LOTR LCG: the Treachery of Rhudaur
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"Rhudaur was occupied by evil Men subject to Angmar, and the Dúnedain that remained there were slain or fled west."
–J.R.R. Tolkien, "Eriador, Arnor, and the Heirs of Isildur"
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.
This is not a stand-alone deck. A copy of The Lord of the Rings: The Core Set and The Lord of the Rings: The Lost Realm are required to play.