Wardens of the West is a Lannister reinforcement set that introduces three new Lannister commanders - Tyrion Lannister, Sandor Clegane, and Daven Lannister - each with their own special abilities and leadership cards. Just like the commanders in the core set, these new commanders have specific strengths (and weaknesses). For example, Sandor the Hound Clegane uses the new fearsome keyword, refusing to let his enemies disengage and forcing them to retreat two hexes for each morale result rolled in combat.In addition to commanders, Wardens of the West also introduces three all-new unit types of Lannister affiliation. The House Brax pikemen specialize in formations, while the Clegane crossbowmen utilize the new aimed shot keyword. The Westerlands militia are easy to break and lack formal military training, but they make up for it in their vast numbers.Wardens of the West adds more than 30 new plastic miniatures and over 30 new cards. It also includes a Rules and Battle Plans book as well as more terrain overlays, banners, and tokens. Additionally, Wardens of the West also introduces new game mechanics, such as the new Gambit cards, formations, and the deadly catapults!
Hammer and Hold adds fifty disks to the forces of Order, including heroes and units for the Wood Elves, Lizardmen, and Dwarfs. Along with these disks, and the regiments they can form, come new rules for Poison and the powerful keywords, Guard X and Stalwart.Still, its the Dwarfs that are the true stars of Hammer and Hold, and the expansion comes with enough Dwarf heroes and units to muster three full regiments. Fueled by a host of ancient grudges, these tough and stalwart warriors guard their holds and press the fight to their enemies with axes, hammers, runes, and war machines. Dwarf troops stand among the games toughest units, and their heroes abilities and command cards allow them to rise to the challenges of any fight.
Legions of Darkness introduces a terrifying array of fifty-one new heroes and units, as well as new command cards and other resources designed to bolster the games forces of Destruction. The Dark Elves and Skaven each gain a hero and enough units to form a regiment, but the expansions most fearsome threat comes in the form of its new Vampire Counts heroes and units, as well as the Fear and Reanimate X keywords they bear.Legions of Darkness features enough dread necromancy to tempt even the most casual of players with the awesome powers available to those who can manipulate the very essences of life and death. Vampire Counts command cards heavily reward Casters, as do those for the Dark Elves, Skaven, Orcs, and Chaos.
Jungles of Nectavus is the first War Pack in the Death World cycle, and as such, it serves as an introduction to the themes and mechanics that pervade the rest of the cycle. Here, every faction enters the jungles of Nectavus VI, and youll need to embrace new tactics to survive in such a hostile environment.On this world, drawing attention to yourself can be a death sentence, so a new keyword allows you to deploy your cards secretly, only revealing them as the battle is about to begin.The Death World cycle also brings a new focus to each factions Elite units, making them a more integral part of your armies than ever before!For much of the Imperium, a Death World is a place you will never seeand never want to see. On Nectavus VI, the entire planet is covered by jungle, and everything in that jungle is trying to kill you. The trees and vines spray poisonous spikes at whatever comes near. The animals that dwell within the jungle can strike invisibly from the shadows or simply use their brute strength and unreasoning resilience to crush their foes. Nectavus VI is an unquestionable Death World, yet it is about to become the site of another massive battle for the Traxis sector
The scouts began to return. Some had gone north beyond the springs of the Hoarwell into the Ettenmoors, and others had gone west, and with the help of Aragorn and the Rangers had searched the lands far down the Greyflood, as far as Tharbad, where the Old North Road crossed the river by a ruined town.J.R.R. Tolkien, The Fellowship of the RingTrouble in Tharbad is the third Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game. After finding their way through several encounters with hostile Dunlending warbands, a handful of Middle-earths greatest heroes arrive at the ancient, ruined city of Tharbad. There, they hope to locate the Dwarf named Nalir, who holds information that the White Wizard believes may prove valuable in the fight against the Dark Lord of Mordor. Finding the Dwarf proves to be a matter of very little difficult, but gaining the information he can provide proves to be a greater challengeThe sixty cards of Trouble in Tharbad introduce a new hero, three copies of each new player card, and scenario in which your heroes must help Nalir extricate himself from the unfortunate predicament into which he has placed himself. You must battle Orcs, slip through abandoned streets, and seek to elude the spies from Mordor who have also taken an interest in the Dwarf and his information. Additionally, Trouble in Tharbad adds more support for the Silvan and Gondor traits, the Doomed X keyword, decks that keep their threat levels at twenty or below, and more!