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LOTR - AP 4: The long Dark
It was after nightfall when they had entered the Mines. They had been going for several hours with only brief halts, when Gandalf came to the first serious check. Before him stood a wide arch opening into three passages: all led in the same general direction, eastwards; but the left-hand passage plunged down, while the right-hand climbed up, and the middle way seemed to run on, smooth and level but very narrow.
–The Fellowship of the Ring
After a brutal conflict outside the gates of Moria, several of Middle-earth's heroes press forward, into the dark, Dwarven mines to scout the ancient tunnels for the source of the increased Orc activity in the Misty Mountains. The way is dark and choked with foes and hazards.
The Long Dark adds 60 new cards to The Lord of the Rings: The Card Game, including a new hero, three copies of each player card, and an all-new scenario that pits your heroes against bands of Goblins, the hazards of traveling in the dark, and the risk of getting lost. As your heroes travel through the Dark, Underground realm of Moria, they must navigate carefully or suffer the consequences of losing their way. Any wrong turn may result in disaster.
This is not a stand-alone deck. A copy of The Lord of the Rings: The Core Set and The Lord of the Rings: Khazad-dûm are required to play.