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LOTR The Card Game: Escape from Mount Gram


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It was deep; deep; dark; such as only goblins that have taken to living in the heart of the mountains can see through. The passages there were crossed and tangled in all directions; but the goblins knew their way.
–J.R.R. Tolkien; The Hobbit

Escape from Mount Gram is the second Adventure Pack in the Angmar Awakened cycle for The Lord of the Rings: The Card Game.

For centuries; the Goblins of Mount Gram have remained hidden within their dark stronghold. Their past attempts at invading Eriador are but distant memories. Still; they live in lands tainted by ancient evils; and evil lives within their hearts. Now; in Escape from Mount Gram; the Goblins of Mount Gram are once again up to trouble; and when they capture a host of Rangers and heroes; it's up to you and your heroes to lead a daring and dramatic prison break!

In addition to its wild; new scenario; Escape from Mount Gram introduces a new hero for the Lore sphere and three copies each of nine different player cards. These cards explore a variety of different themes; divided among the different spheres of influence. While Leadership players benefit from a pair of cards that encourage direct action against the Enemy; Tactics players gain a pair of Ent-focused cards; Spirit players gain a new side quest; and Lore players gain two cards that support a new mechanic based around manipulating the encounter deck and the victory display.

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