These include two new events with the Valour trigger, and a neutral attachment to support the Valour mechanic, especially in the face of such threats as you'll face at Carn Dûm.

Valour effects trigger only when your threat level is at or above forty, meaning that you're likely at that point where the game stands on a razor's edge as you push forward to the final confrontation. At forty threat, you're only a couple of slips away from elimination, but if you don't back down from the situation, the ability to trigger your Valour effects may give you the winning edge in the heat of battle. These effects gain shape and impact throughout the Angmar Awakened cycle, and the two events that come with Valour triggers in The Battle of Carn Dûm are easily two of the most impactful, Doom Hangs Still (The Battle of Carn Dûm, 117) and Hold Your Ground! (The Battle of Carn Dûm, 119).

At five cost, Doom Hangs Still is at the top end of the game's cost curve, and it comes with two different effects, both of which are the sort you'd expect from a card of its cost. Played normally, Doom Hangs Still prevents players from raising their threat if they quest unsuccessfully. Given that you're probably not planning to quest, clear a location, and travel to a new location on a turn where you're spending five resources to ensure that you don't raise your threat from failing to quest successfully, Doom Hangs Still is most likely reserved for those occassions when you simply do not wish to commit characters to the quest. You'll still reveal cards from the encounter deck, but the event gives you a turn to focus all your efforts on dealing with the enemies in play, holding back all of your characters to attack and defend.

However, if your threat is at forty or higher, you can play Doom Hangs Still for its Valour ability and skip the quest phase entirely! You have to raise each player's threat by two to do this, but you won't reveal new encounter cards. You'll have a turn to concentrate all your efforts against the enemies currently on the table, and in scenarios that require you to defeat a final boss enemy, this might be the trump card that focuses your fellowship and brings your quest to its triumphant close.

Of course, Doom Hangs Still is only going to turn a game around for you if you're able to successfully defend and attack the enemies in play. If you need to exhaust all your characters just to survive the attacks your enemies make against you, you might not have anyone ready to defend. However, this is where Hold Your Ground! can help.

There are already a great number of cards that ready characters, and one resource to ready a character is already on the more expensive side of those. Still, the card is worth inclusion in the right decks because of its versatility. The first thing to note is that it readies a sentinel "character," not just a hero. Far more cards ready heroes than ready allies, so the fact that Hold Your Ground! allows you to ready either a Sentinel hero or a Sentinel ally is an important consideration. More than that, though, is the fact that if you trigger its Valour effect, the card allows you to ready all Sentinel characters in play: your Sentinel heroes, your Sentinel allies, and all those belonging to your teammates.

This means that for just one resource, you and your teammates can commit all of your Sentinel characters to defense and then use them all to attack, or you can commit them all to the quest and then have them ready to defend. Finally, because it only costs one resource, and because it's a Tactics event, you could very easily envision a situation in which you play it twice in a phase and recover it with Háma (The Long Dark, 76) to use it again in the next round.

Still, the more you play at a high threat level, the closer you come to finding yourself eliminated at fifty threat. That's why The Battle of Carn Dûm also introduces Favor of the Valar (The Battle of Carn Dûm, 124), an attachment that empowers the Valour archetype. Favor of the Valar attaches to your threat dial, and whenever you would lose via threat elimination, it saves you, resetting your dial to five less than your threat elimination level. Moreover, while it's limited to one per player, it's not limited to one copy per deck, so you can attach a second copy to your dial as soon as the first is discarded. In this way, you can buy yourself a number of rounds of play at high threat levels, allowing you to trigger your Valour effects even in the face of the greatest evils imaginable.

The Time of Battle Approaches
With its new Valour effects and the epic confrontations of its new scenario, The Battle of Carn Dûm is sure to add tension, drama, and high heroics to your games of The Lord of the Rings: The Card Game.

• The fifth Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• Introduces a combat-intensive scenario in which your heroes must stop an evil ritual
• Comes with a new Dúnedain hero and twenty-seven player cards (three copies each of nine different cards)
• Continues to explore the Valour and Noldor themes introduced in the cycle
• Requires encounter sets from The Lost Realm deluxe expansion

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18.00 €
Lord of the Rings LCG: AA6 -The Dread Realm Adventure Pack
Lord of the Rings LCG: AA6 -The Dread Realm Adventure Pack

The fifth and penultimate Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game!

Over the course of the Angmar Awakened cycle, the heroes of Middle-earth have become aware of an evil that threatens the North. Now, the time has come to strike. After seeking counsel at The Last Homely House, the heroes march north through the chill midwinter air to stop a dark ritual that would echo and strengthen the evils that first spilled out of Angmar centuries past. But will they arrive too late? Are they doomed to fail? An army of Orcs has already massed at the foot of Angmar, and sorcerous shadows darken the sky…

With its sixty new cards, The Battle of Carn Dûm introduces a challenging, combat-intensive scenario that takes your heroes into the heart of Angmar where you'll need to fight your way through hordes of Orcs and other creatures in order to prevent an ancient evil from returning to the world. However, if the walls of Carn Dûm and the raw might of the assembled Orcs and Werewolves aren't enough to slow you, you'll still need to deal with the dread Captain that leads them and the foul and shadowed Sorcery that fills the air.

Nonethless, your heroes and their courage are not to be underestimated. Along with its scenario, The Battle of Carn Dûm introduces a new Dúnedain hero and twenty-seven player cards (three copies each of nine different cards), including powerful events for each Sphere of influence. These continue to round out the new mechanics explored within the cycle, as Leadership and Tactics players gain new Valour effects, Lore players gain an event that allows their Dúnedain or Rangers to avoid a scenario's deadliest enemies, and Spirit players gain a Noldor-themed card that plays only from the discard pile. With their new allies and these powerful events, your heroes just might stand a chance...

The Shadow in the North
Aided by Elrond's counsel, your heroes march to Carn Dûm with a specific mission: they must stop the fell ritual that Angmar's sorcerous Captain seeks to complete. Should they fail, the North will once again suffer the presence of one of its greatest evils, a powerful Undead sorcerer long lost to the world.

The Battle of Carn Dûm unfolds over two quest stages. Throughout the first stage, your heroes must battle their way through the fortress walls and past its Orc defenders in order to confront their Captain face-to-face in its second stage. All the time, shadows continue to spread across the land.

Many of the cards in The Battle of Carn Dûm deal extra shadow cards to the scenario's enemies, a matter compounded by the facts that nearly every encounter card in the scenario comes with a shadow effect and that the first stage of the scenario guarantees you'll find no easy way around the nastiest shadow effects that its enemies are dealt:

"Do not discard unresolved shadow cards at the end of the combat phase."

This means every shadow card dealt to an enemy in the staging area becomes meaningful, and it means that if you engage an enemy like the Carn Dûm Garrison (The Battle of Carn Dûm, 129) to gets its threat out of the staging area, you can't simply discard its shadow cards by using Feint (Core Set, 34) to cancel its attack.

Worse yet, many of these shadow effects can hit you in surprising fashion, dealing blows far worse than the loss of an ally or a wound to one of your heroes. You may be forced to raise your threat, you may find Orc reinforcements flooding the battlefield, or you may see key cards suddenly stripped from your hand. Carn Dûm is a dark and sorcerous place, and the scenario's fell magic reaches beyond the traditional boundaries for encounter card effects. You may even find that this dark sorcery is capable of ripping cards straight out of your deck!

Should you survive your rush to the scenario's Captain and the ritual he's attempting to complete, you will then find that this sorcerous villain is more than capable of defending himself. In fact, his powerful Sorcery is capable of ripping apart an unwary fellowship with a Vile Affliction (The Battle of Carn Dûm, 137) or eliminating your options by forcing them out of your hand and deck. At the same time, he's a ferocious warrior who will cut at your time and again, using his dread magic to heal himself between blows. It will take a massive effort to defeat this villain, but if you fail, the North is doomed...

A Time for Uncommon Valour
Even as it introduces its epic, combat-laden scenario, The Battle of Carn Dûm introduces a new Dúnedain Leadership hero and three copies each of nine different player cards. These include two new events with the Valour trigger, and a neutral attachment to support the Valour mechanic, especially in the face of such threats as you'll face at Carn Dûm.

Valour effects trigger only when your threat level is at or above forty, meaning that you're likely at that point where the game stands on a razor's edge as you push forward to the final confrontation. At forty threat, you're only a couple of slips away from elimination, but if you don't back down from the situation, the ability to trigger your Valour effects may give you the winning edge in the heat of battle. These effects gain shape and impact throughout the Angmar Awakened cycle, and the two events that come with Valour triggers in The Battle of Carn Dûm are easily two of the most impactful, Doom Hangs Still (The Battle of Carn Dûm, 117) and Hold Your Ground! (The Battle of Carn Dûm, 119).

At five cost, Doom Hangs Still is at the top end of the game's cost curve, and it comes with two different effects, both of which are the sort you'd expect from a card of its cost. Played normally, Doom Hangs Still prevents players from raising their threat if they quest unsuccessfully. Given that you're probably not planning to quest, clear a location, and travel to a new location on a turn where you're spending five resources to ensure that you don't raise your threat from failing to quest successfully, Doom Hangs Still is most likely reserved for those occassions when you simply do not wish to commit characters to the quest. You'll still reveal cards from the encounter deck, but the event gives you a turn to focus all your efforts on dealing with the enemies in play, holding back all of your characters to attack and defend.

However, if your threat is at forty or higher, you can play Doom Hangs Still for its Valour ability and skip the quest phase entirely! You have to raise each player's threat by two to do this, but you won't reveal new encounter cards. You'll have a turn to concentrate all your efforts against the enemies currently on the table, and in scenarios that require you to defeat a final boss enemy, this might be the trump card that focuses your fellowship and brings your quest to its triumphant close.

Of course, Doom Hangs Still is only going to turn a game around for you if you're able to successfully defend and attack the enemies in play. If you need to exhaust all your characters just to survive the attacks your enemies make against you, you might not have anyone ready to defend. However, this is where Hold Your Ground! can help.

There are already a great number of cards that ready characters, and one resource to ready a character is already on the more expensive side of those. Still, the card is worth inclusion in the right decks because of its versatility. The first thing to note is that it readies a sentinel "character," not just a hero. Far more cards ready heroes than ready allies, so the fact that Hold Your Ground! allows you to ready either a Sentinel hero or a Sentinel ally is an important consideration. More than that, though, is the fact that if you trigger its Valour effect, the card allows you to ready all Sentinel characters in play: your Sentinel heroes, your Sentinel allies, and all those belonging to your teammates.

This means that for just one resource, you and your teammates can commit all of your Sentinel characters to defense and then use them all to attack, or you can commit them all to the quest and then have them ready to defend. Finally, because it only costs one resource, and because it's a Tactics event, you could very easily envision a situation in which you play it twice in a phase and recover it with Háma (The Long Dark, 76) to use it again in the next round.

Still, the more you play at a high threat level, the closer you come to finding yourself eliminated at fifty threat. That's why The Battle of Carn Dûm also introduces Favor of the Valar (The Battle of Carn Dûm, 124), an attachment that empowers the Valour archetype. Favor of the Valar attaches to your threat dial, and whenever you would lose via threat elimination, it saves you, resetting your dial to five less than your threat elimination level. Moreover, while it's limited to one per player, it's not limited to one copy per deck, so you can attach a second copy to your dial as soon as the first is discarded. In this way, you can buy yourself a number of rounds of play at high threat levels, allowing you to trigger your Valour effects even in the face of the greatest evils imaginable.

The Time of Battle Approaches
With its new Valour effects and the epic confrontations of its new scenario, The Battle of Carn Dûm is sure to add tension, drama, and high heroics to your games of The Lord of the Rings: The Card Game.

• The sixth and final Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game
• Middle-earth’s heroes must navigate hallways full of dark magic and tortured spirits
• Comes with a new Noldor hero and twenty-seven player cards (three copies each of nine different cards)
• Continues to explore the Dúnedain and Noldor themes introduced in the cycle
• Requires encounter sets from The Lost Realm deluxe expansion

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18.00 €
Lord of the Rings LCG: AS2 -The Druadan Forest Adventure Pack
Lord of the Rings LCG: AS2 -The Druadan Forest Adventure Pack

Working against the shadow of Mordor, Middle-earth’s heroes pursue the Dark Lord’s agents into The Drúadan Forest, the second Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game. In the woods, the heroes learn a startling truth and face surprising new challenges. The Drúadan Forest introduces a new hero, three copies of each player card, and an all-new scenario in which players encounter the Woses and their sneaky Prowl mechanic.

• The second Adventure Pack in the Against the Shadow cycle
• Introduces a new hero and three copies of each player card
• An all-new scenario allows players to encounter Woses
• The sneaky new Prowl mechanic presents an interesting new set of challenges
• The second chapter of a rich narrative for The Lord of the Rings: The Card

The dark shadow of Mordor reaches into the realm of Gondor. Conspiracies and conspirators that moved quietly through the alleys and underground of Minas Tirith have escaped the city walls. Now, in The Drúadan Forest, some of Middle-earth’s greatest heroes pursue Sauron’s agents into the wilderness outside the city. There, they’ll make a startling discovery: the greatest threat they face is not from the foes they seek...

The Drúadan Forest introduces players of The Lord of the Rings: The Card Game to more of the realm of Gondor, and to its wild folk, the Woses. The reclusive Woses are expert hunters and archers, and The Drúadan Forest forces you to survive their attacks even as the encounter deck challenges you with its all-new Prowl mechanics.

United in Their Cause
With the seeds of corruption taking root at the heart of the Against the Shadow cycle, its Adventure Packs’ new player cards encourage Middle-earth’s heroes to rally and unite behind the righteousness of their cause. A host of new cards in the cycle support single-sphere decks, and The Drúadan Forest reinforces this theme with four two-cost events, one for each sphere, that play only if all your heroes share the same printed sphere.

As we saw with Trained for War (The Drúadan Forest, 36), which was originally revealed in the cycle’s announcement, these events both reinforce the thematic distinctions between the spheres and shore up their traditional weaknesses. Trained for War allows a fellowship composed of military-minded Tactics heroes to fight their way to victory, using their high, raw Attack strength to hack through the forces that oppose them. This gives them questing power that Tactics fellowships typically lack, due to their lower Willpower.

Likewise, Against the Shadow (The Drúadan Forest, 38) lends toughness to your Spirit heroes. Though Spirit heroes excel at questing, they are normally more vulnerable and easier to kill in combat, with the notable exception of Frodo Baggins (Conflict at the Carrock, 25). However, Against the Shadow allows a courageous hero like Éowyn (Core Set, 7) to fend off even the mightiest enemies.

Into the Wilds
Look for Trained for War and Against the Shadow to help all-new, single-sphere fellowships survive the perils of the wilderness when Middle-earth’s heroes encounter the wild, wary, and woodcrafty Woses of The Drúadan Forest.

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13.30 €
Lord of the Rings LCG: AS3 -Encounter at Amon Din Adventure Pack
Lord of the Rings LCG: AS3 -Encounter at Amon Din Adventure Pack

The third Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game.

Emerging from the Drúadan Forest, the heroes seek to return to Minas Tirith, but dark plumes of smoke rise across the lands of Anórien. Amon Dîn is burning, and it falls to your heroes to save the village’s citizens from the spreading fires and the threat of an Orcish siege!

In Encounter at Amon Dîn, players control Middle-earth’s greatest heroes during a dramatic rescue mission.

• Players control Middle-earth’s greatest heroes during a dramatic rescue mission
• An all-new scenario introduces exciting mechanics for rescuing villagers
• A new Hobbit hero permits the game’s first all-Hobbit fellowships

Emerging from The Drúadan Forest, Middle-earth’s heroes begin their return journey to Minas Tirith, but dark plumes of smoke rise across the lands of Anórien. Amon Dîn is burning, and it falls to your heroes to save the village’s citizens from the spreading fires and the threat of an Orcish siege.

Encounter at Amon Dîn is the tale of a dramatic rescue mission, but whether the mission succeeds or fails is up to you! You’ll have to move quickly, battle Orcs, and fight fires, and you’ll need to take advantage of whatever assistance you can find. This time, you’re not just fighting for your lives; your fighting for the lives of everyone in Amon Dîn!

Hobbits to the Rescue
As you race to the aid of Amon Dîn’s besieged villagers, Encounter at Amon Dîn opens up some all-new, all-Hobbit strategies with the game’s third Hobbit hero, Pippin (Encounter at Amon Dîn, 56), and a pair of events that provide your all-Hobbit fellowship some sneaky, potent tricks.

At six starting threat and two Willpower, Pippin is an excellent, efficient questing hero. However, it’s when he’s partnered solely with other Hobbit heroes that he shines. In such company, Pippin becomes quite resourceful, gaining an extra line of text:

“Response: After an enemy engages you, raise your threat by 3 to return it to the staging area. Until the end of the round, that enemy cannot engage you.” We’ve long known that the short-statured Hobbits are good at hiding from their foes, and Pippin gives your all-Hobbit company the means to do so.

Right now, building a deck around Pippin’s ability means starting him with Frodo Baggins (Conflict at the Carrock, 25) and Bilbo Baggins (The Hunt for Gollum, 1). It also means that while your heroes may be able to avoid some enemies with Pippin’s ability and survive them with Frodo’s ability, it will be hard-pressed to fight back.

This problem can be mitigated in multiplayer games by partnering one player’s Hobbits with another player’s hefty fighters. In such games, Pippin’s ability allows the Hobbit player to focus on questing and controlling threat while other heroes defeat the enemies.

In a single player game, the situation is a bit trickier. Gandalf (Core Set, 73) will likely join the Hobbits at times and take care of some enemies, but even with Bilbo’s extra card draw, it’s hard to imagine Gandalf will be able to keep all the fellowship’s enemies at bay. Fortunately, Hobbits are crafty, and Encounter at Amon Dîn also introduces two events for your Hobbit heroes, Small Target (Encounter at Amon Dîn, 62) and Hobbit-sense (Encounter at Amon Dîn, 65).

With these tricks and with its new hero, Pippin, Encounter at Amon Dîn finally permits fans of The Lord of the Rings: The Card Game to undertake their quests with a fellowship devoted to second breakfasts!

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19.50 €
Lord of the Rings LCG: AS4 -Assault on Osgiliath Adventure Pack
Lord of the Rings LCG: AS4 -Assault on Osgiliath Adventure Pack

Assault on Osgiliath, the fourth Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game.

After Middle-earth’s heroes wage a terrific battle against Orcs and fires to save the townsfolk of Amon Dîn, they return to Minas Tirith just in time to join the army of Gondor as it marches to Osgiliath. Led by Lord Boromir, the war host means to strike a blow against Mordor, and the assistance from some of Middle-earth’s greatest heroes may prove crucial to the mission’s success!

Assault on Osgiliath immerses players in the fantastic locations, ferocious combats, and riveting story of one of the most sweeping and epic battles in The Lord of the Rings: The Card Game. As the war host engages the Orcs and Southrons who have garrisoned themselves within Osgiliath’s ruins, players vie with the encounter deck for control of Osgiliath locations, traveling from one to the next. Battles and sieges, Orcs and Southrons, bloody advances and strategic retreats, unique locations, new enemies, and deadly treachery – Assault on Osgiliath has it all!

Retaking Osgiliath
Assault on Osgiliath is a battle to liberate Gondor’s ancient capital from the forces of Mordor. Throughout the scenario, the first player takes control of any Osgiliath location that would leave play as an explored location. To win the battle, all the players have to do is seize control of every Osgiliath location in play, representing the success of Gondor’s army as it drives its enemies from every last corner of the ruined city.

However, the more Osgiliath locations the players control, the harder the encounter deck fights back. Assault on Osgiliath features a number of encounter card effects that grow stronger based on the number of locations players control. Players will also face cards like the Uruk Soldier (Assault on Osgiliath, 93) that can force them to return locations to the staging area. Finally, many of the Osgiliath locations have text that return them to the staging area if the players cannot successfully defend them. Altogether, this means that you’ll need more than mere strength of arms to retake Osgiliath; you’ll need a plan.

Forewarned Is Forearmed
Players setting out to join the Assault on Osgiliath will need to prepare themselves for the scenario’s Orc and Southron onslaught, and they’ll do well to consider the help they may gain from several of the Adventure Pack’s new player cards.

At its height, the city of Osgiliath was a terrific seat of learning and power, and it held one of the most powerful of artifacts in Middle-earth. The seven Seeing-stones were gifts from the Noldor to the Men of Númenor, and Gandalf judged them even beyond the craft of Sauron. When Númenor was swallowed by the sea, the Númenorians who escaped sailed in nine ships, carrying a seedling of Nimloth, the White Tree, and the seven Seeing-stones, or palantíri. To those who could master them, they would allow far-sight and communication across great distances. Though the seven were scattered and thought lost, Gandalf and the other heroes of Middle-earth eventually discovered one in the possession of Saruman, learned that one was in the possession of Sauron, and found a third in the possession of Denethor II.

In Assault on Osgiliath, players can make use of their own Palantír (Assault on Osgiliath, 90). Palantír can provide players with tremendous power to confront the Shadow in Assault on Osgiliath, but using the Palantír is a path that renders them perilously vulnerable to the Dark Lord’s attention and influence.

Plan Your Attack
In addition to its challenging new scenario and the Palantír, Assault on Osgiliath introduces a new Ranger hero, and a number of cards that support the Gondor and Outlands traits. You’ll also find cards that promote the construction of mono-sphere decks and that represent the effective traps, ambushes, and skirmishes that Ithilien’s scouts and Rangers use to weaken their foes. Altogether, it’s a wide array of cards to support multiple new strategies, and you’ll need everything you can find to confront the Orc and Southron hordes and reclaim the city.

• The fourth Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game
• Introduces an all-new scenario, hero, and three copies of each player card
• Continues the cycle’s ongoing narrative
• Immerses players in one of the game’s most sweeping and epic battles

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19.50 €
Lord of the Rings LCG: AS5 -The Blood of Gondor Adventure Pack
Lord of the Rings LCG: AS5 -The Blood of Gondor Adventure Pack

The fifth Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game!

After Lord Boromir valiantly leads the war host of Gondor to reclaim the city of Osgiliath, he asks the Rangers of Ithilien to pursue their retreating foes. He also asks several of Middle-earth’s greatest heroes to join the hunt.

The Blood of Gondor immerses players in the dangers and the thrills of the hunt. They control Middle-earth’s heroes in an all-new scenario in which they seek to stop their foes from retreating and regrouping. However, the forest roads of Ithilien are full of perils, and the Orcs and Uruks of Mordor lurk in wait along the way. Will the hunters become the hunted? The Blood of Gondor introduces scenario-specific rules for “hidden” cards and the dark menace of the Black Númenorean.

Not only do the sixty cards in The Blood of Gondor introduce a new scenario, but they also offer players a new hero and three copies each of several new player cards that reinforce the Against the Shadow cycle’s focus on the Gondor trait and cards that enhance the viability of decks built from a single sphere.

Bulwark of the West
The Tactics sphere features relatively few characters with high Willpower, but it has long excelled at defending fellowships against their enemies and then defeating them in combat. Thus, Tactics players often assume the role of their groups’ defenders, working to intercept attacks and allow their teammates to focus on other aspects of their quest.

It becomes harder, though, for Tactics players to manage all the game’s enemies as their teammates’ threat levels rise. When enemies start to engage with the other players, the Tactics player has traditionally needed to exhaust characters with Sentinel to help defend and exhaust characters with Ranged to help attack. This has long been the established means of defending and fighting across the table, but the introduction of stalwart new Tactics allies like the Defender of Rammas (Heirs of Númenor, 7) may prompt players to seek new deck designs and new flexibility for how they declare defenders and attackers.

Accordingly, Tactics players gain a powerful new event in The Blood of Gondor that opens new deck-building space. It also allows them to perform the role of defender and attacker better than ever!

For two resources, The Hammer-stroke (The Blood of Gondor, 111) allows a player to engage every enemy in play. Not only can this relieve his teammates of some pressure, but it can also allow the Tactics player to strike with Gimli (Core Set, 4) against an enemy that earlier had the temerity to engage a different player... and slip away from Gimli’s axe.

If you look to engage every enemy in the game, you’ll want to be sure you’re not getting yourself into trouble. Confronting an assembled horde can be deadly business, but if any sphere can handle the load, it’s Tactics. In combination with Thicket of Spears (Core Set, 36), The Hammer-stroke can buy the players a turn in which every enemy in play is prevented from attacking. Alternately, the Tactics player may dip into the Leadership heroes to use Elrohir (The Redhorn Gate, 1) as a defender who can pay one resource to ready and follow up Elrohir’s defense with a series of attacks directed by his brother, Elladan (Road to Rivendell, 28). Or you can have Boromir (The Dead Marshes, 95) stare down the assembled horde and go out in a blaze of glory, raising your threat to ready him so that he can defend every attack, and then discard him, using his second ability, to deal two damage to every enemy.

With its support for mono-sphere decks, the Against the Shadow cycle opens up myriad deck-building options for players committed to exploring the synergies within a single sphere, and The Hammer-stroke provides committed Tactics players plenty of incentive to explore new concepts within the sphere.

Watch Your Back
The Hammer-stroke is just one of the exciting new player cards in The Blood of Gondor, and it may very well come in handy as you play through the Adventure Pack’s new scenario. The woods of Ithilien are full of hidden Orcs and Uruks, and you’ll need a good blade in hand when you find them!

• The fifth Adventure Pack in the Against the Shadow cycle for The Lord of the Rings: The Card Game
• Introduces an all-new scenario and its perilous “hidden” cards mechanic
• Players gain a new hero and three copies of each new player card
• Immerses players in a hunt for retreating Orcs through the forests of Ithilien

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19.50 €
Lord of the Rings LCG: Attack on Dol Guldur Standalone Quest
Lord of the Rings LCG: Attack on Dol Guldur Standalone Quest

Ever since Sauron established Dol Guldur as his stronghold after his return to Middle-earth, the haunted fortress has been a source of dark power and death. Its very presence poisoned the Greenwood, and as the War of the Ring raged on, the acolytes of the Dark Lord used the fortress as their base while they launched relentless assaults on the realm of the Elves. Now, the time has come for the reign of darkness to end.

Attack on Dol Guldur, the epic standalone scenario pack for The Lord of the Rings: The Card Game that was featured at Gen Con 50 and the 2017 Fellowship Even.

Break Their Defenses
Rally your heroes for a battle with the servants of Sauron in Attack on Dol Guldur! This standalone scenario for The Lord of the Rings: The Card Game transports you and your company of heroes to the dangerous Wilderlands, where you have the chance to align yourself with the great host of Lórien as they fight to free those held in the Necromancer’s dungeons and drive back the dark forces that seek to consume Middle-earth. Your quest begins in the Golden Wood, fighting back a long-prepared assault by the armies of Dol Guldur. But even if you succeed in defending the realm of the Elves, you know that it is only a matter of time before the dark forces strike again. In order to protect the fair woods and those who reside there, you must cross the mighty River Anduin and take the battle to the Hill of Dark Sorcery itself.

Launching a siege on the fortress will prove no simple task. Through Sauron moved his seat of power to Barad-dûr after the attack of the White Council, the fortress of Dol Guldur remains a stronghold of dark sorcery. The halls of the Necromancer are protected by a swarm of Orcs, Trolls, and other evil Creatures, all led by Sauron’s four Indestructible Lieutenants who you will encounter at various points throughout your quest. These enemies cannot be destroyed, even if they suffer damage equal to their hit points. The only way to defeat them is to tear down the fortress that provides them with this unnatural power.

Among these denizens of darkness, you will face a powerful enemy in the form of Chieftain Morlug (Attack on Dol Guldur, 12). As a Lieutenant of Sauron’s army, this Uruk commander never fights alone. When Chieftain Morlug attacks you, you must discard cards from the encounter deck until an enemy is called forth and, with the insatiable bloodlust that defines Sauron’s forces, they immediately engage you in battle.

Beyond the enemies who defend it, the fastness itself is a threat. Dol Guldur has its own attached treat dial that acts as a siege tracker throughout the battle, displaying the strength of Dol Guldur, which you must overcome before you can defeat Sauron’s Lieutenants. When Dol Gulur’s city strength falls to zero, each Lieutenant loses their Indestructible keyword.

Call in Reinforcements
Attack on Dol Guldur originally premiered at Gen Con 50 and was later featured as a favorite at the 2017 Fellowship Event. This scenario is designed to embrace Fellowships of every size, whether you wish to campaign with a small band of elite fighters or strike with the force of a great host. This scenario pack features two forms of gameplay with both Standard Game Mode and Epic Multiplayer Mode. Standard Game Mode supports one to four players and can be played with a single copy of Attack on Dol Guldur. Otherwise, with three copies of the scenario pack, you can support an incredible three to twelve player game and launch an assault on the fortress from multiple fronts.

As separate parts of a single siege, each team must face their challenges alone, as each stage acts as its own game. Card abilities on one stage cannot affect the battle unfolding at another stage, but those on separate stages may use the same unique cards if they so choose. Epic Multiplayer Mode divides your heroes into three teams playing different stages simultaneously, each facing their own set of challenges with a separate encounter deck as they work together to defeat the evil that awakens in the halls of the Necromancer once more.

You will need every ally you can gather if you wish to overcome the treachery of the dark fortress with its Power Sevenfold (Attack on Dol Guldur, 27). Even with its dread master absent, executing an attack on the Necromancer’s fortress is certain to fill the hearts of your outnumbered comrades with sense of dread, equipping this encounter card with the Doomed 1 keyword. When revealed, each player must choose to either search for a Dol Guldur location and add it to the staging area, or find an Orc enemy and immediately engage it in battle.

If, in the heat of battle, the last player at any stage is defeated, the siege fails and the entire group loses the game. If, however, at the end of the round Dol Guldur’s city strength is zero and there are no Lieutenants left to defend it, the fortress is captured and your heroes are victorious. While you may fight, defend, and quest separated from your allies, you are united by honor, by fellowship, and by the desire to bring Sauron’s reign to an end.

Restore Hope
Throw down the walls of Dol Guldur. Lay bare the pits, free the condemned souls within the dungeons, and break Sauron’s hold on Middle-earth!

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18.00 €
Lord of the Rings LCG: Black Riders Playmat
Lord of the Rings LCG: Black Riders Playmat

Now, you can step more fully into the realm of Middle-earth with a new 24" x 14" playmat.

Embark on your adventures in Middle-earth in style with five new playmats for The Lord of the Rings: The Card Game!

Whether you are participating in a thrilling Fellowship Event, or just playing around the kitchen table, these high-quality playmats present your cards in a cinematic fashion, featuring iconic art from The Lord of the Rings: The Card Game, while providing a play surface perfect for protecting your cards from stains or spills.

With these beautiful playmats, you can conduct your games in a style to match whichever type of quest you seek, whether battling the forces of darkness or seeking adventure in the farthest reaches of the realm.

Each playmat features a gorgeous piece of original art from The Lord of the Rings: The Card Game printed atop a high-quality, slip-resistant rubber base. Whether you’re embarking on a distant adventure to unknown realms or just playing around the kitchen table, these The Lord of the Rings: The Card Game playmats present your cards in a truly cinematic fashion and provide a premium play surface to field your excursions in Middle-earth.

The Black Riders Playmat takes players back to the first taste of fear that Frodo and his companions experienced upon leaving the safety of the Shire. Beneath the gloom of the trees, the Nazgûl seek the One Ring for their dark master, and they will kill the one who carries it. Frodo is a breath away from death, but this is only the beginning of the trials he will face. To defend the home behind him, he must move forward.

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24.80 €
Lord of the Rings LCG: Black Riders Saga Expansion
Lord of the Rings LCG: Black Riders Saga Expansion

A fantastic adventure awaits you!
With The Black Riders, you and your friends will accompany Frodo Baggins as he begins his epic journey to destroy the One Ring. Three new scenarios carry you out of the Shire and along the road to Rivendell, but you must be wary. The Nine are abroad, the lure of the Ring is difficult to resist, and your every action has a meaningful consequence...

The Black Riders recreates a selection of dramatic event as told in the first half of J.R.R Tolkien's The Fellowship of the Ring. It is the first of a series of Saga expansions that eventually will allow players to replay Frodo's epic journey from the Shire to Mount Doom, as well the dramatic events experienced by other members of the Fellowship.

The Nine Are Abroad
As in the game’s other Saga Expansions, The Hobbit: Over Hill and Under Hill and The Hobbit: On the Doorstep, each scenario in The Black Riders follows the events of the classic story by J.R.R. Tolkien as faithfully as possible. You’ll have the chance to travel through the Shire, meet Elves, find allies in The Prancing Pony, and enjoy a good puff of pipeweed after second breakfast. Of course, your path will also hold its share of perils, including the threat posed by the Nine Riders and their hunt for the Ring.

In each of the expansion’s three scenarios, Frodo and his companions must elude or confront the fearsome Nazgûl. Few can ride openly against the Nine, and your best option may be to hide from them. Still, that may prove to be a difficult task. From Bag End, your heroes must help Frodo reach Buckland and cross at the ferry. Then, when spies cause trouble in Bree, your flight through the wilderness leads to a desperate confrontation at Weathertop. Should your heroes survive, they’ll have to race for the Ford of Bruinen and the safety of Rivendell.

The Lure of the Ring
The thematic weight of The Black Riders and its scenarios carries far beyond the degree to which it follows the events of The Fellowship of the Ring. It brings you face to face with some of the difficult decisions Frodo was forced to make; the new Ring-bearer version of Frodo Baggins (The Black Riders, 1) comes with the powerful ability to trigger the redraw of an encounter card. Frodo’s ability allows you to ignore any “When Revealed” text as well as all keywords such as Surge and Doomed. You simply shuffle the card back into the deck and draw again.

But, of course, this ability comes with a catch: to use it, you must exhaust the One Ring. Just as in the novels, you’ll be tempted to use the Ring to avoid danger, and just as in the novels, there is danger in using the Ring. If you cancel a harmful treachery, will you find your way to a relatively low-threat location? Or will you find yourself suddenly face to face with one of the Nazgûl?

Campaign Mode
Each of the three scenarios in The Black Riders can be played independently, but can also be linked together as the first three chapters of a greater, ongoing narrative that will continue into future Saga expansions. New to The Black Riders, Campaign Mode introduces unique rules and special Boons and Burdens that weave independent scenarios into a cohesive narrative. Much like the treasures from the two Hobbit Saga Expansions, these cards serve as physical reminders of all you accomplished, but they allow for deeper storytelling than treasure cards do. By rewarding both positive and negative actions, these new card types ensure that the decisions you make in any given scenario will have consequences in your later adventures.

Boons all lend strength or support to your cause, but Burdens hold you back. They represent the consequences of faltering steps and bad decisions, and unlike most encounter cards that created obstacles, demanding focus and action only in the moment, Burdens carry from scenario to scenario and can weigh down upon your soul. Both of these new types of cards are exclusive to Campaign Mode and do not count against the standard limits for your play deck or a scenario’s encounter deck. Boons and Burdens are used only when playing the Lord of the Rings Saga campaign.

Good Friends
In addition to its new quests and encounter cards, The Black Riders offers players the opportunity to explore life as a Hobbit!

In addition to the new Frodo Baggins, The Black Riders delivers four other Hobbit heroes and thirty-three new player cards (three copies each of eleven different cards, which may all be used in any game of The Lord of the Rings: The Card Game). These cards lend fantastic new support to Hobbit-focused decks. The iconic race comes to life with its own set of themes built around controlling multiple Hobbit heroes and confronting enemies with engagement costs higher than your threat. Altogether, the new player cards in The Black Riders bring Frodo, his friends, and his relatives to a new position of prominence and playability.

In his prologue to The Fellowship of the Ring, Tolkien wrote that Hobbits “possessed from the first the art of disappearing swiftly and silently,” and several of the player cards from The Black Riders allow Hobbit characters to duck beneath the notice of the enemies that would hunt them. The event, Take No Notice (The Black Riders, 11), can give you a free pass during the engagement phase, allowing you to slip beneath the notice of each enemy lurking there. Alternatively, it can play into the strengths of other cards, like Hobbit Cloak (The Black Riders, 13), that grant bonuses to your Hobbits when they choose to engage enemies they could otherwise avoid.

Combined, such cards from The Black Riders allow you to avoid enemies or summon the courage to face them head on, and this turns your Hobbits into cunning and resilient heroes who have perfected the art of disappearing swiftly and silently.

Play at Your Own Level
Whether you want to confront your foes or avoid them, The Black Riders presents you a quick and convenient way to ease into the perils of its new scenarios. The recent introduction of Easy Mode allows you to decrease a scenario’s level of difficulty by targeting a number of encounter cards to remove from the encounter deck. Removing these encounter cards won’t change the basic nature or mechanics of a scenario, but they will make it easier. Taken together with Standard Mode and Nightmare Mode (which was first introduced in 2013 Season One Game Night Kits), Easy Mode offers a level of difficulty that’s perfect for casual players, newcomers, or players running thematic decks that are not efficient enough for higher difficulty levels. Read more about the new difficulty level in Play at Your Own Level.

The Epic Saga Begins
Your quests in The Lord of the Rings: The Card Game have never mattered so much. Accompany Frodo Baggins and his companions along their first steps of his epic journey. The fate of all Middle-earth hangs in the balance!

Play through all-new scenarios, face deadly Nazgûl, and add the Shire’s greatest heroes to your company.

• A new 165-card Saga Expansion for The Lord of the Rings: The Card Game
• Optional Easy Mode presents a new level of accessibility for casual players
• Players join Frodo Baggins and his friends for adventures drawn directly from the early chapters of The Fellowship of the Ring
• Three new scenarios play independently or combine in Campaign Mode
• Boon and Burden cards ensure your actions have consequences

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36.00 €
Lord of the Rings LCG: Card Game
Lord of the Rings LCG: Card Game

Katso pelin esittely valmistajan Youtube -sivuilta.

The Lord of the Rings: The Card Game is a cooperative card game that puts 1-2 players (or up to four with two Core Sets!) in control of the most powerful characters and artifacts of Middle-earth. Players will select heroes, gather allies, acquire artifacts, and coordinate their efforts to face Middle-earth’s most dangerous fiends. By cooperating to overcome the obstacles drawn from the encounter deck, you will complete the quest before you and claim victory!

The Core Set includes 226 cards that can be used to assemble a wide variety of decks right out of the box. Included are three perilous quests that, along with countless combinations of settings and enemies, offer near-limitless replayability.

Additionally, players can build a party from a set of 12 hero cards, and focus their decks on any combination of four distinct spheres of influence: Leadership, Lore, Spirit, and Tactics. Each sphere offer unique benefits to the party, so choose wisely!

Monthly 60-card expansion packs called Adventure Packs will introduce new quests, heroes, allies, attachments, events, and encounters, allowing players to fully customize their game and continue their fight against the Dark Lord!

• Build your decks from the 4 spheres of influence: Tactics, Lore, Spirit, and Leadership
• Build a party of heroes from an assortment of notable characters from the beloved novels by J.R.R. Tolkien
• Number of Players: 1 - 2 (or up to 4 with 2 Core Sets)
• Playing Time: 30 - 90 mins

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50.30 €
Lord of the Rings LCG: DC1 -Flight of the Stormcaller Adventure Pack
Lord of the Rings LCG: DC1 -Flight of the Stormcaller Adventure Pack

The first Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game!

Set after the events of The Grey Havens deluxe expansion, Flight of the Stormcaller introduces a new scenario that allows you to embark upon a dramatic, high-stakes chase across the stormy seas. Your heroes join the crew of the Dream-chaser and the other ships in her fleet, and they must battle through treacherous waters, foul weather, and Corsair ships to close upon the Stormcaller, the powerful vessel commanded by the ferocious Captain Sahír. Time is of the essence, and if your heroes can't catch the Stormcaller, they'll forfeit their only link to the forsaken realm of Númenor.

Along with this unique scenario, which features quests decks for the players and for the Corsairs, Flight of the Stormcaller introduces a new Leadership hero and three copies each of ten different player cards. Altogether, its sixty new cards carry us far across uncharted waters, support decks designed to run with fewer than three heroes, reinforce the enduring strengths of the Gondor trait, and boast a handful of unique allies and events that plunge us deep into the cycle's new themes and mechanics.

For more about those themes and mechanics, we turn to the lead developer of the Dream-chaser cycle, Matthew Newman.

Lead Developer Matthew Newman on the Dream-chaser Cycle:
"Like each of the cycles before it, the adventures and player cards in the Dream-chaser cycle explore new themes and concepts within The Lord of the Rings: The Card Game. You might even say they venture into “uncharted” territory. However, unlike the adventures from previous deluxe expansions and cycles, the story related through The Grey Havens and the Dream-chaser cycle follows a voyage that spans many leagues, taking players all the way across Middle-earth’s oceans. Throughout their journeys, players will discover uncharted ruins, sail in the wake of vicious pirates, battle a giant sea-monster, and explore an underwater grotto.

With this cycle, we wanted to take players off the map of Middle-earth for the very first time. As a result, it was fitting that the player cards in this cycle also did something they’ve never done before. The major theme of the Dream-chaser cycle is the manipulation of resources – not just allowing you to move them around from one character to another, but changing the way we play with and view resources. As a whole, the cycle boasts a high concentration of expensive and unique allies, who come with powerful effects that we expect will excite you to play with them.

About a quarter of the cards in the Dream-chaser cycle have effects that can be boosted through the expenditure of additional resources. Why is this interesting? The resources spent are not always of the card’s sphere. Take, for example, the card Tides of Fate (Flight of the Stormcaller, 7). When a shadow card increases an enemy’s attack, you can play Tides of Fate for zero Spirit resources to increase the defending character's Defense Strength by three. This acts as a soft-cancel for one of the most common shadow effects in the game, an increase in the attacker's Attack Strength. But there's more! If the players, as a group, spend two additional resources – from the Tactics sphere – you can then ready the defending character and boost its Attack Strength by three for its next attack.

Many of these cards act as pseudo “duo-sphere” cards, allowing you to marry two spheres together within your deck. Tides of Fate is a perfectly fine card in a Spirit deck with no Tactics, serving as a somewhat softer, but cheaper version of Hasty Stroke (Core Set, 48). But if you insert it into a deck with one or two Tactics heroes, it becomes much more versatile. And in my opinion, the best thing about these cards is how they encourage cooperation and teamwork in a multiplayer game – since the players can pool together their resources to pay for these additional effects, there are many instances in which they can be played.

The Leadership ally Eldahir offers another example from later in the cycle. For four Leadership resources, Eldahir is a Dúnedain ally with solid all-around stats, plus the Sentinel keyword. While he's not spectacular on his own, when he's combined with access to some Lore resources, he becomes extremely useful. His ability allows you to spend one Lore resource to look at a facedown shadow card, and if that card has a shadow effect, he becomes an even stronger defender. One resource is a small price to pay for some on-the-fly shadow scrying, but it’s even better when you consider that his action can be triggered by any player. You can play Eldahir with your Leadership resources and have your more vulnerable Lore-inclined partners take advantage of both his ability and his Sentinel keyword. Or, you can put Eldahir in a deck with both Leadership and Lore, perhaps taking advantage of his Dúnedain trait and Heir of Valandil (The Lost Realm, 10), using him to defend when you spot a shadow effect, and attack when you don’t.

Every single combination of spheres has a card in the Dream-chaser cycle that can be boosted in this way. It was a lot of fun to both dream up effects that would encourage players to pool their resources, as well as the combinations of effects that married the themes of two spheres together. Because of the unique way that they manipulate resources, these cards explore an interesting new space within the game, and I can see players building decks specifically to take advantage of their effects, or even building team-decks that allow each player to pay for each other’s cards.

Meanwhile, the Dream-chaser cycle and its Adventure Packs will continue to expand on each sphere and trait’s major themes – Noldor, Silvan, Gondor, Rohan, Hobbits, and Dwarves all receive cards that push their play style to the limit and encourage creative deckbuilding. Have fun!"

Sail the Uncharted Waters
Adding new weight to the rules for ships and sailing from The Grey Havens, your pursuit of Captain Sahír and his Stormcaller will lead you far across the seas, past treacherous reefs and through perilous weather. Will you catch the Corsair and recover the relic he stole? Or will you capsize and join the untold masses of drowned and forgotten souls who lost their way along Middle-earth's uncharted waters?

You'll have your chance to test your nautical skills and tack into the first chapter of an epic, new adventure.

• The first Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Embark upon a dramatic naval chase in an all-new scenario
• Introduces new multiplayer-focused cards that permit groups to pay for “kicker” abilities
• Lends further strength to the Noldor trait with powerful abilities that players trigger by discarding cards from their hands
• Requires a copy of the Core Set and The Grey Havens deluxe expansion to play

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18.00 €
Lord of the Rings LCG: DC2 -The Thing in the Depths Adventure Pack
Lord of the Rings LCG: DC2 -The Thing in the Depths Adventure Pack

The second Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game!

Having caught up to the Corsairs' Stormcaller after a harrowing pursuit across troubled seas, several of Middle-earth's heroes prepare to lead a boarding party in order to reclaim the Númenorean artifact the Corsairs had stolen. However, their battle with the seasoned Corsair warriors is only the first act in a scenario that quickly spirals into nightmare when the waters beneath the Stormcaller begin to churn and massive, tentacled arms erupt from the sea to grapple the ship and the sailors aboard it!

The sixty new cards in The Thing in the Depths allow you to determine the course of the resulting battle, even as they introduce a new Spirit hero and three copies each of eight different player cards, including innovative new allies for each of the four spheres. Will these new allies add enough strength to your fellowship to help you survive your high-seas confrontation with an incomprehensible monster? Will they prevent you from seeing the Stormcaller ripped to pieces beneath you or keep you from being flung into the turbulent waters? You'll need every ounce of your strength to survive… You'll even need the aid of the Corsairs you were fighting!

A Scenario of Two Halves
Even as it offers you the chance to participate in deadly, high-stakes battles, the scenario from The Thing in the Depths reaches into new territory with the Grapple keyword and a dramatic shift in tone between its two main acts.

During the scenario's setup, you set aside The Thing in the Depths (The Thing in the Depths, 49) and all the related cards from The Thing in the Depths encounter set. This terrifying Creature and its many tentacled arms aren't a concern at the adventure's outset. Instead, you'll find yourself more preoccupied with boarding the Stormcaller, fighting through its crew, and making your way to its Captain and First Mate.

Then, after you watch these brutal fighters cut down your allies, the whole scenario changes tenor as the first massive tentacle rises from the waves and lashes around the ship's mast. Other tentacles follow immediately, writhing out of the water to rip sailors from their footing, to grab at parts of the ship, and to punch through its hull. In no time, the Corsairs that you were fighting are willing to forge a necessary truce so that you may fight together against the unknowable Creature that threatens to rip apart the very vessel upon which you stand.

When you reach the second stage of The Thing in the Depths, you remove each encounter card from the Corsair Raider encounter set, add all those from The Thing in the Depths encounter set, and reshuffle the encounter deck. Here, the scenario takes on an almost completely different set of challenges, and its new Grapple keyword first comes into play.

In The Thing in the Depths, the Grapple keyword represents the terrible threat that the scenario's gigantic sea beast poses the Stormcaller and all who stand aboard its decks. When an enemy with the Grapple keyword enters play, it is immediately attached facedown to the location indicated by the parenthetical text associated with its Grapple ability. For example, a Grapple enemy might attach to the location with the highest Threat, the one with the fewest quest points, or the one with the lowest Threat. Regardless of the location to which the Grapple enemy attaches, though, it ends up increasing that location's Threat by two.

While you might think that could simply ignore these enemies by increasing the Willpower you commit to the quest each round, you can't allow the Creature to continue grappling and ripping at the Stormcaller because if any Ship location ever has its Threat raised to nine or higher, the ship rips apart, everyone aboard tumbles into the sea, and you lose.

Accordingly, you must detach the monster's many tentacles from the locations they're grappling. To do so, you must either fully explore the locations they're grappling or travel to them, making a grappled location the active location. Whenever a grappled location becomes the active location or is explored, the enemies that were grappling it are detached, flipped faceup, and added to the staging area as normal enemies… You heroes will no longer have to battle these enemies off of the ship; they'll simply find their enemies' full attention directed at them instead!

Allied by the Common Cause
Almost as much as it presents a terrifying struggle against a monstrous denizen of the deeps, The Thing in the Depths is simultaneously an Adventure Pack about alliances. Not only does it introduce impactful new allies into each of the four spheres, but it affords you the rare opportunity to side with a couple of characters who were just previously your foes.

Captain Sahír (The Grey Havens, 76) and his First Mate Na'asiyah are brutally efficient fighters, but when the monster from The Thing in the Depths attacks their Stormcaller, they decide to employ their skills toward the common cause. Although you'll first have the opportunity to encounter these powerful enemies in The Grey Havens, Captain Sahír and his First Mate both show a new side in The Thing in the Depths – their Objective Ally sides. In one of the more dramatic ways that the Dream-chaser cycle focuses on powerful and unique allies, The Thing in the Depths presents you a way to take advantage of the resource-driven Captain Sahír (The Grey Havens, 77) that cleverly mirrors the threat he poses as an enemy.

Of course, it's not best to rely upon the talents of a notorious Corsair and Raider for your survival, and you might want to incorporate the new ally version of Sam Gamgee (The Thing in the Depths, 35). For three resources, he provides a fair return of two Willpower, with the ability to boost up to three Willpower – as well as two Attack Strength and Defense Strength – anytime you are forced to raise your threat. Naturally, Sam is even better when you have Frodo in your fellowship, in which case he costs you just a single resource, and if your Frodo is the spirit hero from Conflict at the Carrock (Conflict at the Carrock, 25), then you gain a built-in way to raise your threat to ready Sam and boost his stats.

• The second Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Battle Corsair raiders and a nightmarish, tentacled denizen of the deeps
• Includes powerful allies for each of the four spheres of influence
• Introduces the first Spirit hero to feature the valuable Ranged keyword
• Requires a copy of the Core Set and Grey Havens deluxe expansion to play

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18.00 €
Lord of the Rings LCG: DC3 -Temple of the Deceived Adventure Pack
Lord of the Rings LCG: DC3 -Temple of the Deceived Adventure Pack

The third Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game!

After a treacherous journey at sea, several of Middle-earth's greatest heroes arrive at a remote island, covered in mountains, jungles, and the ruins of a fallen civilization. Somewhere amid those ruins, a chest has lain locked and half-forgotten for untold ages. Now, with the key to that chest in their possession, your heroes must scour the island to find it, but their every step carries them deeper into the middle of uncharted natural dangers… and closer to the hordes of cursed dead that haunt the isle!

With its sixty cards and innovative mechanics, Temple of the Deceived introduces a new Leadership hero, twenty-seven new player cards (three copies each of nine different cards), and a thrilling new scenario that carries the fantastic explorations of The Lord of the Rings: The Card Game to all new heights!

Journey Through the Jungle
One of the greatest strengths of The Lord of the Rings: The Card Game is that every new scenario permits the seamless exploration and integration of new mechanics and play experiences, and the scenario from Temple of the Deceived pushes this idea to the limit, providing such a unique take on the game's classic challenges that it is bound to become an instant fan-favorite.

At the beginning of the game, instead of adding the scenario's locations to the encounter deck, along with its treachery and enemy cards, you pull them out – all fifteen of them – and create a map of your uncharted island. This Island Map then drives the rest of the adventure forward, as your fellowship tracks its progress from site to site, aiming to find its way into the towering temple on the other side.

Because you start with fifteen locations in play and none in the encounter deck, Temple of the Deceived also introduces new rules for how you interact with the Island Map. Notably, you always have an active location, you track your progress along the map with a token, the only locations considered to be "in the staging area" are those orthogonally adjacent to your active location, and all the locations in the Island Map enter place facedown, only to be turned faceup once you travel to them.

As a result of these novel rules, your journey to the Temple of the Deceived is full of potential pitfalls and traps, meaning the concept of exploration is raised to a height unprecedented in The Lord of the Rings: The Card Game, and you will want to take advantage of every opportunity you find to scout your path.

Of course, your journey isn't some tranquil stroll. You must still deal with all of the encounter deck's fearsome Undead and treachery cards, adding the drama and tension inherent in your conflicts to the constant excitement of your discoveries.

Scouting Your Way
The theme of exploration takes more than one form in Temple of the Deceived. Even as its scenario pursues this theme with innovative mechanics, its Scout hero and many Scout-related player cards allow players to experiment with new ways to complete their quests. Will you send a Rhovanion Outrider (Temple of the Deceived, 62) or three to ride ahead and find the best path through the jungle? Will you travel swiftly together as a Scouting Party (Temple of the Deceived, 63)? Or will you and your companions find yourselves caught in battle with the island's Undead and relying upon Ceorl (Temple of the Deceived, 58) to lend his strength to multiple skirmishes?

• The third Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Carries the game’s theme of fantastic exploration to a new high as several of Middle-earth’s heroes explore the jungle ruins of a remote, mountainous island
• Innovative new mechanics allow players to plot their own course across the scenario’s Island Map
• The theme of exploration is also reflected among the expansion’s hero and its twenty-seven player cards with a heavy emphasis of the Scout trait
• Reinforces the cycle’s exploration of player cards with multi-sphere effects

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18.00 €
Lord of the Rings LCG: DC4 -The Drowned Ruins Adventure Pack
Lord of the Rings LCG: DC4 -The Drowned Ruins Adventure Pack

The fourth Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game!

After sailing over treacherous seas, surviving battles with Corsairs and a ferocious sea monster, and trudging across a jungle island infested with evil Undead, several of Middle-earth's heroes have finally arrived at the Temple of the Deceived, wherein they expect to find the locked chest that they can unlock with the mysterious key they hold. However, before they can get to the chest, they must find their way through the Temple of the Deceived and its treacherous Underwater passages...

In its new scenario, The Drowned Ruins introduces these deadly Underwater locations and the monsters that live within them. Additionally, the Adventure Pack's sixty cards also introduce a new Silvan Lore hero and three copies each of nine different player cards that reinforce the Dream-chaser cycle's focus on cards that exist within one sphere of influence but offer bonus effects if you can pay for them with another sphere. Moreover, the pack and its cards offer a healthy dose of new Silvan-themed cards, including new Scout and Warrior allies. Finally, you'll find new cards for your favorite Hobbit, Dúnedain, and Trap decks, as well as a new Title attachment to support any Secrecy deck built around playing with two or fewer heroes.

Hold Your Breath
As throughout most of the Dream-chaser cycle, the exploration of The Lord of the Rings: The Card Game comes to the fore in The Drowned Ruins. As the scenario challenges your heroes to find their way through a maze of natural caverns, it incorporates a Grotto deck of nine double-sided Grotto locations that you set aside from the rest of the encounter deck at the beginning of the game.

On one side of each of these cards is a Grotto location. On the other side is an Underwater location. Whenever you travel to a Grotto location, you can trigger its Response effect and flip it to its Underwater side. Doing so discards all the progress you may have placed on the Grotto side, but it helps you get closer to your ultimate goal. In order to get through the scenario's first quest stage, you must successfully travel through three Underwater locations, adding them to the victory display.

But travel through the murky depths is both difficult and dangerous. Each of the nine Underwater locations in the Grotto deck requires you to make ten or more progress to clear it, and each has a terrifying Forced effect that reinforces the idea that your heroes are unable to pause or take a breath. For example, the Dark Abyss (The Drowned Ruins, 101) deals one point of damage to each of your characters at the end of the quest phase. That's an effect that's bound to keep you moving forward, especially when you consider that the quest restricts you even further, preventing you from playing new allies or attachments while your heroes are Underwater!

Since the Grotto locations you explore don't go to the victory pile, but instead go back to the Grotto deck, your passage through the cold waters of The Drowned Ruins is bound to be punctuated by long, desperate swims and returns to the surface to try to catch your breath, heal, and resupply. Of course, your journeys in The Lord of the Rings: The Card Game are never just about moving through a series of locations, and the watery caverns of The Drowned Ruins are naturally full of enemies and treachery cards that you will have to face along your way.

Finding Your Way
In addition to its scenario, The Drowned Ruins contains a new hero and twenty-seven new player cards (three copies of each). Among these player cards are a wealth of new allies, events, and attachments, including several new Silvan cards that may very well help you negotiate the scenario's watery passages.

Even though the Woodland Courier (The Drowned Ruins, 87) will no doubt feel out of place in the scenario's dark and sunken tunnels, she can still help you make swift progress along your chosen path. In fact, the woodland Silvan may even surprise you as some of the best traveling companions you could hope to find for this specific journey. After all, their abilities tend to trigger when they enter play, meaning you'll often find The Tree People (The Dunland Trap, 9) bouncing in and out of play, and anything that bounces these allies into play rather than requiring you to play them from hand can allow you to bypass the Stage 1B restrictions on playing allies and attachments.

Accordingly, if you play a Woodland Courier and then travel Underwater, you may still be able to return her to your hand with Feigned Voices (The Three Trials, 27) in order to prevent an enemy from attacking you. Alternatively, you might defend that enemy with a different character and then use The Tree People to return your Woodland Courier to your hand in hopes of getting a Marksman of Lórien (The Drowned Ruins, 85) into play from the top of your deck. After all, if you succeed, you'll reduce the enemy's Defense strength by two, meaning there are very few enemies your Marksman cannot help you defeat the round he comes into play, especially if your fellowship includes Celeborn (The Dunland Trap, 1).

Meanwhile, even though these Silvan allies may present you with interesting ways to travel through the scenario's Underwater locations, they're not the only allies in the pack, nor the only aid your heroes will receive. You'll also find the new Dwarven Sellsword (The Drowned Ruins, 83), a new Hobbit ally, and a couple of cards that may allow you to traverse even these strange and deadly tunnels with fewer than three heroes…

What Will You Discover?
If your heroes can survive their journeys, what will they discover? Part of exploration is the mystery of discovery, and you'll find both exploration and mystery in abundance in The Drowned Ruins.

• The fourth Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Continues the cycle’s focus on exploration as your heroes must find their way through a maze of Underwater passages
• A new Silvan hero for the Lore sphere of influence excels at countering the threat presented by the game’s enemies
• Reinforces the cycle’s emphasis on player cards with multi-sphere effects
• Twenty-seven player cards permit the construction of new decks and deck types

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19.50 €
Lord of the Rings LCG: DC5 -A Storm on Cobas Haven Adventure Pack
Lord of the Rings LCG: DC5 -A Storm on Cobas Haven Adventure Pack

The fifth Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game!

In the penultimate chapter of the Dream-chaser cycle, Middle-earth's heroes must lend their strength to the defense of Dol Amroth and its fleet. It's a nautical battle like no other as your heroes have to demonstrate their newfound mastery of the Sailing test as well as their prowess in ship-to-ship combat.

Fortunately, as you fight your way through the Corsair fleet, you'll gain the aid of Dol Amroth, as well as that of a talented new Tactics hero. Additionally, you'll find thirty new player cards (three copies each of ten different cards), many of which reinforce the Dream-chaser cycle's focus on powerful allies and secondary effects that can be paid for by the group as a whole.

Naval Warfare
After spending their last several adventures regaining their land legs, in A Storm on Cobas Haven, your heroes will once more need to head to sea, keep their Ship on course, and deal with deadly Corsair Ship enemies. The Adventure Pack's scenario features three quest stages. Make it to the final quest stage, and your heroes will engage the Raiders' flagship in order to defeat it and rout their fleet. Until then, however, you'll need to focus as much on your Sailing as you do on the enemies that surround you.

Like Outmaneuver the Enemy (A Storm on Cobas Haven, 120), both of the first two quest stages feature Sailing tests with significant consequences. Sail successfully to Outmaneuver the Enemy, and you'll get some free damage against enemy ships. Fail, though, and you'll find your ship taking hits, and maybe even taking on water.

Of course, wherever you have Corsairs and Ships, you have boarding parties. And even as your heroes will need to find some way to deal with the dozens of Corsair ships charging through the waters, they'll need to deal with a full assortment of ferocious Corsair enemies from the Corsair deck.

It's enough to sink the spirits of lesser men and women, but your heroes know the fate of Dol Amroth relies upon their efforts. Accordingly, even if it looks like a losing fight, they'll keep going, and they'll hope that the rest of Dol Amroth's fleet will be able to rally behind them.

Throughout A Storm on Cobas Haven, you'll have the chance to rally the forces of Dol Amroth by clearing out and taking control of any of four different Dol Amroth objectives. Like The Beacon (A Storm on Cobas Haven, 136), each of these can then strengthen your position, whether by allowing you to add copies of the Dol Amroth Warship (A Storm on Cobas Haven, 123) to your fleet, by damaging enemy Ships, reducing the Archery total, or improving your chances of Sailing successfully each round.

Arm Yourself
To help your heroes survive its ferocious naval warfare, A Storm on Cobas Haven arms them with an assortment of ten different player cards, a good portion of which focus on combat and healing. Several, like Knife-work (A Storm on Cobas Haven, 114) and Ioreth (A Storm on Cobas Haven, 117), also reinforce the Dream-chaser cycle's focus on effects that the group, as a whole, can pay to trigger.

Still, there's no accounting for the chaos of war, and there's a chance your heroes may foresee their doom amid the cloud of black sails spanning the horizon. While the waters churn, Corsairs scream into battle, and arrows whistle through the air, you may suffer enough damage that you find yourself pushed to the brink. One step back, and you'll fall into the sea and drown…

But even at that moment, you may be able to claim victory via a desperate gambit. Among its player cards, A Storm on Cobas Haven introduces an event with an effect that is entirely unique among all the other cards in The Lord of the Rings: The Card Game. Justice Shall Be Done (A Storm on Cobas Haven, 119) is a Planning Action that eliminates you from the game at the end of the round, but a lot can happen in a single round. And before Justice Shall Be Done eliminates you, it gives you the card draw, the resources, and the opportunity to turn the tide of battle back in your favor.

Obviously, there's limited use for this card in solo play. While you're playing by yourself, you need to have the end in sight in order to benefit from this card; otherwise, it's merely a chance to take vengeance on the scenario that's already beating you down.

In multiplayer, however, Justice Shall Be Done may allow you and your heroes to mount the sort of final stand that can buy the rest of your table the time it needs to find victory. Think, for example, of Gandalf's confrontation with the Balrog. When the entire group is confronted by the threat of defeat, Justice Shall Be Done may allow you to engage and defeat a host of enemies, or clear out several locations, or place enough progress on a quest stage for the rest of the group to focus its efforts toward the final victory conditions.

And even if your play of Justice Shall Be Done doesn't lead to the group's ultimate success, it may allow you to perish in such fashion as to be worthy of a song!

A Storm on the Horizon
The black sails of the Corsair fleet are massing on the horizon, and the bells are ringing in alarm. The salty sea breeze ripples through your hair. A battle is coming!

• The fifth Adventure Pack in the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Middle-earth’s heroes must aid Dol Amroth during a massive fleet battle with ferocious Corsairs
• A new, three-stage scenario makes use of the cycle’s Sailing tests amid tense ship-to-ship combat
• Players gain the use of a new Tactics hero and three copies each often different player cards
• Promotes the cycle’s focus on powerful allies and multiplayer cards with costs that can be paid for by the group as a whole

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18.00 €
Lord of the Rings LCG: DC6 -The City of Corsairs Adventure Pack
Lord of the Rings LCG: DC6 -The City of Corsairs Adventure Pack

The thrilling conclusion to the Dream-chaser cycle of Adventure Packs for The Lord of the Rings: The Card Game!

After a long journey and many surprises, several of Middle-earth's greatest heroes arrived at the city of Dol Amroth, only to find it under siege by a fleet of Corsairs. Taking up their arms once more, the heroes joined Dol Amroth's defense and helped to win the day. Their work, however, was not yet complete...

With its new scenario, The City of Corsairs grants your heroes the opportunity to board the Dream-chaser one last time, set sail for the lands of Umbar, and conclude your business with the Corsairs once and for all. But will you truly be ready for the dangers that await you? Featuring not one, but two new encounter sets, The City of Corsairs challenges you to navigate Umbar's coastal waters and battle past Corsair Ships before you set foot on land to pursue the Númenorean artifact that was stolen from you. Don't expect this task to be easy, though! In their lands, the Corsairs you'll face are deadlier than ever, and the Númenorean artifact grants them a strange and corrupting power.

Fortunately, in The Lord of the Rings: The Card Game, you never have to travel alone. Not only does the game allow you to adventure with up to as many as three of your friends, but it also allows you to fill your deck with numerous allies and as many as three heroes. And these include some of the noblest and most notable names in The Lord of the Rings, such as Prince Imrahil (The City of Corsairs, 138), who offers you his support in The City of Corsairs.

Prince Imrahil and the Support of Gondor
Without a doubt, the arrival of a new Tactics version of Prince Imrahil is one of the highlights of The City of Corsairs. He bears the same two Willpower, three Attack Strength, two Defense Strength, and four Hit Points as the Leadership version from A Journey to Rhosgobel. He also retains the same eleven Threat Cost. However, as Prince Imrahil moves from inspiring Leader to Tactical commander, he trades his self-readying Response ability in favor of a new Combat Action:

"Spend 1 resource from Prince Imrahil’s resource pool to search the top 5 cards of your deck for an ally who shares at least 1 Trait with him, and put that ally into play. Shuffle your deck. At the end of the phase, if that ally is still in play, shuffle it into your deck. (Limit once per round.)"

Although it's limited to the Combat phase and can only target allies that share at least one of his three Traits, Prince Imrahil's ability functions in most other ways like a built-in Sneak Attack (Core Set, 23), making it fantastically ripe for exploration. The fact that Imrahil's ability is restricted to allies that bear one of his three Traits actually does less to limit your exploration than to get it started. After all, a quick survey of the allies released in products up through The Thing in the Depths reveals six Noble allies, thirty-two Gondor allies, and thirty Warrior allies. There exists, of course, some overlap between these traits so that you're not looking at 72 different allies, but the fact remains that Imrahil can target a tremendously varied array of allies, an array that only grows larger with The City of Corsairs and its three new Gondor allies.

Of course, if you're paying for Imrahil's ability each round, you're going to want to get as much impact per use as possible. To that end, you might want to dig up allies with abilities that trigger when they enter play, such as Mablung (The Land of Shadow, 5) or Envoy of Pelargir (Heirs of Númenor, 18). Alternatively, you can find efficiency with allies who grant you more than mere defense or attack strength, such as Legolas (Treason of Saruman, 5) and his card draw. However, you certainly don't need "enters play" or Response abilities on all your allies to make great use of Imrahil's ability. One Tactics resource is a small price to pay to gain immediate access to powerhouse allies like Glorfindel (Flight of the Stormcaller, 6) or Beorn (Core Set, 31), who can immediately swing a perilous Combat phase in your favor.

All told, Prince Imrahil's ability promises to sit at the heart of some of the most exciting new decks from the Dream-chaser cycle, especially when you consider that he can be paired with Tactics Théoden (The Morgul Vale, 134) and Éowyn (The Flame of the West, 2) in a deck that can charge full-speed forward in the Quest phase for eleven Willpower and still have a means to defend against any enemy that shows its face. And, in addition to all of this, The City of Corsairs also introduces the Prince of Dol Amroth Title (The City of Corsairs, 146), which grants Imrahil the Outlands Trait, expanding your options for allies and deckbuilding even further!

A Challenge Worthy of Middle-earth's Greatest Heroes
Even with Prince Imrahil and the might of Gondor on your side, you will need to beware the skill, cunning, and ferocity of Umbar's Corsairs. Will you finally rid the coastal waters of their menace? Or will you find yourself in over your head? Either way, your adventures through the Dream-chaser cycle end with The City of Corsairs.

• The thrilling conclusion to the Dream-chaser cycle for The Lord of the Rings: The Card Game
• Players board the Dream-chaser one last time for a climactic naval battle with the Corsair fleet
• Features two different encounter sets to distinguish progress between the scenario’s two halves
• Introduces the exciting new Tactics hero, Prince Imrahil
• Supports new deckbuilding strategies with twenty-four player cards (three copies each of eight different cards)

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18.00 €

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