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   The Lord of the Rings: The Card Game – The Treachery of Rhudaur (2015)

Bild von The Lord of the Rings: The Card Game – The Treachery of Rhudaur 🔎

Für wen eignet sich das Spiel?

Für alle ab 13 Jahren. Ihr könnt das Spiel mit 1 bis 2 Spielern spielen.
Für die Profis unter Euch können folgende Mechaniken: Cooperative Game, Hand Management und Variable Player Powers ausschlaggebend sein...

Spiele Daten

Durchschnittliche Spieldauer: 60
Mindestalter: 13
Anzahl Spieler: 1 - 2
Verlag: Edge Entertainment, Fantasy Flight Games, Galakta, Giochi Uniti, Heidelberger Spieleverlag
Designer: Caleb Grace, MJ Newman
Künstler: Arden Beckwith, Sara Betsy, Yoann Boissonnet, Joshua Calloway, Matthew Cowdery, Nick Deligaris, Anthony Devine, Davis Engel, Logan Feliciano, Sebastian Giacobino, Joel Hustak, Tomasz Jedruszek, Romana Kendelic, Adam Lane, Titus Lunter, Marcel Mercado, Chris Metcalf, David Ogilvie, Oleg Saakyan, Preston Stone, Eva Maria Toker, David Vargo, Magali Villeneuve, Wibben
Mechaniken: Cooperative Game, Hand Management, Variable Player Powers
Durchschnitt: 0.0 (0 Bewertungen )
From the publisher's website: "A great host came out of Angmar in 1409, and crossing the river entered Cardolan and surrounded Weathertop. The Dúnedain were defeated and Arveleg was slain. The Tower of Amon Sûl was burned and razed; but the palantír was saved and carried back in retreat to Fornost, 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" Accompanied by the young Dúnedain Ranger Amarthíul, a handful of Middle-earth's greatest heroes make their way out of the deadly troll-fells and into the crumbling ruins of Rhudaur. Their path leads them past piece after piece of evidence of the region's historic collapse; they cross through tattered cities and make their way around towers of stone and rubble, long forgotten and ravaged by years of disrepair. At length, even as they can still sense the evils that have pursued them since the dungeons of Mount Gram, the heroes come across the remnants of a keep marked by the same symbol that appears on the pendant that Amarthíul inherited from the captured Ranger, Iárion. They are not safe here, and time is pressing. Still, the heroes realize this ruined keep might hold some clue to the threat currently growing in the North. Despite the dangers, they decide to brave its foreboding stairwells and darkened halls in search of whatever secrets it may yield…

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Last Updated: 2025-12-18 09:05:43 UTC

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