"It was at the beginning of the reign of Malvegil of Arthedain that evil came to Arnor. For at that time the realm of Angmar arose in the North beyond the Ettenmoors. Its lands lay on both sides of the Mountains, and there were gathered many evil men, and Orcs, and other fell creatures."
–J.R.R. Tolkien, "The North-kingdom and the Dúnedain"
The Dread Realm is the climactic conclusion to the Angmar Awakened cycle of Adventure Packs forThe Lord of the Rings: The Card Game! In its new scenario, your heroes must make their final push through the halls of Carn Dûm to prevent an ancient evil from returning to the world, but the halls that initially appear so cold and empty are full of terrible sorcery and other evils. The dead don't lie quiet in Angmar, and you'll need to battle past wraiths, witches, and possibly even those members of your fellowship who fall in battle only to be reanimated by the dark magic that pervades the fortress and its catacombs.
Additionally, you’ll find a new Spirit hero and three copies each of twenty-seven player cards (three copies each of nine different cards), many of which cap the cycle's final exploration of its new Dúnedain and Noldor themes. New Dúnedain allies arrive to the Tactics sphere, a Leadership Weapon enriches the armies of Gondor and the Dúnedain, and a Spirit Song recalls the lay of Beren and Lúthien in order to encourage stronger alliances between the region'sDúnedain and Noldor. Finally, a neutral attachment that allows you to profoundly alter the composition of your fellowship.
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