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
Tag: Orcs
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
Over the Misty Mountains Grim
The second scenario in the first Hobbit box, Over Hill and Under Hill, continues the story right where the first scenario leaves off. For those interested in continuing the story using the same deck that they used in "We Must Away, Ere Break of Day," know right now that it is possible because I've done … Continue reading Over the Misty Mountains Grim
The Weather Hills
With the attack on Bree-land prevented, the heroes discover to their horror that some villagers have been kidnapped by the orcs. The orcs are tracked North into the Weather Hills. As the heroes enter the hills, the weather begins to turn unusually cold... The Weather Hills is the second quest in the Lost Realm deluxe … Continue reading The Weather Hills
The Uruk-Hai
After Frodo has left the Fellowship there still is no rest for your brave heroes. Some of your companions have been captured by the dangerous Orcs of the White Hand and are being dragged towards their almost certain doom in Isengard. Despite their weariness, the adventurers of your Fellowship have to take on the pursuit … Continue reading The Uruk-Hai
Breaking of the Fellowship
After their stop in Lothlorien and receiving valuable gifts from Galadriel the Fellowship is embarking on their Journey along the Anduin. At Amon Hen their journey comes to a halt and a choice about the further direction of travel has to be made. When Frodo goes away to contemplate the options the heroes are beset … Continue reading Breaking of the Fellowship
Intruders in Chetwood
As the first quest of the new Angmar Awakened cycle, this was the first time for many players to come into contact with encounter side-quests. This quest was perfect for those, as there is just 1 main quest stage that has to be defeated, but the enemy is giving you side quests that hurt you … Continue reading Intruders in Chetwood
Nightmare Passage through Mirkwood
Oh yes, it is time to dip our toe into the nightmare scenarios. And what better place to start our misery than the very first (and easiest) scenario in the game: Passage through Mirkwood. The developers used this quest in its Normal mode to introduce players to the game and to have a relatively easy … Continue reading Nightmare Passage through Mirkwood
Journey in the Dark
After escaping from the Watcher in the Water your fellowship finds itself in darkness of Khazad-DĂ»m. They soon become aware that the Dwarven colony has suffered some sinister fate and got beset by the goblins of Moria. But there is a greater danger in these halls. A Balrog is lurking in the shadows, waiting for … Continue reading Journey in the Dark
Race Across Harad
Race Across Harad is arguably the most difficult scenario in the “Haradrim Cycle”, depending, as always, on player deck matchup of course. After escaping from tribute collecting orcs with Khaliel and his tribesmen into the jungles of Harad, your party has now captured some Mumakil and prepare to set out across the vast deserts to … Continue reading Race Across Harad









