At first they made fair progress, but as they went on, their passage became slower and more dangerous. The marshes were bewildering and treacherous, and there was no permanent trail even for Rangers to find through their shifting quagmires. J.R.R. Tolkien, The Fellowship of the Ring.
The Nīn-in-Eilph is the fourth Adventure Pack in The Ring-maker cycle for The Lord of the Rings: The Card Game.
After slipping out of the ancient, ruined city of Tharbad, past a host of Orcs and spies, several of Middle-earths greatest heroes begin a journey through the Nīn-in-Eilph and its treacherous marshlands. They seek a hidden site on the other side of the marsh, in Hollin, which is rumored to be full of powerful secrets that may provide the White Council some means to work against the Dark Lord. However, your heroes have no time to lose because the Dark Lords servants have also learned of the hidden location within Hollin
Among its sixty new cards, which also include a new hero and three copies of each new player card, The Nīn-in-Eilph introduces a deadly new scenario that challenges players to explore and survive the swamps of the Nīn-in-Eilph. Full of deadly Creatures, the swamps havent been travelled for an age, and no paths exist to lead your heroes through the shifting bogs. Youll also find a new hero, and three copies of each new player card, several of which permit new interactions with the first player token, representing the leadership and assistance that other companions can offer.
This is not a stand-alone deck. A copy of The Lord of the Rings: The Core Set and The Lord of the Rings: The Voice of Isengard are required to play.