|Treading Boldly into the Mines of Khazad-dûm
A preview of the first deluxe expansion for The Lord of the Rings: The Card Game
|The Lord of the Rings: The Card Game | Published 28 November 2011|
Gimli aided Gandalf very little, except by his stout courage. At least he was not, as were most of the others, troubled by the mere darkness in itself.
–The Fellowship of the Ring
The Khazad-dûm Expansion for The Lord of the Rings: The Card Game takes the game to a whole new level–the subterranean and labyrinthine tunnels of Moria! Within those vast, dark, Dwarven ruins lurk dangers terrible enough to cause even the stoutest adventurers to tremble. Your torch lights radiate a flickering light that spills onto grey stone walls, fading ever into impenetrable shadows. What is worse in that darkness–the endless, echoing silence beyond your footfalls, or a sudden drip or the clatter of falling rocks?
A journey in the dark
Khazad-dûm introduces a number of new Underground and Dark locations. While these new locations immerse you in your heroes’ subterranean journeys through the mines of Moria, they introduce a number of subtle mechanics. In The Lord of the Rings: The Card Game, each location has a Threat value that represents the potential dangers awaiting your fellowship. Only by thoroughly exploring a location can you be assured it no longer shelters hidden enemies plotting their ambush or that it doesn’t hold some dark secret you may fail to uncover. In the dark of Moria, locations like Branching Paths (Khazad-dûm, 36) are more ominous than ever, and the darker your journeys, the more your fellowship will feel the darkness surrounding them on all sides, laden with hidden threats.
As the game continues to mature and evolve, the design team has found new ways to work with locations, and Khazad-dûm introduces new ways in which locations interact with each other and with other encounter cards. Since the game’s inception, fellowships have had to work to make sure hidden threats in unexplored locations couldn’t mount against them unchecked. The travel phase remains as important as ever; the locations in Khazad-dûm generally pose higher threats to your fellowship and require greater effort to explore than the locations from the Core Set and Shadows of Mirkwood cycle of Adventure Packs. Still, as one might expect travel through the ancient Dwarven realm’s network of dark tunnels to prove difficult and be laden with tremendous threats, one might also expect the Dwarves to be prepared to deal with these threats…
Untroubled by darkness
The Dwarves are miners, metal-smiths, and no strangers to the dark. The darkness troubles them little, and Khazad-dûm provides Dwarf characters with a number of means of progressing more swiftly through the shadows, Underground, and Dark recesses of Moria. While many players have noted how masterfully the Rohirrim excel at traveling and questing aboveground in the Shadows of Mirkwood, the Dwarves will soon take the lead undeground with cards like Untroubled by Darkness (Khazad-dûm, 10) and Ancestral Knowledge (Khazad-dûm, 12).
The Shadows of Mirkwood cycle saw the development of a number of strong deck-building themes, including Rohan and Eagles decks. In the mines of Moria, the remnants of ancient Dwarf culture surrounds your heroes at every step, and Khazad-dûm provides fans many exciting new opportunities to bring these stalwart warriors to life, including two new Dwarf heroes that let you play Dwarves of any sphere of influence.
Look for the Khazad-dûm Expansion to add new adventure and peril to your adventures in Middle-earth. This deluxe expansion for The Lord of the Rings: The Card Game is coming soon!
The Lord of the Rings: The Card Game is a cooperative card game that puts 1-2 players (or up to four with an additional Core Set) in control of the most powerful characters and artifacts of Middle-earth. Players will select heroes, gather allies, acquire artifacts, and coordinate their efforts to face Middle-earth’s most dangerous fiends. The Living Card Game format allows players to customize their gaming experience with monthly Adventure Pack expansions to the core game.
Branching Paths looks fun. I like it when players are given at least a little bit of control over what comes out of the encounter deck.
I'm still liking the Zigil Miner. I'm already planning to put them into decks with Keen-Eyed Tooks, so I don't really have to guess a number.
Ancestral Knowledge is like Strength of Will, but in the Lore sphere instead of Spirit. The benefits are that it can be used by any dwarf, and it can be used at any time. I also like that it can be used double for Mountains, and not just underground. The drawback is that it costs 1 resource, while Strength of Will is free.
Untroubled by Darkness is just a weaker version of the Rohan card we just got, but with a slightly lower cost. Hopefully they will keep the costs to most of these Drawf-themed card low, since Drawf theme decks must be multi-sphere.
I'm looking forward to this expansion. I'm asking for 2 copies for Christmas. Hopefully it will make it to stores in time!
nice work FFG :) can't wait for this expansion :)
sadly it seems you won't publish it before christmas :(
Those events look cool. I'm glad they did them as events and not attachments. I'd guess there will be some synergy with treachery, when revealed and perhaps shadow effects getting bonuses for being underground or dark as well.
Looking forward to this expansion.
a...m...a...z...i...n.....g cant wait