Hinnoissa saattaa olla eroa myyntipisteen mukaan.
It is no longer safe to travel the Bree-lands. Three new Nightmare Decks are now available for The Lord of the Rings: The Card Game, all ready to darken your table with the Orcs, Undead, and Sorcery massing in Carn Dûm!
* The Treachery of Rhudaur Nightmare Deck
* The Battle of Carn Dûm Nightmare Deck
* The Dread Realm Nightmare Deck
Originally part of the Angmar Awakened cycle, the scenarios that these Nightmare Decks modify were already brimming with foul necromancy and the stench of the undead. So what can you expect when you revisit their challenges in Nightmare Mode? For an answer to that question, we turn to developer Matthew Newman.
The epic conclusion to the Angmar Awakened cycle, The Dread Realm focused around the concept of "Reanimating" cards as "Reanimated Dead" enemies. This allows for a steady stream of numerous weaker enemies, that can potentially overpower the heroes. And I love that this quest really hits you with Daechanar's sorcery in a way that makes you feel the same way the heroes do—outnumbered and desperate.
Since Nightmare Decks allow us to really double down on a theme, I decided to "go ham" on the theme of reanimating the dead. Almost every new card in this Nightmare Deck deals with this unique mechanic in some way. As a result, there are many new ways for cards to become reanimated, sometimes in ways you would not expect.
Our second goal with this scenario was to make the final confrontation with Daechanar even more climactic. He is the "boss" of the entire cycle, and we really wanted the heroes' confrontation with him to feel like a "final boss" fight.
To that end, there are many new treachery cards with the Sorcery trait that attach to various things, including Power Beyond Death (The Dread Realm Nightmare Deck, 6), which simply makes Daechanar harder to kill. Cursed Halls (The Dread Realm Nightmare Deck, 5) also makes Sorcery attachments immune to player card effects and gives the encounter deck a counter to the attachment-removal effects that might neuter Daechanar. Finally, I am also a big fan of The Witch-King's Gift (The Dread Realm Nightmare Deck, 9), a side quest with a Time effect that is brutal to the point of almost being ludicrous...
Play your part in the climactic confrontation between the Rangers of the North, the Elves of Rivendell, and the forces of evil massing in the fortress of Carn Dûm! When it first released, the Angmar Awakened cycle of Adventure Packs for The Lord of the Rings: The Card Game allowed fans to brave their first steps into the lands once ruled by the Witch-king of Angmar... And those steps quickly turned into a march upon one of the Dark Lord's greatest strongholds.
Now three new Nightmare Decks recast the cycle's final chapters for use in the game's darker and more challenging Nightmare Mode.
Each twenty-card deck introduces deadlier enemies, more foreboding locations, and treacheries designed to test your mettle. In keeping with the cycle's thematic use of dark secrets, necromancy, and the undead, these Nightmare Decks introduce new side quests that offer many surprising twists and turns.
• Three twenty-card Nightmare Decks carry you through the conclusion of the Angmar Awakened cycle of Adventure Packs for The Lord of the Rings: The Card Game
• New enemies, locations, treacheries, and side quests add surprising twists and challenges to existing encounter decks
• Allows expert players to confront scenarios in the game's darker and deadlier Nightmare Mode
• With The Dread Realm Nightmare Deck, you'll face the terrifying denizens of an evil fortress and the undead necromancer who rules it