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MEC26
$14.95
The Lord of the Rings: The Dunland Trap

"Shall we bring our counsels together against evil days?"
    –Saruman, The Two Towers

Is it possible to turn the Dark Lord’s foul arts against him?

In The Dunland Trap, some of Middle-earth’s greatest heroes aid Saruman the White to continue the work that he began in The Voice of Isengard deluxe expansion. As they seek to win a rare victory for the forces of good and their struggle against the Shadow of Mordor, the heroes must face new perils, including the threat posed by angry bands of militant Dunlendings!

The Dunland Trap features a combat-heavy new scenario, in which your heroes must battle their way to freedom against waves of ferocious Dunlendings. Additionally, among its sixty cards, you’ll find a new Silvan hero and three copies of each player card, many of which introduce greater shape and surprises to the Silvan trait. Moreover, as it begins The Ring-maker cycle, The Dunland Trap also provides more support for the Mount trait, as well as the Time X and Doomed X mechanics featured in The Voice of Isengard, and players will also discover thematic ties to Saruman and the White Council.

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 Voice of Isengard are required to play.

Case Quantity: 6 ISBN: 978-1-61661-857-5


MEC27
$14.95
The Lord of the Rings: The Three Trials

“They came at last deep into the glen; and there stood a sheer wall of rock, and in the wall the Dark Door gaped before them like the mouth of night. Signs and figures were carved above its wide arch too dim to read, and fear flowed from it like a grey vapour.”
   
–J.R.R. Tolkien, The Return of the King

In The Three Trials, the second Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game, several of Middle-earth’s greatest heroes must undertake a series of three deadly trials. Can they defeat three ferocious Dunlending Guardian spirits, claim their Keys, and recover an ancient Dunlending artifact, the Antlered Crown?

A new scenario places immediate pressure upon Middle-earth's heroes and their efforts while players can summon reinforcements from the Adventure Pack's new Spirit hero and player cards. Fans of Middle-earth’s Elves will be pleased to find two new Elven allies, one Noldor and one Silvan, as well as events and attachments that promote the cycle’s new Silvan subthemes. Additionally, a handful of cards lend further support to the game’s Secrecy keyword and decks that can keep their Threat at twenty or lower.

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 Voice of Isengard are required to play.

Case Quantity: 6 ISBN: 978-1-61661-858-2


MEC28
$14.95
The Lord of the Rings: Trouble in Tharbad

“The scouts began to return. Some had gone north beyond the springs of the Hoarwell into the Ettenmoors; and others had gone west, and with the help of Aragorn and the Rangers had searched the lands far down the Greyflood, as far as Tharbad, where the Old North Road crossed the river by a ruined town.”
   
–J.R.R. Tolkien, The Fellowship of the Ring

Trouble in Tharbad is the third Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game. After finding their way through several encounters with hostile Dunlending warbands, a handful of Middle-earth’s greatest heroes arrive at the ancient, ruined city of Tharbad. There, they hope to locate the Dwarf named Nalir, who holds information that the White Wizard believes may prove valuable in the fight against the Dark Lord of Mordor. Finding the Dwarf proves to be a matter of very little difficult, but gaining the information he can provide proves to be a greater challenge…

The sixty cards of Trouble in Tharbad introduce a new hero, three copies of each new player card, and scenario in which your heroes must help Nalir extricate himself from the unfortunate predicament into which he has placed himself. You must battle Orcs, slip through abandoned streets, and seek to elude the spies from Mordor who have also taken an interest in the Dwarf and his information. Additionally, Trouble in Tharbad adds more support for the Silvan and Gondor traits, the Doomed X keyword, decks that keep their threat levels at twenty or below, and more!

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 Voice of Isengard are required to play.

Case Quantity: 6 ISBN: 978-1-61661-859-9


MEC29
$14.95
The Lord of the Rings: The Nin-in-Eilph

At first they made fair progress, but as they went on, their passage became slower and more dangerous. The marshes were bewildering and treacherous, and there was no permanent trail even for Rangers to find through their shifting quagmires.
   
–J.R.R. Tolkien, The Fellowship of the Ring

The Nîn-in-Eilph is the fourth Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game.

After slipping out of the ancient, ruined city of Tharbad, past a host of Orcs and spies, several of Middle-earth’s greatest heroes begin a journey through the Nîn-in-Eilph and its treacherous marshlands. They seek a hidden site on the other side of the marsh, in Hollin, which is rumored to be full of powerful secrets that may provide the White Council some means to work against the Dark Lord. However, your heroes have no time to lose because the Dark Lord’s servants have also learned of the hidden location within Hollin…

Among its sixty new cards, which also include a new hero and three copies of each new player card, The Nîn-in-Eilph introduces a deadly new scenario that challenges players to explore and survive the swamps of the Nîn-in-Eilph. Full of deadly Creatures, the swamps haven’t been travelled for an age, and no paths exist to lead your heroes through the shifting bogs. You’ll also find a new hero, and three copies of each new player card, several of which permit new interactions with the first player token, representing the leadership and assistance that other companions can offer.

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 Voice of Isengard are required to play.

Case Quantity: 6 ISBN: 978-1-61661-860-5


Choose another Subcollection of The Lord of the Rings: The Card Game

The Lord of the Rings: The Card Game Core Products
This Subcollection has 1 product.

The Lord of the Rings: Deluxe Expansions
This Subcollection has 3 products.

The Lord of the Rings: Saga Expansions
This Subcollection has 4 products.

The Lord of the Rings - Print on Demand
This Subcollection has 12 products.

The Lord of the Rings: Shadows of Mirkwood Cycle
This Subcollection has 6 products.

The Lord of the Rings: Dwarrowdelf Cycle
This Subcollection has 6 products.

The Lord of the Rings: Against the Shadow Cycle
This Subcollection has 6 products.

 

13+ 1 - 2
30 - 90 min

A 2011 Dice Tower Games Award Nominee:

Organized Play

The Lord of the Rings: The Card Game Organized Play exists to bring players together for casual and cooperative play. Each of the Nightmare Decks released in The Lord of the Rings Game Night Kits will become generally available later through In-House Manufacturing. 

Learn more about The Lord of the Rings Organized Play.

Catch the eyes of local players by printing out your own The Lord of the Rings: The Card Game Game Night sign-up sheet (pdf, 132 KB)

The copyrightable portions of The Lord of the Rings: The Card Game and its expansions are © 2011 - 2013 Fantasy Flight Publishing, Inc. The Lord of the Rings, and the characters, items, events and places therein are trademarks or registered trademarks of The Saul Zaentz Company d/b/a Middle-earth Enterprises and are used, under license, by Fantasy Flight Games. Living Card Game, LCG, LCG logo and Fantasy Flight Supply are trademarks and/or registered trademarks of Fantasy Flight Publishing, Inc. All Rights Reserved to their respective owners.

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc. All rights reserved.
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