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

The Lord of the Rings: The Card Game – The Treachery of Rhudaur

1-2

players

60

min

13+

age

Categories

Card Game
Expansion for Base-game
Fantasy
Novel-based

Mechanics

Cooperative Game
Hand Management
Variable Player Powers

Community Tags

Description

--- Heroes led by Ranger Amarthíul explore Rhudaur's ruins, braving a symbolic keep for clues to a northern threat amid Angmar's historic devastation (20 words). Key mechanics include: - *Historical invasion* Angmar's 1409 host defeats Dúnedain, razes Weathertop, occupies Rhudaur, slaying or exiling survivors. - *Ruins traversal* Heroes cross tattered cities, rubble towers, and forgotten sites evidencing regional collapse. - *Pursuit evasion* Evils from troll-fells and Mount Gram dungeons continue to stalk the group. - *Keep investigation* Entry into foreboding stairwells and halls of a ruined keep marked by Iárion's pendant symbol. - *Risk-reward questing* Pressing time and dangers compel search for secrets on northern threat. Accompanied by young Dúnedain Ranger Amarthíul—who bears a pendant from captured Ranger Iárion—a small band of Middle-earth's greatest heroes emerges from deadly troll-fells into Rhudaur's crumbling ruins. Their path weaves through stark remnants of the kingdom's historic downfall, including tattered cities and rubble-choked stone towers ravaged by disrepair, all underscored by J.R.R. Tolkien's account of Angmar's 1409 onslaught: a vast host crossing into Cardolan, encircling Weathertop (Amon Sûl), slaying King Arveleg, razing the tower (though saving the palantír for Fornost), occupying Rhudaur with evil Men, and eliminating or driving out surviving Dúnedain. Amid lingering pursuit by evils traced from Mount Gram's dungeons, the heroes discover a keep emblazoned with the pendant's symbol. Despite urgency and peril, they venture into its shadowed stairwells and darkened halls, hoping to uncover vital clues to the escalating northern menace. ---

Expansions (1)