How to Play The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion

Fantasy Flight Games · Board game · 2022
1–4 · best 2 Solo 60 min Weight 3.6/5
9.4 rating Ludopedia
8.6 rating BGG

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Game Objective

In "The Lord of the Rings: Card Game - The Dawn of Angmar," players embark on a campaign expansion that explores Arnor, the lost kingdom of the Dúnedain. The main objective is to assist the Dúnedain in their secret vigil, protecting the people who still live in the region. The campaign consists of nine original scenarios that can be played individually or in sequential order in Campaign Mode. The victory condition for each scenario is to complete it, and in Campaign Mode, the goal is to complete all nine scenarios, using Campaign Cards, boons, and burdens to modify each one.

Setup

Game setup varies slightly depending on the specific scenario and whether you are playing in Campaign Mode. Below are the general and specific steps mentioned for some scenarios:

Expansion Components

  • 1 Rulebook (this guide).
  • 359 cards, including:
    • 24 Quest Cards
    • 290 Encounter Cards
    • 9 Campaign Cards
    • 36 Boon and Burden Cards

The cards in this expansion are identified by a symbol preceding each card's number.

Scenario Setup (Examples)

Scenario 1: Intruders in Chetwood

  • The Encounter Deck is formed by all cards from the following Encounter Sets: Intruders in Chetwood, Iârion, Eriador Wilds, and Orcs of Angmar.
  • In Campaign Mode, add the following cards: Intruders in Chetwood Campaign Card (156), Iârion's Pendant (157), and Protect the Innocent (158a).

Scenario 2: The Weather Hills

  • The Encounter Deck is formed by all cards from the following Encounter Sets: The Weather Hills, Orcs of Angmar, Foul Weather, and Ruins of Arnor.
  • In Campaign Mode, add the following cards: The Weather Hills Campaign Card (159), Mysterious Omens (160), and each card in the Campaign Pool.
  • The Orc Deck: Take each Enemy Card with the Orcs of Angmar Encounter Set icon and all copies of the card Hidden Orc Camp. Remove them from the Encounter Deck and shuffle them into a separate deck. This is the Orc Deck. When a card from the Orc Deck leaves play, it is placed in the Encounter Deck's discard pile. If the Orc Deck is exhausted, ignore any effects that reference it.

Scenario 3: Pit of the Dead

  • The Encounter Deck is formed by all cards from the following Encounter Sets: Pit of the Dead, Iârion, Dark Sorcery, and Cursed Dead.
  • In Campaign Mode, add the following cards: Pit of the Dead Campaign Card (166), Iârion's Pendant (157), Amarthiúl's Courage (167), Thaurdir's Legacy (168), Thaurdir's Majesty (169), Thaurdir's Scorn (170), and each card from the Campaign Pool.

Scenario 4: Eriador Wilds

  • The Encounter Deck is formed by all cards from the following Encounter Sets: Amarthiúl, The Eriador Wilds, Eriador Wilds, and Foul Weather.
  • In Campaign Mode, add the following cards: Eriador Wilds Campaign Card (171), one copy of the card Determination (172) per player, Avoid Despair (173), and each card from the Campaign Pool.
  • Dawn and Dusk: This scenario includes a double-sided objective: Dawn/Dusk. The Dawn side has the text "It is Day," and the Dusk side says "It is Night." The "Day" or "Night" condition has no effect of its own, but several Encounter Cards (including the Dawn and Dusk card) have additional or different effects depending on the current condition.

Scenario 5: Escape from Mount Gram

  • The Encounter Deck is formed by all cards from the following Encounter Sets: Escape from Mount Gram and Orcs of Angmar.
  • In Campaign Mode, add the following cards: The Escape from Mount Gram Campaign Card (174), Dungeon Plunder (175), and each card in the Campaign Pool.
  • The Hostage Deck: In Stage 1A, each player prepares a separate Hostage Deck. This deck represents the allies, Item, Mount, and Artifact attachments that each player has lost and must recover. To prepare it, remove all such card types from the player's deck and shuffle them together. This pile is the Hostage Deck. It does not have its own discard pile; discarded cards go to their owner's discard pile. After preparing the Hostage Deck, each player chooses 1 hero to be their starting hero. Then, each player randomly sets aside 1 of their remaining heroes, placing it face down. The remaining heroes are shuffled into their respective owners' Hostage Decks, and the set-aside hero is placed face down on top of the player's Hostage Deck.

Scenario 6: Crossing the Ettenmoors

  • The Encounter Deck is formed by all cards from the following Encounter Sets: Amarthiúl, Crossing the Ettenmoors, Eriador Wilds, and Foul Weather.
  • In Campaign Mode, add the following cards: The Crossing the Ettenmoors Campaign Card (182), five copies of Wasted Time (183), and each card in the Campaign Pool.

Objective Allies: Iârion and Amarthiúl

When a scenario includes Amarthiúl's participation, the first player takes control of him. Amarthiúl has the text: "Response: After an enemy engages a player, give control of Amarthiúl to that player." This ability is optional. Control of Amarthiúl is not passed when the First Player Token is passed. Both Iârion and Amarthiúl have the text: "If this character leaves play, the players lose the game." This text cannot be modified by card effects.

Game Flow

Refer to the manual for details on this section.

Actions and How to Play

Keywords and Terms

  • Battle: If the Quest Card has the "Battle" keyword and there are characters committed to the quest, those characters count their total Û (Attack) instead of their total Ò (Willpower) when resolving the quest. Enemies and locations in the staging area still use their $ (Threat) when responding to this quest attempt.
  • Immune to Player Card Effects: Cards with this text ignore the effects of all Player Cards and cannot be targeted by Player Card effects.
  • Invincible: An enemy with this keyword cannot be defeated by damage, even if the damage suffered is equivalent to its Hit Points.
  • Time X: When a card with "Time X" is revealed, players place X Resource Tokens (called "time counters") on that card. At the end of each Refresh Phase, one time counter is removed from each card with "Time X," if possible. When the last counter is removed, an activated effect is resolved on the card in question.
  • Side Quests: A new type of Quest Card. They represent side adventures. They are never considered part of the Quest Deck. The top card of the Quest Deck is the "Main Quest."
    • Encounter Side Quests: They have an Encounter Card back and are considered both a Quest Card and an Encounter Card. They are part of an Encounter Set and are shuffled into the Encounter Deck. When revealed from the Encounter Deck, they are added to the staging area. Their "When Revealed" effects cannot be canceled by Player Cards. If dealt as a Shadow Card, it acts like any other Encounter Card without Shadow text.
    • Side Quests in Play: They function as Quest Cards in the staging area. When completed, they do not advance the Quest Deck but are added to the Victory Display. At the beginning of each Quest Phase, if there are Side Quests in the staging area, the first player can choose one of them to be the current quest until the end of the phase, instead of the Main Quest. Progress is placed on the chosen Side Quest. Progress Tokens must be placed on the Active Location before being placed on a Side Quest. Excess Progress Tokens are discarded, not placed on other Quest Cards.
  • Capture X: Keyword from the Escape from Mount Gram scenario. When an Encounter Card or Quest Card with "Capture X" enters play, before resolving "When Revealed" effects, each player takes X cards from the top of their Hostage Deck and captures them, placing them face down underneath the card with the keyword. (Players in different quest stages do not perform this action for cards that enter play in different stages than theirs.)
  • Captured Cards and Rescuing Cards: Captured cards face down underneath an Encounter Card are considered out of play, not controlled by any player. If a card in play is captured, all tokens and attachments on it are discarded. When an Encounter Card or Quest Card with captured cards leaves play, all captured cards are "rescued" by their owners and placed in their hands. If it is a Hero Card, it is immediately placed in play under its owner's control.
  • Creating the Staging Area: When instructed to "create your own staging area," each player sets aside an area in front of their heroes to be their private staging area. Only players with a common staging area can interact. Game phases are resolved in turn order, but the resolution of each phase occurs as if only players with a common staging area were in the game.
    • Players cannot affect players (or cards controlled by players) who do not have the same staging area.
    • During the Encounter Phase, each player reveals only 1 card per player who has the same staging area as them.
    • Encounter Card effects are limited to each staging area.
  • Joining Another Player: In Stage 2B, players without captured cards underneath the stage are instructed to "join another player" at the beginning of the Travel Phase. The player(s) joining add all Encounter Cards from their own staging area to the area of the player(s) they are joining, keeping enemies engaged and discarding any Active Location in the abandoned staging area. If multiple players have no captured cards, they join quests starting with the first player and proceeding clockwise. If there are no players to join, they proceed to Stage 3.
  • Objective Locations: In the Crossing the Ettenmoors scenario, there are four objective-location cards (Grove, Isolated Cave, Abandoned Camp, and The Fontegris). These are objectives that are also considered locations, except they do not have $ (Threat) and contain the "Defended" keyword. While an objective-location is Defended by another Encounter Card (including Side Quests), it cannot be the Active Location. After the encounter defending it leaves play, the objective-location returns to the staging area, and players can travel to it.
  • Safe: Keyword from the Crossing the Ettenmoors scenario. Represents refuges. When players travel to a location with the "Safe" keyword, all engaged enemies are immediately returned to the staging area. While a "Safe" location is the Active Location, ignore the "When Revealed" effects of all Treachery cards, treat the printed text of all Encounter Side Quests as blank, and do not perform Engagement Checks for enemies. At the end of the Quest Phase, if a "Safe" location is the Active Location, add it to the Victory Display.

End of Game and Scoring

The game ends when players complete a scenario. In Campaign Mode, the game ends when all nine scenarios are played in sequential order.

The defeat condition for Objective Allies Iârion and Amarthiúl is if either of them leaves play. In this case, players lose the game.

When a Side Quest is completed, it is added to the Victory Display, and each has a Victory Point value.

Refer to the manual for details on final scoring and scenario-specific victory/defeat criteria.

Tips for Winning

  1. Manage Objective Allies Carefully: Remember that if Iârion or Amarthiúl leave play, players lose the game. Prioritize protecting these characters, as their survival is crucial for victory.
  2. Adapt to Side Quests: At the beginning of each Quest Phase, assess whether it is more advantageous to focus on the Main Quest or a Side Quest.

Rules manual

Official PDF file

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Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion?
In "The Lord of the Rings: Card Game - The Dawn of Angmar," players embark on a campaign expansion that explores Arnor, the lost kingdom of the Dúnedain. The main objective is to assist the Dúnedain in their secret vigil, protecting the people who still live in the region. The campaign consists of nine original scenarios that can be played individually or in sequential order in Campaign Mode. The victory condition for each scenario is to complete it, and in Campaign Mode, the goal is to…
How do you set up The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion?
Game setup varies slightly depending on the specific scenario and whether you are playing in Campaign Mode. Below are the general and specific steps mentioned for some scenarios: Expansion Components 1 Rulebook (this guide). 359 cards, including: 24 Quest Cards 290 Encounter Cards 9 Campaign Cards 36 Boon and Burden Cards The cards in this expansion are identified by a symbol preceding each card's number. Scenario Setup (Examples) Scenario 1: Intruders in Chetwood The Encounter Deck is formed…
How do you play The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion?
Refer to the manual for details on this section. Keywords and Terms Battle: If the Quest Card has the "Battle" keyword and there are characters committed to the quest, those characters count their total Û (Attack) instead of their total Ò (Willpower) when resolving the quest. Enemies and locations in the staging area still use their $ (Threat) when responding to this quest attempt. Immune to Player Card Effects: Cards with this text ignore the effects of all Player Cards and cannot be targeted…
How does The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion end, and how do you score?
The game ends when players complete a scenario. In Campaign Mode, the game ends when all nine scenarios are played in sequential order. The defeat condition for Objective Allies Iârion and Amarthiúl is if either of them leaves play. In this case, players lose the game. When a Side Quest is completed, it is added to the Victory Display, and each has a Victory Point value. Refer to the manual for details on final scoring and scenario-specific victory/defeat criteria.
What are some tips for winning The Lord of the Rings: The Card Game – Angmar Awakened Campaign Expansion?
Manage Objective Allies Carefully: Remember that if Iârion or Amarthiúl leave play, players lose the game. Prioritize protecting these characters, as their survival is crucial for victory. Adapt to Side Quests: At the beginning of each Quest Phase, assess whether it is more advantageous to focus on the Main Quest or a Side Quest.
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