LOTR LCG: 05-3 Angmar Awakened Cycle - Escape from Mount Gram

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AH LCG: Campaign 03-7 |Shattered Aeons
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Architects of the West Kingdom - Collector's Box
Architects of the West Kingdom - Collector's Box
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LOTR LCG: 05-3 Angmar Awakened Cycle - Escape from Mount Gram

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SKU :
MEC40
Barcode :
9781633440746
Info :
BGG Link
Case Quantity :
12
Country of Origin :
China
Players
1 - 2
Play Time
60 - 60 Min
Age
13+ Year
Complexity
3.00 / 5
Designer(s)
Caleb Grace, MJ Newman
Artist(s)
Cassandre Bolan, Jorge Borrero, Jake Bullock, Alexandre Dainche, Guillaume Ducos, Anthony Feliciano, Tawny Fritz, Nicholas Gregory, Rafał Hrynkiewicz, Aurélien Hubert, Joel Hustak, Amelie Hutt, Łukasz Jaskólski, Tomasz Jedruszek, Aldo Katayanagi, Ferdinand Dumago Ladera, Oscar Römer, Kaija Rudkiewicz, Jordan Saia, John Stanko, Magali Villeneuve, Owen William Weber
Mechanic(s)
Hand Management , Cooperative Game , Variable Player Powers
Theme(s)
Card Game , Fantasy , Expansion for Base-game , Novel-based
Description

From the publisher's website: "It was deep, deep, dark, such as only goblins that have taken to living in the heart of the mountains can see through. The passages there were crossed and tangled in all directions, but the goblins knew their way." –J.R.R. Tolkien, The Hobbit Escape from Mount Gram is the second Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game. For centuries, the Goblins of Mount Gram have remained hidden within their dark stronghold. Their past attempts at invading Eriador are but distant memories. Still, they live in lands tainted by ancient evils, and evil lives within their hearts. Now, in Escape from Mount Gram, the Goblins of Mount Gram are once again up to trouble, and when they capture a host of Rangers and heroes, it's up to you and your heroes to lead a daring and dramatic prison break! In addition to its wild, new scenario, Escape from Mount Gram introduces a new hero for the Lore sphere and three copies each of nine different player cards. These cards explore a variety of different themes, divided among the different spheres of influence. While Leadership players benefit from a pair of cards that encourage direct action against the Enemy, Tactics players gain a pair of Ent-focused cards, Spirit players gain a new side quest, and Lore players gain two cards that support a new mechanic based around manipulating the encounter deck and the victory display.