This is the conclusion of the Angmar Awakened cycle and a strangely controversial quest. It has been one of my favorites ever since I first played it, as it was thematic, interesting in its mechanics, and already pretty challenging. The Nightmare version, as always, makes it even more thematic and bumps up this quest's difficulty … Continue reading Nightmare The Dread Realm
Category: Angmar Awakened
Nightmare Across the Ettenmoors
Across the Ettenmoors used to be a quite enjoyable quest when it was released. It used fairly interesting mechanics and had a pretty distinctive feel to it, but it was quite a bit too easy. The nightmare deck changes that, and by how much I'll explain in this article. Nightmare Across the Ettenmoors Found in: … Continue reading Nightmare Across the Ettenmoors
Deckbuilding: Intruders in Chetwood
It has been a while, but being locked down by the corona virus I’m returning to the Deckbuilding series. With a lot new powerful player cards, especially the contracts, there are a lot more possibilities to build interesting decks designed to beat specific scenarios! I am returning to this series with the Lost Realm and … Continue reading Deckbuilding: Intruders in Chetwood
The Battle of Carn Dûm
As of current writing, Lord of the Rings: The card game has over a hundred quests available for play. This game is not easy, and even veteran players will face frequent losses if they don't bring A-level decks. But over the years, some quests have gained reputations for being especially difficult. We all remember the … Continue reading The Battle of Carn DĂ»m
Escape from Mount Gram
Every once in a while, the developers through the normal way of playing out the window and provide the community with an absurd quest. That is the case with this gem of a quest. Escape from Mount Gram is unique, as it not only puts the players at a very lonely starting position but also … Continue reading Escape from Mount Gram
The Treachery of Rhudaur
Of the three splinter factions of the Kingdom of Arnor, Rhudaur was the first to fall to the Witch-King during his conquest of the north. This quests deals with the aftermath of that war many hundreds of years ago. The quest also goes in a bit deeper on the lineage of the Dunedain you have … Continue reading The Treachery of Rhudaur
The Dread Realm
After you have beaten Thaurdir during the siege of Carn DĂ»m, you infiltrate the fortress to rescue your friend. But the ancient crypts of Angmar are a maze of tombs and altars, and home to many tortured spirits that would love to make another tomb for your heroes. The Dread Realm concludes the Angmar Awakened … Continue reading The Dread Realm
Across the Ettenmoors
In the Q&A of March this year, I got asked what my favourite quest was, I answered that for the Angmar Awakened cycle, it was Intruders in Chetwood. I stand corrected: this, this is my favourite quest of the cycle. Across the Ettenmoors brings giant (literally and figuratively) enemies and doubles down on the side-quests … Continue reading Across the Ettenmoors
The Wastes of Eriador
The Wastes of Eriador kicks off the Angmar Awakened cycle with a pretty long, challenging, and aggressive scenario. The story so far is that your heroes have aided a Dunedain by the name of Iarion to help ambush a war party of orcs headed for Bree-land. Upon successful ambush and pursuit of survivors into the … Continue reading The Wastes of Eriador
Deadmen’s Dike
The final quest of the Deluxe box takes place in the ruins of Fornost, where the Rangers are taken by surprise by a hoard of Undead. This quest is unique as players can now also be eliminated when their deck runs out of cards. To make this a real threat, the encounter deck focuses on … Continue reading Deadmen’s Dike









