When reading the flavour text of this scenario, you realize that this is probably the lowest point that your heroes will get to throughout the entire game. Having been starved and tortured for weeks in the cells under the mountain, they have nearly given up hope. And we're about to make it even harder for … Continue reading Nightmare Escape from Mount Gram
Category: Angmar Awakened
Nightmare The Wastes of Eriador
With winter creeping closer day by day, it is time to revisit one of the best quests from this cycle: The Wastes of Eriador. This quest is notorious for being quite difficult in its regular version, thanks to the Day/Night mechanic that limits your progress and brings out more enemies each other turn. But the … Continue reading Nightmare The Wastes of Eriador
Nightmare Deadmen’s Dike
To conclude the Lost Realm box, we change our enemies from Orcs to Undead. In the regular version of this quest, you are swarmed with ghosts and reanimated corpses, and I can inform you now that the Nightmare version of this quest does not change that a lot. So, with Halloween around the corner, be … Continue reading Nightmare Deadmen’s Dike
Nightmare Intruders in Chetwood
It has been a while since I have made a Nightmare article, and since another author will be taking on the Ringmaker cycle, I will skip ahead and move on to the Angmar Awakened cycle. This should be in everyone's recent memory since this was the first cycle that received the repackaged treatment. As a … Continue reading Nightmare Intruders in Chetwood
Deckbuilding: Across the Ettenmoors
Having escaped the Dungeons of Mount Gram, our heroes continue their journey that leads them Across the Ettenmoors. An area whose danger lies in being exposed to the forces of nature, but also in the Trolls and Giants that inhabit it. Luckily, there are some safe places to be found to shelter our heroes. While … Continue reading Deckbuilding: Across the Ettenmoors
Middle Earth Tour: Angmar Awakened
Welcome to the latest article of the Middle Earth Tour Project, where we showcase some new, โnicerโ Locations in Middle Earth that may help, rather than hinder, your Quests within LOTR LCG. This time, we have journeyed back north to Arthedain to join forces with the Dunedain Rangers as they protect the unsuspecting folk who … Continue reading Middle Earth Tour: Angmar Awakened
Deckbuilding: Escape from Mount Gram
After having made our way through The Wastes of Eriador in the last article of this series, we now have arrived at Mount Gram. There, our heroes have been captured, split apart and thrown into the dungeon, from which they need to find a way out. While this sounds like a tough premise, Escape from … Continue reading Deckbuilding: Escape from Mount Gram
Nightmare The Treachery of Rhudaur
After a "short" break (I planned to have this article ready on Halloween 2020), we advance in our Angmar Awakened nightmare series to another great quest. The Treachery of Rhudaur was already fun with multiple players, but it always used to be a little less fun while playing only one deck. Since it came out, … Continue reading Nightmare The Treachery of Rhudaur
Deckbuilding: Deadmen’s Dike
Deadmen's Dike is the quest that I remember as my first really big stumbling block in the game. I started this game with the Ringmaker Cycle and first Saga boxes in addition to the core set, and while they have some difficult scenarios, you can tech for them and have some powerful player cards available. … Continue reading Deckbuilding: Deadmen’s Dike
Deckbuilding: The Weather Hills
On a cold day of November like today, I'm happy to not have to go outside in the Biting Wind and instead can Make Camp in my armchair, playing some Lord of the Rings and continue this deckbuilding seriesโฆ and imagine how my heroes are out there in the cold of the Weather Hills, fighting … Continue reading Deckbuilding: The Weather Hills









