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
Tag: Location Lock
Journey Along the Anduin
The next article fit for a remastered version is this Core Set classic that is still enjoyed by players to this day. Journey along the Anduin is one of the most played scenarios by the community, and deserves a proper in depth look. If you would want to read the original article from 2.5 years … Continue reading Journey Along the Anduin
Danger in Dorwinion
For some reason, the game's creators have a fondness for alliterations in quest's names, also seen in Peril in Pelargir. This one is different, though, and more resembles The Steward‘s Fear in its mechanics. Story-wise, you have now arrived in Dorwinion, a great city at the shores of the Sea of Rhûn, where you met … Continue reading Danger in Dorwinion
Nightmare The Dread Realm
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
Raid on the Grey Havens
The heroes return from their expedition to find a relic of lost Numenor only to find themselves in the middle of an assault on the Grey Havens themselves. This quest is a brutally difficult quest that hits hard and fast, leaving no time to turtle or to build up a decent board presence. It's unique … Continue reading Raid on the Grey Havens
Desert Crossing
One of the unique draws of Middle Earth is the variety in biomes that it offers, from towering peaks to large marshlands. This cycle brought the game to the far south, where lush jungles and dry deserts set the scene for these quests. Today's quest deals with the desert of Harad, which can be a … Continue reading Desert Crossing
The Thing in the Depths
It has been a while since we have had a scenario where there is such a clear break between the first half and the second half of the scenario. Foundations of Stone did this by washing you to the very roots of the Misty Mountains, while the Dunland Trap sprung the trap during the second … Continue reading The Thing in the Depths
The Drowned Ruins
After finding your way to the Temple of the Deceived in the previous scenario, you are faced with a long cave system that has large portions underwater. This starts off one of the easier quests in the cycle, that has a pretty standard strategy in order to beat it. That doesn't mean it isn't fun … Continue reading The Drowned Ruins
The Fate of Númenor
Those of us that have read the Akallabéth know of the Downfall of Númenor after the last king tried to set foot on the shores of Valinor. This was all because of the deceit of Sauron and the misguided teachings of the Númenorians. The game's developers have taken a bit of liberty with the lore … Continue reading The Fate of Númenor
The Dread Realm
After you have beaten Thaurdir during the siege of Carn Dûm, 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