Hides (4R19)

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Hides (4R19) is a Culture Dunland.svg Dunland Possession from the The Two Towers set.

Collection Info
Title Hides
Unique No
Collectible Yes
Set 4 - The Two Towers
Rarity R - Rare
Card Number 19
Language EN - English
Revision 0
Gameplay Info
Playable Yes
Culture Culture Dunland.svg Dunland
Side Shadow
Card Type Possession
Twilight Cost 1
Game Text When you play this possession, you may draw a card.

Response: If a Culture Dunland.svg Man is about to take a wound, remove Twilight 2.svg or discard this possession to prevent that wound.

Lore Only heavy animal skins armored the Dunlendings.
DE - German
Card Name Tierhäute
Game Text Spiele diese Karte in deinen Unterstützungs-bereich. Wenn du diese Ausrüstung spielst, darfst du eine Karte ziehen. Reaktion: Wenn ein Culture Dunland.svg Mensch eine Wunde erleidet, verringere den Einfluss um Twilight 2.svg oder lege diese Ausrüstung ab, um diese Wunde zu verhindern.
Lore Einzig dicke Tierhäute schützten die Dunländer.
ES - Spanish
Card Name Pieles
Game Text Cuando juegas esta posesión, puedes robar una carta.

Respuesta: Si un Hombre Culture Dunland.svg va a recibir una herida, quita Twilight 2.svg o descarta esta posesión para prevenir esa herida.

Lore Sólo las gruesas pieles de los animales protegían a los Dunlendinos.
FR - French
Card Name Peaux
Game Text Lorsque vous jouez cette possession, vous pouvez piocher une carte. Réponse : Si un Homme Culture Dunland.svg est sur le point d’être blessé, retirez Twilight 2.svg ou défaussez cette possession pour empêcher cette blessure.
Lore Ceux du Pays de Dun n'avaient que des peaux d'animaux sauvages en guise d'armure.
IT - Italian
Card Name Pelli
Game Text Quando giochi questo bene, puoi pescare una carta.

Risposta: Se un Uomo Culture Dunland.svg sta per subire una ferita, rimuovi Twilight 2.svg o scarta questo bene per prevenire quella ferita.

Lore I Dunlandiani si corazzavano solamente con pesanti pelli di animali.
Technical Info
Wiki Base Card ID LOTR-EN04S019.0
GEMP ID 4_19
LOTRO Hex ID 63 91 D0 03
LOTRO Image ID 04_019


The most essential card in any [Dunland] deck, Hides enables the culture of almost entirely 1 vitality minions to survive all sorts of direct wounding. Since it is a support area possession, it is difficult for the Free Peoples player to get rid of and essentially gives the Shadow player the chance to decide whether a minion should die or not. The bonus card-drawing mechanic means that Hides will never really take up any space in a deck - when it is played, another card immediately replaces it. Because Hides is not unique and itself may also be discarded to block a wound, the Shadow player can discard a spare copy without putting future minions at risk. For all of these reasons, it is often advised to have as many copies of Hides as you have when playing Dunland, up to the maximum of 4.

The cost of blocking a wound with Hides and the [Dunland] culture's characteristically low vitality makes Dunland extremely reliant on balancing twilight properly against decks with direct wounding. If too much twilight is used playing minions, there's a good chance some or all of those minions won't make it to the skirmish phase. If too few minions are played, the Free People's player may be able to use only their best fighters and avoid Dunland's unique skirmish-won triggers such as the text of War Club and Wulf.

In some cases, especially when facing fellowships with lots of indirect wounding (mainly archery), the Shadow player will be wise to have an alternative to the hefty cost of using Hides every turn. Saruman, Rabble-rouser is innately able to take archery wounds (unlike the [Isengard] copies of Saruman), and can take up to 4 archery wounds for [4] rather than using Hides for [8]. Gollum costs a mere [2] and can take up to 4 wounds, and Gollum, Old Villain can be used to help cycle cards if need be. The handful of [Dunland] minions costing [1] or [2] may be sacrificed to protect bigger minions, and remain useful if they survive to complete the spot requirements of cards like Hillman Tribe or win skirmishes through skirmish events.

Strengths and Weaknesses[edit]

Strong Versus...[edit]

  • Direct wounding
  • Fellowships which give the shadow player lots of twilight

Weak Versus...[edit]

  • Galadriel, Lady Redeemed, Roll of Thunder, and other cards capable of discarding support-area possessions
  • Choke decks (especially those with archery), which may give the Shadow player a harder choice when deciding whether or not to block a wound


In this section:

  • Put quotes from the CRDs and Comprehensive Rules here that reference this card specifically by name
  • Also put quotes if a particular rule commonly affects the outcome of a card in a subtle manner (such as quoting the Rule of 4 for Saved From the Fire (8R20) )
  • Link to rules discussions on TLHH

Alternate Versions[edit]

See Also[edit]

  • Add links to the wayback machine (or wiki archival links) for official Decipher articles regarding the card
  • Link to decks that use this card