The Treason of Saruman
Announcing a New Saga Expansion for The Lord of the Rings: The Card Game
“Nothing that we have endured of late has seemed so grievous as the treason of Isengard. Even reckoned as a lord and captain Saruman has grown very strong. He threatens the Men of Rohan and draws off their help from Minas Tirith, even as the main blow is approaching from the East.”
–Gandalf, The Two Towers
The Fellowship is broken. Of the Nine Walkers that set forth from Rivendell, two have fallen, two have been captured, and two have disappeared, including Frodo Baggins, the Ring-bearer, on whom rest all the hopes of Middle-earth. Still, three remain, three who draw breath and can still draw arms. Led by Aragorn, son of Arathorn, the rightful heir of Gondor, they must do what good they can, even if they must do it without hope…
Fantasy Flight Games is proud to announce the upcoming release of The Treason of Saruman, the third The Lord of the Rings Saga Expansion for The Lord of the Rings: The Card Game!
With its 165 new cards, The Treason of Saruman introduces three new scenarios that allow you and your friends to immerse yourselves in key events pulled straight from the pages of the first half of The Two Towers. Join Aragorn and the Three Hunters as they pursue a pack of Uruk-hai across the plains. Take up arms against the forces of Isengard at the defense of Helm’s Deep. Steel your will against Saruman and his wizardry as you join the march on Orthanc. Throughout your trials, you’ll visit iconic locations, confront infamous villains, and enjoy game experiences shaped by innovative new mechanics that bring you as close as you can get to the drama of the classic fantasy epic without finding your name in its pages.
Meanwhile, even though each of the three scenarios in The Treason of Saruman presents a unique and rewarding set of challenges, you can also play them in Campaign Mode, combining them with the scenarios from The Black Riders and The Road Darkens as the three latest chapters in an epic narrative designed to carry you from the Shire to the fires of Mount Doom. In Campaign Mode, every decision you make has far-reaching consequences, and you can earn boons and burdens that stay with you from adventure to adventure. The Treason of Saruman introduces six new boons and five new burdens.
A New Leader for Your Fractured Fellowship
“Let me think!” said Aragorn. “And now may I make a right choice, and change the evil fate of this unhappy day!” He stood silent for a moment. “I will follow the Orcs,” he said at last.
–J.R.R. Tolkien, The Two Towers
The events of The Treason of Saruman take place after the disappearance of Frodo Baggins and The One Ring. Accordingly, the Saga Expansion introduces a new hero to lead the way, a Fellowship sphere version of Aragorn (The Treason of Saruman, 1).
The pivotal character from the first half of The Two Towers, Aragorn takes the lead throughout the expansion’s three scenarios. Like Bilbo Baggins in the two Hobbit Saga Expansions and Frodo Baggins in The Black Riders and The Road Darkens, Aragorn passes along with the first player and must survive in order for you to overcome the forces of Mordor and of Isengard. Unlike the two Hobbits, however, Aragorn is a powerful Dúnedain and Ranger, able both to hold his own in battle and to inspire others. The question that emerges, then, is how much you’ll risk making use of Aragorn’s talents in order to press through the dangers that assail you.
Equipped with the Andúril boon from The Road Darkens (The Road Darkens, 14), Aragorn makes an excellent defender, but whenever he defends, one nasty Shadow effect can spell disaster. You risk everything.
Even should you face your enemies with more caution, Aragorn’s special ability may help you stand against overwhelming odds:
“Action: Spend 2 resources from Aragorn’s resource pool to ready a hero.”
In The Treason of Saruman, you may have to do without hope, you may have to do without knowledge of The One Ring and its whereabouts, and you may even have to do without those companions who have fallen along the way. But you will not have to do without guidance. Instead, Aragorn, the son of Arathorn and heir of Isildur, emerges as a peerless leader, one who truly inspires those around him.
The Forces of Isengard
“The world changes, and all that once was strong now proves unsure. How shall any tower withstand such numbers and such reckless hate? Had I known that the strength of Isengard was grown so great, maybe I should not so rashly have ridden forth to meet it.”
–Théoden, The Two Towers
Of course, even a leader so noble as Aragorn is no match for Saruman and all the armies and wizardry he has secretly assembled within the towering walls of Isengard. You will need every hero and every ally you can assemble in order to confront the Uruk-hai, Dunlendings, and enchantments commanded by the former head of the White Council.
Though he doesn’t make a personal appearance until the expansion’s third scenario, Saruman’s influence underscores each and every encounter. His Uruk-hai are tough and brutal warriors, he has manipulated the wild men of Dunland toward new heights of fervor and hatred, and he has blanketed the lands within Isengard with powerful enchantments. Saruman’s hands guide each of the three scenarios in The Treason of Saruman, and together they present a vivid picture of just how devious and varied an Istari’s machinations can be. Each presents a new, scenario-specific mechanic that ensures it offers a unique and thematic experience, unlike anything that has come before it.
- In The Uruk-hai, the expansion’s first scenario, you and your friends chase the band of Uruk-hai that is marching your captive friends across the plains of Rohan; as you race to place progress on the scenario’s quest stages, the Uruk-hai push forward to raise the scenario’s “pursuit” value. If the pursuit value ever reaches thirty, the Uruk-hai have successfully taken their prisoners to Isengard, and you lose the scenario.
- In Helm’s Deep, your heroes and the encounter deck exchange roles! While your heroes join the defense of Helm’s Deep, the scenario’s enemies and its treachery cards lay siege to the quest and any active location.
- Finally, in The Road to Isengard, your heroes march against Saruman himself (The Treason of Saruman, 47), but he’ll test their resolve at every turn. His realm is protected by powerful spells, and his voice can bend the mind. Accordingly, The Road to Isengard adds a third loss condition. Not only do you lose if your threat level reaches fifty or all your heroes are eliminated; you also lose if your hand is reduced to zero cards. And, of course, Saruman has prepared plenty of evil spells to punish those who draw cards and resist his lures.
A Long Road, and Much to Do
“We must do without hope,” he said. “At least we may yet be avenged. Let us gird ourselves and weep no more! Come! We have a long road, and much to do.”
–J.R.R. Tolkien, The Fellowship of the Ring
The Fellowship has fractured, but there is no time for despair. Instead, you must join Aragorn and the remaining members of the Fellowship for an epic journey through the realms of Rohan and Isengard. You’ll need every bit of help you can get, so The Treason of Saruman introduces thirty-nine new player cards (six new boons and three copies each of eleven different cards) and three renowned heroes, including the Fellowship sphere version of Aragorn.
The Treason of Saruman is scheduled to arrive at retailers in the first quarter of 2015. Until then, you can visit its description page for more information and keep your eyes open for additional previews of The Treason of Saruman, its challenges, and its player cards!
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