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Drilldown: CardReleases
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CardReleases (24728)
CardSets (32)
CardTypes (10)
Cards (3721)
Cultures (23)
Formats (15)
Languages (13)
Rarities (34)
SubSets (0)
SubTypes (1)
CardReleases
> Title:
Úlairë Nelya
&
GameText:
Ring-bearer (resistance 10). Ring-bound. Skirmish: At sites 6K to 8K, add 4 burdens to wound a minion skirmishing Frodo.
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·
Aragorn
·
Gandalf
·
Legolas
·
Gimli
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Eomer
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Saruman
·
Frodo
·
Sam
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The Witch-king
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The One Ring
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Pippin
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Théoden
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Arwen
· Úlairë Nelya ·
Úlairë Lemenya
·
Úlairë Attëa
Other values:
A Blended Race
A Clamour of Many Voices
A Dark Shape Sprang
A Defiled Charge
A Dragon's Tale
A Fell Voice on the Air
A Fool
A Grey Ship
A Host Avails Little
A Light in His Mind
A Lungo Caddi
A Marvel
A New Light
A Path Appointed
A Portata di Saruman
A Promise
A Ranger's Versatility
A Royal Welcome
A Shadow Fell Over Them
A Shadow Rises
A Shadow of the Past
A Suo Agio tra le Ombre
A Talent for Not Being Seen
A Task Now to Be Done
A Través de Las Montañas Nubladas
A Wizard Is Never Late
A cubierto
Abandonando la Razón por la Locura
Abandoned Mine Shaft
Abandoning Reason for Madness
Abandonnant la Raison pour la Folie
Abandonné aux Gobelins
Abatteur Oriental
Abbandonare la Ragione per la Follia
Abbi Pazienza
Abgenutzte Streitaxt
Abgeschiedene Heimstätte
Abgeschiedenheit
Abiding Evil
Abismo De Helm
Abismos de Moria
Abitanti Adirati
Ablenkung
Above the Battlement
Abscheulich
Abscheuliche Horde
Abschied von Lórien
Abteilung Orkschützen
Abteilung aus Minas Morgul
Abteilung aus Naith
Abteilung der Haradrim
Abtrünninger Dunländer
Acciaio Scintillante
Accoltellatore Goblin
Acechador Goblin
Acechador Uruk
Acechador de Morgul
Acechador del Desierto
Acero Reluciente
Achillesferse
Acier Virevoltant
Acoso En La Retaguardia
Acudir A La Llamada
Adroits dans leurs Mouvements
Advance Captain
Advance Marauder
Advance Regular
Advance Scout
Advance Uruk Patrol
Advancing Horde
Advancing Uruk
Aegnor
Affrettiamoci
Agents of Orthanc
Aggression
Aggressiver Goblin
Aggressiver Mordorork
Aggressiver Uruk
Agility
Agitador Uruk
Agrifogliere
Aiglos
Aiuto nel Dubbio e nel Bisogno
Al Escondite Jugamos
Alatar
Alatar Deceived
Alatar getäuscht
Alberi di Mallorn
Albert Dreary
Albert Morne
Alberto Lugubre
Alboroto Uruk-hai
Alcarin
Alcuni che Hanno Resistito
Aldilà di Ogni Speranza
Aldor
Aldred
Alfrid
Algo Se Acerca
Algunos Que Resistieron
Alianza Reforjada
Alito Nero
Alive and Unspoiled
All Blades Perish
All Life Flees
All Save One
All Thought Bent on It
All Veils Removed
Alle Klingen vergehen
Alle Schleier gelüftet
Alle außer einem
Alle wissen es
Alleanza Riformata
Alles außer meinen Knochen
Alliance Reforged
Alliance Reforgée
Almacén
Almacén De Armas
Alte Klinge
Alte Straßen
Alte Waldstraße
Alte Zwistigkeiten
Alter Tobi
Always Threatening
Am Rand des Abgrunds
Am Wendepunkt der Gezeiten
Ambizione di Saruman
Amenazando Constantemente
Amici di Antica Data
Amigos de Antaño
Amigos queridos
Amis de Toujours
Amon Hen Ruins
An Able Guide
An Acorn from Beorn's house
An Honorable Charge
An Invisible Ring
An der Schwelle zum Schattenreich
An sein Schicksal gebunden
Anborn
Ancestral Feuds
Ancestral Knowledge
Ancien Chef de Clan
Ancienne Haine
Ancient Blade
Ancient Chieftain
Ancient Enmity
Ancient Roads
Ancora Affilata
Ancora Arrivano
Andauernder Kampf
Andauerndes Übel
Anduin Banks
Anduin Confluence
Anduin River
Anduin Wilderland
Anduin delle Terre Selvagge
Andúril
Anello di Isengard
Anführer der Fernkämpfer
Anführer der Südländer
Anführer des Orkkommandos
Anger
Angezogen von seiner Macht
Angriff auf Helms Klamm
Angst verleiht Kraft
Anguish
Anhaltende Bedrohung
Anhaltender langsamer Zorn
Anhöhen von Isengart
Anillo De Isengard
Aniquilar A Los Derrotados
Answering the Cries
Antica Ostilità
Antiche Divergenze
Anweisungen aus Mordor
Anzeichen des Krieges
Anárion
Apetito Hobbit
Apoyo del Último Hogar
Appetito degli Hobbit
Appétit Hobbit
Apuñalador Goblin
Aquí Hay Buena Roca
Aquí Yace Balin, Hijo de Fundin
Aquí estoy
Aragorns Bogen
Aragorns Pfeife
Aragorn’s Bow
Aragorn’s Pipe
Arbalétrier Ourouk
Arbalétriers d'Élite
Arbeit für die Schwerter
Arc Elfique
Arc Rohirrim
Arc Suderon
Arc d'Aragorn
Arc de Rôdeur
Arc des Galadhrim
Archer Commander
Archer Gobelin
Archer Suderon
Archer d'Élite
Archer of Harad
Archers Orques
Archers du Gondor
Arciere Goblin
Arciere Sudrone
Arciere d'Elite
Arcieri Orchi
Arcieri di Gondor
Arco De Montaraz
Arco Elfico
Arco Rohirrim
Arco Sudrone
Arco Sureño
Arco de Los Galadrim
Arco de los Rohirrim
Arco dei Galadhrim
Arco del Ramingo
Arco di Aragorn
Arco di Faramir
Argine dell'Anduin
Argini dell'Argentaroggia
Arglist
Argonath
Argument Ready to Hand
Ariete
Armadura
Armadura Enana
Armas De Isengard
Armatura
Armatura dei Nani
Armatura di Maglia Pesante
Armatura di Mithril
Armed for Battle
Armee aus Fangorn
Armee aus Udûn
Armee der Ostlinge
Armee der Rohirrim
Armer Kerl
Armeria
Armeria Goblin
Armeria Uruk-hai
Armeria del Trombatorrione
Armerie Saccheggiate
Armería De Cuernavilla
Armerías Saqueadas
Armi di Isengard
Armor
Armor of Khazâd
Armor of the Citadel
Armor of the White City
Armored Easterling
Armored Easterlings
Armory
Armure
Armure Naine
Armurerie
Armurerie Gobeline
Armurerie Ourouk-Haï
Armureries Pillées
Army Long Trained
Army of Dunland
Army of Harad
Army of Haradrim
Army of Isengard
Army of Sauron
Army of Udûn
Army of Uruk-hai
Armée Tonitruante
Armée des Haradrim
Armées de la Dernière Alliance
Arod
Arquero De Élite
Arquero Goblin
Arquero Orco
Arquero Sureño
Arqueros de Gondor
Arriesgar un Poco de Luz
Arrière-Garde Ourouk
Arrow From the South
Arrow and Blade
Arrow-slits
Arrows Thick in the Air
Arwen's Bow
Arwen's Dagger
Arwen's Fate
Arwens Schicksal
Asaltador Uruk
Asaltadores Del Este
Ascia
Ascia Instancabile
Ascia da Battaglia di Gimli
Ascia dei Nani
Ascia di Erebor
Ascia di Ferro
Ascia di Isengard
Ascia di Moria
Ascoltami
Asediador Uruk
Asesino Orco
Asesino Sureño
Asesino de Orthanc
Asesino de la torre
Asfaloth
Asociarse con magos
Aspilleras
Assaillant Ourouk
Assaltatore Uruk
Assassin Orque
Assassin Suderon
Assassin d'Orthanc
Assassin de la Tour
Assassino Sudrone
Assassino della Torre
Assassino di Morgul
Assassino di Orthanc
Assault Commander
Assault Denizen
Assault Ladder
Assaulting Goblin
Assediante Uruk
Asserviti a Saruman
Assiégeant Ourouk
Assordati
At His Command
Ataque En El Abismo De Helm
Ataque Por El Flanco
Athelas
Atraído por Su Poder
Attacco al Fosso di Helm
Attacco sul Fianco
Attack on Helm's Deep
Attaque Latérale
Attaque au Gouffre de Helm
Attentäter aus Mordor
Attentäter des Turms
Attirati dal Suo Potere
Attiré par son Pouvoir
Attraverso le Montagne Nebbiose
Attunement
Au Chat et à la Souris
Au Seuil de l'Ombre
Au-Delà de Tout Espoir
Au-Delà de l'Isen
Auberge du Dragon Vert
Aucun Refuge
Aucun Repos dans la Lassitude
Aucune Retraite
Auenland Aussichtspunkt
Auf Eurer Schwelle
Auf das Schlachtfeld strömen
Auf dem Marsch
Auf der Lauer
Auf die Beute herabstürzen
Auf uns gerichtet
Aufgebrachte Bewohner
Aufgebrachter Reiter
Aufgebrachter Südländer
Aufgehetzt
Aufgelegt
Aufgerüttelt
Aufgewühlte Berge
Aufkeimende Tapferkeit
Aufkommender Wind
Auflodernde Brände
Aufpassen und abwarten
Aufrecht
Augenblick der Ruhe
Aullido De Harad
Aus Mordor kamen sie
Aus dem Dunkeln
Aus dem Schatten heraus
Aus den Ebenen vertrieben
Aus der Stadt kam ein Schrei
Aus der Waffenkammer
Aus einemabscheulichen Horst
Aus großer Höhe herab
Ausgedehnte Moore
Aushebungen im Osten
Auskundschaften
Ausschachten
Aussergewöhnliche Widerstandskraft
Aussi Vite Que Possible
Aussichtsloser Gegenangriff
Außer Sicht
Außer Sicht und Hörweite
Avalanche de Coups
Avanguardia Uruk
Avant-Garde Ourouk
Avanti Eorlingas!
Avanzado Sureño
Avanzare e Andare Via
Avec Rapidité et Douceur
Avidità
Avidité
Avvolti nell'Ombra
Away on the Wind
Awkward Moment
Axe Strike
Axe of Erebor
Axe of Khazad-dûm
Axe-work
Axeman of Harad
Axt vom Erebor
Axt von Khazad-dûm
Axthieb
Axtkämpfer aus Harad
Ayuda En La Necesidad Y En La Duda
Azog
Azog's Mace
Azzardo Pericoloso
Aún Así Vienen
Bac de Châteaubouc
Back to the Light
Bag End
Bag End Study
Bajad
Bajando desde las colinas
Bajo El Ojo Vigilante
Bajo La Tierra Viviente
Bajo las montañas
Balconada De Orthanc
Balcone di Orthanc
Balestriere Uruk
Balestrieri d'Elite
Balglin
Balin
Balin Avenged
Balin's Tomb
Balins Grab
Ballestero Uruk
Ballesteros De Élite
Balsadera de Gamoburgo
Band of Uruk Bowmen
Band of Wild Men
Band of the Eye
Banda De Arqueros Uruk
Banda De Asalto Uruk
Banda De Hombres Salvajes
Banda De Montañeses
Banda De Uruk-hai
Banda Dell'Occhio
Banda d'Assalto Uruk
Banda de Asalto Uruk-hai
Banda del Ojo
Banda delle Colline
Banda di Orchi
Banda di Uomini Selvaggi
Banda di Uruk-hai
Bande Ourouk-Haï
Bande d'Hommes Sauvages
Bande des Collines
Bandolero Dunlendino
Banished
Banner Isengarts
Banner des Einen Auges
Banner of Elbereth
Banner of Isengard
Banner of Westernesse
Banner of the Eye
Banner of the Mark
Banner of the White Tree
Banners Blowing
Banni
Bannière Orque
Barazinbar
Barbalbero
Barbare Ourouk
Barbaric Uruk
Barbarie pour Rivaliser avec leur Grand Nombre
Barbarischer Dunländer
Barbarischer Uruk
Barbarous Orc
Bard
Barliman Butterbur
Barouk Khazâd
Barrage
Barrancos De Estemnet
Barrels
Barren Land
Barrow-wight Stalker
Barrows of Edoras
Baruk Khazâd
Base of Mindolluin
Bastone dello Stregone
Bastone di Gandalf
Bastone di Saruman
Bastone in Frantumi
Batailleur Oriental
Battering Ram
Battle Cry
Battle Fury
Battle Tested
Battle in Earnest
Battle of Azanulbizar
Battle of the Five Armies
Battle to the Last
Battlefield Recruit
Battlefield Veteran
Bauer Maggot
Baumbart
Baïn
Be Back Soon
Be Gone!
Beacon of Minas Tirith
Beast of War
Beastly Olog-hai
Beasts of Burden
Beaten Back
Beauty Is Fading
Beherzt und robust
Beherzt und stark
Beherzter Feind
Beherzter Wiederstand
Behold the White Rider
Belagerungskommandant
Belagerungskunst
Belagerungsleiter
Belagerungsmaschine
Belagerungspike
Belagerungstrupp
Bella Imitazione
Belle Contrefaçon
Belt of Erebor
Belvédère de la Comté
Bemannt die Zinnen
Ben Immagazzinato
Beneath the Mountains
Bent on Discovery
Beorn
Beorn's House
Beorning Axe
Berater des Königs
Beren and Lúthien
Beren e Lúthien
Beren et Lúthien
Beren und Lúthien
Beren y Lúthien
Berg des Auges
Bergbewohnergesindel
Bergbewohnerhorde
Bergbewohnerpöbel
Bergbewohnerschar
Bergbewohnerstamm
Bergclan
Berges de l'Anduin
Berges du Cours d'Argent
Berghäuptling
Bergork
Berserk Butcher
Berserk Rager
Berserk Savage
Berserk Slayer
Berserker Assassino
Berserker Furioso
Berserker Selvaggio
Berserker Torch
Berserker Uruk-hai
Berserker de Orthanc
Berserker di Orthanc
Berserkerfackel
Bert
Bescheidene Heimstätte
Beschützer
Beschützer Lóriens
Besieging Pike
Best Company
Beste Gesellschaft
Bestrafung
Beständiges Übel
Betrayal of Isengard
Betrügerischer Bürger
Better Than Nothing
Between Nazgûl and Prey
Beutelsend
Bewacht
Bewachte Festung
Bewegung in diese Richtung
Bewohner der Schwarzen Grube
Bewohner der tiefsten Tiefen
Bewohner von Khazad-dûm
Bewohner von Moria
Beyond All Darkness
Beyond All Hope
Beyond Dark Mountains
Beyond the Height of Men
Bezwungen
Biblioteca De Orthanc
Biblioteca di Orthanc
Bibliothek des Orthanc
Bibliothek von Orthanc
Bien Almacenado
Bien Approvisionnés
Bien des Énigmes
Bienhallados
Bifur
Bilbo
Bilbo's Kitchen
Bilbo's Pipe
Bilbon
Bilbos Pfeife
Bill Ferny
Bill Fougeron
Bill Helechal
Bill el Pony
Bill il Pony
Bill le Poney
Bill the Pony
Billy Felci
Bilwißmensch
Bin gleich zurück
Birchseed
Birkenspross
Birthday Present
Bis Durin wieder erwacht
Bis zum letzten Mann
Bitter Hatred
Bitter Tidings
Black Arrow
Black Breath
Black Dart
Black Flail
Black Gate Sentry
Black Land Chieftain
Black Land Commander
Black Land Observer
Black Land Overlord
Black Land Runner
Black Land Shrieker
Black Land Spy
Black Marshal
Black Númenorean
Black Rider
Black Sails of Umbar
Black Shapes Crawling
Black Steed
Blade Tip
Blade of Gondor
Blade of Lindon
Blade of the White Hand
Bladed Gauntlets
Blades Drawn
Bleibender Schatten
Blessé
Blitzender Stahl
Blitzschneller Uruk
Blood Has Been Spilled
Blood Runs Chill
Blood of Númenor
Bloodstained Field
Bloodthirsty
Bloodthirsty Uruk
Blut ist vergossen worden
Blutgetränkter Boden
Blutgetränktes Schlachtfeld
Blutrünstig
Blutrünstiger Uruk
Bockenburg Fähre
Bofur
Bogen der Dunkelmenschen
Bogen der Rohirrim
Bogen der Südländer
Bogen der Waldläufer
Bogen und Schwert
Bogen von Minas Tirith
Bogenschütze aus Harad
Bogenschützen aus Gondor
Bogenschützen aus Moria
Bogenschützenlegion
Bois de Hobbitebourg
Bold Easterling
Bold Men and Grim
Bold and Cunning
Bolg
Bolsón Cerrado
Bolzenhagel
Bombur
Bon Travail
Bonita imitación
Book of Mazarbul
Boomed and Trumpeted
Border Defenses
Border Patrol
Borin
Borkenhaut
Borne Far Away
Boromir
Boromir's Cloak
Boromir's Gauntlets
Boromir, Hermano Mío
Boromir, Mein Bruder
Boromir, Mio Fratello
Boromir, Mon Frère
Boromir, My Brother
Boromirs Handschuhe
Boromirs Horn
Boromirs Mantel
Boromirs Schild
Boschi di Hobbiville
Boschi di Lothlórien
Boshafter Dunländer
Bosque De Fangorn
Bosque de Las Tierras de Bree
Bosque de Los Trolls
Bosques De Ithilien
Bosques de Hobbiton
Bosques de Lothlórien
Boucher Orque
Bouclier Rohirrim
Bound By Rage
Bound to its Fate
Bounder
Bow of Minas Tirith
Bow of the Galadhrim
Bracciali dei Nani
Braccio Armato della Torre Bianca
Brace of Coneys
Brama di Sangue Uruk
Branco di Uruk-hai
Brand
Brandon Enflammé
Bras Droit de la Tour Blanche
Brassards Nains
Bratpfanne
Brave and Loyal
Bravoure
Brawling Uruk
Brazales Enanos
Breached
Break the Charge
Bred for Battle
Bree Gate
Bree Streets
Breeding Pit
Breeding Pit Conscript
Breeding pit of Isengard
Breeland Forest
Brego
Brennt jedes Dorf nieder
Brigand Dun
Brigante Dunlandiano
Brilla nella Neve
Brillando en la Nieve
Brilliant Light
Bring Down the Wall
Bringt sie zur Strecke!
Briser la Charge
Broad-bladed Sword
Broche Elfique
Broche Élfico
Brodem und Dampf
Broken Heirloom
Broken in Defeat
Brooding on Tomorrow
Brought Back Alive
Brought Down from Inside
Brown Lands
Bruciate Ogni Villaggio
Brughiere delle Chiane Ditteri
Bruinenfurt
Brunnen alter Erinnerungen
Brustwehr
Brustwehr der Hornburg
Brutal Easterling
Brutaler Olog-hai
Brutalidad Para Igualar Sus Números
Brutality
Brutalität
Brutgrubenrekrut
Brutstätten
Brûlez ChaqueVillage
Buckland Homestead
Bucklebury Ferry
Buen Trabajo
Burglar's Contract
Burial Mounds
Burn Every Village
Burning of Westfold
Burroni dell'Estemnet
Buscador Uruk
Buscando a Su Amo
Buscar A Lo Largo Y A Lo Ancho
Bárbol
Bâton Fracassé
Bâton de Magicien
Bélier
Bösartiger Uruk
C'Est Assurément de la Magie
C'est Inutile de ce Côté
Caballero Gondoriano
Caballero de Gondor
Caballo De Rohan
Cacciatore Goblin
Cacciatore Uruk
Cacciatore di Morgul
Cacciatori Orchi
Calaglin
Calculated Risk
Called
Called Away
Called to Mordor
Calles De Edoras
Calles de Bree
Cambio de Planes
Cambio di Programma
Cambrioleur Dun
Camera da Letto di Frodo
Camera del Nanosterro
Camino Elevado De Cuernavilla
Cammini Percorsi Raramente
Campamento Uruk
Campement Ourouk
Campement des Plaines de Rohan
Campeón De Orthanc
Campione di Orthanc
Campo De Matanza
Campo Uruk
Campo de La Colina Verde
Campo de la fiesta de Hobbiton
Can You Protect Me From Yourself?
Cancelli degli Argonath
Cancelli di Morgul
Cancello di Brea
Cancello di Helm
Canciones del Reino Bendecido
Canción de Dúrin
Canción Élfica
Candle Corpses
Cansado
Canzone Elfica
Canzone del Reame Benedetto
Capa Élfica
Capataz Orco
Cape Elfique
Cape de Boromir
Capitaine Oriental
Capitaine Orque
Capitaine Ourouk
Capitan Oriental
Capitano Esterling
Capitano Orco
Capitán Orco
Capitán Uruk
Capo Anziano
Capo Orco
Capo Uruk
Capo delle Colline
Captured by the Ring
Caradhras Has Not Forgiven Us
Caradhras No Nos Ha Perdonado
Caradhras hat uns noch nicht vergeben
Caradhras ne Nous a pas Pardonnés
Caras Galadhon
Caras Galadon
Caravan From the South
Careful Study
Carga Sin Descanso
Cari Amici
Carica Implacabile
Carnicero Orco
Carrera A Través De La Marca
Carretera del Este
Carte de Thrôr
Casa Baggins
Casa de Elrond
Casa di Elrond
Cascate di Gran Burrone
Cast It Into the Fire!
Cast Out
Cast Unto the Winds
Cast from the Hall
Castamir aus Umbar
Castamir of Umbar
Castillo Dorado
Catapult
Catarata de Rivendel
Catena del Troll delle Caverne
Caudillo Antiguo
Caudillo Orco
Caught In A Sack
Cautela
Cavalcalupi
Cavalcalupi di Isengard
Cavalcatura del Cavaliere
Cavalier d'Élite
Cavalier de Rohan
Cavaliere Gondoriano
Cavaliere d'Elite
Cavaliere di Gondor
Cavaliere di Rohan
Cavallo Nero
Cavallo di Rohan
Cavar
Cave Troll of Moria
Cave Troll's Chain
Cave Troll's Hammer
Cave Troll’s Hammer
Cavern Denizen
Cavern Entrance
Cavernas de Isengard
Caverne d'Aglarond
Caverne di Isengard
Caverns of Isengard
Caves of Aglarond
Cazador Uruk
Cazador de Morgul
Cazadores Orcos
Cebadilla Mantecona
Ceci Est Mon Peuple
Ceci est du Bon Roc
Ceci n'est Pas un Cor d'Orque
Cela Ne Nous Regarde Pas
Celeborn
Celebring
Centinela Sureño
Centinelas de Númenor
Centinelas secretos
Centro del pueblo
Centro della Città
Ceorl
Ceppi e Rovi
Cercando il Suo Padrone
Cercandolo Sempre
Cercare e Nascondere
Cercare in Lungo e in Largo
Cercatore Uruk
Ceremonial Armor
Ceux Qui Résistèrent
Challenging the Orc-host
Chaman Ourouk
Chaman de l'Isengard
Chamber Patrol
Chamber of Mazarbul
Chamber of Records
Chambre de Cavenain
Chambre de Frodon
Champ Festif de Hobbitebourg
Champ Meutrier
Champion Orc
Champion d'Orthanc
Champs du Père Maggotte
Chamán Uruk
Chamán de Isengard
Chance Observation
Change of Plans
Changement de Plan
Chanson de Durin
Chant Elfique
Chants du Royaume Béni
Chaotic Clash
Charged Headlong
Charging Uruk
Charognards Gobelins
Charrette de Gandalf
Chasing Uruk
Chasm’s Edge
Chasseur Ourouk
Chasseur de Morgul
Chasseurs Orques
Chassez-les !
Che Cos'è Questa Nuova Diavoleria?
Che Cosa Avete Scoperto?
Che Cosa Sono?
Che Cosa Stiamo Aspettando?
Chef de Clan Orque
Chef des Collines
Chercheur Ourouk
Chers Amis
Cheval de Rohan
Chevalier Gondorien
Chevalier du Gondor
Chevaucheur de Ouargue
Chevaucheur de l'Isengard
Chevaux d'Écume
Chieftain of Dunland
Choix Difficile
Choses Infectes
Chute de Fondcombe
Cienaga de los muertos
Cima de Amon Hen
Cima de Los Vientos
Cima di Amon Hen
Cimeterre Gobelin
Cimeterre Orque
Cimeterre de l'Isengard
Cimitarra Goblin
Cimitarra Orca
Cimitarra de Isengard
Cirion
Cirith Ungol Guard
Cirith Ungol Patroller
Cirith Ungol Patrouille
Cirith Ungol Scavenger
Cirith Ungol Sentinel
Cirith Ungol Sentry
Cirith Ungol Soldier
Cirith Ungol Spähposten
Cirith Ungol Wache
Cirith Ungol Wachposten
Cirith Ungol Warrior
Cirith Ungol Watchman
Cirith Ungol Wächter
Citadel of Minas Tirith
Citadel of the Stars
Citadel to Gate
Cittadella delle Stelle
Cittadella di Minas Tirith
City Gates
City Wall
City of Kings
City of Men
City of the Dead
City of the Trees
Ciudadela de Minas Tirith
Ciudadela de las Estrellas
Clairière de Galadriel
Clavado
Cleaved
Cleaving Blow
Cleaving a Path
Clever Hobbits
Cliffs of Emyn Muil
Closer and Closer He Bent
Cloud of Arrows
Coat of Mail
Cobertura natural
Codicia
Cohorte de Milliers
Coif
Coincé
Col de Caradhras
Colinas De Oestemnet
Colinas de Eregion
Colinas del Tiempo
Colle Vento
Collera
Colline Vento
Colline dell'Eregion
Colline dell'Ovestemnet
Collines Venteuses
Colonne dei Re
Colpito alla Testa
Colpo Devastante
Colpo Mulinante
Colpo d'Ascia
Colpo di Pugnale
Colui che gli Uomini Seguirebbero
Column of Easterlings
Colère
Comandante De Arqueros
Comandante Goblin
Comandante Orco
Comandante Sudrone
Comandante Sureño
Comandante arquero
Comandante de La Guardia
Comandante degli Arcieri
Comandante degli Orchi
Comandante dei Tiratori
Combattant Orque
Combattant Ourouk
Combattant Suderon
Combattant de Morgul
Combattente Orco
Combattente Sudrone
Combattente Uruk
Combattere per i Villici
Come Away
Come Down
Come Here Lad
Coming for the Ring
Commandant Orque
Commandant Suderon
Commandant de la Garde
Commandant des Archers
Commandant à Distance
Community Living
Compagnia di Arcieri
Compagnia di Haradrim
Compagnie d'Archers
Compagnie de Haradrim
Company of Archers
Company of Haradrim
Compañía De Arqueros
Compañía de Haradrim
Concealment
Concentración en el Este
Concerning Hobbits
Confluencia del Anduin
Confluent de l'Anduin
Confluenza dell'Anduin
Confronting the Eye
Confía en mi como hiciste una vez
Connected By Fate
Conquered Halls
Consorting With Wizards
Constantly Threatening
Contadino Hobbit
Conteggio Finale
Contemplad Al Jinete Blanco
Continuer et Sortir d'Ici
Controlled By The Ring
Contrée Sauvage de l'Anduin
Contrôleur Orque
Coordinated Effort
Coppia di Conigli
Cor de Boromir
Coraggio
Coraggioso e Forte
Corazón Enano
Corcel Negro
Corno di Boromir
Corno di Helm
Corps of Harad
Corpse Lights
Corredor De Llanura Uruk
Corredor Goblin
Corredor Orco
Corredor Sureño
Corredor Uruk
Corridore Goblin
Corridore Sudrone
Corridore Uruk
Corridore delle Pianure
Corrupt
Corrupted Spy
Corsa attraverso il Mark
Corsair Ballista
Corsair Boarding Axe
Corsair Boatswain
Corsair Bow
Corsair Brute
Corsair Buccaneer
Corsair Champion
Corsair Freebooter
Corsair Grappling Hook
Corsair Gunners
Corsair Halberd
Corsair Lookout
Corsair Marauder
Corsair Plunderer
Corsair Ruffian
Corsair Scimitar
Corsair War Galley
Corsaren Ausguck
Corsaren Bootsman
Corsaren Freibeuter
Corsaren Raufbold
Corsaren Richtschützen
Corsaren Schläger
Corsaren Seeräuber
Corsarenballista
Cortile del Consiglio
Cortile del Trombatorrione
Cortó Sus Ataduras
Cosas inmundas
Cota Pesada
Cota de Mallas
Cotta di Maglia
Cotta di Maglia del Re
Cotte de Mailles
Cotte de Mailles Forte
Cotte de Mithril
Council Courtyard
Counsel of the Wise
Countless Companies
Countless Cords
Counts But One
Coup Tourbillonnant
Coup Tranchant
Coup de Dague
Coup de Hache
Courage Nain
Courageous Easterling
Coureur Gobelin
Coureur Orque
Coureur Ourouk
Coureur Suderon
Coureur des Plaines Ourouk
Courtesy of My Hall
Courtyard Parapet
Couverture Naturelle
Couvée d'Ourouk
Covering Fire
Covetous Easterling
Covetous Uruk
Covetous Wisp
Crack Into Rubble
Crags of Emyn Muil
Crashed Gate
Crashing Cavalry
Crazed Hillman
Crazy Cob
Creación Inmunda
Creazione Ripugnante
Crebain Flock
Crecido De Repente
Cri de Guerre de Lurtz
Cri de Guerre du Pays de Dun
Criado de Isengard
Criados Para La Batalla
Crooked Townsman
Cross Roads
Crossroads of the Fallen Kings
Crouched Down
Crown of Erebor
Crown of Gondor
Crows of Isengard
Crudele Caradhras
Cruel Caradhras
Cruel Dunlending
Crushing Uruk
Cry and Panic
Création Infecte
Cría Uruk
Cuaderna del Oeste
Cuchillos Largos de Legolas
Cuenta Final
Cuerno de Boromir
Cuerno de Helm
Cuevas De Aglarond
Cul-de-Sac
Cunningly Hidden
Cuore dei Nani
Curse From Mordor
Curse Their Foul Feet!
Curse Them
Cursed of Erech
Cutthroat Orc
Cámara Del Palantír
Cámara de La Mina del Enano
Círdan
Da kann man nichts machen
Dad La Vuelta
Daddy Twofoot
Dagger Strike
Dagorlad
Dain Ironfoot
Dale
Dall'Armeria
Dammed Gate-stream
Dammweg zur Hornburg
Damrod
Danger Wrapped in Shadows
Dangerous Gamble
Dans de Noirs Tunnels
Dans le Sillage des Spectres de l'Anneau
Dard
Dardo
Dargoland
Dark Alliance
Dark Approach
Dark Bats
Dark Fell About Him
Dark Fire
Dark Fury
Dark Places
Dark Powers Strengthen
Dark Swooping Shadows
Dark Temptation
Dark Tidings
Dark Ways
Dark Whispers
Dark Wings
Das Anduin Wilderland
Das Auge Saurons
Das Auge von Barad-dûr
Das Banner der Mark
Das Banner des weißen Baumes
Das Banner von Elbereth
Das Banner von Westernis
Das Blut von Númenor
Das Buch von Mazarbul
Das Bündnis neu geschmiedet
Das Ende naht
Das Erbe seiner Ahnen
Das Fenster des Auges
Das Heer der Orks fordern
Das Herz eines Zwergs
Das Horn der Mark
Das Höchste wert
Das Lager der Rohirrim
Das Missgeschick des Herrn Unterberg
Das Reich Zwergenbinge
Das Rote Buch der Westmark
Das Schachbrett ist aufgestellt
Das Schlimmste befürchten
Das Schwert des Balrog
Das Schwert des Waldläufers
Das Schwert von Dol Guldur
Das Schwert von Gondor
Das Schwert von Minas Morgul
Das Szepter desDunklen Herrschers
Das Tal von Bruchtal
Das Vermächtnis der Truchsesse
Das Vermächtnisder Könige
Das Weiße Gebirge
Das Westtor von Moria
Das Zauberer-Tal
Das Zelt des Königs
Das alles tut mir wirklich leid
Das einfache Leben
Das erste ernstliche Hindernis
Das große Tor
Das größte Königreich meines Volkes
Das ist doch unerhört!
Das ist guter Felsen hier
Das ist kein Orkhorn
Das letzte Bündnis zwischen Elben und Menschen
Das zurückgeforderte Osgiliath
Dasron
Date Loro la Caccia!
Davongetragen
Dawn Take You All!
Days Growing Dark
Dazu bestimmt, allein zu sein
De Grandes *uvres Commencèrent Ici
De La Armería
De Una Ida y Una Vuelta
De l'Aide dans le Doute et le Besoin
De l'Armurerie
Dead Faces
Dead Man of Dunharrow
Dead Marshes
Dead Ones
Dear Friends
Death They Cried
Death to the Strawheads
Deathly Roar
Debemos ir con cautela
Debes ayudarnos
Deceit
Deckungsfeuer
Declined Business
Decorated Barricade
Decumano Ovest
Deep Hatred
Deep in Thought
Deep of Helm
Deepest Delvings
Deeping Wall
Defend It and Hope
Defendiendo la Fortaleza
Defending the Keep
Defendámosla y Confiemos
Defensa Desesperada del Anillo
Defensas Fronterizas
Defenses Long Held
Defensive Rush
Defensor Uruk
Defiance
Defiled
Deft in Their Movements
Delving
Dem Feind ins Auge schauen
Dem Schatz dienen
Demands of the Sackville-Bagginses
Demasiada atención
Demasiado Grande y Terrible
Demolition Troll
Demoralisiert
Demoralized
Den Bogen erheben
Den Eigenen entfremdet
Den Ring einsetzen
Den Rufen folgen
Den Schatz wiedererlangt
Den Wall stürmen
Denethor
Denethor's Sword
Denizen of Khazad-dûm
Denizen of Moria
Denizen of the Black Pit
Denizens Enraged
Denti di Mordor
Depart Silently
Deposito di Armi
Depths of Moria
Der Balkon des Orthanc
Der Balrog
Der Bogen der Galadrim
Der Dimholt
Der Eine Ring
Der Gipfel des Amon Hen
Der Grüne Drache
Der Herr befiehlt es
Der Hexenkönig
Der Höhlentroll von Moria
Der Klammwall
Der König der Toten
Der Morgen brach an
Der Ohm
Der Ostwall von Rohan
Der Palantír von Orthanc
Der Rat von Elrond
Der Ratshof
Der Ring der List
Der Ring der Strenge
Der Ring der Vergeltung
Der Ring der Wut
Der Ring des Barahir
Der Ring des Hasses
Der Ring des Wachstums
Der Ring des Zorns
Der Ring gehört mir!
Der Ring von Isengart
Der Ring zieht sie an
Der Rote Pfeil
Der Ruf des dunklen Herrschers
Der Rückhalt der Stadt
Der Schatten im Osten
Der Scheideweg
Der Schreckenseiner Ankunft
Der Schwur
Der Stab zerbricht
Der Turm Orthanc
Der Turm von Barad-dûr
Der Turm von Ecthelion
Der Verrat Isengarts
Der Wald von Lothlórien
Der Wasserfall von Bruchtal
Der Wille des Meisters
Der Winkel
Der Wächter im Wasser
Der Zorn Harads
Der Zorn der Nordmannen
Der Zorn des Weißen Reiters
Der Zusammenfluss des Anduin
Der alte Eichler
Der dunkle Herrscher rückt vor
Der fette Hobbit will ihn
Der große Strom
Der lange Arm des Schattens
Der letzte Kampf
Der neunfingrige Frodo und der Ring des Schicksals
Der sehende Stein vom Orthanc
Der sehende Stein von Minas Anor
Der verbotene Weiher
Der zählt auch nur als einer
Derndingle
Derufin
Derunant
Dervorin
Des Chemins Rarement Empruntés
Des Fenêtres Dans un Mur de Pierre
Des Formes Noires Qui Fourmillent
Des Nouvelles du Mordor
Des Questions qui Nécessitent des Réponses
Des Rangs Sans Nombre
Des Tambours dans les Profondeurs
Desafío
Desanimar a nuestros enemigos
Desatad la inundación furiosa
Descansad Mientras Podáis
Descanso En La Noche Oscura
Descendez!
Descubierto
Desentumecido Un Poco
Desert Fighter
Desert Lancers
Desert Legion
Desert Lord
Desert Nomad
Desert Runner
Desert Scout
Desert Sneak
Desert Soldier
Desert Spearman
Desert Stalker
Desert Villain
Desert Warrior
Desert Wind
Desertion
Desesperación
Desolation Orc
Despair
Desperate Defense of the Ring
Desperate Measures
Desperate Move
Desterrado
Destinado a Estar Solo
Destiné à Être Seul
Destreza de Mediano
Destrezza dei Mezzuomini
Destrier Noir
Destroyed Homestead
Destroyers and Usurpers
Destructive Orc
Desvalido
Desvalijador Dunlendino
Detachment of Haradrim
Determined Uruk
Devastador Dunlendino
Devastador Uruk
Devastation
Devastatore Dunlandiano
Devi Aiutarci
Devilry of Orthanc
Devuelto Con Vida
Di Là e Indietro di Nuovo
Di ‘amigo' y entra
Diavoleria di Orthanc
Die Antwort vonMinas Morgul
Die Aufgabe ist noch nicht erfüllt
Die Aufgabe muss jetzt erledigt werden
Die Ausdauer eines Zwerges
Die Bauern haben sich zu lange widersetzt
Die Bleiche Klinge
Die Braunen Lande
Die Bruchstücke von Narsil
Die Brücke von Khazad-dûm
Die Bäume Lothlóriens
Die Bäume sind stark
Die Ebenen Westemnets
Die Ebenen von Rohan
Die Erben Gondors
Die Falle schnappt zu
Die Feinde Mordors
Die Felder des Bauern Maggot
Die Feste Cirith Ungol
Die Feste Minas Morgul
Die Feste Minas Tirith
Die Festung Orthanc
Die Festung von Orthanc
Die Flussufer des Anduin
Die Forderungen der Sackheim-Beutlins
Die Furten des Isen
Die Geschichte des Großen Rings
Die Geschichte von Gil-galad
Die Goldene Halle
Die Grabhügel von Edoras
Die Gruben von Isengart
Die Halle der Könige
Die Halle verteidigen
Die Hallen meiner Ahnen
Die Hand Saurons
Die Heere des letzten Bündnisses
Die Hochebene von Dunharg
Die Hoffnung eines Narren
Die Hänge des Amon Hen
Die Hänge des Orodruin
Die Höhlen unter Isengart
Die Höhlen von Aglarond
Die Hügel Eregions
Die Hügel Westemnets
Die Kammer von Mazarbul
Die Kette des Höhlentrolls
Die Klippen des Emyn Muil
Die Last des Rings
Die Last des Vermächtnisses
Die Last erleichtern
Die Last verringern
Die Lebenskraft der Eldar
Die Legende von Elendil
Die Liste unserer Anhänger ist kurz
Die Macht von Númenor
Die Minen von Khazad-Dûm
Die Morgai-Vorberge
Die Oststrasse
Die Pelennor Steppe
Die Pelennor-Ebene
Die Pfeife des Ohm
Die Plünderung Rohans
Die Pracht ihrer Banner
Die Rastlosigkeit unseres Volkes
Die Relikte von Moria
Die Riddermark
Die Ritter Seines Hauses
Die Rüstung des Königs
Die Schatten abschüttlen
Die Schriftrolle des Isildur
Die Spitze von Zirakzigil
Die Stadt der Könige
Die Stadt der Toten
Die Stadttore
Die Stimme der Wüste
Die Stimme des Nimrodel
Die Stimme des Rauros
Die Stimme des Verräters
Die Straßen von Edoras
Die Säulen der Könige
Die Tafel des Königs
Die Tage werden dunkler
Die Terrassen von Bruchtal
Die Tiefebene des Pelennor
Die Tore der Toten Stadt
Die Tore von Minas Morgul
Die Toten
Die Totensümpfe
Die Treppen von Khazad-dûm
Die Treppen von Moria
Die Truppen von Mordor
Die Trümmer von Osgiliath
Die Täler Ostemnets
Die Täler der Mark
Die Ufer des Anduin
Die Ufer des Silberlauf
Die Ufer von Nen Hithoel
Die Welt der Geister
Die Weststraße
Die Wildnis Ithiliens
Die Wächter Númenors
Die Wälder Ithiliens
Die Zitadelle der Sterne
Die Zähne von Mordor
Die bestie des Hexenkönigs
Die eiserne Faust der Orks
Die glänzenden Türme werden zerfallen
Die große Dunkelheit
Die große Halle
Die große Kluft
Die größte Feste
Die letzten Tage
Die neun Diener Saurons
Die neun Wanderer
Die schwarzen Segel von Umbar
Die tiefsten Tiefen Morias
Die tote Stadt
Die unbekannte Bedrohung
Die weissen Pfeile von Lórien
Die wütende Flut entfesseln
Die zahlreichen Talente eines Waldläufers
Die Ödlande von Emyn Muil
Die Ödlande von Rohan
Diebischer Dunländer
Diener des Geheimen Feuers
Dienst für zwei
Dientes de Mordor
Dies ist mein Volk
Dies muss ein Traum sein
Diese Festung ist nie gefallen
Difendere la Fortezza
Difendiamolo e Speriamo
Difensore Uruk
Difesa Disperata dell'Anello
Difese di Confine
Difese di Sauron
Difficilement Détruit
Difícil Elección
Dimrill Dale
Din of Arms
Dirupi dell'Emyn Muil
Disarmed
Discovered
Discoveries
Discussione Tempestosa
Dismay Our Enemies
Disparo Doble
Disparo Rápido
Dispatched With Haste
Disperazione
Disposable Servants
Disquiet of Our People
Dissension
Distese di Emyn Muil
Distruttore Dunlandiano
Distruttore Uruk
Dite, Amici, ed Entrate
Diversion
Dobbiamo Averlo
Dol Guldur
Dol Guldur Blade
Dolchstoss
Dolchstoß
Domaine Gobelin
Domande che Richiedono una Risposta
Dominio Goblin
Dominio dei Goblin
Don de Los Botes
Don de l'Étoile du Soir
Don de la Estrella de la Tarde
Donnergrollen
Donnernde Hufe
Dono della Stella del Vespro
Don’t Follow the Lights
Don’t Let Go
Don’t Look at Them
Doom Drove Them
Doors of Durin
Doorway to Doom
Doppio Tiro
Dorf der Rohirrim
Dorf in Westemnet
Dori
Dormi, Caradhras
Dors, Caradhras
Double Shot
Doublet
Dove l'ha messa Gríma?
Dovremo Avanzare con Cautela
Dovremo Fare a Meno della Speranza
Down From the Hills
Down to the Last Child
Dragon-Sickness
Drawing His Eye
Drawn to Full Height
Drawn to its Power
Dread and Despair
Dreckige, kleine Hobbitse
Drei furchterregende Trolle
Drei kleine Boote
Dreifach überlegen
Dringend benötigte Ruhepause
Dritter Ring
Dritter Ring von Minas Tirith
Driven Back
Driven From the Plains
Drums in the Deep
Du Bekâr!
Du Haut des Collines
Du Travail pour l'Épée
Du bist ein Lügner und ein Dieb
Du kannst nicht vorbei!
Du musst uns helfen
Du trägst großes Übel in dir
Du wirst noch gebraucht
Duality
Duerme, Caradhras
Duilin
Duinhir
Dunharrow Plateau
Dunkelheit kam über ihn
Dunkle Flügel
Dunkle Kräfte nehmen zu
Dunkle Orte
Dunkle Wege
Dunkle Wut
Dunkle Zeiten
Dunkle, herabstoßende Schatten
Dunkles Feuer
Dunkles Geflüster
Dunkles Verlangen
Dunland Brandstifter
Dunland Brigant
Dunland Krieger
Dunland Reserve
Dunland Räuber
Dunland Vandale
Dunland Wegelagerer
Dunlending Arsonist
Dunlending Brawler
Dunlending Brigand
Dunlending Elder
Dunlending Footmen
Dunlending Headman
Dunlending Looter
Dunlending Madman
Dunlending Patriarch
Dunlending Pillager
Dunlending Rampager
Dunlending Ransacker
Dunlending Ravager
Dunlending Renegade
Dunlending Reserve
Dunlending Robber
Dunlending Savage
Dunlending Trapper
Dunlending Warrior
Dunlending Zealot
Dunlendino Loco
Dunlendino Saqueador
Dunlendino desenfrenado
Dunländischer Eiferer
Dunländischer Fallensteller
Dunländisches Fußvolk
Durability
Durch das Nebelgebirge
Durchdringendes Kreischen
Durchgebrochen
Durchhaltevermögen
Durin III
Durin III.
Durins Geheimnis
Durins Lied
Durins Tor
Durins Turm
Durin’s Secret
Durin’s Tower
Duty of Two
Dwalin
Dwarf Guard
Dwarf-lords
Dwarrowdelf Chamber
Dwarven Armor
Dwarven Axe
Dwarven Bracers
Dwarven Embassy
Dwarven Escort
Dwarven Foresight
Dwarven Heart
Dwarven Skill
Dwarven Song
Dwarven Spear
Dwarven Stratagem
Dwarven Warrior
Déagol
Décompte Final
Déconcertons Nos Ennemis
Découvert
Défendez les Villageois
Défendons-le, et Espérons
Défenses Frontalières
Défenseur Ourouk
Défi
Démonos prisa
Déor
Dépouilleur Dun
Désespoir
Désolé pour Tout
Détenteur de la Flamme
Dínendal
Dúnadan's Bow
Dúnedain of the South
Dünn und ausgemergelt
Düsterwald Bogenschütze
Ease the Burden
East Road
East Wall of Rohan
Eastemnet Downs
Eastemnet Gullies
Easterling Aggressor
Easterling Army
Easterling Assailant
Easterling Attacker
Easterling Axeman
Easterling Banner-bearer
Easterling Berserker
Easterling Blademaster
Easterling Captain
Easterling Dispatcher
Easterling Footman
Easterling Guard
Easterling Herald
Easterling Host
Easterling Infantry
Easterling Lieutenant
Easterling Pillager
Easterling Polearm
Easterling Ransacker
Easterling Regiment
Easterling Runner
Easterling Scout
Easterling Sergeant
Easterling Shield Wall
Easterling Skirmisher
Easterling Sneak
Easterling Trooper
Easterling Veteran
Eastern Emyn Muil
Eastfold
Ebene des Pelennor
Ecco della Buona Roccia
Ecglaf
Echo of Hooves
Echoes of Valinor
Echos von Valinor
Edoras Hall
Eidbrecher
Eilige Reparaturen
Eilt Euch
Ein Funken Hoffnung
Ein Geschrei vieler Stimmen
Ein Glitzern im Schnee
Ein Hagel von Pfeilen
Ein Heer würde mir auch nichts nützen
Ein Hoch auf die Halblinge
Ein Licht in seinem Geist
Ein Narr
Ein Rennen durch die Mark
Ein Rückhalt
Ein Schatten entsteht
Ein Schatten nähert sich
Ein Versprechen
Ein Wunder
Ein Zauberer kommt nie zu spät
Ein dunkler Schatten sprang
Ein finsterer Bund
Ein fähiger Führer
Ein graues Schiff
Ein großer Tag, eine große Stunde
Ein heimliches Volk
Ein hoher Preis
Ein königlicher Empfang
Ein letzter Angriff
Ein magischer Sturm
Ein neuer Auftrag
Ein neuer Feind
Ein neues Kapitel
Ein schwarzer Pfeil
Ein wenig Licht wagen
Ein wenig aufgewärmt
Eine Abteilung Bogenschützen
Eine Begabung, ungesehen zu bleiben
Eine Liebe ist der anderen wert
Eine Reise voller Gefahren
Eine Schneise schlagen
Eine Straße in Rohan
Eine Weile weniger dunkel
Eine ehrenvolle Aufgabe
Eine ernsthafte Schlacht
Eine gekreuzte Rasse
Eine neue Macht
Eine schier unerschöpfliche Flut
Eine selten gute Unterlage
Eine seltsame Begegnung
Einer von euch muss das tun
Einer, dem man folgen würde
Einfacher Uruk
Einfallende Haradrim
Eingehaltenes Versprechen
Eingeschworener Gefährte
Einige leisteten Widerstand
Einschüchtern
Einschüchternder Uruk
Einstimmigkeit
Eiserne Axt
Ejército de Haradrim
El Alcance de La Sombra
El Alcance de Saruman
El Anillo les Atrae
El Anillo Único
El Arco De Faramir
El Arco de Aragorn
El Balrog
El Carro de Gandalf
El Claro de Galadriel
El Concilio de Elrond
El Corazón Siempre Se Me Anima
El Cuento de Gil-Galad
El Despertar De La Destrucción
El Destino de Arwen
El Dormitorio de Frodo
El Espejo de Galadriel
El Esplendor de Los Estandartes
El Frío de Saruman
El Gran Río
El Guardián del Troll
El Huargo de Sharku
El Mapa de Thrór
El Martillo del Troll de Las Cuevas
El Mundo de Penumbra
El Palantír De Orthanc
El Peso de un Legado
El Poder de Saruman
El Poney Pisador
El Puente de Khazad-dûm
El Reino Más Grande de Mi Gente
El Rey Brujo
El Secreto de Durin
El Señor Oscuro Avanza
El Tío
El Valle Emboscado
El Valor de Elendil
El ojo de sauron
Elb aus Lórien
Elbenbogen
Elbenbrosche
Elbenlied
Elbenmantel
Elbenschwert
Elbenseil
Elbische Treffsicherheit
Elbischer Späher
Elder of Dunland
Elendil
Elendil's Army
Elendil's Valor
Elendils Mut
Elendil’s Valor
Elessar's Edict
Elessars Erlass
Elevated Fire
Elf Army
Elf-song
Elfe de Lórien
Elfhelm
Elfo de Lórien
Elfo di Lórien
Elite Archer
Elite Armbrustschützen
Elite Bogenschütze
Elite Crossbowmen
Elite Rider
Elitereiter
Elladan
Ellos encontrarán el anillo
Elmo Rohirrim
Elmo di Gimli
Elrohir
Elrond
Elronds Haus
Elven Armaments
Elven Bow
Elven Brooch
Elven Cloak
Elven Defender
Elven Guardian
Elven Marksmanship
Elven Rope
Elven Scout
Elven Supplies
Elven Sword
Elven Warrior
Emboldened Orc
Emboscador Orco
Emeralds of Girion
Empenné
Empeñados en Descubrirlo
Emplumado
Emyn Muil
Emyn Muil Occidental
Emyn Muil Occidentale
Emyn Muil Oriental
Emyn Muil Orientale
En Avant Eorlingas!
En Contra de La Oscuridad
En Dessous de la Terre Vivante
En El Despertar de Los Espectros del Anillo
En Marcha
En Marche
En Túneles Oscuros
Enchanted River
Encirclement
Encore du Souffle
End of the Game
Endless Assault
Endloser Ansturm
Endloses Dasein
Endstand
Endurance des Nains
Endurance of Dwarves
Enduring Evil
Enemigo Embravecido
Enemigos de Mordor
Enemy Upon Enemy
Enemy Without Number
Enemy in Your Midst
Enfadado E Impaciente
Engrossed Hillman
Enheartened Foe
Enjambre Goblin
Enmudecido
Ennemi sans Pitié
Ennemis du Mordor
Enraged
Enraged Herdsman
Enraged Horseman
Enraged Southron
Enragé Fou Furieux
Ent Avenger
Ent Draught
Ent Horde
Ent Moot
Ent-Trunk
Entbehrliche Diener
Entdeckt
Entdeckungen
Entouré par l'Ombre
Entrada De La Caverna
Entranced Uruk
Entrapping Orc
Entrata della Caverna
Entrée de Caverne
Ents Marching
Entschlossener Uruk
Entsetzlich stark
Entsetzlich wie der Morgen
Entstellt
Entstellte Berichte
Entthing
Entzündet die Leuchtfeuer
Envuelto En Sombras
Epée de Rohan
Er atmet noch
Er gehört mir
Er vermochte nicht länger zu widerstehen
Er ward nichtmehr gesehen
Er will gefunden werden
Erano Praticamente Tutti Invitati
Erba di Pianilungone
Erbarmungslose Tiefen
Erbarmungsloser Ork
Erbeutete Waffe
Erbitterter Hass
Erdrückende Übermacht
Erebor
Ered Nimrais
Eregion Hills
Eregion's Trails
Eregions Pfade
Erenbrulli
Erestor
Erethón
Erfahrene Südländer
Erfahrene Torwache
Erfahrener Häuptling
Erfahrener Ostling
Erfahrener Reiter
Erfahrener Uruk
Erhabene Anführer
Erhöhte Position erobern
Erhöhte Schussposition
Erinnerungen an die Dunkelheit
Erkenbrand
Erkenbrand's Horn
Erkenbrand's Shield
Erland
Ermutigter Ork
Eroberte Hallen
Erobertes Gebiet
Erschöpft
Erster Ring
Erster Ring von Minas Tirith
Erwartet mein Kommen
Erzürnt
Es brennt uns
Es gibt einenanderen Weg
Es ist mein Geburtstag
Es wird noch einiges geschehen
Escala
Escalera de Moria
Escaleras de Khazad-dûm
Escalier de Khazad-dûm
Escalier de la Moria
Escape
Escarbador Goblin
Escrime Hobbite
Escudo de Boromir
Escudo de los Rohirrim
Escudriñador Uruk
Escúchame
Esercito degli Haradrim
Esgaroth
Esgaroth Volunteers
Esgrima hobbit
Esiliato
Espada De Gondor
Espada De Hoja Ancha
Espada De Rohan
Espada Hobbit
Espada Nazgûl
Espada Uruk-hai
Espada de La Torre Blanca
Espada de Minas Morgul
Espada Élfica
Espadachín De Lórien
Espadachín Orco
Espadachín del Reino del Norte
Espion Ourouk
Espions Méridionaux
Espions de Saroumane
Espions du Mordor
Esploratore
Esploratore Rohirrim
Esploratore Sudrone
Espía Uruk
Espías Sureños
Espías de Saruman
Espías de mordor
Esta es mi gente
Establos
Estandarte Orco
Estandarte del Árbol Blanco
Estanque Vedado
Estfalda
Estfolde
Están Acercándose
Ettenmoors
Ettenöden
Etwas Schlagkräftiges bei der Hand haben
Ever My Heart Rises
Ever the Hope of Men
Every Little is a Gain
Everyone Knows
Everything but My Bones
Evil Afoot
Evil-smelling Fens
Exigeances des Saquets de Besace
Expanding Marshland
Expendable Servants
Explorador
Explorador Orco
Explorador Rohirrim
Explorador Sureño
Explorador Uruk
Explorador de Moria
Explorateur Suderon
Exterminador Berserker
Exterminador Morgul
Exterminador Orco
Exterminador Uruk
Exterminadora de Orcos
Extraordinary Resilience
Eye of Barad-Dûr
Fabbro di Isengard
Fahnenflucht
Faire Face aux Ténèbres
Faire Fi des Fardeaux
Faites-Moi Confiance Tout Comme Jadis
Faith in Friendship
Fall Back
Fall Back to Helm's Deep
Fallbrücke
Fallen Lord
Falls of Rauros
Fanatique Ourouk
Fanatischer Ork
Fanatischer Uruk
Fangorn Forest
Fangorn Glade
Fantassin Oriental
Fantassin Orque
Fantassin Ourouk
Fantassin de la Porte
Fante Orco
Fante Uruk
Fanteria Esterling
Fanteria degli Orchi
Fanático Uruk
Far Harad Mercenaries
Far Harad Mercenary
Far-seeing Eyes
Faramir's Bow
Faramir's Cloak
Faramir's Company
Faramir's Sword
Faramirs Bogen
Faramirs Mantel
Faramirs Schwert
Farewell to Lórien
Farin
Farmer Maggot
Farmer Maggot’s Fields
Fat One Wants It
Fat Spider
Fates Entwined
Fear
Fear and Great Wonder
Fearing the Worst
Fearless
Fearless Approach
Fearsome Dunlending
Feathered
Feel His Blade
Feind auf Feind
Feld der Gefallenen
Fell Beast
Fell Deeds Awake
Fell Voices Call
Fell to Its Power
Felsen des Emyn Muil
Fenster in einer Steinmauer
Fenster nach Westen
Feral Ride
Feral Uruk
Fereveldir
Ferevellon
Ferito
Feritoie per le Frecce
Ferma La Tua Lingua Biforcuta
Fermier Hobbit
Ferocia
Ferocidad
Ferocious Haradrim
Ferocity
Ferthu Théoden Hal
Fetide Paludi
Feuer frei
Feuer in der Stadt
Feuer und verpestete Dämpfe
Feuer wüteten ungehindert
Feuerfuß
Feuerwerk
Feuille de Longoulet
Feux d'Artifice
Fey He Seemed
Fiala di Galadriel
Fiamme Guizzanti
Fiancheggiatore di Isengard
Fiancheggiatori Goblin
Fidati come Facevi Una Volta
Field of the Fallen
Fierce in Despair
Fifth Level
Fight for the Villagers
Filas Sin Número
Fili
Filibert Bolger
Filiberto Bolger
Filiberto Bolgeri
Fill With Fear
Fimbul
Final Account
Final Count
Final Cry
Final Shot
Final Strike
Final Triumph
Finché Durin non si Risveglierà
Fine Lame du Royaume du Nord
Finestre in un Muro di Pietra
Fino all'Ultimo Bambino
Fiole de Galadriel
Firefoot
Fires Brightly Burning
Fires Raged Unchecked
Fires and Foul Fumes
Fireworks
First Level
Fishing Boat
Fitta Pioggia di Frecce
Flaco y Estirado
Flagello degli Orchi
Flaireur Orque
Flames Within
Flaming Brand
Flamme Sombre
Flamme von Anor
Flammender Holzscheit
Flankenangriff
Flanking Attack
Flanqueador de Isengard
Flanqueadores Goblin
Flashing Steel
Flats of Rohan
Flecha Del Sur
Flee in Terror
Fleet of Corsair Ships
Fleet-footed
Fletcher of Harad
Flinkbaum
Flinken Fußes
Flotsam and Jetsam
Flucht
Flucht voller Entsetzen
Flung Into the Fray
Flurry of Blows
Flussbett des Isen
Flèche Méridionale
Flüchtlinge
Focus
Foes of Mordor
Folde Este
Folgt Sméagol!
Folgt nicht den Lichtern
Folla delle Colline
Follow Sméagol
Following Uruk
Fool of a Took!
Fool's Hope
Foot of Mount Doom
Footman of Dunland
Footman's Armor
For Death and Glory
For Gondor!
For a While Less Dark
For the Mark
Foraging Orc
Forbidden Pool
Force Née de la Peur
Force de Mordor
Force de l'Esprit
Force des Rois
Force of Harad
Force of Uruk-hai
Forced March
Forces of Mordor
Ford of Bruinen
Fords of Isen
Forearmed
Forest Guardian
Forest River
Foresta dei Troll
Foresta di Brea
Foresta di Fangorn
Foreste dell'Ithilien
Foreste di Lothlórien
Forests of Ithilien
Forests of Lothlórien
Forewarned
Forgeron de l'Isengard
Forgeur de l'Isengard
Forgiatore di Isengard
Forjador de Isengard
Former Herald
Fornido y Recio
Fort gerufen
Fortaleza De Orthanc
Fortaleza Nunca Derrotada
Forte e Robusto
Fortezza di Orthanc
Forth Eorlingas!
Forth the Three Hunters!
Fortitude
Fortress Never Fallen
Fortress of Orthanc
Forza Nata dalla Paura
Forza dei Re
Forza delle Armi
Forza dello Spirito
Forza di Mordor
Forza nei Numeri
Forze di Mordor
Forçons de Vitesse
Forêt des Environs de Bree
Forêt du Bosquet des Trolls
Fosse d'Élevage
Fosso di Helm
Fou Dun
Fou Furieux Ourouk-Haï
Fou Furieux d'Orthanc
Fouet aux Nombreuses Lanières
Fouilles
Fouilleur Ourouk
Fouineur Gobelin
Foul Clutches
Foul Creation
Foul Horde
Foul Tentacle
Foul Things
Foule des Collines
Fourth Level
Fragen, die einer Antwort bedürfen
Frappé de Mutisme
Freca
Frecce Piumate
Freccia dal Sud
Freccia e Lama
Freddo di Saruman
Fredegar Bolger
Freely Across Our Land
Frenesia
Frenesí
Frenzied Attack
Frenzied Dunlending
Frenzied Orc
Frenzy
Frenzy of Arrows
Frequentare gli Stregoni
Frerin
Freunde aus alten Tagen
Friends of Old
Frische Truppen
Frodo Gamdschie
Frodo Gamgee
Frodo's Bedroom
Frodo's Cloak
Frodo's Pipe
Frodon
Frodos Pfeife
Frodos Schlafzimmer
Frodos Umhang
From Deep in Shadow
From Hideous Eyrie
From the Armory
Frontalier
Frostbite
Frozen by Fear
Frusta dalle Molte Code
Frying Pan
Frénésie
Frénésie Ourouk-Haï
Fréquentations Magiques
Frór
Fuego De Apoyo
Fuego De Cobertura
Fuego oscuro
Fuegos Artificiales
Fuerza De Las Armas
Fuerza Nacida del Miedo
Fuerza de Los Reyes
Fuerza del Espíritu
Fuerza en el número
Fuerzas de Mordor
Fuga
Fuite Effarée
Fuochi d'Artificio
Fuoco Oscuro
Fuoco di Copertura
Fuoco di Supporto
Furcht
Furcht und Verzweiflung
Furcht undgroßes Staunen
Furchterregender Dunländer
Furchtlos
Furchtloser Vormarsch
Fureur Noire
Fureur de la Bataille
Furia Oscura
Furia de Batalla
Furia del Caballero Blanco
Furia del Cavaliere Bianco
Furia della Battaglia
Furia di Mordor
Furious Hillman
Furious Uruk
Furor
Furore Uruk-hai
Furt von Osgiliath
Fury of the Evil Army
Fury of the Northmen
Fury of the White Rider
Fuß des Mindolluin
Fußsoldat Mordors
Fußsoldat aus Dunland
Fußsoldat der Ostlinge
Férocité
Führer des Stoßtrupps
Führungsqualitäten
Fünfter Ring
Fünfter Ring von Minas Tirith
Für den Kampf gezüchtet
Für die Mark
Für die Schlacht gerüstet
Für immer fort
G for Grand
G wie Großartig
Gabe der Vorsehung
Gabe des Abendsterns
Galadriel
Galadriel's Glade
Galadriel's Silver Ewer
Galadriels Lichtung
Galadriels Phiole
Galadriels Spiegel
Galdor
Gamelin
Gamling
Gamling's Horn
Gandalf's Cart
Gandalf's Staff
Gandalf's Wisdom
Gandalfs Hut
Gandalfs Karren
Gandalfs Kunst
Gandalfs Pfeife
Gandalfs Stab
Gandalfs Weisheit
Gandalf’s Hat
Gandalf’s Pipe
Garde Nain
Garde Oriental
Garde Orque
Garde Ourouk
Garde de Maison
Garde ta Langue Fourchue
Gardien de Morgul
Gardien de la Forêt
Gardien de la Lórien
Gardien du Troll
Garnison von Gondor
Garnison von Osgiliath
Garrison of Gondor
Garrison of Osgiliath
Garrote De Guerra
Garstig
Gastfreundschaft meines Hauses
Gate Picket
Gate Sentry
Gate Soldier
Gate Troll
Gate Trooper
Gate Veteran
Gate of Mordor
Gates of Argonath
Gates of the Dead City
Gathering Strength
Gathering Wind
Gathering of the Three Rings
Gathering to the Summons
Gaze of the Eye
Gebieter über die Flamme
Gebirgsheimstatt
Gebunden
Geburtstagsgeschenk
Gedanken an Morgen
Gedrillt
Gefahr
Gefallener Herrscher
Gefallenes Osgiliath
Gefangen und allein
Gefiedert
Geflügelte Bedrohung
Geflügeltes Reittier
Geflügeltes Untier
Gefährliche Unterfangen
Gefährliches Spiel
Geheime Pfade
Geheime Schildwachen
Geheimnisvolle Brandgeschosse
Geheimnisvoller Zauberer
Gehöft in Bockland
Geisterarmee
Geisterschwert
Gekaufter Spion
Gelo di Saruman
Gen Westen
Geniere Uruk
Geplünderte Waffenkammern
Geringe Hoffnung
Gerstenmann Butterblume
Gerüst
Gerüstete Ostlinge
Geschichtsträchtige Heimstätte
Geschickt aufspringen
Geschickt in ihren Bewegungen
Geschwindes Ross
Geschändet
Geschützlader
Gestauter Torbach
Gestillter Durst
Get Back
Get Off the Road!
Get On and Get Away
Geteiltes Leid
Gettati Tu Dentro la Prossima Volta
Gewaltige Belagerungstürme
Gewaltige Bestien
Gewaltiger Hügeltroll
Gewaltmarsch
Gewandtheit
Gewappnet
Gewarnt
Gewohnheiten von Zuhause
Gewöhnlicher Ork
Gewöhnlicher Uruk
Ghan-bûri-Ghan
Ghastly Host
Ghastly Wound
Gieriger Ostling
Gift of Boats
Gift of Foresight
Gift of the Evenstar
Gil-galad
Gildor Inglorion
Gilraen's Memorial
Gimli's Armor
Gimli's Battle Axe
Gimli's Helm
Gimli's Pipe
Gimlis Helm
Gimlis Pfeife
Gimlis Rüstung
Gimlis Streitaxt
Giro de la marea
Giunge La Fine
Giù dai Colli
Gladden Homestead
Glamdring
Glaube an die Freundschaft
Gleaming Spires Will Crumble
Gleaming in the Snow
Gli Alberi sono Forti
Gli Uomini Cadranno
Glimpse of Fate
Glitschig wie ein Fisch
Glorfindel
Glóin
Gnadenloser Dunländer
Gnadenloser Uruk
Gnawing, Biting, Hacking, Burning
Goaded to War
Gobelin Bâtard
Goblet of the White City
Goblin Aggressor
Goblin Archer
Goblin Armory
Goblin Arquero
Goblin Backstabber
Goblin Bogenschütze
Goblin Bowman
Goblin Camminamuri
Goblin Domain
Goblin Flankenläufer
Goblin Flankers
Goblin Horden
Goblin Hordes
Goblin Kriecher
Goblin Krieger
Goblin Krummsäbel
Goblin Läufer
Goblin Man
Goblin Marksman
Goblin Meuchler
Goblin Patrol Troop
Goblin Patrouille
Goblin Plünderer
Goblin Pursuer
Goblin Reinforcements
Goblin Runner
Goblin Rüstkammer
Goblin Scavengers
Goblin Scharfschütze
Goblin Scimitar
Goblin Scrabbler
Goblin Sneak
Goblin Song
Goblin Spear
Goblin Spearman
Goblin Speer
Goblin Speerträger
Goblin Sucher
Goblin Swarms
Goblin Town
Goblin Town Archer
Goblin Verfolger
Goblin Verstärkung
Goblin Wallcrawler
Goblin Wandkrabbler
Goblin Warrior
Goblinreich
Goblinschwärme
Goblinschütze
Goldbeere
Goldberry
Golden Glimmer
Golden Hall
Golden Light on the Land
Golden Perch Ale
Goldener Schein
Goldenes Licht über dem Land
Golpe Cortante
Golpe Giratorio
Golpe de Daga
Golpe de Hacha
Golpeado En La Cabeza
Golradir
Gondor Bow
Gondor Bowmen
Gondor Provvederà
Gondor Still Stands
Gondor Verra à Ce Que Ce Soit Fait
Gondor Will See It Done
Gondor lo verá cumplido
Gondor wird dafür sorgen, dass es so geschieht
Gondor's Vengeance
Gondorbogen
Gondorian Blade
Gondorian Captain
Gondorian Knight
Gondorian Merchant
Gondorian Prowler
Gondorian Ranger
Gondorian Servant
Gondorian Steed
Gondorian Sword
Gondorischer Hauptmann
Gondorischer Händler
Gondorklinge
Gondorritter
Gondorross
Gondors Vergeltung
Gondorschwert
Good Work
Gorbag
Gorbag's Sword
Gorbags Schwert
Gorgoroth Agitator
Gorgoroth Angreifer
Gorgoroth Assassin
Gorgoroth Attacker
Gorgoroth Attentäter
Gorgoroth Axeman
Gorgoroth Axtkämpfer
Gorgoroth Berserker
Gorgoroth Breaker
Gorgoroth Engineer
Gorgoroth Garnison
Gorgoroth Garrison
Gorgoroth Handlanger
Gorgoroth Hetzer
Gorgoroth Keeper
Gorgoroth Linienbrecher
Gorgoroth Looter
Gorgoroth Maschinist
Gorgoroth Officer
Gorgoroth Offizier
Gorgoroth Patrol
Gorgoroth Patrouille
Gorgoroth Pillager
Gorgoroth Pionier
Gorgoroth Plünderer
Gorgoroth Ransacker
Gorgoroth Räuber
Gorgoroth Sapper
Gorgoroth Servitor
Gorgoroth Sklaventreiber
Gorgoroth Soldat
Gorgoroth Soldier
Gorgoroth Stormer
Gorgoroth Swarm
Gorgoroth Troll
Gorgoroth Troop
Gorgoroth Trupp
Gorgoroth Wegelagerer
Gorgorothhorden
Gothmog
Gothmog's Warg
Gothmogs Warg
Grabkammerpatrouille
Grainedebouleau
Gran Escudo
Gran Salón
Gran abismo
Grand Bouclier
Grand Flamboiement
Grand Gouffre
Grande Sala
Grande Scudo
Grandes trabajos empezaron aquí
Grandi Opere Iniziarono Là
Granjero Hobbit
Granjero Maggot
Grasflächen von Rohan
Grausame Haradrim
Grausame Stimmen in der Luft
Grausamer Caradhras
Grausamer Dunländer
Grausamer Ostling
Grausige Umklammerung
Great Axe
Great Barricade
Great Beasts
Great Chasm
Great Cost
Great Day, Great Hour
Great Gate
Great Goblin's Power
Great Hall
Great Heart
Great Hill Troll
Great Peril of Fire
Great Shield
Great Siege-towers
Great Works Begun There
Greatest Kingdom of My People
Greatest Stronghold
Greed
Green Dragon Inn
Green Dragon Mug
Green Hill Country
Grenzenlose Boshaftigkeit
Grenzpatrouille
Grido di Battaglia del Dunland
Grido di Battaglia di Lurtz
Grieving the Fallen
Griffo Boffin
Grim Trophy
Grimbeorn
Grimbold
Grimir
Grimpeur Gobelin
Gripoil
Grishnákh
Grito De Guerra De Las Tierras Pardas
Grito de Combate de Lurtz
Grito final
Grond
Grouillements Gobelins
Grousing Hillman
Grown Suddenly Tall
Große Arbeiten wurden dort begonnen
Große Feuersgefahr
Großer Mut
Großer Saal der Hornburg
Gruesome Meal
Gruft der Truchsesse
Gruppo di Arcieri Uruk
Gräben Ostemnets
Gríma
Gríma's Dagger
Größer als ein Mensch
Größerer Verrat, als ihr ahnt
Grünbergland
Guado del Bruinen
Guanti di Boromir
Guard Commander
Guard of the White Tree
Guardafrontiere
Guardalo
Guardate Tu Lengua Bífida
Guarded
Guarded City
Guarded Fastness
Guardia Esterling
Guardia Oriental
Guardia Uruk
Guardia degli Orchi
Guardia dei Nani
Guardia del Re
Guardian
Guardiano del Troll
Guardiano della Foresta
Guardiano di Lórien
Guardiano di Morgul
Guardián De Lórien
Guardián Enano
Guardián Orco
Guardián Uruk
Guardián del Séquito
Guardián del bosque
Guerra e Coraggio
Guerra ha de haber
Guerra y Valor
Guerrero De Orthanc
Guerrero Del Desierto
Guerrero Dunlendino
Guerrero Goblin
Guerrero Orco
Guerrero Uruk
Guerrero de Isengard
Guerrier Dun
Guerrier Gobelin
Guerrier Orque
Guerrier Ourouk
Guerrier d'Orthanc
Guerrier de l'Isengard
Guerrier du Désert
Guerriero Dunlandiano
Guerriero Goblin
Guerriero Orco
Guerriero Uruk
Guerriero del Deserto
Guerriero di Isengard
Guerriero di Orthanc
Guida Sudrone
Guida Uruk
Guida degli Orchi
Guida di Moria
Guidance of the Istari
Guided by One Purpose
Guiso De Conejo
Guma
Gut gewappnet
Gut versorgt
Gute Arbeit
Gute Freunde
Gute Täuschung
Guthláf
Gué de Bruinen
Gwaihir
Gwemegil
Gürtel vom Erebor
Habgier
Habileté de Semi-Homme
Habitantes Enfurecidos
Habitants Rendus Furieux
Habits of Home
Habitué des Ombres
Habt Geduld
Hacha De Erebor
Hacha De Hierro
Hacha Enana
Hacha Incansable
Hacha de Batalla de Gimli
Hacha de Isengard
Hacha de Moria
Hacha de mano
Hache Fébrile
Hache Naine
Hache d'Erebor
Hache de Bataille de Gimli
Hache de Fer
Hache de l'Isengard
Hache de la Moria
Hachero Oriental
Hachette de Main
Hadafang
Haethen
Haine
Haine Virulente
Haine et Colère
Halbarad
Halbling Geschick
Haldir
Haleth
Half-troll of Far Harad
Halfling Deftness
Halfling Leaf
Hall of Our Fathers
Hall of the Kings
Halle unserer Väter
Hallen in Edoras
Halls of My Home
Haltet aus und hofft
Haltet ein mit diesem Wahnsinn
Hammer des Höhlentrolls
Hamstrung
Hand Axe
Hand of Sauron
Handaxt
Hante Ses Pas
Harad Standard-bearer
Harad Standartenträger
Haradkorps
Haradrim Marksman
Haradrimtrupp
Haradwaith
Hard Choice
Hardy Garrison
Hargtal
Harmless
Harmlos
Harrowdale
Harry Goatleaf
Harrying Hillman
Harsh Tongues
Hartnäckiger Ork
Hass
Hass regte sich
Hass und Wut
Hasta El Último Niño
Hasta que Durin despierte de nuevo
Hastig verscharrt
Hasty Repairs
Hate
Hate and Anger
Hatred Rekindled
Hatred Stirred
Haunted Pass
Haunting Her Steps
Hauptmann der Orks
Hauptmann der Ostlinge
Have Patience
He Gives Me Courage
He Is Summoning His Servants
Hearken to Me
Hearth and Hall
Hearts Raised
Heaume Rohirrim
Heaume de Gimli
Heavy Axe
Heavy Axeman
Heavy Burden
Heavy Chain
Heer der Ents
Heer der Haradrim
Heer von Moria
Heerschau
Heights of Isengard
Heilkunst
Heillose Flucht
Heilung
Heim und Herd
Heimliche Hobbits
Heimlicher Aufbruch
Heimstätte am Schwertel
Heimstätte des Reisenden
Heimtückische Klinge
Heimtückischer Goblin
Heirs of Gondor
Heiß brennende Wut
Helado por el Miedo
Held
Held Ground
Heldenmut
Hell brennende Feuer
Hellebarde der Dunkelmenschen
Helm der Rohirrim
Helm! Helm!
Helm's Gate
Helms Horn
Helms Klamm
Helms Tor
Help in Doubt and Need
Helpless
Hemmed In
Henchman's Dagger
Henneth Annûn
Heranrauschende Kavallerie
Herbs and Stewed Rabbit
Here Is Good Rock
Here Lies Balin, Son of Fundin
Herido
Herr hat sein Versprechen gebrochen
Herr von Moria
Herrero de Isengard
Herrischer Uruk
Herugrim
Hetzender Uruk
Heulender Ork
Heureuse Rencontre, en Effet
Hidden
Hidden Even From Her
Hidden Knowledge
Hide and Seek
Hides
Hier liegt Balin, Fundins Sohn
High Vantage
Hilfe in Zweifel und Not
Hilflos
Hill Chief
Hill Clan
Hill Orc
Hill of Sight
Hillman Band
Hillman Horde
Hillman Mob
Hillman Rabble
Hillman Tribe
Hin und wieder zurück
Hinab von den Bergen
Hinter dunklen Bergen
Hinterhalt in Ithilien
Hinweg gefegt
His Cruelty and Malice
His Father’s Charge
His First Serious Check
His Golden Shield
His Terrible Servants
His Wrath Was Redoubled
Histoire d'un Aller et Retour
Hlafwine
Hobbinger Festwiese
Hobbinger Wald
Hobbit Appetit
Hobbit Appetite
Hobbit Eingebung
Hobbit Farmer
Hobbit Intuition
Hobbit Ospite della Festa
Hobbit Party Guest
Hobbit Partygast
Hobbit Schwert
Hobbit Schwertkunst
Hobbit Stealth
Hobbit Sword
Hobbit Sword-play
Hobbitbauer
Hobbiton Brewer
Hobbiton Farmer
Hobbiton Market
Hobbiton Party Field
Hobbiton Woods
Hobbitschwert
Hobbitse sind tot
Hobbitses Are Dead
Hochland von Rohan
Hof der Hornburg
Hoffnung entsteht
Hoja Valle Largo
Hoja Y Flecha
Hoja de Gondor
Hoja de Morgul
Hoja vil
Hojas Desenvainadas
Hollin
Hollowing of Isengard
Hombre Salvaje Dunlendino
Hombre Valiente del Oeste
Hombre goblin
Hombres De Harad
Hombres De Rhûn
Hombres de Númenor
Hombro con Hombro
Home and Hearth
Homme Sauvage de Dun
Homme Vaillant de l'Ouest
Hommes Sauvages des Collines
Honed
Honoring His Kinfolk
Hope Comes
Hope Renewed
Hope is Kindled
Horadamiento de Isengard
Horda De Montañeses
Horda De Uruk-hai
Horda Inmunda
Horde Infecte
Horde d'Ourouk-Haï
Horde des Collines
Horde of Harad
Horde wilder Menschen
Horden aus Harad
Horn of Boromir
Horn of Helm
Horn of the Mark
Hornblower Leaf
Hornburg Armory
Hornburg Causeway
Hornburg Courtyard
Hornburg Hall
Hornburg Parapet
Hornburg Wall
Horribly Strong
Horror of Harad
Horse of Great Stature
Horse of Rohan
Horse-country
Horseman of the North
Hospitality of the Dwarves
Host of Fangorn
Host of Moria
Host of Thousands
Host of Udûn
Hostigador Oriental
Hostigador de Morgul
Hosts Still Unfought
Hosts of the Last Alliance
Hounding Uruk
House of Elrond
Household Guard
Houses of Healing
Houses of Lamentation
Houssaye
Howdah
Howl of Harad
Howling Orc
Hrethel
Hrothlac
Huargo
Huargo de Guerra
Hueste atronadora
Hueste de Miles
Huestes de la última alianza
Hufgetrappel
Huge Tentacle
Hugin
Huida
Huir presa del pánico
Hulsten
Humble Homestead
Hunt Them Down!
Hunting Herdsman
Hunting Uruk
Huorn
Hurlement de Harad
Hurried Barrows
Hurry Hobbitses
Huschender Goblin
Hábiles en sus movimientos
Háma
Händler aus Lebennin
Händler aus Westfold
Hängende Paläste
Häuptling der Mûmakführer
Häuser der Heilung
Höhenvorteil
Höhlenbewohner
Höhleneingang
Höhlentroll von Moria
Hört auf mich!
Hügelork
Hütet Eure gespaltene Zunge
I Am Here
I Campi del Vecchio Maggot
I Cancelli della Città Morta
I Frammenti di Narsil
I Loro Saloni di Pietra
I Lunghi Pugnali di Legolas
I Name You Elf-Friend
I Nove Servi di Sauron
I Nove Viandanti
I See You
I Suoi Terribili Servi
I Was There
I Will Go
I Would Have Gone With You to the End
Ich bin hier
Ich hör' nicht zu
Ich warf meinen Feind nieder
Ich werde dich zum Quietschen bringen
Ich werde gehen
Ici Repose Balin, Fils de Fundin
Idiota di un Tuc!
If He Loses
Ihre Hallen aus Stein
Ihre Stärke ist die Furcht
Ihre Zahl muss klein sein
Il Balrog
Il Caradhras Non Ci Ha Perdonato
Il Carro di Gandalf
Il Consiglio di Elrond
Il Detentore della Fiamma
Il Dovere non è Stato Compiuto
Il Fato di Arwen
Il Faudra Nous Aider
Il Faut Abandonner Tout Espoir
Il Faut Avancer avec Circonspection
Il Gaffiere
Il Grande Abisso
Il Grande Fiume
Il Loro Potere È nel Terrore
Il Male in Azione
Il Mio Cuore si Rinfranca Sempre
Il Mondo del Crepuscolo
Il Palantír di Orthanc
Il Peso Di Un'Eredità
Il Più Veloce Possibile
Il Ponte di Khazad-dûm
Il Prato della Festa di Hobbiville
Il Puledro Impennato
Il Racconto di Gil-galad
Il Re Stregone
Il Regalo delle Barche
Il Riddermark
Il Tradimento di Isengard
Il Veut Être Trouvé
Il Volere del Padrone
Il a Défait ses Liens
Il les Faut Peu Nombreux
Il più Grande Regno del Mio Popolo
Ill News is an Ill Guest
Ils Arrivent
Ils Ne Sont Pas à Craindre au Soleil
Ils Trouveront l'Anneau
Ils Viennent pour l'Anneau
Ils ne Cesseront Jamais de Vous Pourchasser
Im Bann des Ringgeistes
Im Bann des Ringgeists
Im Hass vereint
Im Sog der Zerstörung
Im Wald verirrt
Imladris
Immer die Hoffnung der Menschen
Immer geht mir das Herz auf
Immer noch griffen sie an
Immer noch weit entfernt
Immer unerträglicher
Immer weiter
Immerso nei Pensieri
Impatience et Colère
Impatient and Angry
Impaziente e Adirato
Implacabile
Impotente
Impuissant
Imrahil
In Deckung
In Gedanken versunken
In Mano ai Goblin
In Marcia
In Rapida Successione
In Schatten gehüllt
In Schutt und Trümmer legen
In Twilight
In die Irre geführt
In die Luft geschleudert
In die Schlacht getrieben
In dunkle Gänge
In the Ringwraith's Wake
In the Ringwraith’s Wake
In the Wild Men's Wake
Incendiario Dunlandiano
Incendiario Dunlendino
Inchiodati a Terra
Incited
Incognito
Incursión De Hombres Salvajes
Infanterie Orque
Infanterie der Ostlinge
Infantería Orca
Infantería Oriental
Infantería Uruk
Infantrie Orientale
Ingeniero Uruk
Ingold
Ingénieur Ourouk
Inkognito
Innere Ruhe
Innerhalb eines Liedes
Inquietud de nuestra gente
Inquisidores Orcos
Inquisiteur Orque
Ins Getümmel geworfen
Inseguimento Incalzante
Inseguitore Uruk
Inseguitore del Deserto
Inside a Song
Inspection de Tous Côtés
Inspiration
Intenciones Nobles
Intento a Cercare
Intimidar
Intimidate
Intimidating Uruk
Intimider
Intimidire
Into Dark Tunnels
Into the Caves
Into the West
Intrepido Uomo dell'Ovest
Introspection
Intuición Hobbit
Intuition Hobbite
Intuito degli Hobbit
Inutile di Qui
Invading Haradrim
Invasoren aus dem Südland
Invero Io Arrivo
Invigorated
Invincible Uruk
Invitado a La Fiesta Hobbit
Invité de la Fête Hobbite
Iorlas
Ira De Harad
Ira dell'Harad
Ira y Odio
Irgendetwas zieht herauf
Iron Axe
Iron Fist of the Orc
Iron Hills Army
Iron-Forged Weapon
Irrer Dunländer
Isengard Artisan
Isengard Axe
Isengard Builder
Isengard Flanker
Isengard Forger
Isengard Infiltrator
Isengard Informant
Isengard Journeyman
Isengard Marauder
Isengard Mechanics
Isengard Plodder
Isengard Retainer
Isengard Rider
Isengard Ruined
Isengard Scimitar
Isengard Scout Troop
Isengard Servant
Isengard Shaman
Isengard Siege Bow
Isengard Smith
Isengard Sword
Isengard Tender
Isengard Tinker
Isengard Underling
Isengard Warrior
Isengard Worker
Isengart Arbeiter
Isengart Axt
Isengart Baumeister
Isengart Belagerungsbogen
Isengart Eindringling
Isengart Flankenreiter
Isengart Gefolgsmann
Isengart Handlanger
Isengart Handwerker
Isengart Handwerksgeselle
Isengart Informant
Isengart Krieger
Isengart Krummsäbel
Isengart Mechaniker
Isengart Reiter
Isengart Schamane
Isengart Schmied
Isengart Schwert
Isengart Sklave
Isengart Spähtrupp
Isengart Tüftler
Isengart Untertan
Isengart Waffenschmied
Isengart Zuchtmeister
Isenwash
Isildur
It Betrayed Isildur
It Burns Us
It Draws Him
It Wants to be Found
It's Mine
Ithil Stone
Ithilien Blade
Ithilien Trap
Ithilien Wilderness
Ithilstein
It’s My Birthday
I’d Make You Squeak
Jagender Ork
Jagender Uruk
Jail
Javelinier du Désert
Je Suis Là
Je Suis Tombé Longtemps
Je Te Ferais Couiner
Je mehr desto besser
Jeden ihrer Schritte verfolgend
Jedes Bißchen ist ein Gewinn
Jefe De La Colina
Jenseits aller Dunkelheit
Jenseits aller Hoffnung
Jetez-Vous Dedans La Prochaine Fois
Jetez-le au Feu!
Jetzt keine Farbe
Jinete De Rohan
Jinete De Élite
Jinete de Huargo
Jinete de Isengard
Journey Into Danger
Jugada Peligrosa
Jugamos al Escondite
Jusqu'au Dernier Enfant
Jusqu'à ce que Durin du Sommeil se Réveille
Just a Wisp of Cloud
Járnsmid
Kalkuliertes Risiko
Kammer des Palantír
Kammer in der Zwergenbinge
Kampf bis zum Letzten
Kampf gegen die Dunkelheit
Kampferprobt
Kampfrausch
Kampftrupp aus Naith
Kampftürme
Kanal durch Osgiliath
Kaninchenragout
Kankra
Kannst du mich auch vor dir selbst schützen?
Karawanenstraßeaus dem Süden
Kaufmann aus dem Westviertel
Keening Wail
Keep Your Forked Tongue
Kein Absetzen,kein Verschütten
Kein Unterschlupf
Kein Zurück
Kein gewöhnlicher Sturm
Kein lebender Mann
Keine Ruhe für die Erschöpften
Keine Verteidigung
Keine sicheren Orte
Keinen Morgen für die Menschen
Keinen Zweck, dieser Weg!
Kept Safe
Kettenhaube
Khazâd Ai-Mênou
Khazâd Ai-mênu
Kili
Kill Them Now
Killing Field
Kindreds Estranged
King Under the Mountain
King of the Dead
King's Advisor
King's Mail
King's Room
King's Tent
Kingsfoil
Kings’ Legacy
King’s Board
Klagehäuser
Kleiner Schnüffler
Klinge von Lindon
Klingenspitze
Kluge Hobbits
Knapp entkommen
Knife of the Galadhrim
Knight of Dol Amroth
Knight of Gondor
Knight's Mount
Knight's Spear
Knights of His House
Knocked on the Head
Kohorte der Haradrim
Kolonne der Ostlinge
Komm her, Bursche!
Komm herunter
Kommandant der Schützen
Kommandant der Wache
Kommandant des Sturmangriffs
Kommt weg!
Kompanie der Haradrim
Konzentriertes Feuer
Kraft der Könige
Kraft der Waffen
Kraft des Geistes
Kraft zum Kämpfen
Krieg muss sein
Krieg und Tapferkeit
Krieger Mordors
Krieger aus Cirith Ungol
Krieger aus Dunland
Krieger der Éored
Kriegsdreizack
Kriegsgaleere der Corsaren
Kriegsgeheul der Haradrim
Kriegsherr der Haradrim
Kriegskeule
Kriegslangbogen
Kriegsmacht aus Harad
Kriegsmaschinerie
Kriegsmûmak
Kriegsschrei der Dunländer
Kriegswarg
Krummsäbel der Nazgûl
Kräfte sammeln
Kurz vor dem Fall
Kämpe der Corsaren
Kämpfer Mordors
Kämpft für die Dorfbewohner
Königliche Leibwache
Königskammer
Königskraut
Körper und Geist
Kühn und Listig
Kühne Garnison
Kümmert Euch um Eure Angelegenheiten
L'*il de Barad-dûr
L'*il de Sauron
L'Accablement de l'Anneau
L'Ambition de Saroumane
L'Ancien
L'Anello li Attira
L'Anneau Unique
L'Anneau les Attire
L'Appel du Seigneur Ténébreux
L'Arc de Faramir
L'Armurerie de Fort le Cor
L'Aube ne Viendra Pas Pour les Hommes
L'Emprise de Saroumane
L'Emprise de l'Ombre
L'Excavation de l'Isengard
L'Incendie de l'Ouestfolde
L'Incendio dell'Ovestfalda
L'Infuriare delle Loro Frecce
L'Ire d'Harad
L'Irresistibile Ombra
L'Occhio di Sauron
L'Ombre Irrésistible
L'Oppressione dell'Anello
L'Oscuro Signore Avanza
L'Ultima Alleanza di Elfi e Uomini
L'Un de Vous Doit Faire Ceci
L'Unico Anello
L'Urlo Finale
L'Épée Blême
L'Épée d'Ouglouk
L'Épée d'Éowyn
L'Épée de Legolas
L'Épée de Lurtz
L'Épée du Balrog
La Ambición de Saruman
La Amenaza de Lo Desconocido
La Bannière de l'Arbre Blanc
La Beauté Passera
La Belleza Se Desvanece
La Bellezza Sta Svanendo
La Bibliothèque d'Orthanc
La Campagna della Contea
La Campagne de la Comté
La Campiña de la Comarca
La Canzone di Durin
La Capa De Faramir
La Capa De Frodo
La Capa de Boromir
La Cape de Faramir
La Cape de Frodon
La Chambre du Palantír
La Chaussée de Fort le Cor
La Chaîne du Troll des Cavernes
La Citadelle de Minas Tirith
La Citadelle des Étoiles
La Cortesia Nel Mio Palazzo
La Cota De Mallas Del Rey
La Cotte du Roi
La Cour de Fort le Cor
La Courtoisie de mon Château
La Dernière Alliance des Elfes et des Hommes
La Disavventura del Signor Sottocolle
La Elección de Lúthien
La Espada De Uglúk
La Espada De Éowyn
La Espada Pálida
La Espada de Legolas
La Espada del Montaraz
La Fin est Proche
La Follia sia il Nostro Manto
La Force Par les Armes
La Force dans le Nombre
La Forteresse d'Orthanc
La Forêt de Fangorn
La Froideur de Saroumane
La Fuerza de Mordor
La Fureur du Cavalier Blanc
La Grande Salle
La Guerra è Indispensabile
La Guerre Doit Être
La Guerre et la Valeur
La Helada de Saruman
La Hospitalidad De Mi Castillo
La Lance d'Éomer
La Lanza De Éomer
La Larga Oscuridad
La Llamada del Señor Oscuro
La Longue Nuit
La Lunga Tenebra
La Lórien est la Bienvenue
La Main de Sauron
La Maison d'Elrond
La Marca De Los Jinetes
La Marche
La Meilleure Compagnie
La Mejor Compañía
La Mia Ascia è Scalfita
La Miglior Compagnia
La Minaccia dello Sconosciuto
La Mochila De Sam
La Mésaventure de M. Soucolline
La Nature de L'Ithilien
La Nostra Lista di Alleati si Assottiglia
La Opresión del Anillo
La Pallida Lama
La Pipa de Aragorn
La Pipa de Bilbo
La Pipa de Frodo
La Pipa de Gandalf
La Pipa de Gimli
La Pipa del Gaffiere
La Pipa del Tío
La Pipa di Frodo
La Pipa di Gandalf
La Pipa di Gimli
La Pipe de Frodon
La Pipe de Gimli
La Porte de Helm
La Puerta De Helm
La Puissance de Númenor
La Résistance Devient Insupportable
La Saga d'Elendil
La Saga de Elendil
La Saga di Elendil
La Sagesse de Gandalf
La Salle du Roi
La Salle du Trône
La Scelta di Lúthien
La Sofferenza della Nostra Gente
La Sombra Irresistible
La Spada del Balrog
La Spada di Lurtz
La Splendeur de leurs Bannières
La Sua Crudeltà e Malvagità
La Sua Prima Prova Seria
La Tarea No Fue Cumplida
La Torre di Orthanc
La Tour d'Orthanc
La Tour de Barad-dûr
La Trahison de l'Isengard
La Tumba de Balin
La Tâche ne Fut Pas Accomplie
La Vaillance d'Elendil
La Vallée du Magicien
La Vara De Saruman
La Venganza de Gondor
La Vengeance de Gondor
La Versatilidad de un Montaraz
La Versatilità di un Ramingo
La Voce di Nimrodel
La Voix des Loups
La Voix du Rauros
La Volonté du Maître
La Voluntad del Amo
La Voz del Traidor
La cadena del troll de las cuevas
La cota de mithril
La espada de El Balrog
La espada de Lurtz
La resistencia se vuelve insoportable
La sabiduría de Gandalf
La vara de Gandalf
La Última Alianza de Los Elfos y Los Hombres
Lac Interdit
Lac de la Moria
Laderas de Amon Hen
Ladro Dunlandiano
Ladrón Dunlendino
Lager in den Ebenen von Rohan
Lago de Moria
Lago di Moria
Laissez-les Venir !
Lake Town
Lama Vile
Lama di Gondor
Lama di Morgul
Lame Infâme
Lame Sguainate
Lame de Morgul
Lame du Gondor
Lame et Flèche
Lament for the Fallen
Lance Gobeline
Lance Ourouk-Haï
Lance Suderone
Lance de Cavalier
Lancero Del Desierto
Lancero Goblin
Lanceros Del Desierto
Lancia Goblin
Lancia Sudrone
Lancia Uruk
Lancia del Cavaliere
Lancia di Éomer
Lancialo nel Fuoco!
Lancier Gobelin
Lanciere Goblin
Lanciere del Deserto
Lancieri del Deserto
Lanciers du Désert
Land Had Changed
Landa dell'Ithilien
Landa di Rohan
Landas de Etten
Landes d'Etten
Landes de l'Eau-aux-Cousins
Landschaften des Auenlandes
Lang vorbereiteter Krieg
Langbogen aus Naith
Lange Zeit fiel ich
Langgrundblatt
Langsam näherkommende Gestalten
Langschild
Langspeer
Lanza De Jinete
Lanza Goblin
Lanza Sureña
Lanza Uruk
Larder
Las Defensas de Sauron
Las Desventuras del Señor Sotomonte
Las Flechas Blancas de Lórien
Las Flechas Llenan El Aire
Las Nieves de Saruman
Las Profundidades de Moria
Lasciateli Venire!
Lass Sie es tun
Lass nicht los
Lassitude
Lasst Torheit unseren Deckmantel sein
Lasst sie nur kommen!
Lasst uns rasch handeln
Last Days
Last Days of My House
Last Gasp
Last Stand
Last Throw
Lastre raro y excelente
Later Than You Think
Lauernder Goblin
Lauernder Morgulork
Lauernder Orkräuber
Laut und kräftig
Lavoratore di Isengard
Lavoro per la Spada
Lazy Lob
Le Armate dell'Ultima Alleanza
Le Balcon d'Orthanc
Le Balrog
Le Bianche Frecce di Lórien
Le Bouclier de Boromir
Le Bâton de Gandalf
Le Bâton de Saroumane
Le Cercle d'Isengard
Le Choix de Lúthien
Le Château d'Or
Le Conseil d'Elrond
Le Cor de Helm
Le Destin d'Arwen
Le Evocazioni dell'Oscuro Signore
Le Fléau des Orques
Le Gel de Saroumane
Le Grand Fleuve
Le Guetteur de l'Eau
Le Livre Rouge de la Marche de l'Ouest
Le Livre de Mazarbul
Le Miniere di Khazad-Dûm
Le Miroir de Galadriel
Le Monde Crépusculaire
Le Monde des Spectres
Le Mur Est de Rohan
Le Mur du Fort Le Cor
Le Nombre de Nos Alliés S'Amenuise
Le Ouargue de Sharkou
Le Palantír d'Orthanc
Le Paquet de Sam
Le Parapet de Fort le Cor
Le Pauvre Être
Le Pays des Chevaux
Le Plus Grand Royaume de mon Peuple
Le Poids d'un Héritage
Le Poney Fringant
Le Pont de Khazad-dûm
Le Pouvoir de Saroumane
Le Pretese dei Sackville-Baggins
Le Profondità di Moria
Le Renversement de la Marée
Le Roi-Sorcier
Le Récit de Gil-galad
Le Saccage de Rohan
Le Sale della Mia Dimora
Le Scale di Khazad-dûm
Le Scale di Moria
Le Secret de Durin
Le Seigneur Ténébreux se Rapproche
Le Vieux Chénier
Le Visible et l'Invisible
Leaflock
Leaping Blaze
Leaving Forever
Lebendig und unversehrt
Lebendig zurückgebracht
Led Astray
Leechcraft
Legion of Harad
Legione del Deserto
Legionen aus Harad
Legionen aus Morgul
Legions of Morgul
Legión Del Desierto
Legolas' Bogen
Legolas' Bow
Legolas' Langmesser
Legolas' Schwert
Legolas' Sword
Leichtfüßigkeit
Leise herbeikommen
Leistet uns Hilfe
Lembas
Lembas Bread
Lend Us Your Aid
Les Arbres Sont Solides
Les Armes de l'Isengard
Les Bois de Lothlórien
Les Cavernes d'Aglarond
Les Cavernes de l'Isengard
Les Collines d'Eregion
Les Collines de l'Ouestemnet
Les Dents du Mordor
Les Dunes de l'Estemnet
Les Défenses de Sauron
Les Falaises d'Emyn Muil
Les Flèches Blanches de Lórien
Les Forêts de L'Ithilien
Les Forêts de la Lothlórien
Les Fragments de Narsil
Les Gantelets de Boromir
Les Hamadas de l'Emyn Muil
Les Hommes Tomberont
Les Hommes de Harad
Les Hommes de Numénor
Les Hommes de Rhûn
Les Longs Couteaux de Legolas
Les Marais Morts
Les Mines de Khazad-dûm
Les Montagnes Blanches
Les Neiges de Saroumane
Les Neuf Marcheurs
Les Neuf Serviteurs de Sauron
Les Pistes d'Eregion
Les Plaines de Rohan
Les Plaines de l'Ouestemnet
Les Portes d'Argonath
Les Portes de la Cité Morte
Les Profondeurs de Helm
Les Profondeurs de la Moria
Les Ramener Vivants
Les Rochers Blancs
Les Rues d'Edoras
Les Ruines de l'Osgiliath
Les Salles de ma Patrie
Les Tombeaux d'Edoras
Les Tours Rayonnantes s'Écrouleront
Les Vallées de la Marche
Let Fly
Let Fly the Darts of Lindon
Let Folly Be Our Cloak
Let Her Deal With Them
Let Them Come!
Let Us Be Swift
Let Us Not Tarry
Letzter Aufschrei
Letzter Bericht
Letzter Versuch
Leuchtfeuer von Minas Tirith
Leur Pouvoir est dans la Terreur
Leurs Demeures de Pierre
Leurs Flèches Exaspèrent
Leutnant der Ostlinge
Leutnant des Orthanc
Leutnant des Turms
Librarian
Library of Orthanc
Library of Rivendell
Libro Rosso dei Confini Occidentali
Libro de Mazarbul
Libro di Mazarbul
Libro rojo de la frontera del oeste
Lichtung in Fangorn
Lied aus dem Auenland
Lieder des glückseligen Reichs
Lieu de Ralliement
Lieutenant Oriental
Lieutenant Ourouk
Lieutenant d'Orthanc
Lieutenant de la Tour
Lieutenant of Orthanc
Lieux Sombres
Life of the Eldar
Light Shining Faintly
Light the Beacons
Lightfootedness
Lindenroot
Lindenwurz
Line of Defense
Lingering Shadow
Linnar
Listig versteckt
Little Golden Flower
Little Snuffler
Living Off Rock
Llamarada Repentina
Llanuras De Oestemnet
Llanuras De Rohan
Llanuras Del Campamento Rohan
Llenar de miedo
Lluvia De Disparos
Lo Specchio di Galadriel
Lo Splendore delle Loro Bandiere
Lo Stagno Proibito
Lo Visible y Lo Invisible
Loathsome
Lobos de Isengard
Locken aus Elbenhaar
Lomas De Estemnet
Long Battle Bow
Long I Fell
Long Live the Halflings
Long Prepared
Long Slow Wrath
Long Spear
Long-knives of Legolas
Long-stemmed Pipe
Longbottom Leaf
Look at Him
Look to My Coming
Lookout Uruk
Lord of Moria
Lore of Imladris
Lorien Throne Room
Los Aposentos Del Rey
Los Campos del Granjero Maggot
Los Fragmentos de Narsil
Los Guanteletes De Boromir
Los Hombres Caerán
Los Nueve Caminantes
Los Nueve Servidores de Sauron
Los Senderos de Eregion
Los Árboles Son Fuertes
Los, von der Strasse runter!
Lost in the Woods
Lost to the Goblins
Lothlórien Guides
Lothlórien Woods
Loud and Strong
Loups de l'Isengard
Loyalty Unshaken
Luce Dorata sulla Contrada
Luce Fioca
Luchador Orco
Luchador Sureño
Luchador Uruk
Luchar Por Los Campesinos
Lugares oscuros
Lugarteniente De Orthanc
Lugarteniente Oriental
Lugarteniente Uruk
Lumière Dorée sur les Terres
Lungimiranza dei Nani
Luoghi Oscuri
Luogo di Morte
Luogotenente
Luogotenente Esterling
Luogotenente Uruk
Luogotenente di Orthanc
Lupi di Isengard
Lurtz
Lurtz' Schwert
Lurtz's Battle Cry
Lurtz's Bow
Lurtz's Sword
Lurtz‘ Kampfschrei
Lurtz’s Sword
Lutz Farning
Lutz, das Pony
Luz Brillando Débilmente
Luz dorada sobre la tierra
Lying Counsel
Lying in Wait
Láthspell
Látigo de muchas colas
Légion du Désert
Léod
Léofric
Léowyn
Lórien Elf
Lórien Es Bienvenido
Lórien Guardian
Lórien Is Most Welcome
Lórien Protector
Lórien Swordsman
Lórien ist herzlich willkommen
Lórien è la Benvenuta
Lórien’s Blessing
Lúthiens Entscheidung
Ma Hache Est Ébréchée
Mablung
Macchina d'Assedio
Macht der Elbenfürsten
Macht die Verlierer nieder
Macht entsprechend seiner Veranlagung
Macht und Schrecken
Madril
Maestro Ganapié
Maestro de la Curación
Maestro della Guarigione
Magasin
Magasin d'Armes
Magazzino
Mago Misterioso
Magro e Teso
Maigre et Détiré
Mais Ils ne Faisaient Pas Relâche
Make Haste
Make Light of Burdens
Make a Run For It
Mal Duradero
Mal Persistant
Mal en marcha
Maldad de Orthanc
Maldición de Mordor
Malditos Sean
Malditos Sean Esos Pies Infectos
Male Durevole
Maledetti i Loro Immondi Piedi!
Maledetti!
Maledizione da Mordor
Malice
Malicia
Mallorn-trees
Mallornbäume
Mallorne
Malvagità
Malveillance
Malédiction du Mordor
Man of Bree
Man the Walls
Mann aus Bree
Mannaro
Mannaro da Guerra
Mannaro di Sharku
Mannigfaltige Erinnerungen
Mano de Sauron
Mano di Sauron
Mantello Elfico
Mantello di Boromir
Mantello di Faramir
Mantello di Frodo
Many Miles
Many Riddles
Mappa di Thrór
Marais de l'Eau-aux-Cousins
Maraudeur Ourouk-Haï
Maraudeur de Morgul
Marauding Orcs
Marcheur Suderon
Marchista Sureño
Marciatore Sudrone
Marismas pestilentes
Marktplatz in Hobbingen
Marodierende Orks
Marodierende Uruk-hai
Marodierender Corsar
Marschbefehl
Marschierende Südländer
Marteau du Troll des Cavernes
Martello del Troll delle Caverne
Marécages Puants
Massacre Orque
Massacreur Fou Furieux
Massacreur Orque
Massacreur Ourouk
Massacreur de Morgul
Massing Strength
Massing in the East
Massue de Guerre
Master Broke His Promise
Master Commands It
Master Proudfoot
Master of Healing
Mastered By Madness
Matadlos Ahora
Matanza Orca
Maudits Soient leurs Infects Pieds !
Maudits Soient-Ils
Mauer der Hornburg
Mauhour
Mauhúr
Mazza da Guerra
Maître Fierpied
Maître Guérisseur
Maître des Ouargues
Meant to Be Alone
Measure of Comfort
Medidas Desesperadas
Meduseld
Mehr nach meinem Geschmack
Meine Axt ist schartig
Meister Stolzfuß
Meister der Heilkünste
Melilot Brandebouc
Melilot Brandibock
Melilot Brandigamo
Melilot Brandybuck
Mellon!
Memories of Darkness
Memory of Many Things
Men Will Fall
Men of Harad
Men of Númenor
Men of Rhûn
Menace de l'Inconnu
Meneldor
Mensajero Uruk
Menschen aus Harad
Menschen aus Rhûn
Menschen von Númenor
Menschen werden fallen
Merchant of Westfold
Merciless Berserker
Merciless Dunlending
Merciless Uruk
Mere of Dead Faces
Merodeador Uruk-hai
Merry
Merry's Armor
Merry's Sword
Merrys Dolch
Merrys Rüstung
Merrys Schwert
Merry’s Dagger
Mesetas De Rohan
Messager Ourouk
Messaggero Uruk
Messenger’s Mount
Messer der Galadrim
Mettez-Vous à l'Abri
Meurtrier Gobelin
Meurtrières
Meute d'Ourouk-Haï
Meute des Collines
Meutes d'Archers
Mi Hacha Tiene Una Muesca
Midgewater Marshes
Midgewater Moors
Miedo
Might of Númenor
Might of the Elf-lords
Mighty Shot
Mighty Steed
Miliziano Uruk
Miliziano del Cancello
Mina de Mithril
Minaccia Costante
Minas Morgul Answers
Minas Tirith Fifth Circle
Minas Tirith First Circle
Minas Tirith Fourth Circle
Minas Tirith Second Circle
Minas Tirith Seventh Circle
Minas Tirith Sixth Circle
Minas Tirith Third Circle
Minas de Khazad-Dûm
Mind Your Own Affairs
Mind and Body
Mine de Mithril
Mines of Khazad-Dûm
Miniera di Mithril
Mir stockt das Blut
Mirate il Bianco Cavaliere
Mirkwood
Mirkwood Bowman
Miruvóre
Misure Disperate
Mit Fluch und Bann
Mit Pauken und Trompeten
Mit Stummheit geschlagen
Mit allen Mitteln
Mit aller Macht versessen
Mit blanker Klinge
Mit fliegenden Fahnen
Mithlond
Mithrandir, Mithrandir!
Mithril Coat
Mithril Mine
Mithril Shaft
Mithril-coat
Mithrilader
Mithrilharnisch
Mithrilmine
Mocking Goblin
Molti Enigmi
Moment of Respite
Momentous Gathering
Mon Coeur Se Relève Toujours
Mondo degli Spettri
Mont Venteux
Montad Y Marchaos
Montagne Pericolose
Montagnes Troublées
Montaraz De Ithilien
Montaraz Gondoriano
Montañas Blancas
Montañas inquietas
Monti Bianchi
Montura De Jinete
Monture de Cavalier
Morannon
Morannon Plains
Morannon-Troll
Mordlustiger Pirat
Mordor Aggressor
Mordor Assassin
Mordor Brute
Mordor Defender
Mordor Enfurecido
Mordor Enraged
Mordor Exaspéré
Mordor Fiend
Mordor Fighter
Mordor Guard
Mordor Krummsäbel
Mordor Pillager
Mordor Plünderer
Mordor Regular
Mordor Savage
Mordor Schläger
Mordor Schuft
Mordor Scimitar
Mordor Soldier
Mordor Teufel
Mordor Trooper
Mordor Veteran
Mordor Warrior
Mordor Wretch
Mordor in Aufruhr
Mordor's Strength
Mordorross
Mordors Fluch
Mordors Stärke
Mordors würdig
More Unbearable
More Yet to Come
More to My Liking
Morgai
Morgai Foothills
Morgul Abschaum
Morgul Ambusher
Morgul Answers
Morgul Axe
Morgul Banner-bearer
Morgul Bastard
Morgul Blade
Morgul Bluthund
Morgul Brawler
Morgul Brute
Morgul Creeper
Morgul Cur
Morgul Destroyer
Morgul Detachment
Morgul Folterknecht
Morgul Gates
Morgul Handlanger
Morgul Hound
Morgul Hunter
Morgul Lackey
Morgul Lurker
Morgul Messer
Morgul Mischling
Morgul Mongrel
Morgul Mörder
Morgul Patrol
Morgul Plänkler
Morgul Predator
Morgul Prügler
Morgul Rabauke
Morgul Raufbold
Morgul Regiment
Morgul Ruffian
Morgul Schleicher
Morgul Schläger
Morgul Skirmisher
Morgul Sklave
Morgul Skulker
Morgul Slayer
Morgul Soldier
Morgul Spawn
Morgul Spearman
Morgul Speerträger
Morgul Squealer
Morgul Standartenträger
Morgul Tormentor
Morgul Vale
Morgul Vandale
Morgul Vanguard
Morgul Vorhut
Morgul Warden
Morgul Whelp
Morgul Wächter
Morgul auf dem Vormarsch
Morgul on the March
Morgulaxt
Morgulbrut
Morgulduin
Morguljäger
Morgulsoldat
Morgultal
Moria Archer Troop
Moria Axe
Moria Crossroads
Moria Guardroom
Moria Lake
Moria Menace
Moria Scout
Moria Skirmishers
Moria Späher
Moria Stairway
Moria Wachstube
Moriaaxt
Morias Reichtum
Morning Came
Mort aux Têtes de Paille
Mortal Men
Morte ai Testapaglia
Mouchard Gobelin
Mount Doom
Mountain Homestead
Mountain Orc
Mountain-troll
Moving This Way
Moyens Désespérés
Much-needed Rest
Mucho Tiempo Caí
Muchos Acertijos
Muerte Para Los Cabeza-De-Paja
Mundo espectral
Mur d'Épées
Mur de la Ville
Mur du Gouffre
Mura Fossato
Mura della Città
Murder of Crows
Murderous Uruk
Muro De Espadas
Muro Del Bajo
Muro Este De Rohan
Muro Orientale di Rohan
Muro de Cuernavilla
Muro de la ciudad
Muro del Trombatorrione
Muro di Spade
Must Be a Dream
Must Do Without Hope
Mustering for Battle
Mut der Verzweiflung
Mutare della Marea
Mutige und unerbittliche Menschen
My Axe Is Notched
My Heart Tells Me
Mysterious Wizard
Mystérieux Magicien
Máquina de Asedio
Más Allá de Toda Esperanza
Más de mi agrado
Mächtig und alt
Mächtiges Ross
Mêlez-Vous de Vos Propres Affaires
Mírelo
Mörderischer Berserker
Mörderischer Ork
Mörderischer Uruk
Mûmak
Mûmak Chieftain
Mûmak Commander
Mûmak Rider
Mûmak da Guerra
Mûmak de Guerra
Mûmak de Guerre
Mûmakführer
Mûmakil
Mûmakil Commander
Mûmakil der Haradrim
Mûmakil of the Harad
Mûmakschütze
Mückenwassermoore
Mückenwasserödlande
Nach neuen Feinden Ausschau halten
Nachschub für die Mark
Nacht ohne Ende
Nachtwächter
Nackte Wildnis
Nadie Deja de Lado a un Enano
Nagend, beißend, hackend, brennend
Naith Longbow
Naith Troop
Naith Warband
Naked Waste
Namárië
Nan Curunír
Narchost
Narrow Escape
Narsil
Narya
Narzug
Nascondere e Cercare
Nasty
Nasty, Foul Hobbitses
Nati Per Combattere
Natural Cover
Natürliche Deckung
Nave-Cigno dei Galadhrim
Nave-Cisne de Los Galadrim
Nazgûl Blade
Nazgûl Schwert
Nazgûl Scimitar
Nazgûl Sword
Nazgûlklinge
Neekerbreekers’ Bog
Nehmt sie von der Spitze
Nei Tunnel Oscuri
Nella Morsa dello Spettro dell'Anello
Nelle Viscere della Terra
Nemici di Mordor
Nemico Rincuorato
Nen Hithoel
Nenya
Nere Figure Striscianti
Nessun Rifugio
Nessuna Alba per gli Uomini
Nessuna Difesa
Nessuna Ritirata
Nessuno Calunni un Nano
Neue Furcht
Neue Hoffnung
Neue Kraft
Neue Pläne
Neuer Befehlshaber
Neuer Mut
Neuigkeiten vom Erebor
Never
Nevi di Saruman
New Authority
New Chapter
New Enemy
New Errand
New Fear
New Forges Built
New Power Rising
New Strength Came Now
New-awakened
News From the Mark
News of Mordor
Nice Fish
Nice Imitation
Nicht alleine
Nicht angeschlagen
Nicht der erste Halbling
Nicht leicht zu töten
Nicht nur ein Waldläufer
Nicht unsere Angelegenheit
Niedergeduckt
Niedergetrampelt
Niedertrampeln
Niemals
Niemand schubst einen Zwerg herum!
Night Without End
Nimble Attack
Nine-fingered Frodo and the Ring of Doom
No Business of Ours
No Colour Now
No Dawn for Men
No Defense
No Destruidos Fácilmente
No End of Wickedness
No Era una Tormenta Ordinaria
No Hay Alba Para Los Hombres
No Hay Huida
No Help for It
No Le Es Extraño a Las Sombras
No Living Man
No Mere Ranger
No Ordinary Storm
No Pauses, No Spills
No Quicker Path
No Refuge
No Rest for the Weary
No Retreat
No Safe Places
No Stranger to the Shadows
No Travellers In This Land
No Use That Way
No Visitors
No Worse for Wear
No es asunto nuestro
No es un cuerno orco
No hay descanso para los cansados
No podemos impedirlo
No son temidos a la luz del día
Nobili Intenzioni
Noble Absichten
Noble Intentions
Noble Leaders
Nobles Intentions
Nobody Tosses a Dwarf
Noch leistet Gondor Widerstand
Noch nicht bezwungen
Noche Sin Fin
Nocked
Non Dar Peso ai Fardelli
Non Facili da Distruggere
Non Possiamo Farci Nulla
Non Puoi Passare!
Non Smetteranno Mai di Darti la Caccia
Non Sono Affari Nostri
Non c'è Tempo per il Riposo
Non un Semplice Ramingo
Nori
North Undeep
Northern Ithilien
Northern Pelennor
Northern Slopes
Not Alone
Not Bound to His Fate
Not Easily Avoided
Not Easily Destroyed
Not Feared in Sunlight
Not Listening
Not This Time!
Not Yet Vanquished
Not at Home
Not the First Halfling
Noticias de Erebor
Noticias de Mordor
Notizie da Mordor
Notizie di Erebor
Notte senza Fine
Nous En Avions Sept
Nous Sommes les Combattants Ourouk-Haï
Nouvelle Peur
Nube De Flechas
Nube di Frecce
Nuestra Lista de Aliados se Reduce
Nueva Misión
Nuevo Terror
Nunca Dejarán de Perseguirte
Nurn
Náin
Närrischer Tuk!
Nördliche Untiefe
Nördlicher Pelennor
Nördliches Ithilien
Númenor's Pride
O Elbereth! Gilthoniel!
Oakenshield
Oath Sworn
Oathbreaker
Oberhaupt der Dunländer
Observatório de la Comarca
Occhi che Vedono Lontano
Occhio di Barad-Dûr
Occupati di Ciò che ti Riguarda
Ocúpate De Tus Asuntos
Odio
Odio Acérrimo
Odio Implacabile
Odio e Collera
Offrande de Bateaux
Oficial
Oh Elbereth! Gilthoniel!
Ohne Rücksicht auf Verluste
Ojo de Barad-Dûr
Ojos Que Ven Lejos
Old Differences
Old Forest Road
Old Noakes
Old Thrush
Old Toby
Old Tomnoddy
Olog-Haï Bestial
Olog-hai aus Mordor
Olog-hai of Mordor
Oltre l'Altezza degli Uomini
Oltre le Montagne Oscure
Ombromanto
Omorzo Cactaceo
On Doit l'Avoir
On Guard
On Your Doorstep
On n'y Peut Rien
On the March
One Dwarf in Moria
One Good Turn Deserves Another
One Last Surprise
One Whom Men Would Follow
One of You Must Do This
One-Upsmanship
Orc Ambush Troop
Orc Ambusher
Orc Archer Troop
Orc Armor
Orc Artisan
Orc Assassin
Orc Assault Band
Orc Banner
Orc Bowmen
Orc Brood
Orc Butcher
Orc Butchery
Orc Captain
Orc Chaser
Orc Chieftain
Orc Commander
Orc Crusher
Orc Cutthroat
Orc Destroyer
Orc Dreg
Orc Fanatic
Orc Fighter
Orc Footman
Orc Guard
Orc Hammer
Orc Hunters
Orc Infantry
Orc Inquisitor
Orc Insurgent
Orc Line-breaker
Orc Marauder
Orc Miscreant
Orc Officer
Orc Overseer
Orc Patrol
Orc Pillager
Orc Plains Runner
Orc Pursuer
Orc Rager
Orc Raid Commander
Orc Ravager
Orc Reaper
Orc Runner
Orc Sapper
Orc Savage
Orc Scimitar
Orc Scout
Orc Scouting Band
Orc Seeker
Orc Skulker
Orc Slaughterer
Orc Slayer
Orc Soldier
Orc Spear
Orc Stalker
Orc Strategist
Orc Swordsman
Orc Taskmaster
Orc Tormentor
Orc Trooper
Orc Veteran
Orc War Band
Orc Warrior
Orc-bane
Orco Assassino
Orco Corridore
Orco Feroz
Orco Incursore
Orco Inquisitore
Orco Inseguitore
Orco Macellaio
Orco Razziatore
Orco Uccisore
Orco Veterano
Orcrist
Orda Infida
Orda Selvaggia
Orda delle Colline
Orda di Uruk-hai
Ordnance Grunt
Ordulus
Ori
Orillas de Nen Hithoel
Orillas del Anduin
Orillas del Cauce de Plata
Ork Attentäter
Ork Aufrührer
Ork Aufseher
Ork Barbar
Ork Bogenschützen
Ork Brandschatzer
Ork Fallensteller
Ork Folterknecht
Ork Fußsoldat
Ork Halsabschneider
Ork Hammer
Ork Handwerker
Ork Häuptling
Ork Inquisitor
Ork Krieger
Ork Kriegstrupp
Ork Linienbrecher
Ork Mörder
Ork Pirscher
Ork Plünderer
Ork Rumtreiber
Ork Rädelsführer
Ork Schlachtfest
Ork Schlächter
Ork Schurke
Ork Schwertkämpfer
Ork Sklaventreiber
Ork Soldat
Ork Spähtrupp
Ork Steppenläufer
Ork Sucher
Ork Vandale
Ork Verfolger
Ork Veteran
Ork Wache
Ork Wüter
Ork Zermalmer
Orkabschaum
Orkbanner
Orkbrut
Orkfluch
Orkischer Arbeiter
Orkischer Schmied
Orkish Aggressor
Orkish Archer Troop
Orkish Assassin
Orkish Ax
Orkish Berserker
Orkish Bow
Orkish Breeder
Orkish Camp
Orkish Cavalry
Orkish Defender
Orkish Dreg
Orkish Fiend
Orkish Flanker
Orkish Footman
Orkish Headsman
Orkish Hunting Spear
Orkish Invader
Orkish Lackey
Orkish Marauder
Orkish Pursuer
Orkish Rider
Orkish Runner
Orkish Scout
Orkish Skirmisher
Orkish Smith
Orkish Sneak
Orkish Traveler
Orkish Veteran
Orkish Warg-master
Orkish Warrior
Orkish Worker
Orkjäger
Orkkommandant
Orkkrummsäbel
Orkkämpe
Orkkämpfer
Orkläufer
Orkoffizier
Orkpatrouille
Orkpionier
Orkrüstung
Orkschleicher
Orkspeer
Orkspäher
Orkstratege
Orophin
Orque en Embuscade
Orribili Esseri
Orthanc Assassin
Orthanc Attentäter
Orthanc Balcony
Orthanc Berserker
Orthanc Champion
Orthanc Krieger
Orthanc Kämpe
Orthanc Library
Orthanc Warrior
Osgiliath Channel
Osgiliath Crossing
Osgiliath Fallen
Osgiliath Reclaimed
Osservatore nell'Acqua
Osservatorio della Contea
Ostfold
Ostling Aggressor
Ostling Angreifer
Ostling Axtkämpfer
Ostling Berserker
Ostling Feldwebel
Ostling Kriegsheer
Ostling Kurier
Ostling Plänkler
Ostling Plünderer
Ostling Schildwall
Ostling Wache
Ostling Wegelagerer
Ostling-Standartenträger
Ostlingrekrut
Ottar
Ottimo Lavoro
Ouargue
Ouargue de Guerre
Ouglouk
Our Foes Are Weak
Our Inspiration
Our List of Allies Grows Thin
Our Time
Ourouk Enragé
Out of All Knowledge
Out of Dark Waters
Out of Darkness
Out of Sight and Shot
Out of the High Airs
Over the Isen
Overpowering Uruk
Overrun
Où Grima l'a-t-il Rangée?
Padella
Paese dei Cavalli
Palantír Chamber
Palazzo d'Oro
Pale Crown
Pallando
Pallando Deceived
Pallando getäuscht
Paludi Chiane Ditteri
Paludi Morte
Pandemonium
Pantanos de Moscagua
Panzerhemd
Par les Monts Brumeux
Par-Delà les Montagnes Noires
Parada
Parade
Parapet
Parapeto
Parapeto De Cuernavilla
Parapetto
Parapetto del Trombatorrione
Parata
Parlez, Ami, et Entrez
Parry
Partez
Partez Sans Bruit
Parti in Silenzio
Partida De Asalto Uruk-hai
Partida de Guerra Orca
Partida de Orcos
Partir Silenciosamente
Partir la vara
Pas Qu'un Simple Rôdeur
Pas une Tempête Ordinaire
Paso del Caradhras
Pass of Caradhras
Passo Leggero
Passo di Caradhras
Pathfinder
Paths Seldom Trodden
Patio De Cuernavilla
Patio del Concilio
Patrol of Uruk-hai
Patroller of Haradrim
Patrouille Avancée Ourouk
Patrouille Gobeline
Patrouille Orque
Patrouille Ourouk-Haï
Patrulla Avanzada Uruk
Patrulla De Uruk-hai
Patrulla de Orcos
Pattuglia Goblin
Pattuglia di Orchi
Pattuglia di Uruk-hai
Paura
Pavise
Pays des Collines Vertes
Pazzo Dunlandiano
País De Los Caballos
Peace of Mind
Peaux
Pein
Peinlicher Augenblick
Peitsche mit vielen Riemen
Pelennor Fields
Pelennor Flat
Pelennor Grasland
Pelennor Grassland
Pelennor Plain
Pelennor Prairie
Pelennor-Felder
Peligros Desconocidos
Pelli
Pendio di Amon Hen
Pengedhel
Pentes d'Amon Hen
Perché non Dovrei Tenerlo?
Percy
Perdido a Los Goblins
Perdón por Todo
Pericoli Sconosciuti
Peril
Perilous Ventures
Perlustratore Goblin
Perlustratore Uruk
Persecutore Uruk
Perseguidor Goblin
Perseguidor Orco
Perseguidor Uruk
Persistent Orc
Personne ne Lance un Nain
Perspective
Pervasi dalla Paura
Peticiones de los Sacovilla-Bolsón
Peuple Secret
Peur
Pfad der Verwüstung
Pfadfinder
Pfeifender Tod
Pfeile aus dem Süden
Pfeilhagel
Pfeilmacher aus Harad
Pferd des Herolds
Pferd des Ritters
Pferd von Rohan
Pferde-Land
Pflege im Letzten Heimeligen Haus
Pflichtgefühl
Pfuhl der Toten Gesichter
Phial of Galadriel
Philibert Bolger
Pianure del Campo di Rohan
Pianure dell'Ovestemnet
Pianure di Rohan
Piccolo Deve Essere il Numero
Picket Denizen
Pied Léger
Piedardent
Pieles
Pies De Fuego
Pies Ligeros
Pietrificato dalla Paura
Pikes Upon Pikes
Pilares de Los Reyes
Piliers des Rois
Pillage of Rohan
Pillard Ourouk
Pillards Ourouk-Haï
Pillards de l'Est
Pillars of the Kings
Pilleur Dun
Pinnacle of Zirakzigil
Pinned Down
Pipa di Aragorn
Pipa di Bilbo
Pipe d'Aragorn
Pipe de Bilbon
Pipe de Gandalf
Pipe de l'Ancien
Pipino
Pippin's Armor
Pippin's Sword
Pippins Dolch
Pippins Rüstung
Pippins Schwert
Pippin’s Dagger
Pirate Cutthroat
Pisteur Ourouk
Pisteur du Désert
Pit Troll
Pitiless Orc
Pièce de Siège
Piège de L'Ithilien
Place Publique
Place du Conseil
Plains of Rohan
Plains of Rohan Camp
Plateau de Rohan
Pledge of Loyalty
Plein d'Effroi
Plongé dans ses Pensées
Plotting
Plundered Armories
Plus Grand Qu'un Homme
Plus à mon Goût
Pläne schmieden
Plötzlich groß geworden
Plötzliche Wut
Plünderer aus Cirtih Ungol
Plündernde Goblins
Plündernde Orks
Plündernder Bergbewohner
Plündernder Corsar
Plündernder Dunländer
Plünderung des Auenlandes
Pobre Miserable
Poder de Acuerdo Con Su Estatura
Poder de Númenor
Poder y terror
Poggi dell'Estemnet
Point Blank Range
Poised for Assault
Poisonous Words
Poleaxe
Polyvalence de Rôdeur
Ponte del Trombatorrione
Poor Wretch
Popolo Segreto
Populacho Montañes
Por encima de la estatura de los hombres
Por este lado es inútil
Portador de la llama
Portata dell'Ombra
Porte de Bree
Porter Troll
Portes de Morgul
Portico
Posada del Dragón Verde
Potere Proporzionato alla Sua Statura
Potere di Númenor
Potere di Saruman
Potere e Terrore
Pourchasseur Gobelin
Pourchasseur Orque
Pourchasseur Ourouk
Pourquoi ne le Garderais-Je Pas?
Poursuiveur Ourouk
Pouvez-Vous Me Protéger de Vous-Même?
Povero Disgraziato
Power According to His Stature
Power and Terror
Pozo de Crianza
Pozzo Generatore
Poêle à Frire
Practically Everyone Was Invited
Praktisch jeder war eingeladen
Prancing Pony Spare Room
Prasselnde Hiebe
Precise Attack
Precision Targeting
Predatore Uruk-hai
Predone Dunlandiano
Predone Uruk
Predoni Uruk-hai
Predoni dal'Est
Preguntas Que Requieren Respuesta
Prenez Patience
Preoccupazione
Preocupación
Preparations
Presque Tout le Monde Était Invité
Pressing On
Primitive Brand
Primitive Savage
Prized Lagan
Profondità di Moria
Profundo en el Pensamiento
Progenie degli Uruk
Prolonged Struggle
Promise Keeping
Prosper Poiredebeurré
Protecting the Hall
Protection Désespérée de l'Anneau
Proud and Able
Provisions de la Marche
Prowling Orc
Prudence
Prácticamente todo el mundo fue invitado
Présages d'Erebor
Prévoyance Naine
Pueblo Rohirrim
Pueblo Secreto
Puertas de Bree
Puertas de Morgul
Puertas de la Ciudad Muerta
Puertas de las Argonath
Puissance et Terreur
Puits de Mithril
Pull of the Ring
Pummeling Blow
Pungolo
Punta de Hoja
Punta di Coltello
Punto de reunión
Punto di Raduno
Puoi Proteggermi da Te Stesso?
Pursuing Horde
Pursuing Uruk
Pursuit Just Behind
Put Forth His Strength
Pyromane Dun
Páramos de Moscagua
Père Maggotte
Périls Inconnus
Pétrifié par la Peur
Qu'Attendons-Nous Pour le Faire?
Qu'Avez-Vous Découvert?
Qualcosa si Avvicina
Quartier de l'Ouest
Que La Locura Sea Nuestro Manto
Que Sont-Ils ?
Que la Folie Soit Notre Manteau
Quelle est cette Nouvelle Diablerie ?
Quelled
Quelling Force
Quello non è un Corno degli Orchi
Quelqu'un que les Hommes Suivraient
Quelque Chose Approche
Quema Del Folde Oeste
Quemad Cada Pueblo
Querelle Orageuse
Querelles Anciennes
Questions That Need Answering
Questo è il Mio Popolo
Qui Giace Balin, Figlio di Fundin
Quick As May Be
Quickbeam
Quiere ser encontrado
Quittez la Route!
Rabbit Stew
Rabia
Race Across the Mark
Rachsüchtiger Ent
Racinedetilleul
Radagast
Radagast Deceived
Radagast getäuscht
Radagast's Herb Bag
Radagast's Staff
Radice di Tiglio
Radunarsi agli Ordini
Radura di Galadriel
Raffica di Colpi
Rager Berserker
Rager Uruk
Raging Dunlending
Raid d'Hommes Sauvages
Raider Bow
Raider Halberd
Raiders From the East
Rally Cry
Rally Point
Rally the Company
Rally the Host
Rallying Call
Rallying Orc
Ramingo dell'Ithilien
Ramingo di Gondor
Rampaging Easterling
Randalierender Ostling
Ranged Commander
Ranger of Ithilien
Ranger of Minas Tirith
Ranger of Osgiliath
Ranger of Westernesse
Ranger of the North
Ranger of the South
Ranger of the White Tree
Ranger's Bow
Ranger's Sword
Ranger’s Cloak
Ranger’s Sword
Rank and File
Ranks Without Number
Rapid Fire
Rapid Reload
Rapt Hillman
Rare Good Ballast
Rasch und leise
Rasender Angriff
Rasender Berserker
Rasender Dunländer
Rasender Ork
Raserei
Rassemblement dans l'Est
Rast in schwarzer Nacht
Rastlose Tote
Rath Dínen
Raue Sprache
Ravage the Defeated
Ravageur Dun
Ravageur Ourouk
Ravagez les Vaincus
Ravaging Wild Man
Ravenhill
Ravins de l'Estemnet
Razzia degli Uomini Selvaggi
Razziatore Dunlandiano
Raíz de Tilo
Reaching Tentacle
Ready to Fall
Realm of Dwarrowdelf
Rechazado
Recio Y Fuerte
Reckless Counter
Reckless Pride
Reckless We Rode
Reclaim the Precious
Recuerdo de muchas cosas
Red Book of Westmarch
Red Wrath
Redhorn Pass
Redouter le Pire
Refuerzos Goblin
Refuge
Regardez-Le
Reggimento degli Haradrim
Regiment der Morgularmee
Regiment der Ostlinge
Regiment of Haradrim
Regimiento De Haradrim
Regno di Nanosterro
Regolare Uruk
Regular Uruk
Reih und Glied
Reino de la mina del Enano
Reiten wie der Wind
Reiter der Mark
Reiter in Schwarz
Reiter von Rohan
Reiterbogen
Reiterpferd
Reiterrüstung
Reiterspeer
Reitet mit mir
Reittier der Rohirrim
Reißt die Mauer nieder
Relaxation
Release Them
Release the Angry Flood
Relentless
Relentless Charge
Relentless Uruk
Relentless Warg
Relics of Moria
Reliques de la Moria
Reliquias de Moria
Reliquie di Moria
Relucientes Espiras Se Derrumbaran
Rencor Antiguo
Renegado Dunlendino
Renforts Gobelins
Renégat Dun
Repos Durant la Nuit Aveugle
Repose-Toi Pendant Que Tu le Peux
Repoussés
Resistance Becomes Unbearable
Resistencia Extraordinaria
Resistencia de los Enanos
Resistenza Straordinaria
Resistenza dei Nani
Resistere Diventa Insopportabile
Resistere all'Oscurità
Respinti
Respira Ancora
Respondiendo a los gritos
Ressources du Mordor
Rest While You Can
Rest by Blind Night
Restare Soli
Restless Axe
Retaguardia Uruk
Retirada
Retorno a Su Amo
Retourner à son Maître
Retraite
Retribution
Retroguardia Uruk
Return to Its Master
Return to Us
Reviendra Bientôt
Rhudaur
Ricchezze di Moria
Richesse de la Moria
Ricordo di Molte Cose
Riddermark Javelin
Riddermark Soldat
Riddermark Soldier
Riddermark Tactician
Riddermark Wurfspeer
Riddles in the Dark
Ride With Me
Rider of Rohan
Rider's Gear
Rider's Mount
Rider's Spear
Riders in Black
Riders of the Mark
Rider’s Bow
Rider’s Mount
Riding Armor
Riding Like the Wind
Riesiges Tentakel
Rifornimenti del Mark
Rilascia l'Ondata Impetuosa
Rimossi Tutti i Veli
Rinforzi Goblin
Ring of Accretion
Ring of Artifice
Ring of Asperity
Ring of Barahir
Ring of Fury
Ring of Guile
Ring of Ire
Ring of Isengard
Ring of Rancor
Ring of Retribution
Ring of Savagery
Ring of Terror
Ring of Thrór
Ringender Uruk
Ringwraith in Twilight
Rinnegato Dunlandiano
Ripararsi
Riparo Naturale
Riportarli Vivi
Riposate, finché Potete
Riposo nel Buio della Notte
Riqueza de Moria
Rischiare una Piccola Luce
Riscos De Emyn Muil
Risk a Little Light
Rispondere alle Grida
Risquer une Petite Lueur
Ritirarsi
Ritorno al Suo Padrone
Ritter von Dol Amroth
Ritter von Gondor
Ritterspeer
Rivages de Nen Hithoel
Rivendell Gateway
Rivendell Scout
Rivendell Terrace
Rivendell Valley
Rivendell Waterfall
Robin Smallburrow
Rocas Blancas
Rocce Bianche
Rocks of Emyn Muil
Rohan Es Mío
Rohan Is Mine
Rohan M'Appartient
Rohan Stable Master
Rohan Uplands
Rohan Worker
Rohan ist mein Land
Rohan è Mia
Rohirrim Army
Rohirrim Axe
Rohirrim Bow
Rohirrim Camp
Rohirrim Diadem
Rohirrim Doorwarden
Rohirrim Guard
Rohirrim Helm
Rohirrim Herdsman
Rohirrim Hirte
Rohirrim Javelin
Rohirrim Mount
Rohirrim Recruit
Rohirrim Road
Rohirrim Scout
Rohirrim Shield
Rohirrim Soldier
Rohirrim Stein
Rohirrim Traitor
Rohirrim Village
Rohirrim Wache
Rohirrim Warrior
Rohirrischer Wurfspeer
Roll of Thunder
Rombo di Tuono
Romped la carga
Rompere la Carica
Rondador de Muros
Rope and Winch
Rose Chaumine
Rosie Cotton
Rosie Hüttinger
Rosita Coto
Rote Wut
Rothornpass
Rough Man of the South
Roulement de Tonnerre
Roused
Rout
Route de l'Est
Rovine di Osgiliath
Royaume du Cavenain
Roäc
Rudement Bon Lest
Ruderboot
Rues de Bree
Ruffian
Ruh dich aus, solange du kannst
Ruhelose Axt
Ruinas De Osgiliath
Ruined Capitol
Ruinous Hail
Ruins of Osgiliath
Run Until Found
Ruse Hobbite
Rush of Steeds
Ruthless Uruk
Räuber aus dem Osten
Régiment de Haradrim
Régulier Ourouk
Répondant aux Appels
Résistance Extraordinaire
Résolu à les Trouver
Rôdeur de L'Ithilien
Rôdeur du Gondor
Rúmil
Rückzug
Rüstkammer
Rüstung
Rüstung der Fußsoldaten
Rüstung der Veste
Sa Cruauté et sa Malveillance
Sa Première Difficulté Sérieuse
Saccageur Dun
Saccageur Orque
Saccheggia gli Sconfitti
Saccheggiatore Dunlandiano
Saccheggiatori Goblin
Saccheggio di Rohan
Sack of the Shire
Saelbeth
Safe Passage
Safe Paths
Saggezza di Gandalf
Sala del Trono
Salas de Mi Hogar
Salt from the Shire
Salvaje Berserker
Salvaje Dunlendino
Salvaje Uruk
Salvajes de las Colinas
Salve
Salz aus dem Auenland
Salón Del Trono
Sam's Pack
Sammelbefehl
Sammeln der Streitmacht
Sammeln der Truppen
Sammelpunkt
Sammelruf
Sams Rucksack
Sang de Númenor
Sangre de Númenor
Sanguijuela
Sans Défense
Sans Peur
Sans Répit
Sapeur Ourouk
Sapling of the White Tree
Saqueador Dunlendino
Saqueador Orco
Saqueadores Goblin
Saqueo De Rohan
Saroumane
Sartén
Saruman's Ambition
Saruman's Chill
Saruman's Frost
Saruman's Power
Saruman's Reach
Saruman's Snows
Saruman's Staff
Sarumans Diener
Sarumans Ehrgeiz
Sarumans Frost
Sarumans Griff
Sarumans Kälte
Sarumans Laboratorium
Sarumans Macht
Sarumans Schnee
Sarumans Spione
Sarumans Stab
Sarumans Tal
Saruman’s Laboratory
Sauron
Sauron's Defenses
Sauron's Hatred
Saurons Blick
Saurons Hass
Saurons Mund
Saurons Verteidiger
Sauron’s Gaze
Sauron’s Might
Sauvage Dun
Sauvage Fou Fourieux
Savage Southron
Savage Warg
Savagery to Match Their Numbers
Saved From the Fire
Scaffolding
Scala d'Assedio
Scaldati un Po'
Scaling Ladder
Scappare Terrorizzati
Scavare
Scavenging Goblins
Scelta Difficile
Scendete
Sceptre of the Dark Lord
Schaden +1. Soldat des Angrifftrupps
Schar des einen Auges
Scharf pariert
Scharfschütze der Haradrim
Schatten des Zweifels
Schattenbachtal
Schattenfell
Schattenross
Schattenspiel
Schau dir das an!
Scheideweg der gefallenen Könige
Scherma degli Hobbit
Schermagliatore
Schermagliatore Esterling
Schicksal trieb sie
Schiera Rombante
Schiera di Arcieri di Moria
Schiera di Migliaia
Schiera di Uruk-hai
Schiere Innumerevoli
Schießscharten
Schiffe mit großem Tiefgang
Schild der Rohirrim
Schimmerndes Irrlicht
Schlachtberserker
Schlachtenuruk
Schlachtfeld im Ödland
Schlachtork
Schlachtruf
Schlackehügel
Schlackenhügel
Schlafe Caradhras!
Schlafräume
Schlag auf den Kopf
Schlechte Nachrichten
Schloßhofbrüstung
Schluchten des Emyn Muil
Schneemähne
Schnellfeuer
Schnüffeln!
Schrecklich und böse
Schreckliche Armee
Schulter an Schulter
Schwach schimmerndes Licht
Schwadron der Haradrim
Schwanenboot der Galadrim
Schwarze Númenórer
Schwarzer Atem
Schwarzer Dreschflegel
Schwarzer Heerführer
Schwarzer Reiter
Schwarzes Ross
Schwere Bürde
Schwere Verluste erlitten
Schwerer Axtkämpfer
Schweres Kettenhemd
Schwert aus Rohan
Schwert mit breiter Klinge
Schwertarm des Weissen Turms
Schwertkämpfer aus Lórien
Schwertkämpfer des nördlichen Königreiches
Schwertmeister der Ostlinge
Schwertständer
Schwertwall
Schwierige Entscheidung
Schwärzlicher Breeländer
Schärft Eure Schwerter
Schönheit verblasst
Schössling des weißen Baumes
Scia di Distruzione
Sciamano di Isengard
Sciami di Goblin
Science Médicale
Scimitarra Goblin
Scimitarra degli Orchi
Scimitarra di Isengard
Scintillanti Guglie Crolleranno
Scintillating Bird
Sconcertare i Nostri Nemici
Scoperto
Scouring of the Shire
Scouting
Scouting Orc
Scroll of Isildur
Scuderie
Scudo Rohirrim
Scudo di Boromir
Scurrying Goblin
Scusa per Tutto
Se Acerca el Fin
Se Rassemblaient à l'Appel
Search Far and Wide
Searching Uruk
Seasoned Leader
Sechster Ring
Sechster Ring von Minas Tirith
Secluded Homestead
Seclusion
Second Breakfast
Second Level
Secret Door
Secret Folk
Secret Paths
Secret Sentinels
Sed de Sangre Uruk
Seeing Stone of Minas Anor
Seeing Stone of Orthanc
Seek and Hide
Seeking It Always
Seeking Its Master
Seeking New Foes
Seeking Uruk
Segen der Herrin
Segretezza degli Hobbit
Segreto di Durin
Seguace Uruk
Seguace di Isengard
Seguid a Sméagol
Seguidor Uruk
Seguir sin esperanza
Seguirla Passo a Passo
Seguite Sméagol
Sehet den weißen Reiter
Sehnsucht nach seinem Herrn
Sehr höflich
Sehr nette Freunde
Seigneur de la Moria
Seigneur du Désert
Seil und Winde
Sein goldenes Schild
Seine Fesseln trennen
Seine Grausamkeit und Bosheit
Seine Klinge wieder spüren
Seine Kraft zeigen
Seine schrecklichen Diener
Seinen Ahnen Ehre erweisen
Seinen Blick abwenden
Seit langem geplant
Selbst vor Ihr verborgen
Selbsterkenntnis
Selten beschrittene Pfade
Seltsame Männer
Seltsames Ding
Seltsames und Entsetzliches
Selvaggi delle Colline
Selvaggio Dunlandiano
Seme di Betulla
Semilla de Abedul
Senderos Poco Transitados
Sense of Obligation
Sent Back
Sentieri di Eregion
Sentinel Uruk
Sentinella Sudrone
Sentinelle Segrete
Sentinelle Suderone
Sentinelle di Númenor
Sentinelles Secrètes
Sentinelles de Númenor
Sentinels of Númenor
Sentry Uruk
Senza Paura
Senza Paura alla Luce del Sole
Servant of the Secret Fire
Servants to Saruman
Servidor de Isengard
Servidor del Fuego Secreto
Servidores de Saruman
Serving the Precious
Serviteur de l'Isengard
Serviteur du Feu Secret
Serviteurs de Saroumane
Servitore del Fuoco Segreto
Servo di Isengard
Ses Terribles Serviteurs
Set Up
Sette ne Avevamo
Seul et Pris au Piège
Seven We Had
Seventh Level
Severed His Bonds
Señor Del Desierto
Señor de Moria
Señor de los huargos
Sfida
Sfinito
Shadow Between
Shadow Host
Shadow in the East
Shadow of the Wood
Shadow's Reach
Shadowfax
Shadowplay
Shadowy Mount
Shagrat
Shake Off the Shadow
Shapes Slowly Advancing
Sharkou
Sharku
Sharku's Warg
Sharkus Warg
Sharp Defense
Sharpen Your Swords
Shelob
Shepherd of the Trees
Shield of Boromir
Shield of the White Tree
Shingle in a Storm
Ship of Smoke
Ships of Great Draught
Shire Lookout Point
Shores of Nen Hithoel
Shoulder to Shoulder
Shrouded Elf
Si Ammassano all'Est
Si Eresse Improvvisamente
Siamo gli Invincibili Uruk-hai
Sicher verwahrt
Sichere Pfade
Sichtbares und Unsichtbares
Sie haben Ihn gestohlen
Sie ist noch scharf
Sie kommen
Sie sind direkt hinter uns!
Sie werden den Ring finden
Sie werden nie aufhören, dich zu jagen
Sie wollen den Ring
Sieben Gefährten hatten wir
Siebenter Ring
Siebenter Ring von Minas Tirith
Siege Commander
Siege Engine
Siege Troop
Siegecraft
Sieh sie nicht an
Siempre Buscándolo
Sigewulf
Sigilo Hobbit
Signor Tronfipiede
Signore dei Mannari
Signore del Deserto
Signore di Moria
Signs of War
Siguiendo Sus Pasos
Silent Traveler
Silenzioso e Veloce
Silinde
Siluetas Oscuras Arrastrándose
Silverlode Banks
Simbelmynë
Simple Living
Sin Defensa
Sin Descanso
Sin Importar Las Cargas
Sin Miedo
Sin Refugio
Sindri
Singend in den Kampf
Sirannon Ruins
Sixth Level
Skillful negociator
Skinbark
Skrupelloser Uruk
Skulking Goblin
Slag Mounds
Slaked Thirsts
Sleep, Caradhras
Sleeping Quarters
Sleepless Dead
Slippery as Fishes
Slopes of Amon Hen
Slopes of Orodruin
Slow-kindled Courage
Slunk Out of Sight
Small Hope
Smaug
Smaug's Awakening
Smaug's Den
Sméagol
Sneaking!
Snowmane
So Bold and So Courteous
So Fair, So Desperate
So Polite
So ein kleines Ding
So rasch als möglich
So schön, so verzweifelt
Sobre El Isen
Softly Up Behind
Soglia dell'Ombra
Soif de Sang Ourouk
Solange wir noch leben
Soldado De A Pie Uruk
Soldado Del Desierto
Soldado Orco
Soldado Oriental
Soldado Sureño
Soldado Uruk
Soldado de la puerta
Soldat Mordors
Soldat Orque
Soldat Ourouk
Soldat Suderon
Soldat aus Cirith Ungol
Soldat d'Infanterie Ourouk
Soldat de la Porte
Soldat du Désert
Soldato Orco
Soldato Sudrone
Soldato Uruk
Soldato del Cancello
Soldato del Deserto
Soldier of Rohan
Soldier's Cache
Solide et Robuste
Solo e Intrappolato
Solo y Atrapado
Sombragrís
Sombres Murmures
Some Secret Art of Flame
Some Who Resisted
Something Draws Near
Something Slimy
Sommet d'Amon Hen
Somos Los Luchadores Uruk-hai
Song of Durin
Song of the Shire
Songs of the Blessed Realm
Sono Qui
Soplo Negro
Sorcellerie d'Orthanc
Sorgen
Sorgfältige Studien
Sorrow Shared
Sorry About Everything
Sorvegliante Orco
Sotto le Montagne
Sotto lo Sguardo dell'Occhio
Souches et Ronces
Souci
Souffle Noir
Sous le Regard Vigilant
Sous les Montagnes
Southern Spies
Southfarthing Leaf
Southlinch Leaf
Southron Archer
Southron Archer Legion
Southron Assassin
Southron Bandit
Southron Bow
Southron Bowman
Southron Brigand
Southron Captain
Southron Chieftain
Southron Commander
Southron Conquerer
Southron Explorer
Southron Fanatic
Southron Fighter
Southron Intruder
Southron Invaders
Southron Leader
Southron Marcher
Southron Marksmen
Southron Murderer
Southron Runner
Southron Savage
Southron Scout
Southron Sentry
Southron Soldier
Southron Spear
Southron Thief
Southron Traveler
Southron Troop
Southron Veterans
Southron Wanderer
Soutien de la Dernière Maison Accueillante
Souvenir de Multiples Choses
Sovrintendente degli Orchi
Spada Corta e Larga
Spada Elfica
Spada Uruk-hai
Spada degli Hobbit
Spada del Nazgûl
Spada di Gondor
Spada di Legolas
Spada di Minas Morgul
Spada di Ramingo
Spada di Rohan
Spada di Uglúk
Spada di Éowyn
Spadaccino Orco
Spadaccino del Regno del Nord
Spadaccino di Lórien
Spalla a Spalla
Spaltender Schlag
Speak No More to Me
Speak “Friend” and Enter
Spear of the Mark
Spear of the White Hand
Spectral Sword
Speer der Reiter
Speer der Südländer
Sperrfeuer
Sperrfeuerwaffen
Spia Uruk
Spider Nest
Spider Poison
Spie del Sud
Spie di Mordor
Spie di Saruman
Spied From Above
Spied From Afar
Spies of Mordor
Spies of Saruman
Spilla Elfica
Spinnengift
Spinnweben
Spione Goblin
Spione Orthancs
Spione aus Mordor
Spione aus dem Süden
Spirit of Dread
Spirit of the White Tree
Sponde del Nen Hithoel
Spottender Goblin
Sprecht nicht mehr mit mir
Sprich "Freund“ und tritt ein
Spring Forth Nimbly
Spurred to Battle
Späher der Rohirrim
Späher der Südländer
Späher in der Luft
Squad of Haradrim
Squad of Uruk-hai
Squadra d'Avanguardia Uruk
Squadra di Orchi
Squint-eyed Southerner
Stab des Zauberers
Stables
Stachelbewehrte Handschuhe
Stadt der Menschen
Stadt in den Bäumen
Stadtmauer
Stadttor von Bree
Stadtzentrum
Staff Asunder
Staff of Saruman
Stairs of Khazad-dûm
Stalwart Support
Stammesältester aus Dunland
Stampeded
Stampeding Chief
Stampeding Hillsman
Stampeding Madman
Stampeding Ransacker
Stampeding Savage
Stampeding Shepherd
Stand Against Darkness
Stand Together
Stand to Arms
Standhafter Held
Standing Tall
Stangenbeil
Stangenwaffe der Ostlinge
Stanno Arrivando
Stanza del Palantír
Stanza del Re
Starke Waffen
Starkhorn
Starr vor Angst
Stausee von Moria
Stay This Madness
Steadfast Champion
Steed of Mordor
Steinerner Turm
Steintrolle
Stendardo degli Orchi
Stendardo dell'Albero Bianco
Steps of Edoras
Sterbliche Menschen
Stern People
Stern Words
Stetig auf der Suche
Steward's Tomb
Stewards’ Legacy
Stich
Still Draws Breath
Still Far Ahead
Still Needed
Still Sharp
Still They Came
Still Twitching
Stillgelegte Mine
Sting
Sting of Shelob
Stirpe di Númenor
Stolz Númenors
Stolz und fähig
Stolzes Volk
Stone Tower
Stone Trolls
Stooping to the Kill
Stoppt den Ansturm
Store-room
Storied Homestead
Storm of Argument
Storming the Ramparts
Stout Resistance
Stout and Strong
Stout and Sturdy
Stoßtrupp Fußsoldat
Stoßtrupp Marodeur
Stoßtrupp Späher
Strade di Brea
Strade di Edoras
Strage degli Orchi
Stragglers
Straining Towards Us
Strands of Elven Hair
Strange Device
Strange Meeting
Strange and Terrible
Strange-looking Men
Strassen von Bree
Streaming to the Field
Streets of Bree
Streets of Edoras
Stregone Misterioso
Stregoneria
Stregoneria, Davvero!
Strength Born of Fear
Strength in My Blood
Strength in Numbers
Strength in Shadows
Strength of Arms
Strength of Kings
Strength of Spirit
Stricken Dumb
Strong Arms
Strong Tentacle
Strong and Old
Stronger and More Terrible
Stronghold of Cirith Ungol
Stronghold of Minas Morgul
Stump and Bramble
Stumpf und Stiel
Sturdy Shield
Sturdy Stock
Sturm des Krieges
Sturmgalopp der Pferde
Sturmleiter
Sturmramme
Ställe
Ständig drohend
Stärke im Schatten
Stärker und schrecklicher
Stöbernder Ork
Su Crueldad y Malicia
Su Poder Esta en El Terror
Su Primera Prueba Seria
Suave Y Rápidamente
Subterranean Homestead
Such a Little Thing
Suchen und Verstecken
Sudden Fury
Sudden Strike
Sudrone Errante
Suffered Much Loss
Suivant Ourouk
Suivez Sméagol
Sull'Isen
Suministros De La Marca
Summit of Amon Hen
Sunland Guard
Sunland Scout
Sunland Skirmisher
Sunland Sneak
Sunland Trooper
Sunland Warrior
Sunland Weaponmaster
Supervisor Orco
Supplies of the Mark
Support of the City
Support of the Last Homely House
Supporting Fire
Supporto dell'Ultima Casa Accogliente
Suppressing Uruk
Sureño Arquero
Surging Up
Surrendered Weapons
Surrounded by Wraiths
Surveillant Orque
Sus Flechas Enfurecen
Sus Salas de Piedra
Sus terribles servidores
Suspended Palaces
Sussurri Oscuri
Susurros Oscuros
Suzerain of Harad
Svelti nei Movimenti
Swan-ship of the Galadhrim
Swarming Hillman
Swarming Like Beetles
Swarming Uruk
Swarthy Bree-lander
Swarthy Hillman
Swear by the Precious
Sweeter Meats
Swept Away
Swift Steed
Swift Stroke
Swiftly and Softly
Sword Rack
Sword of Dol Guldur
Sword of Gondor
Sword of Minas Morgul
Sword of Rohan
Sword of the Fallen
Sword-wall
Swordarm of the White Tower
Swordsman of the Northern Kingdom
Sworn Companion
Sylvebarbe
Säbelrasseln
Söldner aus Weit-Harad
Südland Attentäter
Südland Bogenschützen
Südland Brigant
Südland Fanatiker
Südland Heerführer
Südland Häuptling
Südland Invasoren
Südland Kundschafter
Südland Läufer
Südland Wächter
Südlandkämpfer
Südlandnomade
Südlandsoldat
Südländer Bogenschütze
Südländerschar
Südländischer Bandit
Südländischer Eroberer
Südländischer Mörder
Südländischer Scharfschütze
Südländischer Strauchdieb
Süßeres Fleisch
Tagliagole Orco
Tagliare le Sue Corde
Take Cover
Take Up Arms. Fight!
Take Up the Bow
Taking the High Ground
Taktiker der Riddermark
Tal des Silberlauf
Talento para No Ser Visto
Tambores en Las Profundidades
Tamburi nell'Abisso
Tan Rápido Como Sea Posible
Tapfer und loyal
Tapferer Anführer
Tapferer Mann des Westens
Tapferkeit
Targon
Tarntobel
Task Was Not Done
Taunt
Tauriel
Taurnil
Taverna Al Drago Verde
Te haría chillar
Ted Sandyman
Teeth of Mordor
Temendo il Peggio
Temiendo lo peor
Tempest of War
Tempesta dello Stregone
Tempête Conjurée
Ten Paciencia
Ten Times Outnumbered
Teniente de La Torre
Tentacolo Enorme
Tentacolo Ripugnante
Tentacule Infecte
Tentáculo enorme
Tentáculo infecto
Teníamos Siete
Terra del Verde Colle
Terrasse de Fondcombe
Terraza de Rivendel
Terrazza di Gran Burrone
Terre Brune
Terreno Desconocido
Terres Brunes
Terribile come l'Alba
Terrible Comme le Matin
Terrible Como el Amanecer
Terrible and Evil
Terrible as the Dawn
Terrifying Legend
Territoire Peu Familier
Territorio Ignoto
Terror at Its Coming
Teufelei aus Orthanc
Thandronen
That Is No Orc Horn
That’s Two!
The Angle
The Arkenstone
The Art of Gandalf
The Balrog
The Balrog's Sword
The Beckoning Shadow
The Board Is Set
The Bridge of Khazad-dûm
The Choice of Lúthien
The Council of Elrond
The Dark Lord Advances
The Dark Lord's Summons
The Darkness Grew
The Dead City
The Dimholt
The Eagles Are Coming
The End Comes
The Evil Becomes Stronger
The Eye of Sauron
The Faithful Stone
The Flame of Anor
The Fortunes of Balin’s Folk
The Gaffer
The Gaffer's Pipe
The Great Enemy
The Great Gates
The Great Goblin
The Great River
The Highest Quality
The Irresistible Shadow
The Lady's Blessing
The Last Alliance of Elves and Men
The Long Dark
The Lord of the Rings
The Master
The Master's Will
The Mirror of Galadriel
The Misadventure of Mr. Underhill
The More, The Merrier
The Mouth of Sauron
The Nazgûl
The Nine Servants of Sauron
The Nine Walkers
The Number Must Be Few
The Orc Army
The Palantír of Orthanc
The Pale Blade
The Prancing Pony
The Red Arrow
The Riddermark
The Ring Draws Them
The Ring is Mine!
The Ring's Oppression
The Saga of Elendil
The Sap is in the Bough
The Seen and the Unseen
The Shards of Narsil
The Shire Countryside
The Sons of Gondor Have Returned
The Splendor of Their Banners
The Tale of Gil-galad
The Tale of the Great Ring
The Terror of His Coming
The Trees Are Strong
The Troll Hoard
The Twilight World
The Underdeeps of Moria
The Weight of a Legacy
The White Arrows of Lórien
The White Council
The Witch-king’s Beast
The Wolves Army
The World Ahead
Their Arrows Enrage
Their Eyes Fell Upon Him
Their Halls of Stone
Their Marching Companies
Their Power Is in Terror
There Came a Cry
There and Back Again
There’s Another Way
These Are My People
They Are Coming
They Came From Mordor
They Feel The Precious
They Sang as They Slew
They Stole It
They Will Find the Ring
They Will Never Stop Hunting You
Thin and Stretched
Third Level
Thorin
Thorin III
Thorin's Harp
Thranduil
Thrarin
Thrashing Tentacle
Threat of the Unknown
Threatening Warg
Three Monstrous Trolls
Three for the Elven-Kings
Threshold of Shadow
Threw Down My Enemy
Thrice Outnumbered
Throne Room
Throne of Isengard
Throne of Minas Tirith
Throne of the Dark Lord
Throne of the Golden Hall
Throng of Harad
Thronsaal
Through the Misty Mountains
Throw Yourself in Next Time
Thráin
Thrór's Heirlooms
Thrór's Key
Thrór's Map
Thrór's Throne
Thrórs Karte
Thundering Host
Théodred
Thónnas
Ti Farò Strillare
Tidings of Erebor
Tief in Moria
Tiefer und immer tiefer beugte er sich
Tiefverwurzelter Hass
Tiene que ser nuestro
Tienen Que Ser Pocos
Tierhäute
Tierras Brunas
Tierras Salvajes De Ithilien
Tierras Salvajes del Anduin
Till Durin Wakes Again
Time for Food
Tir Serré
Tir de Couverture
Tir de Soutien
Tir en Rafale
Tirador Goblin
Tirailleur de l'Isengard
Tirailleurs Gobelins
Tiratore Goblin
Tiratore Scelto Goblin
Tiratore Sudrone
Tireless
Tireur Gobelin
Tireur Suderon
Tireur d'Élite Gobelin
Tiro a Raffica
Tizzone Ardente
Tizón Ardiente
To Me! O My Kinsfolk!
Tobende Uruk-hai
Tobender Dunländer
Tocones Y Zarzas
Tod den Strohköpfen!
Tod schrieen sie
Todas Las Hojas Perecen
Todavía Afilada
Todavía Respira
Todesstoß
Todgeweiht erschien er
Todos Los Pensamientos Sobre Él
Todos Los Velos Caen
Tol Brandir
Tolman Cotton
Tolman Hüttinger
Tom
Tom Bombadil
Tom Bombadil's Hat
Tomba di Balin
Tombe de Balin
Tondovallo
Too Great and Terrible
Too Late
Too Long Have These Peasants Stood
Too Much Attention
Torbellino de golpes
Torbesatzung
Torma delle Colline
Tormenta de Discusiones
Tormenta de mago
Torna Presto
Tornare Indietro
Torposten
Torre de Barad-dûr
Torre de Orthanc
Torre de piedra
Torre di Barad-dûr
Torre di Pietra
Torwächter
Toss Me
Totenlichter
Toter Mensch von Dunharg
Toujours Tranchante
Toujours à sa Recherche
Touque Stupide !
Tour de Pierre
Tous Voiles Levés
Toutes les Lames Périssent
Toutes ses Pensées Vont vers Lui
Tower Assassin
Tower Lieutenant
Tower Troll
Tower Walkway
Tower of Barad-dûr
Tower of Ecthelion
Tower of Orthanc
Town Center
Town Hall
Trabajador de Isengard
Trabajo Para La Espada
Tracking Uruk
Tracking the Prize
Tradesman From Lebennin
Tradimento Inconcepibile
Traes un Gran Mal
Traghetto di Buckburgo
Trahison Plus Profonde que Vous ne le Pensez
Traición Mas Profunda de Lo Que Imaginas
Traición de Isengard
Trail of Terror
Traitor's Voice
Trampa De Ithilien
Trample
Trap Is Sprung
Trapped and Alone
Trappola dell'Ithilien
Tras Montañas Oscuras
Travailleur de l'Isengard
Traveled Leader
Traveler’s Homestead
Tre Troll Mostruosi
Treacherous Little Toad
Treachery
Treachery Deeper Than You Know
Treebeard
Treibgut und Beute
Tremendous Wall
Treppen in Edoras
Tres Monstruosos Trolls
Treuer Rückhalt
Treueschwur
Tribok
Tribu De Montañeses
Tribu des Collines
Tribù delle Colline
Trois Monstrueux Trolls
Troll Campfire
Troll Knife
Troll Schlüsselmeister
Troll Toröffner
Troll de las Cuevas
Troll delle Caverne
Troll des Cavernes
Troll di Pietra
Troll of Cirith Gorgor
Troll of Gorgoroth
Troll of Udûn
Troll of the Deep
Troll von Cirith Gorgor
Troll von Udûn
Trollhöhenwälder
Trollketten
Trolls de Piedra
Trolls de Pierre
Trollshaw Forest
Troll’s Chain
Troll’s Keyward
Trommeln in der Tiefe
Tronido
Troop Tower
Troop of Haradrim
Troop of Uruk-hai
Trop Grand et Terrible
Tropa Arquera de moria
Tropa De Ballesteros Uruk
Tropa Sureña
Tropa de Patrulla Goblin
Tropa de Uruk-hai
Tropa de la puerta
Tropa exploradora de Isengard
Troppa Attenzione
Troppo Grande e Terribile
Trotz
Troubled Mountains
Troupe d'Arbalétriers
Troupe d'Archers Ourouks
Troupe d'Assaut Ourouk
Troupe d'Ourouk-Haï
Troupe de Guerre Orque
Troupe de l'*il
Troupes Suderones
Troveranno l'Anello
Truppa Esterling
Truppa di Balestrieri Uruk
Truppa di Guide di Isengard
Truppa di Sudroni
Trust
Trust Me as You Once Did
Trusted Promise
Tu Porti Una Grande Sventura
Tumuli di Edoras
Tumult im Rat
Tuons-Les Tout de Suite
Turba De Montañeses
Turba Uruk-hai
Turgon
Turn of the Tide
Tutte le Lame Si Infrangono
Tutti i Pensieri si Rivolgono ad Esso
Twisted Gold of Dragon
Twisted Tales
Two Eyes, as Often as I Can Spare Them
Tyrannical Uruk
Tyrannischer Uruk
Tírate tú mismo la próxima vez
Tötet sie jetzt
Túmulos De Edoras
Uccideteli Ora
Udûn-Heer
Uglúk
Uglúk's Sword
Uglúks Schwert
Uglúk’s Sword
Umbral de La Sombra
Umgang mit Zauberern
Umherziehender Südländer
Umzingelt
Umzingelung
Un Accueil Royal
Un Benvenuto Reale
Un Coup sur la Tête
Un Dangeureux Pari
Un Dernier Cri
Un Don pour ne pas Être Vu
Un Esercito Serve a Poco
Un Felice Incontro Davvero!
Un Guide Compétent
Un Guía Capaz
Un Magicien n'est Jamais en Retard
Un Mago Nunca Llega Tarde
Un Mal Se Trame
Un Miroitement dans la Neige
Un Nouveau Pouvoir Croît
Un Nuevo Poder Se Alza
Un Nuovo Potere Sta Crescendo
Un Nuovo Scopo
Un Peu Dérouillés
Un Peu Plus de Prudence
Un Pouvoir Proportionnel à sa Stature
Un Talento per Non Essere Visto
Un Tumulte en Notre Peuple
Un'Abile Guida
Una Bienvenida Real
Una Carga Honorable
Una Cosa Tan Pequeña
Una Così Piccola Cosa
Una Fortezza Mai Caduta
Una Hueste Nos Serviría de Poco
Una Incarico Onorevole
Una Meravigliosa Zavorra
Una Nuova Paura
Una Promessa
Una Razza Incrociata
Una Tempesta Straordinaria
Una Voce Funesta nell'Aria
Una promesa
Una raza mezclada
Una voz cruel en el aire
Unabated in Malice
Unaufhaltsam
Unaufhaltsamer Schatten
Unbarmherziger Uruk
Unbeachtet
Unbekannte Gefahren
Unbekanntes Terrain
Unbekümmert ritten wir
Unbesiegbarer Uruk
Uncertain Future
Uncertain Paths
Und Minas Morgul antwortete
Undaunted
Undead of Angmar
Under Foot
Under the Living Earth
Under the Watching Eye
Underdeeps Denizen
Underground Lake
Undisciplined
Undiszipliniert
Une Charge Implacable
Une Couple de Lapins
Une Course à Travers la Marche
Une Forteresse Jamais Prise
Une Honorable Tâche
Une Lueur Brille Faiblement
Une Menace Constante
Une Nouvelle Mission
Une Nuit Interminable
Une Nuée de Flèches
Une Phalange Accomplit Peu
Une Promesse
Une Race Métissée
Une Si Petite Chose
Une Stature Soudain Accrue
Une Vile Voix Dans l'Air
Unending Life
Unendliche Heerscharen
Unerbittlich
Unermüdlich
Unerschrocken
Unerschütterliche Treue
Unerwarteter Besuch
Unexpected Visitor
Unfamiliar Territory
Unferth
Unforgiving Depths
Ungeduldig und wütend
Ungehindert
Ungehindert durch unser Land
Ungewisse Zukunft
Unharmed
Unheard of
Unheeded
Unhindered
Unimpeded
Unknown Perils
Unmistakable Omen
Unnachgiebig
Unnachgiebiger Ansturm
Unnachgiebiger Goblin
Uno Stregone Non è Mai in Ritardo
Uno a Quien Los Hombres Seguirían
Uno de Vosotros debe Hacer Esto
Uno di Voi deve Fare Questo
Unreasonable Choice
Uns aber ruft der Krieg
Unseen Foe
Unsere Feinde das Fürchten lehren
Unsere Feinde sind schwach
Unsichere Zukunft
Unter den Bergen
Unter der lebendigen Erde
Unter seinem Befehl
Unter wachsamenen Blicken
Unterirdische Heimstätte
Unterschlupf
Unterstützungsfeuer
Unverletzt
Unvermindert böswillig
Unyielding
Unyielding Goblin
Unyielding Ranger
Unzählige Einheiten
Unzählige Feinde
Unzählige Haradrim
Uomini dell'Harad
Uomini di Númenor
Uomini di Rhûn
Uomo Selvaggio
Uomo d'Ascia Esterling
Uomo-Goblin
Uralte Feindschaft
Urgency
Urlo dell'Harad
Uruk Ablenkung
Uruk Aggressor
Uruk Angreifer
Uruk Armbrustschütze
Uruk Assassino
Uruk Assault Band
Uruk Axe
Uruk Belagerer
Uruk Besieger
Uruk Blitz
Uruk Bloodlust
Uruk Blutrausch
Uruk Bote
Uruk Brood
Uruk Camp
Uruk Captain
Uruk Cavern Striker
Uruk Chaser
Uruk Common
Uruk Crossbow Troop
Uruk Crossbowman
Uruk Decimator
Uruk Defender
Uruk Desecrator
Uruk Distractor
Uruk Dominator
Uruk Eiferer
Uruk Eindringling
Uruk Einzelgänger
Uruk Engineer
Uruk Erkundungstrupp
Uruk Fanatic
Uruk Fanatico
Uruk Fighter
Uruk Follower
Uruk Foot Soldier
Uruk Furioso
Uruk Fußsoldat
Uruk Fährtensucher
Uruk Gefolgsmann
Uruk Guard
Uruk Hauptmann
Uruk Hunter
Uruk Infantry
Uruk Invader
Uruk Jäger
Uruk Krieger
Uruk Kämpfer
Uruk Leichenschänder
Uruk Leutnant
Uruk Lieutenant
Uruk Läufer
Uruk Maschinist
Uruk Messenger
Uruk Nachhut
Uruk Outrider
Uruk Perseguidor
Uruk Pikeman
Uruk Pikenträger
Uruk Pionier
Uruk Pirscher
Uruk Plains Runner
Uruk Pursuer
Uruk Rager
Uruk Raider
Uruk Ravager
Uruk Rear Guard
Uruk Regular
Uruk Rekrut
Uruk Reserve
Uruk Rogue
Uruk Runner
Uruk Räuber
Uruk Sapper
Uruk Savage
Uruk Schamane
Uruk Schlächter
Uruk Schwarm
Uruk Schützeneinheit
Uruk Schützentrupp
Uruk Sciamano
Uruk Scout
Uruk Searcher
Uruk Seeker
Uruk Selvaggio
Uruk Shaman
Uruk Slaughterer
Uruk Slayer
Uruk Soldat
Uruk Soldier
Uruk Spear
Uruk Spion
Uruk Spy
Uruk Späher
Uruk Stalker
Uruk Steppenläufer
Uruk Stormer
Uruk Sucher
Uruk Tactician
Uruk Taktiker
Uruk Trooper
Uruk Unterdrücker
Uruk Vandale
Uruk Vanguard
Uruk Verfolger
Uruk Verteidiger
Uruk Veteran
Uruk Veterano
Uruk Village Assassin
Uruk Village Rager
Uruk Village Stormer
Uruk Vorhut
Uruk Wache
Uruk Wachmann
Uruk Wachposten
Uruk Warrior
Uruk Wüter
Uruk Zealot
Uruk Zerteiler
Uruk im Kampfrausch
Uruk in Agguato
Uruk-hai Armee
Uruk-hai Armory
Uruk-hai Band
Uruk-hai Berserker
Uruk-hai Guard
Uruk-hai Healer
Uruk-hai Horde
Uruk-hai Marauder
Uruk-hai Mob
Uruk-hai Patrol
Uruk-hai Patrouille
Uruk-hai Patroulle
Uruk-hai Pöbel
Uruk-hai Raiding Party
Uruk-hai Rampage
Uruk-hai Rüstkammer
Uruk-hai Schar
Uruk-hai Schwadron
Uruk-hai Schwert
Uruk-hai Scout
Uruk-hai Stosstrupp
Uruk-hai Stoßtrupp
Uruk-hai Streitmacht
Uruk-hai Sword
Uruk-hai Troop
Uruk-hai Trupp
Uruk-hai Wache
Urukaxt
Urukbarbar
Urukbrut
Uruklager
Urukspeer
Uruviel
Vado del Bruinen
Vagabond Suderon
Vagabundo Sureño
Vague de Destruction
Vaillant et Fort
Vaisseau-Cygne des Galadhrim
Valiant Man of the West
Valle Del Mago
Valle de Rivendel
Valle del Cauce de Plata
Valle del Dimrill
Valle dell'Argentaroggia
Valle dello Stregone
Valle di Dimrill
Valle di Gran Burrone
Valles De La Marca
Valley of Saruman
Valley of the Anduin
Valley of the Silverlode
Valleys of the Mark
Valli del Mark
Vallée de Fondcombe
Vallée des Rigoles Sombres
Vallée du Cours d'Argent
Valor
Valore di Elendil
Valorous Leader
Vanguardia Uruk
Vapour and Steam
Vara de mago
Vassal de l'Isengard
Vecchio Maggot
Vecchio Naquercio
Vecchio Tobia
Ven Aquí Muchacho
Vena di Mithril
Vendetta
Vendetta di Gondor
Venez Ici Jeune Homme
Venganza
Vengeance
Vengeful Pillager
Vengeful Primitive
Vengeful Savage
Vengeful Wild Man
Vengo de verdad
Vengono per l'Anello
Ventanas En Un Muro De Piedra
Verbannt
Verborgen
Verborgenes Wissen
Verbundene Schicksale
Verdaderamente Hechicería
Verdorbene Schöpfung
Vereinte Gemeinschaft
Verflucht seien ihre schmutzigen Füsse!
Verflucht sollen sie sein!
Verfluchter Pass
Verfluchter vom Erech
Verfolgender Ork
Vergeltung
Verhöhnen
Verhüllter Elb
Verily I Come
Verlockender Schatten
Verloren an die Goblins
Verräterischer Rohirrim
Verrückter Bergbewohner
Versessen auf Entdeckung
Verstecken und Suchen
Versteckter Morgulork
Verteidiger Mordors
Verteidigte Stadt
Verteidigung der Feste
Verteidigung der Grenzen
Verteidigungslinie
Vertrau mir, so wie früher
Vertrauen
Vertraut mit den Schatten
Vertrieben
Verwundet
Verwüstung
Very Nice Friends
Verzweifelt und besiegt
Verzweifelte Massnahmen
Verzweifelte Verteidigung des Rings
Verzweiflung
Veta de Mithril
Veteran Horseman
Veteran War Chief
Veterani Sudroni
Veterano Orco
Veterano Uruk
Veterano de la puerta
Veterano del Cancello
Veteranos Sureños
Via dalla Strada!
Via dell'Est
Viaggiatore Sudrone
Viaggio nel Pericolo
Viaje Hacia El Peligro
Viajero Sureño
Vial de Galadriel
Vicious Dunlending
Vicious Uruk
Vicious Warg
Viejas diferencias
Viejo Nogales
Viejo Toby
Viele Meilen
Viele Pfeile in der Luft
Viele Rätsel
Vieni Qui Amico
Vierter Ring
Vierter Ring von Minas Tirith
Vieux Tobie
Vigilancia
Vigilant Uruk
Vigilante de Morgul
Vigilante en el agua
Vile Blade
Vile Goblin
Vile Pit
Vile Tentacle
Village des Rohirrim
Villaggio Rohirrim
Vilya
Viniendo a por el Anillo
Violent Hurl
Visibili e Invisibili
Vision From Afar
Vision Lointaine
Vision der Zukunft
Visione in Lontananza
Visión De La Lejanía
Visión Enana
Vivant et Indemne
Vivere tra le Rocce
Vivi e Intatti
Viviendo De Las Piedras
Vivos y Sin Estropear
Vivre de Pierres
Voce del Traditore
Voce di Rauros
Voci di Lupo
Voice of Nimrodel
Voice of Rauros
Voice of the Desert
Voilà le Cavalier Blanc
Voix de Nimrodel
Voix du Traître
Voleur Dun
Volley Fire
Volverá pronto
Volée de Flèches Drue
Vom Ring vereinnahmt
Vom Wahnsinn beherrscht
Vom Winde davongetrieben
Von Angst erfüllt
Von Geistern umzingelt
Von Pfeilen erzürnt
Von der Feste zum Tor
Von ferne gesehen
Von nacktem Fels leben
Von neuer Kraft durchströmt
Von seiner Macht angezogen
Vor Wahnsinn funkelnd
Vor dem Feuer gerettet
Voragine di Isengard
Vorausposten
Voraussicht eines Zwergs
Vorbereitungen
Vorderster Urukkämpfer
Vordrängende Massen
Vorherbestimmter Weg
Vorondil
Vorposten der Haradrim
Vorratskammer
Vorratsraum
Vorrückende Truppen
Vorsicht
Vorstoßender Uruk
Vorstürmende Orks
Vorstürmender Ostling
Vorstürmender Uruktrupp
Vorwärts, Eorlingas!
Vous Apportez le Grand Mal
Vous Ne Pouvez Passer!
Voyage au C*ur du Danger
Voyageur Suderon
Voz de lobo
Voz del Nimrodel
Voz del Rauros
Vraiment Je Viens
Vuole Essere Trovato
Väterchen Zwiefuß
Vétéran Orque
Vétéran Ourouk
Vétéran de la Porte
Vétérans Suderons
Wachsam
Wachsamer Ork
Wachsamer Uruk
Wachsoldat
Wachtturm von Cirith Ungol
Wachtürme von Cirith Ungol
Waffen aus Isengart
Waffenkammer der Hornburg
Waffenlager
Wagemut
Wahnsinn Vorzug vor Vernunft geben
Wahnsinniger Dunländer
Wahrlich Zauberei
Wahrlich gut getroffen
Wahrlich, ich komme
Wake of Destruction
Wald des Breelandes
Wald von Fangorn
Waldende
Waldläufer aus Ithilien
Waldläufer aus Minas Tirith
Waldläufer aus Osgiliath
Waldläufer von Gondor
Waldläufer von Westerniss
Walks in Twilight
Wandelturm
Wandering Hillman
War Club
War Cry of Dunland
War Long Planned
War Machine
War Must Be
War Mûmak
War Now Calls Us
War Preparations
War Towers
War Trident
War and Valor
War for Gold
War-Warg
Warg
Warg-master
Warg-rider
Wargbändiger
Wargreiter
Wariness
Warmed Up a Bit
Warrior of Dunland
Warrior of Rohan
Warum sollte ich ihn nicht behalten?
Wary Orc
Was gibt es neues in der Mark?
Was habt ihr entdeckt?
Was ist das für eine neue Teufelei?
Was sind sie?
Wastes of Emyn Muil
Watch and Wait
Watch-tower of Cirith Ungol
Watcher at Sarn Ford
Watcher in the Water
Watchers of Cirith Ungol
Watchful Orc
Watchman Uruk
We Are the Fighting Uruk-hai
We Hates Them
We Left None Alive
We May Yet
We Must Go Warily
We Must Have It
We Shall Meet Again Soon
We're Coming, Too!
Wealth of Moria
Weapon Store
Weapon of Opportunity
Weapons of Control
Weapons of Isengard
Weapons of Lothlórien
Weary
Weatherhills
Weathertop
Web
Weiser der Dunländer
Weit gereister Anführer
Weit und breit absuchen
Weitblick
Weitergehen, um weg zu kommen
Weitgereist
Weiße Felsen
Weland
Well Met Indeed
Well Stored
Well-crafted Armor
Well-equipped
Well-traveled
Wells of Deep Memory
Welt der Ringgeister
Weniger schrecklich bei Tageslicht
Were-worms
West Gate of Moria
West Road
Westemnet Hills
Westemnet Plains
Westemnet Village
Western Emyn Muil
Westfarthing
Westfarthing Businessman
Westfold
Westfold Village
Westfold in Flammen
Westlicher Emyn Muil
Westmark
Wetterberge
Wetterspitze
What Are They?
What Are We Waiting For?
What Did You Discover?
What Is This New Devilry?
Whatever End
Whatever Means
Where Has Gríma Stowed It?
Where Now The Horse
Where Shall We Go
While We Yet Live
Whip of Many Thongs
Whirling Strike
Whisper in the Dark
Whistling Death
White Faces Burned
White Hand Aggressor
White Hand Attacker
White Hand Berserker
White Hand Butcher
White Hand Captain
White Hand Destroyer
White Hand Enforcer
White Hand Exorciser
White Hand Guard
White Hand Intruder
White Hand Invader
White Hand Legion
White Hand Marchers
White Hand Marshal
White Hand Mystic
White Hand Scout
White Hand Sieger
White Hand Slayer
White Hand Taskmaster
White Hand Traveler
White Hand Trooper
White Hand Uruk
White Hand Vanquisher
White Hand Veteran
White Hand Warrior
White Hot Fury
White Mountains
White Rocks
Why Shouldn't I Keep It?
Wicked Spider
Widerlicher Morgulork
Widerlicher kleiner Gauner
Widerliches Tentakel
Wie ein Blatt im Wind
Wie wimmelnde Insekten
Wiedererweckt
Wielder of the Flame
Wielding the Ring
Wild Light of Madness
Wild Man Raid
Wild Man of Dunland
Wild Men of the Hills
Wilde Bergmenschen
Wilder Berserker
Wilder Dunländer
Wilder Ork
Wilder Ork aus Mordor
Wilder Südlander
Wilder Uruk
Wildheit
Wildman's Oath
William
Wimmelnde schwarze Gestalten
Wind That Sped Ships
Wind blies in sein Gesicht
Wind der Wüste
Wind in His Face
Wind, der Schiffe vorantreibt
Wind-swept Homestead
Windfola
Windige Heimstätte
Window of The Eye
Window on the West
Windows in a Stone Wall
Winged Mount
Winged and Ominous
Wir halten zusammen
Wir hassen sie
Wir ließen keinen am Leben
Wir müssen es ohne Hoffnung versuchen
Wir müssen ihn haben!
Wir müssen vorsichtig sein
Wir sind die kämpfenden Uruk-hai
Wir werden uns bald wiedertreffen
Wir wollen uns hier nicht aufhalten
Wirbelnder Schlag
Wirf dich das nächste Mal selbst hinein
Wirf ihn in das Feuer!
Wirf mich
Wise Advice
Wish For Our Kinfolk
Wisp of Pale Sheen
With All Possible Speed
With Doom We Come
With Strength to Fight
Wizard Staff
Wizard Storm
Wizard's Vale
Wizardry Indeed
Wo hat Gríma es verwahrt?
Wohin sollen wir gehen
Wold Battlefield
Wold of Rohan
Wolf-voices
Wolfsstimmen
Wolves of Isengard
Wooded Steep Cliff
Woodhall Elf
Woodland Onod
Woodland Sentinel
Woody-End
Worauf warten wir noch?
Work for the Sword
Worn Battleaxe
Worry
Worte wie Gift
Worthy of Mordor
Wounded
Wraith-world
Wrath of Harad
Wrath of the Dragon
Wrathful Hillman
Wreathed in Shadow
Wulf
Wut
Wächter Mordors
Wächter aus Lórien
Wächter des Waldes
Wächter des Waldreichs
Wächter des Weißen Baumes
Wölfe aus Isengart
Wünschte mir einige von unserer Sippe
Wüstenherrscher
Wüstenkrieger
Wüstenkämpfer
Wüstenlegion
Wüstenläufer
Wüstennomade
Wüstenpirscher
Wüstenschurke
Wüstensoldat
Wüstenspeerkämpfer
Wüstenspion
Wüstenspäher
Wüstenulanen
Wütender Uruk
Yazneg
Yelmo de Gimli
Yelmo de los Rohirrim
Yermos de Emyn Muil
Yeux Perçants
You Bring Great Evil
You Cannot Pass!
You Do Not Know Fear
You Do Not Know Pain
You Have My Sword
You Must Help Us
You’re a Liar and a Thief
Zahlenmäßige Übermacht
Zaino di Sam
Zapador Uruk
Zappatore Uruk
Zehnfache Übermacht
Zerbrochenes Erbstück
Zermalmender Uruk
Zerstörender Ork
Zerstörerischer Geschosshagel
Zerstörte Hauptstadt
Zerstörtes Isengart
Zerstörtes Stadtttor
Zirperkirper-Moor
Zoccofuoco
Zorn
Zorniger Bergbewohner
Zu den Waffen
Zu grimmen Taten
Zu groß und schrecklich
Zu spät
Zu viel Aufmerksamkeit
Zufällige Beobachtung
Zum Angriff
Zum Tänzelnden Pony
Zurück geschickt
Zurück zu Seinem Herrn
Zurück!
Zurückgekehrt
Zurückgeschlagen
Zurückgetrieben
Zweifachschuss
Zweiter Ring
Zweiter Ring von Minas Tirith
Zwergenarmschienen
Zwergenaxt
Zwergengesandschaft
Zwergenherrscher
Zwergenkrieger
Zwergenrüstung
Zwergenwache
Zwergisches Geschick
Zwiespältig
Zwischen den Nazgûl und seine Beute
no es un simple montaraz
¡Adelante Eorlingas!
¡Buscad Hasta Dar Con Ellos!
¡Dejad Que Vengan!
¡Helm! ¡Helm!
¡Lánzalo Al Fuego!
¡Mithrandir, Mithrandir!
¡No puedes pasar!
¡Salid del Camino!
¡Tuk Estúpido!
¿A qué estamos esperando?
¿Dónde La Habrá Dejado Gríma?
¿Me Puedes Proteger de ti mismo?
¿Porqué No Debería Quedármelo?
¿Que Es Esta Nueva Maldad?
¿Que Son?
¿Qué Has Descubierto?
À la Défense du Fort
À la Recherche de son Maître
À la Souris et au Chat
À leurs Trousses
Árboles Mallorn
È Più di Mio Gradimento
Échelle d'Escalade
Éclaireur
Éclaireur Ourouk
Éclaireur Rohirrim
Éclaireur Suderon
Éclaireur de la Moria
Éclaireurs Orques
Éclaireurs de l'Isengard
Éclat de Lame
Écoutez-Moi!
Écuries
Égorgeur Orque
Élevé pour la Bataille
Énorme Tentacule
Éomer's Bow
Éomer's Spear
Éomers Speer
Éomer’s Spear
Éored Warrior
Éothain
Éowyn's Shield
Éowyn's Sword
Éowyns Schild
Éowyns Schwert
Épaule Contre Épaule
Épée Elfique
Épée Hobbite
Épée Nazgûl
Épée Ourouk-Haï
Épée de Gondor
Épée de Minas Morgul
Épée de Rôdeur
Épée du Rôdeur
Épée à Large Lame
Épées Tirées
Épéiste Orque
Épéiste de la Lórien
Évasion
Óin
Ödes Land
Östlicher Emyn Muil
Úlairë Cantëa
Úlairë Enquëa
Úlairë Nertëa
Úlairë Ostëa
Úlairë Otsëa
Úlairë Toldëa
Úri
Übelriechende Fenne
Über Hobbits
Über den Isen
Über die Festungsmauern
Überfall der wilden Menschen
Übermächtiger Uruk
Überrannt
Üble Dinge
Übles im Gange
•Úlairë Attëa
•Úlairë Cantëa
•Úlairë Enquëa
•Úlairë Lemenya
•Úlairë Nelya
•Úlairë Nertëa
•Úlairë Otsëa
•Úlairë Toldëa
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None
·
Damage +1.
·
Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing.
·
Bearer must be a Hobbit.
·
Ranger. Skirmish: Exert a [GONDOR] Man with a resistance 6 or more to make that Man strength +3.
·
Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion.
·
While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2.
·
Response: If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead.
·
Ring-bearer (resistance 10). The cost of each artifact, possession, and [SHIRE] tale played on Frodo is -1.
·
Bearer must be a [GANDALF] Wizard. Discard all other possessions on bearer and bearer may not bear a hand weapon. Fellowship: Add a threat to remove a burden.
·
Bearer must be a [GANDALF] Man. While Grimbeorn is bearing this possession, each time he wins a skirmish, you may take a [GANDALF] card from your discard pile into hand.
·
Fierce. Each time Ulaire Attea is assigned to a fierce skirmish involving a character who has resistance 4 or less, you may exert Ulaire Attea to add a burden.
·
Fierce. Assignment: Assign Ulaire Cantea to a companion who has resistance 0. Skirmish: Spot 6 companions and another [WRAITH] card to kill a companion Ulaire Cantea is skirmishing.
·
Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character.
·
Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, you may wound that character.
·
While Gandalf is the Ring-bearer, each time the fellowship moves, add 3 burdens unless you spot 2 other companions and discard 2 [GANDALF] cards from hand.
·
Remove a burden to choose one: assign a [WRAITH] minion to a companion who has resistance 0; or have a [WRAITH] minion lose fierce and gain hunter 2 until the regroup phase.
·
While Eomer bears a mount, he is damage +1. While no other companion is assigned to a skirmish, Eomer is strength +1 for each other [ROHAN] companion you can spot.
·
Skirmish: Remove an [ELVEN] token to make a minion skirmishing Aragorn strength -3. Skirmish: Remove a [DWARVEN] token to heal a Dwarf. Regroup: If Aragorn is mounted, remove a [ROHAN] token to wound a minion twice.
·
While the fellowship is at a forest site, each Elf who has resistance 7 or more gains muster. Each time the fellowship moves during the regroup phase, you may take an [ELVEN] event into hand from your discard pile.
Other values:
Add 1 to the number of Ents you can spot. Maneuver: Discard 2 pipeweed cards from play to remove a burden.
Add 1 to the number of Ents you can spot. Regroup: Exert Merry to place a pipeweed from your discard pile beneath your draw deck.
Add 2 threats to heal an [ELVEN] companion.
Add 3 threats to heal all [GONDOR] companions.
Add a doubt to play a [Dwarven] follower from your draw deck.
Add a threat and exert your Ring-bearer to wound each non-hunter minion skirmishing your [SHIRE] Ring-bearer.
Add a threat to make a [GONDOR] Man strength +3.
Aid - (1). (At the start of the maneuver phase, you may add (1) to transfer this to a companion.) Each time you attach this to a companion, except a [GONDOR] Man, add (4).
Aid - (1). (At the start of the maneuver phase, you may add (1) to transfer this to a companion.) To play, spot a [GANDALF] follower. Bearer is strength +1 for each other [GANDALF] follower you can spot.
Aid - (1). (At the start of the maneuver phase, you may add (1) to transfer this to a companion.) To play, spot a [ROHAN] Man. Bearer is considered to be mounted.
Aid - (1). (At the start of the maneuver phase, you may add(1) to transfer this to a companion.) Each time you transfer this to a companion, you may exert an Elf to make the fellowship?s current site a forest until the end of the turn.
Aid - (1). (At the start of the maneuver phase, you may remove (1) to transfer this to a minion.) Each time bearer wins a skirmish, you may exert a companion.
Aid - (1). Each time you transfer this to a companion, except a [ROHAN] companion, exert bearer twice. Each time bearer wins a skirmish, you may liberate a site.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) Each time you attach this follower to a [SHIRE] companion, you may discard X cards from hand to draw X cards.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) Each time you transfer this to a companion, you may reinforce a [GANDALF] token. While you can spot a [GANDALF] companion, each minion skirmishing bearer is strength -1.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) To play, spot 2 [ELVEN] companions. When you play Celebring, you may play an [ELVEN] artifact from your deck.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) To play, spot a [ROHAN] Man. Bearer is strength +1 for each possession he or she bears.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) When you transfer this to an [ELVEN] companion, you may draw 3 cards.
Aid - (2). (At the start of the maneuver phase, you may add (2) to transfer this to a companion.) While you can spot 2 [GANDALF] companions, minions skirmishing bearer do not gain strength bonuses from possessions.
Aid - (2). Each time you transfer this to a companion, except a [GANDALF] companion, exert bearer twice. Each time bearer wins a skirmish, you may discard a condition from play.
Aid - (3). (At the start of the maneuver phase, you may add (3) to transfer this to a companion.) Each time you transfer this to a companion, except an [ELVEN]?companion, exert bearer. Bearer is an archer.
Aid - Add 2 burdens. (At the start of the maneuver phase, you may add 2 burdens to transfer this to a companion.) To play, spot a Hobbit. Response: If bearer is about to take a wound, transfer Hobbiton Brewer to your support area to prevent that wound.
Aid - Add 2 burdens. (At the start of the maneuver phase, you may add 2 burdens to transfer this to a companion.) To play, spot a Ring-bound Hobbit. Bearer is strength +1 for each Ring-bound Hobbit you can spot.
Aid - Add a burden. (At the start of the maneuver phase, you may add a burden to transfer this to a companion.) Each time you transfer this to a companion, you may take a [SHIRE] event into hand from your discard pile.
Aid - Add a burden. (At the start of the maneuver phase, you may add a burden to transfer this to a companion.) To play, spot 2 Hobbits. Bearer is strength +1 for each fierce minion you can spot.
Aid - Add a burden. (At the start of the maneuver phase, you may add a burden to transfer this to a companion.) When you transfer The Gaffer to a [SHIRE] companion, heal bearer (or heal bearer twice if he or she is at a dwelling site.)
Aid - Add a doubt. Response: If bearer is about to take a wound, transfer Bofur to your support area to prevent that wound.
Aid - Add a threat. (At the start of the maneuver phase, you may add a threat to transfer this to a companion.) If bearer is a [GANDALF] Wizard, each time bearer wins a skirmish, you may exert a minion (if that minion is a Wizard, wound it instead).
Aid - Add a threat. (At the start of the maneuver phase, you may add a threat to transfer this to a companion.) When you attach this card to a companion, spot a [GONDOR] possession to heal that companion.
Aid - Add a threat. If bearer is a [GANDALF] Wizard, each time bearer wins a skirmish, you may exert a minion (if that minion is a Wizard, wound it instead).
Aid - Discard a [Dwarven] card from hand. When you transfer Ori to Balin, you may draw 3 cards.
Aid - Discard a [Dwarven] card from hand. When you transfer Óin, heal bearer.
Aid - Discard a [Gandalf] card from hand. Skirmish: Transfer Gwaihir to your support area to cancel a skirmish involving bearer and a mounted Orc.
Aid - Exert Bilbo. Bearer may not be overwhelmed unless his strength is tripled.
Aid - Exert Bilbo. Maneuver: If Old Thrush is attached, discard him to take into hand a Free Peoples card (except [Gandalf or [Elven]) from your draw deck or discard pile.
Aid - Exert Gandalf. While Beorn is attached, he cannot be discarded by Shadow. Each time bearer wins a skirmish, you may take a [Gandalf] card from your discard pile into hand.
Aid - Exert Thorin. Maneuver: If Roäc is attached, discard him to either play a [Dwarven] ally from your draw deck, or to allow a [Dwarven] ally to participate in skirimishes until the regroup phase.
Aid - Exert a [Dwarven] companion. Bearer is damage +1.
Aid - Exert a [GONDOR] companion. (At the start of the maneuver phase, you may exert a [GONDOR] companion to transfer this to a companion.)
Aid - Exert a companion. Each time bearer wins a fierce skirmish, you may discard a condition from play.
Aid – Spot Gandalf and add [2]. Each time bearer wins a skirmish, you may play a [Dwarven] possession or [Dwarven] artifact from your draw deck on bearer.
Aid-(2). Each time you transfer this to a companion, except a [GANDALF] companion, exert bearer twice. Each time bearer wins a skirmish, you may discard a condition from play.
Ambush (1). Damage +1. Fierce. Lurker. Muster. Toil 2.
Ambush (1). When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance -1 until the end of the turn.
Ambush (1). While this minion is at a plains site, it gains an additional ambush (1).
Ambush (3). The move limit for this turn is +1.
Any site 9 is a Mountain. Shadow: If the fellowship is at any site 9, play Gollum from your discard pile. Response: If the Free Peoples player uses a maneuver or archery special ability, exert Gollum to cancel its effect.
Aragorn is strength +1 for each [GONDOR] card that has a culture token on it. At the start of each assignment phase, you may exert Aragorn to make an unbound companion that has resistance 7 or more defender +1 until the regroup phase.
Aragorn is strength is +1 for each [GONDOR] card that has a culture token on it. At the start of each assignment phase, you may exert Aragorn to make an unbound companion that has resistance 7 or more Defender +1 until the regroup phase.
Archer.
Archer. Archery: Exert Kili to wound a minion; Kili does not add to the fellowship archery total.
Archer. Archery: Exert Legolas to wound a minion; Legolas does not add to the fellowship archery total.
Archer. Archery: Exert Orophin to wound an Uruk-hai.
Archer. Archery: Exert Rumil to wound an Orc.
Archer. Archery: Exert this minion to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
Archer. Archery: If you cannot spot a threat, add a threat to make the fellowship archery total +1.
Archer. Archery: If you have initiative, discard 4 cards from hand to wound a minion.
Archer. Archery: Spot an Orc and exert Legolas to make the fellowship archery total +1 (or +2 if at a river or forest).
Archer. At the start of each archery phase, you may reveal the top card of your draw deck. If it is an [ELVEN] card, wound a minion.
Archer. Damage +1.
Archer. Damage +1. Archery: Exert Elite Crossbowmen to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
Archer. Damage +1. Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase. Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this.
Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase.
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot.
Archer. Damage +1. Response: If Lurtz is about to take a wound or be exerted, remove (2) (or exert another Uruk-hai) to prevent that wound or exertion.
Archer. Damage +1. While you control a site, the minion archery total is +1.
Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound.
Archer. Each other [MORIA] archer is strength +2.
Archer. Each time Legolas wins a skirmish, you may heal a Dwarf companion or another Elf companion.
Archer. Each time Moria Skirmishers wins a skirmish, you may exert a companion. While skirmishing an Elf or a Dwarf, Moria Skirmishers is strength +2. Shadow: Discard this minion to play a [MORIA] minion. That minion's twilight cost is -10.
Archer. Each time a Free Peoples character is killed, each of your [MEN] minions is strength +3 until the regroup phase.
Archer. Each time a companion heals, you may exert this ally to wound an Orc.
Archer. Fellowship. Archery: Add two threats to wound a minion; Legolas does not add to the fellowship archery total.
Archer. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Archery: Exert Legolas to make the fellowship archery total +1 for each hunter minion you can spot. (limit +3)
Archer. Hunter 1. Archery: Exert Legolas to make the fellowship archery total +1 for each hunter minion you can spot (limit +3).
Archer. If you have initiative, the minion archery total is +1 and Orc Archer Troop is fierce.
Archer. Knight. To play, spot 3 [GONDOR] companions. While you can spot a fortification, Garrison of Gondor is defender +1.
Archer. Maneuver: Exert Tauriel to return an Orc with strength 7 or less to its owner's hand.
Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase.
Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase.
Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again.
Archer. Regroup: Exert Calaglin to wound a minion.
Archer. Regroup: Exert Dinendal to remove (2).
Archer. Skirmish: Exert Legolas to make a minion skirmishing an unbound companion strength -1 (or -2 if that companion is Gimli).
Archer. The twilight cost of each Shadow event and Shadow condition is +1 for each unbound Hobbit you can spot (limit +2).
Archer. The twilight cost of each Shadow event and Shadow condition is +1 for each unbound Hobbit you can spot.
Archer. The twilight cost of each [ISENGARD] archer is -1. Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
Archer. Triumph - At the start of the archery phase, make the fellowship archery total +1.
Archer. When Narzug is killed or discarded from play (except during the regroup phase), you may remove [3] to wound an ally twice.
Archer. When you play this minion to a battleground or plains site, you may spot another [MEN] minion to discard a possession from play.
Archer. When you play this minion, you may place an [ISENGARD] token on a machine.
Archer. When you play this minion, you may spot 3 [Dwarven] companions to add a doubt. The Free Peoples player may wound Bilbo to prevent this.
Archer. While Legolas is at a river or forest, add 1 to the fellowship archery total.
Archer. While skirmishing a Nazgul, Legolas is strength +3.
Archer. While you can spot 3 wounded minions, each minion skirmishing Legolas is strength -3.
Archer. While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
Archer. While you can spot a companion who has resistance 4 or less, the minion archery total is +1.
Archer. While you can spot another [MORIA] Orc, the fellowship archery total is -6.
Archer. While you can spot another [MORIA] archer, add 1 to the minion archery total.
Archer.Archery: Make the fellowship archery total -X (to a minimum of 0) to make Legolas strength +X until the regroup phase. You cannot use archery special abilities.
Archery or Skirmish: Exert 2 Ring-bound Men to wound each roaming minion.
Archery: Discard 2 [ISENGARD] archers to exhaust an unbound companion.
Archery: Exert 3 Elf companions to make the fellowship archery total +2.
Archery: Exert Aldor and spot a villager to make the fellowship archery total +1.
Archery: Exert Legolas and exert Aragorn to wound a minion. Skirmish: Exert Aragorn and spot Gimli to make a minion strength -1 (or -3 if Aragorn and Gimli are hunters). Regroup: Exert Gimli and spot Legolas to draw a card (or 2 cards if Gimli and Legolas are hunters).
Archery: Exert a [RAIDER] archer to make the minion archery total +1 for each burden (limit +5).
Archery: Exert an [ISENGARD] archer to make the minion archery total +1 and the fellowship archery total -1.
Archery: Spot 2 Elf companions to discard a condition.
Archery: Spot 2 [ISENGARD] archers to make the minion archery total +1 for each card in the dead pile.
Archery: Spot a [MORIA] Orc and a [SAURON] Orc to wound an archer.
Archery: Spot a [MORIA] archer to wound an Elf.
Archery: Spot an Elf archer companion to make the fellowship archery total +1.
Archery: Spot an Elf companion to make the minion archery total -1.
Archery: Spot your enduring or mounted Nazgul to transfer this condition from your support area to an unbound companion. Discard a mount borne by that companion. Bearer cannot heal or bear mounts.
Archery: Spot your enduring or mounted Nazgul to transfer this condition from your support area to an unbound companion. Discard a mount borne by that companion. Bearer cannot heal.
Assignment: Assign Gollum to a companion bearing an artifact. The Free Peoples player may add a burden to prevent this and assign Gollum. Regroup: Exert Gollum twice to discard a possession. Discard this condition.
Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.)
Assignment: Assign an Easterling to the Ring-bearer. The Free Peoples player may add a burden to prevent this.
Assignment: Assign an exhausted companion (except the Ring-bearer) to skirmish a [MORIA] Orc.
Assignment: Assign this minion to an unbound companion bearing a hand weapon.
Assignment: Assign this minion to an unbound companion who has resistance 4 or less.
Assignment: Assign this minion to skirmish Bilbo. The Free Peoples player may add a doubt to discard this minion.
Assignment: Discard this from play and assign a minion to an [ELVEN] companion. Those characters cannot use skirmish special abilities until the start of the regroup phase.
Assignment: Exert Merry 3 times to prevent a minion from being assigned to a skirmish until the regroup phase. The Shadow player may exhaust that minion to prevent this.
Assignment: Exert a [GONDOR] Man to play a [ROHAN] Man. You may exert that [ROHAN] Man to play a possession on him or her. Discard this artifact.
Assignment: Prevent an [ISENGARD] tracker from being assigned to a skirmish by any player.
Assignment: Remove 5 threats to assign a Nazgul to a companion (except the Ring-bearer). The Free Peoples player may discard that companion.
Assignment: Spot 5 [MORIA] minions to make the Free Peoples player assign the Ring-bearer to a skirmish.
Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
Assignment: Spot another [ORC] Orc to assign this minion to skirmish a non-[SHIRE] Ring-bearer. The Free Peoples player may add a burden or exert the Ring-bearer twice to discard this minion.
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion.
At sites 1 to 5, discard a [Dwarven] follower with a twilight cost of X to play X [Dwarven] cards (except events) from your draw deck. At any other site, heal Thorin twice.
At sites 1K to 5K, heal Gandalf. At any other site, prevent a Hobbit from being overwhelmed unless his or her strength is tripled.
At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is fierce until the regroup phase.
At the end of your turn, discard this from play if the fellowship did not move more than once this turn. At the start of each skirmish involving an Elf and a wounded minion, you may draw a card.
At the end of your turn, discard this from play if the fellowship did not move more than once this turn. Each time the fellowship moves during the regroup phase, you may draw a card for each of the following you can spot: Arwen, Celeborn, or Galadriel.
At the start of each archery phase, if you can spot more minions than companions, each of your companions is an archer.
At the start of each assignment phase, if you can spot more companions than minions, you may remove (2) to play an [ORC] Orc from your discard pile.
At the start of each fellowship phase, you may add (2) to reinforce a [GONDOR] token.
At the start of each of your turns, heal every ally whose home is site 6. Fellowship: Exert Galadriel to play an Elf for free.
At the start of each of your turns, heal this ally. Fellowship: Exert this ally to heal another Hobbit ally whose home is site 1.
At the start of each of your turns, heal up to 3 allies whose home is site 6. Fellowship: Exert Galadriel to play an Elf; that Elf's twilight cost is -1.
At the start of each of your turns, you may draw a card.
At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase.
At the start of each of your turns, you may heal an Elf. Fellowship: Exert Galadriel to play the fellowship's next site if it is a forest (replacing opponent's site if necessary).
At the start of each of your turns, you may heal another Elf. Fellowship: Exert Galadriel twice to play the fellowship's next site if it is a forest (replacing opponent's site if necessary).
At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards.
At the start of each of your turns, you may spot an ally whose home is site 3 to heal that ally twice. Regroup: Exert Elrond twice to heal a companion.
At the start of each skirmish involving Aldred, you may discard a possession borne by a minion he is skirmishing.
At the start of each skirmish involving Celeborn, you may reveal the top card of your draw deck. If it is an [ELVEN] card, you may discard it to wound each minion in that skirmish.
At the start of each skirmish involving Gollum, he is strength +X until the end of that skirmish, where X is the Ring-bearer?s strength.
At the start of each skirmish involving Jarnsmid, you may remove a burden (or 2 burdens if you can spot another [GANDALF] companion).
At the start of each skirmish involving an [ORC] minion, you may spot 6 companions to exert a companion in that skirmish. Shadow: Discard this condition and spot an [ORC] minion to make the Free Peoples player place a card from his or her hand on top of his or her draw deck.
At the start of each skirmish involving this minion, you may reveal an [ORC] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion.
At the start of each turn, heal Elrond. Fellowship: Exert Elrond to discard the top card of your draw deck. If it is an [ELVEN] card, you may take it into hand and heal an Elf companion.
At the start of each turn, heal Galadriel. Skirmish: Exert Galadriel to discard the top card of your draw deck. If it is a Shadow card, make a minion skirmishing an Elf strength -3.
At the start of each turn, heal Grimbeorn. At the start of the maneuver phase, you may exert Grimbeorn twice and discard a minion from hand to make Grimbeorn strength +X until the regroup phase, where X is that minion's strength.
At the start of each turn, you may add (2) to heal a [SHIRE] companion. Maneuver: Add a threat to spot a minion. That minion loses fierce and cannot gain fierce until the regroup phase.
At the start of the Fellowship phase, you may exert two hunter companions to play a hunter companion from your draw deck.
At the start of the archery phase, you may spot another Elf to exert a minion.
At the start of the fellowship phase, you may add (1) to play a possession on Gamling from your draw deck.
At the start of the fellowship phase, you may remove 2 Free Peoples culture tokens to take a [GANDALF] event into hand from your discard pile.
At the start of the first Shadow phase, if the twilight pool has fewer than 9 twilight tokens, add (4) (limit once per turn).
At the start of the maneuver phase, if you can spot another [MEN] Man and 8 characters (or if you can spot 3 Free Peoples cultures), you may take control of a site.
At the start of the maneuver phase, if you have 2 or more cards in hand, you may spot 2 [MEN] minions and discard your hand to add (8).
At the start of the maneuver phase, spot another [MEN] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4.
At the start of the maneuver phase, you may exert a Wizard to make this condition a fierce Wizard minion until the start of the regroup phase that has 10 strength and 1 vitality, and cannot take wounds or bear other cards. This card is still a condition.
At the start of the maneuver phase, you may exert this minion to transfer a possession or condition borne by a character to another eligible bearer.
At the start of the maneuver phase, you may remove (2) to transfer a condition borne by a character to another eligible bearer.
At the start of the maneuver phase, you may spot 3 [MEN] minions and remove (1) to make each unbound companion resistance -1 until the regroup phase.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit -1 this turn.
At the start of the regroup phase, if you have only 4 cards in hand, you may spot another [GONDOR] Man to discard a minion.
At the start of the regroup phase, the Free People?s player may liberate a site. You may spot 3 Men to prevent this. Maneuver: Spot another [MEN] Man and exert this minion to take control of a site.
At the start of the regroup phase, the Free Peoples player must add 3 threats or choose an opponent who may take control of a site.
At the start of the regroup phase, you may discard 2 cards from hand to heal Gandalf.
At the start of the regroup phase, you may heal each Orc twice. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion.
At the start of the regroup phase, you may remove (1) to make an [URUK-HAI] minion gain muster until the end of the regroup phase. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
At the start of your fellowship phase, you may exert a [ROHAN] Man to play a [ROHAN] mount from your draw deck.
At the start of your fellowship phase, you may exert a companion to play a [Dwarven] follower from your draw deck.
At the start of your fellowship phase, you may spot 2 [elven] allies and exert Gandalf to shuffle a [Gandalf] or [elven] card from your discard pile into your draw deck.While you can spot 3 [elven] allies, Gandalf is strength +2. While you can spot Elrond, Galadriel, and Celeborn, Gandalf is strength +2.
At the start of your regroup phase, you may spot a [GONDOR] Man and discard a card from hand to remove a threat.
Barliman Butterbur is strength +1 for each attached [GANDALF] follower. Maneuver: Exert Barliman Butterbur to reveal the top 2 cards of your deck. Take any [GANDALF] cards into hand and discard the rest.
Battleground. Each character bearing a hand weapon is strength +2.
Battleground. Each companion and minion bearing a hand weapon is strength +2.
Battleground. Each time a [GANDALF] companion wins a skirmish, the Free Peoples player may discard a condition from play.
Battleground. Each time a companion is killed, add a burden.
Battleground. Each time a follower is transferred to a character, the first Shadow player may exert a companion twice.
Battleground. Each time the fellowship moves to this site add (1) for each culture you can spot.
Battleground. Forest. While you can spot 3 minions (or 6 companions), each unbound companion is resistance -2.
Battleground. Mountain. Underground. Until the end of the game, sites in this region cannot be replaced.
Battleground. Plains. At the start of the regroup phase, each Shadow player may exert a minion to exert a companion.
Battleground. Plains. Shadow: Make your lurker minion lose lurker until the regroup phase.
Battleground. Plains. When the fellowship moves to this site, each player may reinforce a culture token.
Battleground. Shadow: Play Saruman from your discard pile; his twilight cost is -2.
Battleground. Shadow: Play Saruman from your draw deck.
Battleground. The Shadow number of Fortress of Orthanc is +2 for each companion over 4.
Battleground. The Shadow number of this site is +1 for each mounted companion.
Battleground. The fellowship archery total is +1. The minion archery total is -1.
Battleground. The minion archery total is +2 for each unbound companion over 3
Battleground. Underground. The Balrog is twilight cost -3.
Battleground. When the fellowship moves from this site, the Free Peoples player may spot 3 burdens to remove a burden.
Battleground. When the fellowship moves to the site, add 2 for each companion over 5.
Battleground. When the fellowship moves to this site during the regroup phase, the Free Peoples player may draw a card.
Battleground. While a player can spot more companions than minions, each minion is strength +1.
Battleground. While you can spot Aragorn, the Shadow number of Hornburg Courtyard is -2.
Bearer cannot bear any Shadow cards. When this condition is transferred to bearer, discard all Shadow cards it bears. Maneuver: Exert a [GONDOR] Man or spot a ranger to transfer this condition from your support area to minion.
Bearer must Bard. Archery: Exert Bard and discard this possession to wound a minion twice. If that minion is Smaug, wound it again.
Bearer must a Troll. Bearer is damage +1.
Bearer must a [Gundabad] Orc. Bearer is fierce. Assignment: Exert bearer twice or remove 2 doubts to assign bearer to Thorin.
Bearer must a [Gundabad] Orc. Bearer is fierce. Regroup: If you cannot spot Thorin, exert bearer to make the Free Peoples player wound a companion.
Bearer must a [Gundabad] Orc. Bearer is fierce. Regroup: If you cannot spot Thorin, exert bearer to wound an ally.
Bearer must a warg-rider. Response: If a skirmish special abiliy is used in a skirmish involving bearer, exert bearer to cancel that action.
Bearer must an Orc. Bearer is fierce. Each time bearer wins a skirmish, the Free Peoples player must exert a [Dwarven] companion for each 2 [Gandalf] cards you spot.
Bearer must be Aragorn. At the start of each of your turns, you may spot a culture token to heal a companion of that culture.
Bearer must be Aragorn. Discard any other weapon he bears. He is damage +1 and cannot bear other weapons. Fellowship or Regroup: If the fellowship is at any site 2 or any site 5, play the fellowship's next site (replacing opponent's site if necessary).
Bearer must be Aragorn. He is an archer. Archery: Add a threat to wound a minion?with the lowest strength.
Bearer must be Aragorn. He is an archer. Archery: Exert Aragorn to wound a minion; Aragorn does not add to the fellowship archery total.
Bearer must be Aragorn. He is damage +1.
Bearer must be Aragorn. He is damage +1. Each time Aragorn wins a skirmish, you may exert him to liberate a site or discard a condition borne by a companion.
Bearer must be Aragorn. If you cannot spot a threat, Aragorn is defender +1.
Bearer must be Aragorn. While skirmishing an Uruk-hai, Aragorn is strength +2.
Bearer must be Arwen or Elrond. Each time bearer wins a skirmish, you may exert him or her to discard a condition from play.
Bearer must be Arwen. She is damage +1. Skirmish: Exert Arwen or discard 2 cards from hand to make her strength +1.
Bearer must be Bilbo or Frodo. Regroup: Exert bearer to remove a threat.
Bearer must be Bilbo, Frodo, or Sam. Maneuver: If bearer is Bilbo or Frodo, exert him to make another companion resistance +2 until the regroup phase. If bearer is Sam, each time he wins a skirmish, you may remove a burden.
Bearer must be Bilbo. Each time bearer wins a skirmish in which you played a [Dwarven] event, you may discard a condition.
Bearer must be Bilbo. Regroup: Discard this possession to remove a doubt and discard a Shadow condition.
Bearer must be Bilbo. Skirmish: Add a doubt and exert Bilbo to make another companion strength +2 (limit +4).
Bearer must be Bilbo. The minion archery total is -1. While Bilbo is skirmishing, the twilight cost of each Shadow event is +2.
Bearer must be Bilbo. While wearing the One Ring, Bilbo is strength +2, and each time he is about to take a wound in a skirmish add a doubt instead. Skirmish: Add a doubt to wear The One Ring until the regroup phase.
Bearer must be Boromir. He is damage +1. Skirmish: Exert Boromir to wound an Orc or Uruk-hai he is skirmishing.
Bearer must be Boromir. He is damage +1. Skirmish: If Boromir is not assigned to a skirmish, discard a [GONDOR] card borne by him to have him replace an unbound Hobbit skirmishing a minion.
Bearer must be Boromir. Maneuver: Exert Boromir and discard this possession to spot an ally. Until the regroup phase, that ally is strength +3 and participates in archery fire and skirmishes.
Bearer must be Boromir. Maneuver: Exert Boromir and spot an ally. Until the regroup phase, that ally is strength +3 and participates in archery fire and skirmishes.
Bearer must be Boromir. Maneuver: Exert Boromir to discard a weather condition.
Bearer must be Cave Troll of Moria. Cave Troll of Moria is damage +1.
Bearer must be Cave Troll of Moria. The Free Peoples player may choose for the archery phase to be skipped. Each time Cave Troll of Moria takes a wound during the archery phase, you may wound an archer companion.
Bearer must be Cirdan or Gandalf. Fellowship: Remove X culture tokens, where X is equal to bearer?s vitality. Discard this artifact.
Bearer must be Elendil or Isildur. Bearer is damage +1. Each time bearer wins a skirmish, you may exert him to discard a Shadow possession.
Bearer must be Elrond or Gil-galad. Skirmish: Discard the top card of your draw deck. Make a minion skirmishing an Elf strength -X, where X is the twilight cost of the discarded card. Discard this artifact.
Bearer must be Elrond. Maneuver: Exert Elrond twice and spot a Shadow condition to return that condition to its owner's hand.
Bearer must be Eowyn. While you can spot a villager, Eowyn is damage +1.
Bearer must be Eowyn. You may play this possession anytime you could play a skirmish event. When you play this possession, you may wound a minion Eowyn is skirmishing.
Bearer must be Faramir. Each roaming minion skirmishing a Ring-bound Man is strength -1.
Bearer must be Faramir. He is an archer. Skirmish: If Faramir is skirmishing a Man or a roaming minion, exert Faramir to wound that minion.
Bearer must be Faramir. He is damage +1. Each minion skirmishing Faramir at a battleground or forest site is roaming.
Bearer must be Faramir. Skirmish: Discard a [GONDOR] card from hand to make a Ringbound Man strength +1.
Bearer must be Frodo or Sam. Response: If a fierce skirmish involving bearer is about to end, add a threat to discard a minion involved in that skirmish.
Bearer must be Frodo. Each time Frodo is about to be killed by a wound, add a burden instead. When the fellowship moves to site 9, Frodo is corrupted. Regroup: If you can spot no minions, discard this condition.
Bearer must be Frodo. Fellowship or Regroup: Exert Frodo to reveal 4 cards at random from an opponent's hand. Remove (1) for each Orc revealed (limit (2)).
Bearer must be Frodo. Fellowship or Regroup: Exert Frodo to reveal an opponent's hand. Remove (1) for each Orc revealed (limit (4)).
Bearer must be Frodo. Fellowship: Discard a pipeweed possession and spot X pipes to heal a companion with the Frodo signet X times.
Bearer must be Frodo. Skirmish: At sites 1T to 4T, add a burden and discard this possession to cancel a skirmish involving Frodo. At any other site, discard this possession to remove a burden and heal Frodo.
Bearer must be Frodo. Skirmish: Exert Frodo to make Smeagol strength +2 or Gollum strength -2.
Bearer must be Frodo. The minion archery total is -1. Each minion skirmishing Frodo does not gain strength bonuses from weapons and loses all damage bonuses.
Bearer must be Galadriel. At the start of each of your turns, you may heal a Wise ally. Fellowship: Exert Galadriel and add [2] to take a [Gandalf] spell from your draw deck into your hand.
Bearer must be Galadriel. At the start of each regroup phase, you may discard up to 2 cards from hand to draw the same number of cards.
Bearer must be Galadriel. Maneuver: Heal 2 companions and place up to 2 cards from hand on top of your draw deck. Discard this artifact.
Bearer must be Gandalf. At the start of each of your turns, you may add (3) to remove a burden.
Bearer must be Gandalf. At the start of each skirmish involving Gandalf, each minion skirmishing Gandalf must exert. Skirmish: Add a threat to make Gandalf strength +1.
Bearer must be Gandalf. Bearer is damage +1. Each time a companion is about to take a wound, you may discard a companion from hand to prevent that.
Bearer must be Gandalf. Discard any hand weapon he bears. Gandalf may not bear a hand weapon. At the start of each skirmish involving Gandalf, each minion skirmishing him must exert.
Bearer must be Gandalf. Each minion gains this ability: 'Assignment: Assign this minion to Gandalf.' At the start of the regroup phase, you may discard this condition to discard a minion and heal a companion 3 times.
Bearer must be Gandalf. Each minion gains this ability: 'Assignment: Assign this minion to Gandalf.' Regroup: Discard this condition to discard a minion and heal a companion 3 times.
Bearer must be Gandalf. Each time Gandalf is about to take a wound, you may add a burden to prevent that.
Bearer must be Gandalf. Each time Gandalf wins a skirmish, you may remove a burden.
Bearer must be Gandalf. Each time Gandalf wins a skirmish, you may remove a doubt.
Bearer must be Gandalf. Each time the fellowship moves from a battleground site, add a burden. Regroup: Add 2 burdens to remove all twilight tokens from the twilight pool.
Bearer must be Gandalf. Fellowship: Discard a pipeweed possession and spot X pipes to remove X burdens.
Bearer must be Gandalf. He is damage +1. Each time you play a spell during a skirmish, you may make Gandalf damage +1 until the end of that skirmish.
Bearer must be Gandalf. He is damage +1. Fellowship or Regroup: Exert Gandalf to reveal an opponent's hand. Remove (1) for each Orc revealed.
Bearer must be Gandalf. He is damage +1. Skirmish: If you have more cards in hand than each opponent, discard 2 cards from hand to make an opponent exert a minion.
Bearer must be Gandalf. The twilight cost of each [GANDALF] spell is -1. Skirmish: Exert Gandalf twice to cancel a skirmish involving him.
Bearer must be Gandalf. The twilight cost of each [Gandalf] event is -1. Response: If Gandalf is about to be discarded, exert him to prevent that.
Bearer must be Gandalf. To play this, if you can spot The Palantir of Orthanc, discard it. At the start of the fellowship phase, you may add a burden to reveal a Shadow player's hand. He or she must choose a revealed minion and discard it from hand.
Bearer must be Gandalf. While you can spot 2 twilight tokens, Gandalf is damage +2.
Bearer must be Gandalf. While you can spot 4 twilight tokens, Gandalf is strength +1.
Bearer must be Gimli. Fellowship: Exert Gimli to add 1 to the number of pipes you can spot.
Bearer must be Gimli. He is damage +1. Each time Gimli wins a skirmish, you may wound an Orc.
Bearer must be Gimli. He is damage +1. Skirmish: Discard a [DWARVEN] condition or a card stacked on a [DWARVEN] condition to make Gimli strength +1.
Bearer must be Gimli. He takes no more than 1 wound during each skirmish phase. Skirmish: Discard Gimli's Helm to prevent all wounds to him.
Bearer must be Gimli. Response: If you have initiative and Gimli is about to take a wound, discard 2 cards from hand to prevent that wound.
Bearer must be Gollum. Skirmish: If Gollum is not assigned to a skirmish, discard this condition to have him replace a minion skirmishing a companion.
Bearer must be Legolas. Each Orc or Uruk-hai skirmishing Legolas is strength -2.
Bearer must be Legolas. Each time Legolas wins a skirmish, you may wound a minion.
Bearer must be Legolas. Each time the fellowship moves, you may spot a wounded minion to heal Legolas.
Bearer must be Legolas. Each time you play an [ELVEN] skirmish event during a skirmish involving Legolas, you may heal him.
Bearer must be Lurtz. He is damage +1. Each time Lurtz wins a skirmish, the Free Peoples player must discard the top 2 cards of his or her draw deck.
Bearer must be Merry or Pippin. Bearer gains the Theoden signet. Response: If bearer wins a skirmish, exert him to discard each minion involved in that skirmish.
Bearer must be Merry or Pippin. Each minion gains this ability: 'Assignment: Assign this minion to bearer of Slow-kindled Courage.' Regroup: Discard this condition to discard a minion and remove 2 burdens.
Bearer must be Merry. Maneuver: Exert Merry twice to exert a minion once for each [ROHAN] companion you spot.
Bearer must be Merry. Skirmish: Exert Merry twice or discard this possession to wound a minion he is skirmishing. Any Shadow player may remove (1) to prevent this.
Bearer must be Merry. While you can spot 3 [ROHAN] Men, Merry cannot be overwhelmed unless his strength is tripled.
Bearer must be Pippin. Skirmish: Exert Pippin twice make him strength +1 for each [GONDOR] companion you spot.
Bearer must be Pippin. Skirmish: Exert Pippin twice or discard this possession to wound a minion an Elf is skirmishing. Any Shadow player may remove (1) to prevent this.
Bearer must be Pippin. Skirmish: Exert Pippin twice to make him strength +1 for each [GONDOR] companion you spot.
Bearer must be Pippin. While you can spot 3 [GONDOR] Men, Pippin may take no more than 1 wound in a skirmish.
Bearer must be Radagast. Each time the fellowship moves during the regroup phase, you may draw 2 cards.
Bearer must be Ring-bound Man. Skirmish: If bearer is skirmishing a Man or a roaming minion, exert bearer to wound that minion.
Bearer must be Sauron. He is damage +1. Each time Sauron wins a skirmish and the companion he is skirmishing is not killed, you may assign X wounds to other companions, where X is the current region number.
Bearer must be Sauron. He is fierce. Skirmish: Remove [2] to make Sauron or a Wraith minion damage +1 (limit +1)
Bearer must be Smeagol. Each minion gains this ability: 'Assignment: Assign this minion to Smeagol.' Regroup: Discard this condition to discard a minion and play a companion from your discard pile.
Bearer must be Smeagol. When you play Fishing Boat, you may reinforce a [GOLLUM] token. Each time Smeagol is about to be overwhelmed in a skirmish, you may remove 2 [GOLLUM] tokens to make him strength +2 until the end of that skirmish.
Bearer must be Smeagol. While you can spot 2 Ring-bound Hobbits, each time an opponent uses a skirmish special ability in a skirmish involving Gollum or Smeagol, you may wound a minion.
Bearer must be The Balrog. It is damage +1. This weapon may be borne in addition to 1 other hand weapon.
Bearer must be The Balrog. It is fierce. When you play this artifact, the Free Peoples player reveals his or her hand and discards all Free Peoples cards from hand that have a twilight cost of 1 or less.
Bearer must be The Balrog. Skirmish: Exert The Balrog to discard a helm, shield, or armor borne by a character The Balrog is skirmishing.
Bearer must be The Mouth of Sauron. He is fierce. Response: If a [MEN] minion is about to take a wound, remove (3) to prevent that.
Bearer must be The Witch-king. He is damage +1. Response: If The Witch-king wins a skirmish, exert him to discard a Free Peoples condition.
Bearer must be The Witch-king. Skirmish: Exert bearer twice to make a [WRAITH] minion damage +1. Response: If a player reconciles, return bearer to his owner's hand.
Bearer must be Theoden. He is damage +1.
Bearer must be Theoden. He is damage +1. Response: If Theoden is about to take a wound and you cannot spot 3 threats, add 2 threats to prevent that wound.
Bearer must be Thorin. He is damage +1. Each time Thorin wins a skirmish, you may wound an Orc.
Bearer must be Thorin. The twilight cost of each [Dwarven] event is -1. Response: If Thorin is about to take a wound, discard this possession to prevent that wound.
Bearer must be Ulaire Lemenya. He is damage +1. Skirmish: Exert Ulaire Lemenya to discard a possession borne by a character he is skirmishing.
Bearer must be [ROHAN] Man. Skirmish: Discard this possession to cancel a skirmish involving bearer. A minion in this skirmish may exert to prevent this.
Bearer must be a Dwarf. Bearer gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Skirmish: If bearer is Gimli and he is at a battleground site, exert him to wound a minion he is skirmishing.
Bearer must be a Dwarf. Bearer is damage +1. Bearer is strength +1 for each [DWARVEN] artifact in your discard pile. Regroup: Discard this to take a non-event [DWARVEN] card into hand from your discard pile.
Bearer must be a Dwarf. Bearer is damage +1. Maneuver: For each Dwarf you spot, reveal a card from the top of your draw deck. Take all Free Peoples cards revealed into hand and discard the rest. Discard this artifact.
Bearer must be a Dwarf. Bearer is damage +1. Maneuver: Take a [DWARVEN] event into hand from your discard pile. Discard this artifact.
Bearer must be a Dwarf. Bearer is damage +2. Regroup: Spot a Dwarf that is damage +X to heal X Dwarves. Discard this artifact.
Bearer must be a Dwarf. Bearer may not be overwhelmed unless his strength is tripled.
Bearer must be a Dwarf. Each minion skirmishing bearer loses all damage bonus. Skirmish: Discard this possession to transfer one of bearer's possessions to another eligible bearer.
Bearer must be a Dwarf. Each time a player's minion loses a skirmish to bearer, that player discards the top card from his draw deck.
Bearer must be a Dwarf. Each time bearer is about to take a wound, you may add a threat to prevent that. Regroup: Discard this possession to take up to 2 other [DWARVEN] possessions into hand from your discard pile.
Bearer must be a Dwarf. Each time bearer takes a wound, you may reinforce a [DWARVEN] token. Skirmish: Discard a [DWARVEN] card from hand to make bearer damage +1.
Bearer must be a Dwarf. Response: If bearer is about to take a wound, discard this possession to prevent that wound.
Bearer must be a Dwarf. Response: If bearer wins a skirmish, discard this artifact to exert each Orc.
Bearer must be a Dwarf. Skirmish: Discard this condition to make bearer strength +1.
Bearer must be a Dwarf. This is twilight cost -1 for each [DWARVEN] card that has a culture token on it. Skirmish: Remove a [DWARVEN] token to make bearer strength +1.
Bearer must be a Dwarf. This weapon may be borne in addition to 1 other hand weapon. Archery: Discard this weapon to make the fellowship archery total +1.
Bearer must be a Dwarf. When you play Arod, you may reinforce a [DWARVEN] token. Response: If bearer is about to take a wound during a skirmish, remove 2 [DWARVEN] tokens to prevent that.
Bearer must be a Dwarf. When you play this condition, heal bearer up to 2 times. At the start of each of your turns, exert bearer.
Bearer must be a Dwarf. While bearer is at a mountain site, he is damage +1.
Bearer must be a Hobbit companion. The Shadow number of each site is -1. Discard Bill the Pony if he is at an underground site during the fellowship or regroup phase.
Bearer must be a Hobbit companion. The Shadow number of each site is -1. Discard Bill the Pony when at an underground site.
Bearer must be a Hobbit. Each Orc and each Uruk-hai skirmishing bearer is strength -1.
Bearer must be a Hobbit. Each time you move to a site, bearer is strength +1 until the end of the game. At the start of your fellowship phase, exert bearer or discard this possession.
Bearer must be a Hobbit. Fellowship: Discard a pipeweed possession and spot X pipes to remove (X).
Bearer must be a Hobbit. Fellowship: Discard a pipeweed possession and spot X pipes to shuffle X tales from your discard pile into your draw deck.
Bearer must be a Hobbit. Fellowship: Discard this possession to remove a burden. Skirmish: If bearer is an unbound Hobbit, discard this possession to prevent him or her from being overwhelmed unless his or her strength is tripled.
Bearer must be a Hobbit. Skirmish: Exert bearer to wound an Orc he or she is skirmishing.
Bearer must be a Hobbit. Skirmish: Until the regroup phase, remove the game text (except card type and race) from a minion skirmishing bearer and make it unable to gain game text. Discard this artifact.
Bearer must be a Man or a [Dwarven] companion. Skirmish: If bearer is not assigned to a skirmish, discard this possession to wound a minion.
Bearer must be a Man. Bearer may not be overwhelmed unless his or her strength is tripled.
Bearer must be a Man. Bearer takes no more than 1 wound during each skirmish phase.
Bearer must be a Man. The minion archery total is -1.
Bearer must be a Man. This weapon may be borne in addition to 1 other hand weapon. Bearer is strength +2 and damage +1 while skirmishing a Nazgul.
Bearer must be a Nazgul. Bearer gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Each time bearer wins a skirmish, you may draw 2 cards.
Bearer must be a Nazgul. Bearer is damage +1. When you play this artifact, you may remove two threats to take a [WRAITH] card into hand from your discard pile. Response: If a player reconciles, return bearer to his owner's hand.
Bearer must be a Nazgul. Bearer is damage +1. When you play this artifact, you may remove two threats to take a [WRAITH] card into hand from your discard pile. Response: If a player reconciles, return bearer to his owners hand.
Bearer must be a Nazgul. Each time bearer wins a skirmish, the Free Peoples player must either add a burden or exert a companion. Response: If a player reconciles, return bearer to his owner's hand.
Bearer must be a Nazgul. Each time bearer wins a skirmish, the Free Peoples player must either add a burden or exert a companion. Response: If a player reconciles, return bearer to his owners hand.
Bearer must be a Nazgul. If bearer is The Witch-king, after all skirmishes and fierce skirmishes have been resolved, you may exert him twice to make him participate in one additional assignment and skirmish phase.
Bearer must be a Nazgul. If bearer is The Witch-king, each time he wins a skirmish, you may exert him to add a burden.
Bearer must be a Nazgul. Maneuver: Remove a burden to heal each Nazgul. Response: If a player reconciles, return bearer to his owner's hand.
Bearer must be a Nazgul. Skirmish: If bearer is The Witch-king, exert him and spot a possession borne by a character he is skirmishing to discard that possession.
Bearer must be a Nazgul. This weapon may be borne in addition to 1 other hand weapon. Skirmish: Discard this possession to transfer Blade Tip from your support area or discard pile to a companion bearer is skirmishing.
Bearer must be a Nazgul. When you play this artifact, you may wound an unwounded companion. Response: If a player reconciles, return bearer to his owner's hand.
Bearer must be a Nazgul. While at a plains site, bearer is strength +2. Discard this possession when at an underground site.
Bearer must be a Nazgul. While bearer is Ulaire Toldea, each time he wins a skirmish the Free Peoples player must discard a Free Peoples possession or a Free Peoples condition.
Bearer must be a Nazgul. While bearer is Ulaire Toldea, each time he wins a skirmish the Free Peoples player must discard a possession or condition.
Bearer must be a Nazgul. While bearer is at a battleground or forest site, he is fierce. Assignment: Make the Free Peoples player assign bearer to an unbound companion bearing a [WRAITH] condition.
Bearer must be a Nazgul. While bearer is at a battleground or forest site, he is strength +1.
Bearer must be a Nazgul. While you can spot 3 burdens, bearer is damage +1.
Bearer must be a Ring-bound Hobbit. At the start of each turn, you may add (2) to heal a Ring-bound companion.
Bearer must be a Ring-bound Hobbit. Each minion skirmishing bearer loses all damage bonuses. Skirmish: Exert bearer to make each minion he is skirmishing lose fierce and unable to gain fierce until the regroup phase.
Bearer must be a Ring-bound Hobbit. Fellowship: Discard this possession to remove a burden.
Bearer must be a Ring-bound Hobbit. When you play Bill the Pony, you may reinforce a [SHIRE] token. Regroup: Spot 2 minions and remove 2 [SHIRE] tokens to make a Shadow player discard a minion from play.
Bearer must be a Ring-bound Hobbit. While bearer is in region 1, bearer gains muster. While bearer is in region 2, each of your [SHIRE] companions gains muster. While bearer is in region 3, each character gains muster.
Bearer must be a Southron. Bearer is enduring. Skirmish: Remove a threat to play a [RAIDER] condition from your discard pile.
Bearer must be a Southron. Bearer is fierce. Each time bearer overwhelms a character, you may add (5).
Bearer must be a Southron. Bearer is fierce. Each time bearer wins a skirmish, you may add (2).
Bearer must be a Southron. Bearer is fierce. While you have initiative or can spot 4 threats, bearer is damage +1.
Bearer must be a Southron. Skirmish: Remove (4) and exert bearer to wound a companion or ally bearer is skirmishing.
Bearer must be a Wizard. At the start of each of your turns, you may exert bearer to take a [Gandalf] spell from your draw deck into your hand.
Bearer must be a Wizard. If bearer is Gandalf, he gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Each time bearer wins a skirmish, choose a Shadow player who must wound a minion.
Bearer must be a Wizard. Regroup: If Saruman is the only minion you can spot, discard this artifact from play to return him to your hand.
Bearer must be a Wizard. Skirmish: Exert bearer twice to make a minion strength -3.
Bearer must be a Wizard. When you play Shadowfax, you may reinforce a [GANDALF] token. Skirmish: Remove 2 [GANDALF] tokens to wound a minion skirmishing bearer.
Bearer must be a [DUNLAND] Man.
Bearer must be a [DUNLAND] Man. Each time bearer wins a skirmish, you may discard 2 Free Peoples possessions.
Bearer must be a [DWARVEN] companion. Bearer gains Hunter 2. Each time bearer wins a skirmish, you may transfer this condition to another [DWARVEN] companion. At the end of each turn, if bearer did not win a skirmish this turn, discard this condition from play.
Bearer must be a [DWARVEN] companion. Each minion gains this ability: 'Assignment: Assign this minion to bearer of Reckless Pride.' Regroup: Discard this condition to draw 4 cards.
Bearer must be a [Dwarven] character. While bearer is at a mountain site, he is damage +1.
Bearer must be a [Dwarven] character. While skirmishing a mounted minion, bearer is strength +1.
Bearer must be a [Dwarven] companion. Each time the fellowship moves from site 6 or 7, remove (2). Regroup: If the fellowship is at site 6 or lower, exert bearer or discard this possession to discard a minion.
Bearer must be a [Dwarven] companion. Fellowship or Regroup: Exert bearer or discard this possession to play the fellowship's next site (replacing opponent's site if necessary). Heal a [Dwarven] companion if you play a mountain site.
Bearer must be a [GANDALF] Wizard. Each time you play a [GANDALF] spell, you may exert bearer to wound a minion.
Bearer must be a [GONDOR] Man. At the start of the archery phase, if bearer is at a battleground site, you may exert him or her to make the fellowship archery total +1.
Bearer must be a [GONDOR] Man. Bearer is a knight.
Bearer must be a [GONDOR] Man. Each minion skirmishing bearer loses all damage bonuses. While bearer is at a battleground site and unwounded, he or she is defender +1.
Bearer must be a [GONDOR] Man. Each time bearer wins a skirmish, you may transfer this condition to another [GONDOR] Man. At the end of each turn, if bearer is not Aragorn, return this condition to hand.
Bearer must be a [GONDOR] Man. Fellowship: Discard this possession from play to heal a companion and, if that companion is a [SHIRE] companion, you may discard a condition he or she bears.
Bearer must be a [GONDOR] Man. Fellowship: Discard this possession to heal a companion or to remove a Shadow condition from a companion.
Bearer must be a [GONDOR] Man. If bearer is Aragorn, he may bear this hand weapon in addition to 1 other hand weapon. Skirmish: Discard this weapon to wound a minion bearer is skirmishing.
Bearer must be a [GONDOR] Man. If bearer is Elendil or Isildur, he is strength +1 for each [GONDOR] artifact you can spot (limit +6). Response: If bearer is about to take a wound, exert 2 [GONDOR] Men to prevent that.
Bearer must be a [GONDOR] Man. If bearer is a knight, he or she is strength +1. Skirmish: Exert bearer to wound a minion he or she is skirmishing if that minion bears a fortification.
Bearer must be a [GONDOR] Man. If you have initiative, bearer is defender +1.
Bearer must be a [GONDOR] Man. Maneuver: Exert bearer and discard a follower from play to make bearer strength +4 until the regroup phase (if bearer is Boromir, he is also defender +1 and cannot be overwhelmed unless his strength is tripled).
Bearer must be a [GONDOR] Man. Maneuver: If the fellowship is in region 1 or region 2, you may exert bearer to make him or her defender +1 until the regroup phase. Regroup: Discard this to heal a companion.
Bearer must be a [GONDOR] Man. Maneuver: If the fellowship is in region 1 or region 2, you may exert bearer to make him or her defender +1. Regroup: Discard this to heal a companion.
Bearer must be a [GONDOR] Man. Response: if bearer is about to be overwhelmed, discard a [GONDOR] fortification or a card from hand to make bearer strength +2.
Bearer must be a [GONDOR] Man. Skirmish: Discard 3 cards from hand to make bearer damage +1.
Bearer must be a [GONDOR] Man. Skirmish: Exert bearer to cancel a skirmish involving bearer. Any Shadow player may remove (1) to prevent this.
Bearer must be a [GONDOR] Man. Skirmish: If you cannot spot 2 threats, add a threat to make bearer strength +1.
Bearer must be a [GONDOR] Man. The minion archery total is -1. Regroup: Discard this possession from play to make each opponent shuffle his or her hand into his or her draw deck and draw 8 cards.
Bearer must be a [GONDOR] Man. While bearer is Denethor, his game text does not apply.
Bearer must be a [GONDOR] Man. While bearer is a ranger or at a forest site, each minion skirmishing bearer is site number +2. Skirmish: Add a threat or exert bearer to make a minion skirmishing a [GONDOR] Man site number +2.
Bearer must be a [GONDOR] Man. While bearer is a ranger or at a river site, he or she is damage +1.
Bearer must be a [GONDOR] Man. While skirmishing a Man or a roaming minion, bearer is damage +1.
Bearer must be a [GONDOR] Man. While you can spot a roaming minion, bearer is strength +1. Maneuver: Exert bearer twice to discard a roaming minion.
Bearer must be a [GONDOR] Man. While you can spot a roaming minion, bearer is strength +1. Maneuver: Exert bearer twice to wound a roaming minion twice.
Bearer must be a [GONDOR] Wraith. Skirmish: Discard 3 cards from hand to heal bearer.
Bearer must be a [GONDOR] companion. An opponent can not play skirmish events or use skirmish special abilities during skirmishes involving bearer. Each time a Shadow player adds a burden, discard this condition.
Bearer must be a [GONDOR] companion. Each time bearer wins a skirmish, you may heal another [GONDOR] companion. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Bearer must be a [GONDOR] companion. Each time you move to a site, bearer is strength +1 until the end of the game. At the start of your fellowship phase, discard 2 random cards from hand or discard this possession.
Bearer must be a [GONDOR] companion. Fellowship: Discard a pipeweed possession and spot X pipes to heal X companions.
Bearer must be a [GONDOR] companion. Limit 1 per bearer. Skirmish: Discard this condition to discard a possession borne by a minion skirmishing bearer.
Bearer must be a [GONDOR] companion. The minion archery total is -1. If bearer is Boromir, each minion skirmishing him does not gain strength bonuses from weapons.
Bearer must be a [GONDOR] companion. When you play Brego, you may reinforce a [GONDOR] token. Maneuver: Exert bearer and remove 2 [GONDOR] tokens to wound a minion.
Bearer must be a [GONDOR] ranger. Archery: Discard 2 [GONDOR] cards from hand to make the fellowship archery total +1.
Bearer must be a [GONDOR] ranger. If bearer is Faramir, he is an archer. The site number of each minion skirmishing a [GONDOR] ranger is +1. Skirmish: Exert bearer twice to exhaust a minion Faramir is skirmishing.
Bearer must be a [MEN] Man. If bearer is Grima, he is strength +1 for each Free Peoples culture you can spot over 2. Response: If a skirmish event is played, discard this possession to cancel that event.
Bearer must be a [MEN] Man. While bearer is skirmishing a hunter companion, bearer is strength +2.
Bearer must be a [MEN] Man. While you can spot a threat, bearer is fierce. While you can spot 3 threats, bearer is damage +1. While you can spot 5 threats, you may play this from your discard pile.
Bearer must be a [MEN] minion. Bearer is an archer. Each time a companion is killed during the archery phase, you may control a site.
Bearer must be a [MEN] minion. Bearer is an archer. When you play this possession, you may make the Free Peoples player exert his or her Man.
Bearer must be a [MEN] minion. Bearer is damage +1. Shadow: Remove a companion in the dead pile from the game to control a site.
Bearer must be a [MEN] minion. Bearer is strength +1 for each [MEN] token you can spot (limit +5).
Bearer must be a [MEN] minion. Bearer may bear this hand weapon in addition to 1 other hand weapon.
Bearer must be a [MEN] minion. Each time bearer wins a skirmish you may transfer this possession to another [MEN] minion. If you do, stack a [MEN] minion from play on a [MEN] possession in your support area.
Bearer must be a [MEN] minion. Skirmish: Remove (2) to make a [MEN] minion fierce until the regroup phase.
Bearer must be a [MEN] minion. Skirmish: Remove (3) to reinforce a [MEN] token and make bearer fierce until the regroup phase.
Bearer must be a [MEN] minion. The twilight cost of this possession is -1 for each Free Peoples possession you spot. Bearer cannot take wounds except during a skirmish.
Bearer must be a [MEN] minion. When you play this possession you may reinforce a [MEN] token twice. Each time a companion is killed during a skirmish phase, you may control a site.
Bearer must be a [MEN] minion. While bearer is skirmishing a companion who has resistance 5 or less, bearer is strength +2. While bearer is skirmishing a companion who has resistance 3 or less, bearer is strength +2.
Bearer must be a [MEN] minion. While you can spot a culture token, bearer is strength +1 for each companion assigned to a skirmish.
Bearer must be a [MORIA] Orc. Bearer is damage +1. Skirmish: Exert bearer to make him strength +2.
Bearer must be a [MORIA] Orc. When you play this possession, you may draw a card.
Bearer must be a [MORIA] minion. If bearer kills a companion in a skirmish, add 1 burden (or 2 burdens if that companion was a Hobbit).
Bearer must be a [RAIDER] Man. Bearer is an archer and ambush (5).
Bearer must be a [RAIDER] Man. Bearer is an archer. While you can spot another [RAIDER] Man, the minion archery total is +1.
Bearer must be a [RAIDER] Man. Skirmish: Exert bearer to add (2).
Bearer must be a [ROHAN] Man or Merry. Skirmish: Discard a follower from play to make bearer strength +4. If bearer is Gamling, you may also spot another companion to make him or her strength +4 until the regroup phase.
Bearer must be a [ROHAN] Man. Archery: Discard this possession to make the fellowship archery total +1 (or +2 if the fellowship is at a plains site).
Bearer must be a [ROHAN] Man. Archery: Discard this possession to make the fellowship archery total +1.
Bearer must be a [ROHAN] Man. Archery: Exert bearer and discard this possession to wound a minion.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert. Regroup: If bearer is Eomer, exert him to discard a condition. Any Shadow player may remove (1) to prevent this.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert. Regroup: If bearer is Theoden, exert him to liberate a site. Any Shadow player may remove (2) to prevent this.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert. Skirmish: If bearer is Eowyn, exert her twice to wound a fierce minion she is skirmishing.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert. While bearer is at a plains site, he or she is defender +1.
Bearer must be a [ROHAN] Man. At the start of each skirmish involving?bearer, each minion skirmishing bearer must exert. Skirmish: Exert bearer to make a [ROHAN] Man strength +1.
Bearer must be a [ROHAN] Man. At the start of each skirmish you may transfer this condition to a [ROHAN] Man. At the end of each turn, if bearer did not win a skirmish this turn, return this condition to hand.
Bearer must be a [ROHAN] Man. Bearer takes no more than 1 wound during each skirmish phase. If bearer is Theoden, he may not take wounds except during a skirmish involving him.
Bearer must be a [ROHAN] Man. Each time a Shadow card adds any number of twilight tokens, you may exert bearer to prevent that. Each time the fellowship moves from a forest site, exert a companion.
Bearer must be a [ROHAN] Man. Fellowship: Exert bearer to play a [ROHAN] follower from your draw deck. Skirmish: Discard your follower to make bearer strength +4 (or +5 if bearer is Erkenbrand).
Bearer must be a [ROHAN] Man. Fellowship: Exert bearer to play a follower from your draw deck. Reshuffle your draw deck. Skirmish: Discard a follower from play to make bearer strength +4 (if bearer is Erkenbrand, he is strength +5 instead).
Bearer must be a [ROHAN] Man. If bearer is Eomer and he is mounted, Eomer is damage +2.
Bearer must be a [ROHAN] Man. If bearer is Eomer and he is unwounded, he is damage +1 and resistance +1. Skirmish: If bearer is Eomer, discard this possession to wound a minion he is skirmishing.
Bearer must be a [ROHAN] Man. If bearer is Eomer, he is defender +1. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Bearer must be a [ROHAN] Man. If bearer is mounted, bearer is damage +1.
Bearer must be a [ROHAN] Man. If bearer is mounted, bearer is defender +1.
Bearer must be a [ROHAN] Man. If bearer is mounted, he or she is strength +1. Archery: If bearer is Eomer, exert him to choose a Shadow player who must exert one of his or her minions.
Bearer must be a [ROHAN] Man. If bearer is mounted, he or she is strength +1. Each time bearer wins a skirmish, you may choose a Shadow player who must wound one of his or her minions.
Bearer must be a [ROHAN] Man. Response: If you have initiative and bearer is about to take a wound in a skirmish, discard 3 cards from hand to prevent that wound.
Bearer must be a [ROHAN] Man. The minion archery total is -1. Regroup: Discard this possession to heal bearer.
Bearer must be a [ROHAN] Man. The minion archery total is -1. Skirmish: If bearer is Eowyn, add a threat and discard Eowyn?s Shield to discard a hand weapon borne by a minion she is skirmishing.
Bearer must be a [ROHAN] Man. The minion archery total is -1. Skirmish: If bearer is Erkenbrand, you may add (2) to cancel a fierce skirmish involving him. Response: If a [ROHAN] Man is about to take a wound, spot Gandalf and exert bearer to prevent that wound.
Bearer must be a [ROHAN] Man. When you play Firefoot, you may reinforce a [ROHAN] token. At the start of the maneuver phase, if bearer is Eomer, you may remove 2 [ROHAN] tokens to make him defender +1 and strength +1 until the regroup phase.
Bearer must be a [ROHAN] Man. When you play Snowmane, you may reinforce a [ROHAN] token. Skirmish: If bearer is Theoden, you may remove 2 [ROHAN] tokens to exhaust a minion he is skirmishing.
Bearer must be a [ROHAN] Man. While at a plains site, bearer takes no more than 1 wound during each skirmish. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Bearer must be a [ROHAN] Man. While bearer is skirmishing a hunter minion, bearer is damage +1.
Bearer must be a [ROHAN] Man. While bearer is skirmishing an Uruk-hai, bearer is damage +1.
Bearer must be a [ROHAN] Man. While no opponent controls a site, bearer is strength +1. Regroup: Discard this to liberate a site (or two sites if bearer is mounted).
Bearer must be a [ROHAN] Man. You may add a threat to play this possession anytime you could play a skirmish event.
Bearer must be a [ROHAN] companion. Each time bearer wins a skirmish, you may exert a minion. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Bearer must be a [ROHAN] companion. Each time you move to a site, bearer is strength +1 until the end of the game. At the start of your fellowship phase, add (2) or discard this possession.
Bearer must be a [SAURON] Minion. If bearer is an Uruk-hai, it is strength +2.
Bearer must be a [SAURON] Orc. Bearer is strength +2 while skirmishing a Man or Elf.
Bearer must be a [SAURON] Orc. For each site you control, bearer is strength +1 (or +2 if bearer is Gothmog).
Bearer must be a [SAURON] Orc. If you have initiative, bearer is strength +3.
Bearer must be a [SAURON] Orc. Skirmish: Remove (1) to make bearer strength +1 (limit +3).
Bearer must be a [SAURON] Troll. When you play this possession, you may draw a card.
Bearer must be a [SHIRE] companion. Each time bearer wins a skirmish, you may transfer this condition to a fellowship companion. Each time this condition is transferred to a companion, heal that companion.
Bearer must be a [Sauron] Orc. Bearer is an archer. When you play this possession, you may discard a [Dwarven] weapon. The Free Peoples player may exert its bearer to prevent this.
Bearer must be a [WRAITH] Orc. When you play this possession, you may discard a possession. Its owner may place it on top of his or her draw deck instead. If bearer is Gorbag, he is fierce.
Bearer must be a [WRAITH] Orc. While you can spot 2 wounds on the Ring-bearer, bearer is damage +1.
Bearer must be a [WRAITH] minion. When you play this, you may draw a card. Each time bearer wins a skirmish, you may transfer this condition to another [WRAITH] minion.
Bearer must be a [WRAITH] minion. While you can spot 5 threats, bearer is damage +1.
Bearer must be a [Wraith] minion. When you play this possession, add [2] .Maneuver: Discard an Orc from play to play a [Wraith] card from your draw deck or discard pile.
Bearer must be a corsair. While you have initiative, bearer is an archer and fierce.
Bearer must be a dwarf. While you can spot a threat, bearer is damage +1. While you can spot 2 threats, bearer is strength +1. While you can spot 3 threats, the fellowship archery total is +1.
Bearer must be a fellowship companion. While bearer is a [GONDOR] companion, he or she is damage +1.
Bearer must be a follower. At the start of the maneuver phase, if you can spot a [MEN] Man, the Free Peoples player must exert an unbound companion.
Bearer must be a follower. At the start of the maneuver phase, the Free Peoples player must exert an unbound companion.
Bearer must be a knight. Bearer is damage +1. Each time the fellowship moves from a mountain site, add (2).
Bearer must be a knight. Each time bearer wins a skirmish, you may wound a minion who is not assigned to a skirmish.
Bearer must be a ranger. Limit 1 per ranger. Each site's shadow number is -1.
Bearer must be a ranger. This weapon may be borne in addition to 1 other hand weapon. Skirmish: If bearer is skirmishing a Nazgul, discard this possession to make bearer strength +3 and damage +2.
Bearer must be a warg-rider. If bearer is Sharku, he is damage +1. Response: If a skirmish special ability is used in a skirmish involving bearer, exert bearer to cancel that action.
Bearer must be an Easterling. While you can spot 2 burdens, bearer cannot take wounds. While you can spot 5 burdens, bearer is damage +1.
Bearer must be an Elf companion. Archery: Exert bearer to discard the top card of your draw deck. If it is an [ELVEN] card, exert a minion.
Bearer must be an Elf companion. Each time bearer wins a skirmish, you may draw a card. Response: If bearer wins a skirmish, discard this possession to liberate a site.
Bearer must be an Elf. Bearer is an archer.
Bearer must be an Elf. Bearer is an archer. If bearer is Legolas, each time you exert him to play an [ELVEN] condition or [ELVEN] event, you may heal him (limit once per phase).
Bearer must be an Elf. Each minion skirmishing bearer is strength -1 for each wound on that minion. Skirmish: Exert bearer to exert a minion skirmishing bearer.
Bearer must be an Elf. If bearer is Gil-galad, he is strength +1 for each [ELVEN] artifact you can spot (limit +6). Regroup: Discard Aiglos to wound a minion for each Elf you spot.
Bearer must be an Elf. Skirmish: Exert bearer or discard 2 cards from hand to make a minion skirmishing bearer strength -1.
Bearer must be an Elf. Skirmish: If bearer is Arwen, exert her to make each minion skirmishing her strength -2.
Bearer must be an Elf. When played on Arwen, Asfaloth's twilight cost is -2. While at a plains site, bearer is strength +2. Discard Asfaloth when at an underground site.
Bearer must be an Elf. When you play Asfaloth, you may reinforce an [ELVEN] token. Skirmish: Remove 2 [ELVEN] tokens to heal bearer (or heal bearer and heal another Elf if bearer is in a fierce skirmish).
Bearer must be an Elf. While bearer is at a forest or river site, each minion he or she is skirmishing is strength -1.
Bearer must be an Ent. Limit 1 per bearer. Discard this condition at the end of the turn.
Bearer must be an Orc Bearer is fierce When you play this possession at a battleground site, you may add [4] (except at site 9)
Bearer must be an Orc. If bearer is Azog, he is fierce. Skirmish: Exert bearer twice to play an Orc from your discard pile for each [Dwarven] companion over 3.
Bearer must be an Uruk-hai. Bearer may not take wounds (except during skirmish phases).
Bearer must be an Uruk-hai. Each time bearer wins a skirmish, the Free Peoples player must discard the top card of his draw deck.
Bearer must be an Uruk-hai. Maneuver: Exert bearer to discard a Free Peoples mount.
Bearer must be an Uruk-hai. Shadow: If bearer is Ugluk, exert it and discard a minion from hand to play a minion. Its twilight cost is -3.
Bearer must be an Uruk-hai. When you play this possession on Lurtz, you may draw a card. Archery: If bearer is Lurtz, discard 2 [URUK-HAI] cards from hand to exert an unbound companion.
Bearer must be an [ELVEN] companion. Archery: If bearer is Arwen, discard 2 [ELVEN] cards from hand to wound a minion.
Bearer must be an [ELVEN] companion. Bearer may bear this hand weapon in addition to 1 other hand weapon. Maneuver: If bearer is Arwen, exert her to draw 2 cards.
Bearer must be an [ELVEN] companion. Each minion gains this ability: 'Assignment: Assign this minion to bearer of Ancient Blade.' Regroup: Discard this condition to discard a minion and reconcile your hand.
Bearer must be an [ELVEN] companion. Each time bearer wins a skirmish, you may transfer this condition to another [ELVEN] companion. At the start of the archery phase, you must exert bearer or return this condition to hand.
Bearer must be an [GONDOR] companion. Each minion gains this ability: 'Assignment: Assign this minion to bearer of Unexpected Visitor.' Regroup: Discard this condition to discard a minion and remove (4).
Bearer must be an [ISENGARD] Orc. When you play this weapon, add (1).
Bearer must be an [ISENGARD] Orc. When you play this weapon, you may add (1) for each site you control.
Bearer must be an [ISENGARD] minion. Each time bearer wins a skirmish, the Free Peoples player must exert a companion for each site you control.
Bearer must be an [ORC] Orc with strength 10 or less. Bearer is fierce. When you play this possession, spot a race. While bearer is skirmishing a companion of that race, bearer is strength +3 and damage +1.
Bearer must be an [ORC] Orc with strength 10 or less. Bearer is fierce. When you play this, you may spot 2 [ORC] Orcs that are not bearing mounts to play an [ORC] mount from your draw deck.
Bearer must be an [ORC] Orc with strength 9 or less (or bearer must be Gothmog). Bearer is fierce. While bearer is Gothmog, he is damage +1 in fierce skirmishes.
Bearer must be an [ORC] Orc with strength 9 or less. Bearer is fierce.
Bearer must be an [ORC] Orc. Bearer gains hunter X (While skirmishing a non-hunter character, this character is strength +X.), where X is the number of Free Peoples cultures you can spot.
Bearer must be an [ORC] Orc. Each time bearer wins a skirmish, you may add a threat.
Bearer must be an [ORC] Orc. When you play this possession, you may exert a companion.
Bearer must be an [ORC] Orc. While bearer is mounted, it cannot take wounds except during the skirmish phase.
Bearer must be an [ORC] Troll. When you play this possession, the Free Peoples player must exert a companion for each lurker you spot.
Bearer must be an [ORC] minion. Bearer is a lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert bearer to make an [ORC] minion strength +2.
Bearer must be an [ORC] minion. Each time bearer is assigned to skirmish a companion, you may exert that companion.
Bearer must be an [ORC] minion. When you play this possession on a minion that has a twilight cost of 4 or more, add (2).
Bearer must be an [SAURON] Orc. Each time bearer wins a skirmish, you may add (1) for each site you control.
Bearer must be an [URUK-HAI] Uruk-hai.
Bearer must be an [URUK-HAI] Uruk-hai. Bearer gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) If bearer is Lurtz, he is fierce.
Bearer must be an [URUK-HAI] Uruk-hai. While you can spot 2 controlled sites, this minion is damage +1. While you can spot 4 controlled sites, this minion is damage +3.
Bearer must be an [URUK-HAI] Uruk-hai. While you control 2 or more sites, bearer can not take wounds (except during skirmish phases). If bearer is Ugluk, he is damage +1.
Bearer must be an [URUK-HAI] minion. Each character skirmishing bearer is strength -2.
Bearer must be an [URUK-HAI] minion. Each time bearer wins a skirmish, you may choose one: discard a follower from play; heal an [URUK-HAI] minion; or control a site.
Bearer must be an [URUK-HAI] minion. When you play this possession on a minion that has twilight cost of 4 or more, draw a card.
Bearer must be an [URUK-HAI] minion. While bearer is at a battleground site, it is an archer.
Besieger. When you play this minion, you may spot another besieger and 6 companions to play a besieger from your discard pile and control a site.
Besieger. Archery: Exert this minion or stack it on a site you control to make the fellowship archery total -2.
Besieger. Archery: Return this minion to your hand to make the fellowship archery total -2 and prevent the Free Peoples player from using archery special abilities.
Besieger. Assignment: Spot a [SAURON] engine or a site you control to assign this minion to an unbound companion.
Besieger. Enduring. To play, spot a [SAURON] Orc. Maneuver: If you have initiative, exert this minion twice to take control of a site. Maneuver: Remove a threat and exert this minion twice to take control of a site.
Besieger. Fierce. Shadow: Exert this minion and spot another [SAURON] minion to control a site. If you cannot spot 3 Free Peoples cultures, the Free Peoples player may exert a companion to prevent this.
Besieger. Fierce. The twilight cost of this minion is -1 for each [SAURON] engine you can spot (limit -5). When you play this minion at any site 5 or higher, you may discard an engine to discard a Free Peoples condition.
Besieger. Fierce. The twilight cost of this minion is -1 for each [SAURON] engine you spot. When you play this minion at sites 5K to 9K, you may discard a Free Peoples condition.
Besieger. Fierce. The twilight cost of this minion is -2 for each [SAURON] minion stacked on a site. Each time this minion wins a skirmish, you may play a besieger stacked on a site you control. That besieger is fierce and damage +1 until the regroup phase.
Besieger. Fierce. To play, spot a [SAURON] Orc. The twilight cost of Troll of Gorgoroth is -2 for each [SAURON] engine you spot. Regroup: Exert Troll of Gorgoroth to stack your besieger on a site you control.
Besieger. Regroup: Discard 2 cards from hand to stack a [SAURON] Orc on a site you control (or discard 1 card from hand if that Orc is a besieger).
Besieger. Regroup: Exert this minion twice to take control of a site.
Besieger. Regroup: If this minion is stacked on a site you control, discard this minion to make the move limit for this turn -1.
Besieger. Response: If a besieger is about to take a wound, discard 2 cards from hand to prevent it.
Besieger. Shadow: Discard 2 cards from hand to play a [SAURON] Orc stacked on a site you control (discard 1 card from hand instead if that Orc is a besieger).
Besieger. Shadow: If you have initiative, exert this minion to add a burden and make the Free Peoples player draw a card.
Besieger. Skirmish: Discard 2 cards from hand to make a besieger fierce until the regroup phase.
Besieger. Skirmish: Discard 2 cards from hand to play a [SAURON] Orc stacked on a site you control. That Orc is fierce and strength +6 until the regroup phase.
Besieger. Skirmish: Discard this minion to make a [SAURON] minion strength +1 for each site you control (or +2 if you have initiative).
Besieger. Skirmish: If this minion is stacked on a site you control, discard him to make a [SAURON] Orc strength +5 (or +10 if you have initiative).
Besieger. Skirmish: Stack your besieger on a site you control to make Gorgoroth Troop strength +2.
Besieger. To play, spot a [SAURON] Orc. When you play this minion, if you can spot another besieger, you may add a threat for each companion over 4. Shadow: Remove a threat to play a [SAURON] engine from your discard pile.
Besieger. Tracker. The site number of each [SAURON] Orc is -3. Response: If Morgul Patrol wins a skirmish, exert it to make it fierce until the regroup phase. Skirmish: Exert Morgul Patrol to wound a character it is skirmishing. Regroup: Exert Morgul Patrol to make the Free Peoples player exert X companions, where X is the number of burdens you can spot.
Besieger. When you play Gothmog, the Free Peoples player must wound a companion for each site you control. While you control a site, Gothmog is fierce.
Besieger. When you play this minion from a site you control, add 2 threats.
Besieger. When you play this minion from a site you control, add a burden for each site you control.
Besieger. When you play this minion, if you can spot another besieger, you may spot 6 companions to play a besieger from your discard pile and control a site.
Besieger. When you play this minion, you may remove a burden to play a besieger stacked on a site you control.
Besieger. When you play this minion, you may spot 6 companions and another besieger to play a besieger from your discard pile and control a site.
Besieger. While this minion is stacked on a site you control, besiegers are fierce.
Besieger. While you control a site, this minion's twilight cost is -2. Regroup: Stack this minion on a site you control.
Boromir is resistance -1 for each lurker minion you can spot. Skirmish: Exert Boromir to make him strength +1 for each possession he bears.
Boromir is strength +2 for each minion he is skirmishing.At the start of each assignment phase, you may exert another companion with the Aragorn signet to make Boromir defender +1 until the regroup phase.
Burglar. Bilbo cannot be overwhelmed by Gollum unless his strength is tripled. Response : If Bilbo wins a skirmish, reconcile your hand (limit once per turn).
Burglar. Each time Bilbo wins a skimirsh, you may draw 3 cards. Skirmish: Discard 2 cards from hand to make Gollum strength -2 (limit -4).
Burglar. Each time Bilbo wins a skirmish, you may draw 3 cards and then discard 2 cards from hand. Skirmish: Add 2 doubts to cancel a skirmish involving Gollum.
Burglar. While skirmishing Gollum, Bilbo is strength +2. Each time Bilbo wins a skirmish, you may take a Free Peoples artifact into hand from your draw deck.
Cave Troll of Moria's twilight cost is -2.
Choose an opponent to discard the top card of his or her draw deck. If the twilight cost of that card is less than the number of besiegers you spot, take control of a site and all besiegers are strength +3 until the regroup phase.
Choose an opponent. For each mounted companion you spot, that opponent must remove (1) or place a random card from hand beneath his or her draw deck.
Choose one: Spot a Dwarf to draw a card; or, if this card is stacked on a [DWARVEN] condition, spot a Dwarf companion and discard this event to exert a minion twice.
Choose one: spot an Ent to take a [GANDALF] companion into hand from your draw deck; or spot 2 Ents to take a [GANDALF] companion and a [GANDALF] condition into hand from your draw deck. Shuffle your draw deck.
Corsair. At the start of each skirmish involving this minion, you may remove a [RAIDER] token to wound a companion he is skirmishing.
Corsair. Each time this minion is assigned to a skirmish, if you can spot another corsair, you may discard a possession to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. Enduring. Fierce. Shadow: Exert Castamir of Umbar and play a corsair to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. Enduring. Shadow: Exert Castamir of Umbar and play a corsair to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. Fierce. Skirmish: If you have initiative, remove a [RAIDER] token to discard a possession borne by a character skirmishing this minion.
Corsair. Skirmish: If you have initiative, remove a [RAIDER] token to make a corsair fierce until the regroup phase.
Corsair. To play, spot a [RAIDER] Man. Shadow: Exert this minion to play a [RAIDER] support area possession from your draw deck.
Corsair. When you play this minion, if you can spot another corsair, you may discard a possession to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, if you have initiative, you may discard an ally to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may discard 2 cards from hand to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove 2 culture tokens to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove a threat to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may spot another corsair and discard the top card of the Free Peoples player's draw deck to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Damage +1 (or damage +2 if at a battleground). To play, spot an Uruk-hai. While at a battleground, this minion is fierce.
Damage +1 Maneuver: Exert Azog at a battleground to play a [Moria] minion from your discard pile Its twilight cost is -2
Damage +1(or damage +2 while you control a site).
Damage +1. Each other Orc is strength +1. Regroup: If Bolg is not mounted, exert him to play an Orc from your discard pile. Its twilight cost is -2.
Damage +1. A character skirmishing this minion does not gain strength bonuses from weapons.
Damage +1. Assignment: Exert Orthanc Champion to assign it to an unbound companion. That companion may exert to prevent this.
Damage +1. Assignment: Exert this minion and spot a companion to prevent the Free Peoples player from assigning that companion to this minion.
Damage +1. Assignment: Exert this minion and spot a companion to prevent the opponent from assigning that companion to this minion.
Damage +1. Assignment: Make the Free Peoples player assign this minion to an unwounded companion.
Damage +1. At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot.
Damage +1. At the start of each skirmish involving this minion, you may draw a card for each wound on a character it is skirmishing.
Damage +1. At the start of the archery phase, if you control a site, you may add 2 to the minion archery total for each Free Peoples culture you can spot over 2.
Damage +1. At the start of the maneuver phase, you may spot another [URUK-HAI] minion and remove 3 [URUK-HAI] tokens to take control of a site or discard a follower.
Damage +1. Berserk Butcher is strength +1 for each wound on each character in its skirmish. Maneuver: Remove an [ISENGARD] token from a machine and exert Berserk Butcher twice to prevent all wounds to Uruk-hai until the assignment phase.
Damage +1. Berserk Rager is strength +1 for each wound on a character in its skirmish. Skirmish: Remove 3 [ISENGARD] tokens from a machine and exert Berserk Rager twice to wound every ally twice.
Damage +1. Berserk Savage is strength +1 for each wound on a character in its skirmish. Skirmish: Remove 4 [ISENGARD] tokens from a machine and exert Berserk Savage twice to make it strength +8.
Damage +1. Berserk Slayer is strength +2 for each wound on a character in its skirmish. Skirmish: Remove 5 [ISENGARD] tokens from a machine and exert Berserk Slayer twice to wound every companion.
Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total.
Damage +1. Each character skirmishing this minion looses all strength bonuses from weapons.
Damage +1. Each time Azog wins a skirmish, you may exert him to discard a possession or artifact borne by a [Dwarven] companion. Maneuver: Spot 4 minions to make Azog fierce until the regroup phase.
Damage +1. Each time Bolg wins a skirmish, you may exert him twice to add a doubt.
Damage +1. Each time Gimli wins a skirmish, you may draw a card.
Damage +1. Each time Gimli wins a skirmish, you may wound a minion assigned to skirmish an unbound companion.
Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number.
Damage +1. Each time Shagrat loses a skirmish, you may exert a character.
Damage +1. Each time a Free Peoples event is played during a skirmish involving this minion, this minion is strength -2 until the regroup phase.
Damage +1. Each time a companion is killed in a skirmish involving an [URUK-HAI] minion, you may discard any number of cards from hand to draw the same number of cards.
Damage +1. Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.
Damage +1. Each time a minion loses a skirmish involving Thorin III, its owner discards the top card from his or her draw deck.
Damage +1. Each time the fellowship moves, wound Gandalf.
Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another [URUK-HAI] card to make the Free Peoples player draw a card instead.
Damage +1. Each time this minion is assigned to a skirmish, if it is not at a battleground site, remove (2) or discard this minion.
Damage +1. Each time this minion wins a skirmish, if you do not control a site, you may take control of a site.
Damage +1. Each time this minion wins a skirmish, take control of a site. While you control a site, this minion cannot take wounds (except during the skirmish phase).
Damage +1. Each time this minion wins a skirmish, the Free Peoples player must discard the top 2 cards of his draw deck.
Damage +1. Each time this minion wins a skirmish, you may control a site.
Damage +1. Each time this minion wins a skirmish, you may spot a companion who has resistance 4 or less to place this minion on the bottom of your draw deck.
Damage +1. Each time you play a mount, you may make the Free Peoples player exert a [Dwarven] companion.
Damage +1. Each unbound companion is resistance -2 for each wound he or she has.
Damage +1. Each underground site's Shadow number is -1. While the fellowship is at an underground site, Gimli is strength +1.
Damage +1. Each underground site's Shadow number is -2.
Damage +1. Fellowship. Each time you play a [DWARVEN] possession, you may draw a card.
Damage +1. Fellowship: Add (2) to place a card from hand beneath your draw deck.
Damage +1. Fellowship: If the twilight pool has fewer than 2 twilight tokens, add (2) and place a card from hand beneath your draw deck to draw a card.
Damage +1. Fellowship: If the twilight pool has fewer than 2 twilight tokens, add (2) to place a card from hand beneath your draw deck.
Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief.
Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength -1.
Damage +1. Fierce. To play, spot a [MORIA] Orc. At an underground site, Cave Troll of Moria's twilight cost is -3.
Damage +1. Fierce. To play, spot a [MORIA] Orc. Discard The Balrog if not underground. Shadow: Exert The Balrog and remove (2) to play a [MORIA] Orc from your discard pile.
Damage +1. Fierce. To play, spot a [SAURON] minion. This minion is strength +1 for each possession you can spot.
Damage +1. Fierce. To play, spot an [ORC] minion. Assignment: Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this.
Damage +1. Fierce. To play, spot an [ORC] minion. Shadow: Discard an [ORC] condition from play to play this minion from your discard pile.
Damage +1. Fierce. To play, spot an [ORC] minion. When you play this minion, add a burden unless the Free Peoples player reveals a Free Peoples event from his or her hand.
Damage +1. Fierce. Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Each time an [ORC] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck.
Damage +1. Fierce. When you play Sauron, you may exert any number of minions. For each minion you exert, Sauron is twilight cost -X, where X is the current region number.
Damage +1. Fierce. While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground.
Damage +1. For each wound on Gimli, he is strength +1 and damage +1.
Damage +1. Gimli is strength +1 for each minion assigned to a skirmish. Assignment: Exert Gimli and spot a lurker minion to make that minion lose lurker until the regroup phase.
Damage +1. Gimli is strength +1 for each unbound Hobbit companion you can spot.
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Each time Gimli wins a skirmish, you may add a threat to wound a minion (or wound a hunter minion twice).
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) While you can spot 7 possessions, Shagrat is fierce and cannot take wounds (except during skirmish phases).
Damage +1. Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) The roaming penalty for each [URUK-HAI] minion you play is -1.
Damage +1. Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.)
Damage +1. If there are at least 3 cards in the dead pile, this minion is fierce.
Damage +1. If you can spot another [SAURON] Uruk-hai, this minion is twilight cost -1 for each possession you can spot.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time your [URUK-HAI] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Possessions borne by this minion cannot be discarded by Free Peoples cards.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If an [URUK-HAI] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +2 for each [URUK-HAI] minion not assigned to a skirmish.
Damage +1. Maneuver : If you can spot more minions than companions, exert Iron Hills Army and discard a [Dwarven] follower to make an opponent discard a minion.
Damage +1. Maneuver: Exert Dwalin to make him defender +1 until the regroup phase.
Damage +1. Maneuver: Exert Lieutenant of Orthanc to make another Uruk-hai fierce until the regroup phase.
Damage +1. Maneuver: Remove (2) to heal an Uruk-hai.
Damage +1. Maneuver: Spot 5 burdens and exert Orthanc Berserker twice to exhaust a companion (except the Ring-bearer).
Damage +1. Maneuver: Spot 5 companions to make this minion fierce until the regroup phase.
Damage +1. Maneuver: Spot 6 companions to make this minion fierce until the regroup phase.
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) When you cannot spot another [URUK-HAI] minion, discard this minion.
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) When you play this minion, you may discard a card from hand to draw a card.
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3.
Damage +1. Regroup: Stack this minion on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1.
Damage +1. Response: If a [Dwarven] companion is about to take a wound, exert Fili and add [1] to prevent that wound.
Damage +1. Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect.
Damage +1. Response: If an [URUK-HAI] minion is about to take a wound, exert this minion to prevent that wound.
Damage +1. Response: if a [DWARVEN] condition is about to be discarded by an opponent, exert a Dwarf or discard a [DWARVEN] card from hand to prevent that.
Damage +1. Shadow: Exert this minion and spot a Free Peoples condition to make an unbound companion resistance -1 for each card that has the same card title as that condition.
Damage +1. Shadow: Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2.
Damage +1. Shadow: Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot (limit -2).
Damage +1. Shadow: Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot.
Damage +1. Shadow: Remove (1) and exert Uruk Captain to play an Uruk-hai from your discard pile.
Damage +1. Skirmish: Exert Gimli to make an unbound companion strength +1 (or +2 if that companion is Legolas).
Damage +1. Skirmish: Exert Gimli to make him strength +2.
Damage +1. Skirmish: Exert Glóin to make him strength +3.
Damage +1. Skirmish: Exert this minion at a battleground to make another Uruk-hai strength +1.
Damage +1. Skirmish: Exert this minion at a battleground to make another Uruk-hai strength +2.
Damage +1. Skirmish: Exert this minion to make a companion skirmishing an [URUK-HAI] lurker minion strength -2.
Damage +1. Skirmish: Exert this minion to make it strength +1 for each [URUK-HAI] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less).
Damage +1. Skirmish: If no other minions are assigned to a skirmish, you may exert this minion twice to make it fierce and strength +4 until the regroup phase.
Damage +1. Skirmish: If this minion is not assigned to a skirmish, you may exert it to discard a possession borne by a companion skirmishing another [URUK-HAI] minion.
Damage +1. Skirmish: Remove (1) to make this minion strength +1 (limit +3).
Damage +1. Skirmish: Remove (2) to make this minion strength +1 for each other Uruk-hai you spot.
Damage +1. Skirmish: Spot 2 other [URUK-HAI] minions and remove (2) to make this minion strength +1 and damage +1.
Damage +1. Skirmish: Spot a Free Peoples player?s site on the adventure path and exert this minion twice to exchange the spotted site with a site you control. You now control the spotted site.
Damage +1. The fellowship's current site gains battleground.
Damage +1. The twilight cost of this minion is -1 for each site you control.
Damage +1. This companion is strength +1 for each Ent you spot. Response: If this companion is about to take a wound, exert an Ent to prevent that.
Damage +1. This minion is strength +1 for each Free Peoples culture token you can spot.
Damage +1. This minion is strength +1 for each other Uruk-hai you can spot.
Damage +1. This minion is strength +1 for each other [URUK-HAI] minion you can spot.
Damage +1. This minion is strength +1 for each possession you spot.
Damage +1. This minion is strength +1 for each site you control.
Damage +1. This minion is strength +1 for each wound on a character in its skirmish.
Damage +1. This minion is strength +2 for each site you control.
Damage +1. This minion is twilight cost -1 for each companion who has resistance 2 or less.
Damage +1. Thorin is strength +1 for each [Dwarven] follower he bears. Fellowship: Discard a [Dwarven] follower to place a [Dwarven] artifact from your discard pile beneath your draw deck.
Damage +1. To play, exert an Orc. Shadow: Discard Fimbul from play to play a minion from your draw deck.
Damage +1. To play, remove 2 threats.
Damage +1. To play, spot an Uruk-hai. Menace - When you play this minion, it becomes fierce.
Damage +1. To play, spot an Uruk-hai. While at a battleground, this minion is fierce. While you control a battleground, this minion is strength +6. While you control 2 battlegrounds, this minion may not take wounds.
Damage +1. To play, spot an [URUK-HAI] minion and you must control a site.
Damage +1. To play, spot an [URUK-HAI] minion.
Damage +1. To play, spot an [URUK-HAI] minion. Each companion who has resistance 0 is strength -3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards.
Damage +1. Toil 1. (For each [URUK-HAI] character you exert when playing this, its twilight cost is -1.)
Damage +1. Triumph - At the start of the fellowship phase draw 4 cards.
Damage +1. Valiant. While you can spot a [ROHAN] Man, Eomer's twilight cost is -1.
Damage +1. When you play Bolg, you may play an Orc from your discard pile for each [Dwarven] companion over 3. Maneuver : Spot an[Elven] archer to make Bolg fierce until the regroup phase.
Damage +1. When you play this minion at a battleground site, spot an unbound companion to make that companion resistance -2 until the end of the turn.
Damage +1. When you play this minion at a battleground site, you may draw a card.
Damage +1. When you play this minion, exert a companion for each site you control.
Damage +1. When you play this minion, if you control a site, you may take an [URUK-HAI] event into hand from your discard pile.
Damage +1. When you play this minion, you may heal an [URUK-HAI] minion.
Damage +1. When you play this minion, you may liberate a site to add (X) where X is the Shadow number of the liberated site.
Damage +1. When you play this minion, you may make the Free Peoples player discard the top card of his draw deck.
Damage +1. When you play this minion, you may place an [ISENGARD] token on a machine.
Damage +1. When you play this minion, you may spot Saruman to add (2).
Damage +1. When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship's current site gains that keyword until the end of the turn.
Damage +1. When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost -2.
Damage +1. While Gimli bears 2 items, he is strength +2.While Gimli bears 3 items, he is damage +1.
Damage +1. While Gimli is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats. While Gimli is damage +X, he is resistance +X.
Damage +1. While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted.
Damage +1. While an ally is in the dead pile, this minion is strength +3 and fierce.
Damage +1. While at a battleground, this minion is fierce. While you control a battleground, this minion is strength +4.
Damage +1. While at a battleground, this minion is strength +2.
Damage +1. While the Ringbearer is assigned to a skirmish, Eomer is strength +3. Maneuver: If Eomer is mounted, exert him to make him defender +1 until the end of turn.
Damage +1. While the fellowship is at a forest site, the fellowship archery total is -1. Each [ELVEN] companion skirmishing this minion is strength -2.
Damage +1. While there is a companion in the dead pile, each unbound companion is resistance -4.
Damage +1. While this minion is assigned to a skirmish, each companion and Free Peoples possession loses its special abilities.
Damage +1. While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control.
Damage +1. While this minion is at a battleground site, it cannot take wounds. While you can spot 6 companions, each [URUK-HAI] minion cannot take wounds.
Damage +1. While this minion is skirmishing a Free Peoples character who has resistance 5 or less, this minion cannot take wounds.
Damage +1. While this minion is skirmishing a character who has resistance 4 or less, this minion is damage +1.
Damage +1. While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less).
Damage +1. While you can spot 2 Dwarves, Durin III is twilight cost -2. Durin III is strength +1 for each artifact and each possession he bears.
Damage +1. While you can spot 3 possessions, this minion is fierce.
Damage +1. While you can spot Watcher in the Water, discard all other minions (except tentacles). Each tentacle is strength +2 and damage +1. This minion may not bear possessions and is discarded if not at a marsh.
Damage +1. While you can spot a Free Peoples culture token, this minion cannot take wounds except during skirmishes.
Damage +1. While you can spot a companion of strength 10 or more, this minion is strength +2. Regroup: Exert 4 [URUK-HAI] minions (or discard 3 [URUK-HAI] minions) to take control of a site.
Damage +1. While you can spot a companion of strength 12 or more, this minion is strength +4. Each time a companion or ally is killed during a skirmish involving an [URUK-HAI] minion, you may take control of a site.
Damage +1. While you can spot a weather condition, this minion is strength +3.
Damage +1. While you can spot an exhausted companion, this minion is strength +3.
Damage +1. While you can spot another [URUK-HAI] minion assigned to a skirmish, this minion cannot take wounds.
Damage +1. While you control a site, this minion cannot take wounds, except during the skirmish phase.
Damage +1. While you have initiative, Gimli is strength +2.
Damage +2. Enduring. Fierce. For each burden you spot, threat you spot, and site you control, Sauron's twilight cost is -1.
Damage +2. Fierce. Discard Smaug if not at a mountain. For each Dwarf, Man and Elf you spot, Smaug's twilight cost is -1. Regroup: Exert Smaug and discard another minion to discard a Free Peoples card (except a companion, Bard or a Ring).
Damage +2. Fierce. While at an underground site, skip the archery phase, the maneuver phase, and The Balrog cannot be assigned to skirmish companions of strength 6 or less.
Damage +2. The twilight cost of The Balrog is -3 if you can spot a [MORIA] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6.
Damage +3. Defender +3. Skirmish: Exert Gandalf to make a companion strength +1.
Damage +3. Fierce. Assignment: Exert Saruman to assign him to an unbound companion. Skirmish: Exert Saruman to make him strength +1.
Damage +3. Gimli may bear an additional hand weapon. At an underground site, Gimli's twilight cost is -2. While skirmishing an Orc, Gimli is strength +2. Response: If Gimli wins a skirmish, exert him to replace an unbound companion assigned to a skirmish.
Defender +1.
Degats +1. Acharne. Pour jouer, designez un seide [ORC]. Affectation : Affaiblissez ce seide pour l'affecter a un compagnon qui detient un artefact. Le joueur des Peuples Libres peut defausser un artefact en jeu pour prevenir ceci.
Denethor is resistance +1 for each [GONDOR] possession in your discard pile. Maneuver: Spot a [GONDOR] possession borne by a companion and remove that possession from the game to exert a minion twice.
Denethor is strength +1 for each other [GONDOR] Man you can spot (limit +4).
Discard 2 Shadow cards from hand to take a [GANDALF] event into hand from your discard pile.
Discard 2 [Dwarven] cards (except companions) in play to discard a minion that has a twilight cost of 4 or less.
Discard 3 cards from hand to make a Nazgul strength +3.
Discard Gollum from play to wound an unbound companion who has resistance 6 or less.
Discard Smeagol to play a companion from your discard pile.
Discard a Hobbit not assigned to a skirmish from play to discard a minion from play. If the fellowship is at a battleground site, you may add 2 burdens to play this event during a skirmish involving a Hobbit.
Discard a [DWARVEN] card from hand to play a [DWARVEN] possession from your draw deck on a [DWARVEN] companion who has resistance 5 or more.
Discard a [GOLLUM] minion from play to discard a companion. The Free Peoples player may make the move limit -1 this turn to prevent that.
Discard a [GOLLUM] minion from play to wound each companion with strength 8 or more.
Discard a [GONDOR] possession from play to discard a possession from play and you may reinforce a [GONDOR] token.
Discard a [ROHAN] possession from play to choose one: Wound an unwounded minion; exert a minion; or discard a Shadow card the Ring-bearer is bearing.
Discard a [Sauron] Orc to add a burden. The Free Peoples player may discard a Free Peoples condition to prevent this.
Discard a companion from hand to make a [GANDALF] companion strength +3 (or +4 if you can spot 3 Ents).
Discard a condition for each [URUK-HAI] minion you can spot.
Discard all other minions (except tentacles). Watcher in the Water cannot bear possessions. The fellowship's current site gains marsh. Shadow: Play a tentacle from your discard pile.
Discard any number of [GOLLUM] conditions. For each condition discarded, make Smeagol strength +3 and damage +1.
Discard any number of your [ORC] minions from play to make an [ORC] minion strength +3 for each one discarded.
Discard this condition if Bilbo wins a skirmish. Regroup: Discard a minion (or exert a Troll) to transfer this condition to a [Dwarven] companion. Bearer cannot be a assigned to a skirmish by any player.
Discard this minion if underground. Shadow: Exert this minion to look at the Free Peoples player's hand.
Discard your [GANDALF] condition from play to discard a condition from play and draw a card.
Dwelling. At the start of your fellowship phase, you may add a burden to play a ranger from your draw deck.
Dwelling. At the start of your fellowship phase, you may exert 2 Hobbits to play a Hobbit from your draw deck.
Dwelling. River. When your fellowship moves to this site, you may heal each Hobbit companion.
Dwelling. Shadow: Play a Nazgul to discard a condition from play.
Dwelling. When the fellowship moves from this site, wound each minion that is not a lurker.
Dwelling. When the fellowship moves to this site in region 2, the first Shadow player may discard 2 cards from hand to add a burden.
Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally.
Dwelling. When the fellowship moves to this site, the first Shadow player may discard 2 cards from hand to add a burden.
Dwelling. While the fellowship is at this site, followers cannot be transfered to a character.
Each Dwarf gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Each time the fellowship moves from a plains site, discard a card from your hand.
Each Dwarf is damage +1 for each possession he bears. Fellowship: Discard this condition to play a [DWARVEN] possession from your discard pile.
Each Hobbit bearing a hand weapon is vitality +1. Each Hobbit bearing a follower is resistance +1. Each unwounded Hobbit is strength +1.
Each Nazgul at Weathertop is fierce.
Each Nazgul's twilight cost is -1.
Each [DUNLAND] Man may not take wounds during the archery phase.
Each [GONDOR] companion is defender +1 until the end of the turn.
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this.
Each [MEN] minion bearing a possession is strength +2. Skirmish: Exert Saruman to play a [MEN] possession from your discard pile.
Each [ORC] mount is twilight cost -1. Skirmish: Remove (3) to make a mounted [ORC] Orc strength +2.
Each [SAURON] Orc bearing a possession cannot take wounds (except during skirmish phases).
Each [SHIRE] follower is twilight cost -1. Skirmish: If Pippin is skirmishing?a hunter minion, exert the Ring-bearer to make Pippin strength +2.
Each [URUK-HAI] minion bearing a hand weapon cannot take wounds during the archery phase. Skirmish: Discard this condition from play to make an [URUK-HAI] minion bearing a possession strength +2.
Each character skirmishing Ulaire Lemenya who has resistance 5 or less is strength -3.
Each companion bearing a follower gains muster (and is strength +1 if that companion is a [GANDALF] companion).
Each companion is resistance -1. Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an [URUK-HAI] minion.
Each companion loses all defender bonuses and cannot gain defender bonuses. Maneuver: Spot 2 [ORC] minions to make the fellowship's current site gain battleground until the regroup phase.
Each companion or ally who bears a [WRAITH] condition is strength -2.
Each companion skirmishing this minion loses all damage and strength bonuses from possessions.
Each companion's twilight cost is +2
Each minion skirmishing Arwen is strength -1 for each forest site on the adventure path.
Each minion skirmishing Arwen is strength -2 for each wounded minion you can spot.
Each minion skirmishing this companion is strength -2 for each wound on that minion.
Each mounted [ORC] Orc is strength +1. Shadow: discard an [ORC] card from your hand to play an [ORC] mount from your discard pile.
Each of your Dwarves and other [GANDALF] Men is strength +1. While you can spot more minions than companions, the fellowship archery total is +X, where X is the number of minions minus the number of companions.
Each of your other Dwarves and [GANDALF] Men is twilight cost -1. At the start of the regroup phase, you may discard a [DWARVEN] or [GANDALF] condition from play to discard a minion from play.
Each other [ISENGARD] Orc is strength +1. Regroup: Exert Orc Commander to make the Free Peoples player wound a companion.
Each possession you play on Eowyn during the fellowship phase is twilight cost -1. Each time the fellowship moves during the regroup phase, you may reinforce a [ROHAN] token (or reinforce 2 [ROHAN] tokens if you can spot Eomer or Theoden).
Each roaming [SAURON] minion is damage +1.
Each roaming [SAURON] minion is fierce.
Each site on the adventure path is a battleground. While you have initiative, each Uruk-hai is strength +1.
Each the fellowship and minion archery totals are +3. Regroup: Remove (2) to play an [ORC] minion from your discard pile.
Each the fellowship and minion archery totals are +3. Regroup: Remove (2) to play an [ORC] minion from your discard pile. That minion comes into play exhausted.
Each time Aragorn wins a skirmish, you may make a hunter [DWARVEN] companion or hunter [ELVEN] companion strength +1 until the regroup phase. Skirmish: Discard this condition to make a [GONDOR] Man strength +2.
Each time Denethor exerts, he gains muster until the end of the regroup phase. Each time Boromir exerts, you may exert a minion. Each time Faramir exerts, you may spot a minion to prevent it from using special abilites until the regroup phase.
Each time Elendil wins a skirmish, make a [GONDOR] or [ELVEN] companion strength +2 until the start of the regroup phase. Each time Isildur wins a skirmish, heal a Man. Each time Aragorn wins a skirmish, make a [GONDOR] Man damage +1 until the start of the regroup phase.
Each time Eowyn wins a skirmish, each other [ROHAN] Man is strength +1 until the regroup phase.
Each time Gandalf wins a skirmish, you may exert him to draw 2 cards.
Each time Gimli wins a skirmish, you may make a hunter [GONDOR] companion or hunter [ELVEN] companion damage +1 until the regroup phase. Skirmish: Discard this condition to make a [DWARVEN] companion strength +2.
Each time Gloin wins a skirmish, you may draw 3 cards, then place 3 cards from your hand beneath your draw deck in any order. Skirmish: Remove a [DWARVEN] token to make Gloin strength +2.
Each time Gollum or Smeagol is played, add a threat. Regroup: Discard this condition to return Gollum to his owner's hand.
Each time Gollum wins a skirmish, you may add a doubt. Assignment: If Gollum is not roaming, exert Gollum and assign him to Bilbo to make Gollum strength +1 (or +3 at an underground site) until the regroup phase.
Each time Legolas wins a skirmish, you may heal a hunter [DWARVEN] Dwarf or hunter [GONDOR] Man. Skirmish: Discard this condition to make an [ELVEN] Elf strength +2.
Each time Smaug kills a character, you may play an Orc from your discard pile. Skirmish: Discard this condition or exert Smaug twice to play a Shadow condition from your discard pile
Each time Smeagol wins a skirmish, place a [GOLLUM] token here. Regroup: Heal a Ring-bound companion for each token here. Discard this condition.
Each time Smeagol wins a skirmish, place a companion for each [GOLLUM] token here. Regroup: Heal a Ring-bound companion for each token here. Discard this condition.
Each time a Dwarf wins a fierce skirmish, you may heal that Dwarf. Skirmish: Discard a [DWARVEN] card from hand to make a Dwarf damage +1.
Each time a Dwarf wins a skirmish in which you played a [DWARVEN] event, you may draw a card.
Each time a Free Peoples possession is played, you may spot a [MEN] card and reveal this minion from hand to make the Free Peoples player exert a companion. While each companion is wounded, this minion is fierce.
Each time a Hobbit wins a skirmish, he or she gains muster until the end of the turn. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Each time a Hobbit wins a skirmish, you may heal another Hobbit once (or heal another Hobbit twice if the Hobbit that won the skirmish was Frodo or Bilbo).
Each time a Moria minion wins a skirmish, you may place a [Moria] token here Shadow: If the fellowship is at a battleground, discard this condition to add [2] for each [Moria] token here (limit [8])
Each time a Nazgul wins a skirmish, you may exert 2 Nazgul (or a Nazgul twice) to add a threat. Assignment: Spot a Nazgul and remove (4) to play a Nazgul from your discard pile.
Each time a Shadow card makes you discard a card from hand, you may also discard a minion or Shadow condition.
Each time a Wizard heals, this condition becomes a fierce Wizard minion until the start of the regroup phase that has 12 strength and 1 vitality, and cannot take wounds or bear other cards. This card is still a condition.
Each time a Wizard wins a skirmish, this condition becomes a fierce, damage +1 Wizard minion until the start of the regroup phase that has 11 strength and 1 vitality, and cannot take wounds or bear other cards. This card is still a condition.
Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck.
Each time a [MEN] minion is discarded during the maneuver phase, you may stack it here. Response: Discard a minion stacked here or discard this to prevent a wound to a [MEN] minion.
Each time a [MEN] minion is discarded during the maneuver phase, you may stack it here. Skirmish: Discard this possession to make a [MEN] Man strength +2.
Each time a [MEN] minion is killed or discarded from play (except during the regroup phase), you may play a [MEN] minion. Its twilight cost is -2, and it is fierce and strength +2 until the regroup phase.
Each time a [SAURON] Orc overwhelms a companion, add 3 burdens.
Each time a [SHIRE] companion loses a skirmish, add a [SHIRE] token here. Skirmish: Remove a [SHIRE] token from here to make a [SHIRE] companion strength +1.
Each time a [SHIRE] companion wins a skimish, you may add a [SHIRE] token here. Fellowship: Remove a [SHIRE] token here to remove a burden.
Each time a [dwarven] card is discarded from the top of your draw deck, you may add (1) to stack that card here. Maneuver: Exert a Dwarf to take a card stacked here into hand.
Each time a companion is killed in a skirmish involving a Nazgul, add a burden.
Each time a companion is killed, add a burden.
Each time a companion is killed, you may discard a weapon (and exert each ally if you spot Smaug). Regroup: Discard a minion from play and remove [3] to discard a Man ally.
Each time a companion is overwhelmed in a skirmish that involves a [SAURON] Orc, add 3 burdens.
Each time a companion loses a fierce skirmish involving a [WRAITH] minion, you may shuffle a [WRAITH] card from your discard pile into your draw deck.
Each time a companion loses a fierce skirmish, you may exert Gollum to add a burden.
Each time a companion loses a skirmish involving an [URUK-HAI] minion, place an [URUK-HAI] token here. Skirmish: Remove 2 [URUK-HAI] tokens from here to take control of a site.
Each time a companion loses a skirmish, you may exert Gollum to take a [GOLLUM] card into hand from your discard pile.
Each time a companion or follower is played at site 5, the Free Peoples player must exert 2 [Dwarven] companions. Shadow : Discard this condition or exert 3 Spiders to draw 3 cards.
Each time a companion skirmishing a [GOLLUM] minion takes a wound, exert a companion.
Each time a companion takes a wound during a skirmish that involves a [GOLLUM] minion, exert a companion.
Each time a companion with the Frodo signet wins a skirmish, you may exert Sam or add a burden to heal that companion.Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Each time a minion is about to take a wound, you may spot Gandalf to prevent that wound and heal a companion (limit once per turn).
Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a [gandalf] card).
Each time a mounted [ORC] Orc wins a skirmish, the Free Peoples player must reveal his or her hand and place two Free Peoples cards revealed on the bottom of his or her draw deck.
Each time a mounted [ORC] minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her draw deck. Shadow: Exert Orkish Warg-master to play an [ORC] mount from your discard pile.
Each time a mounted [ORC] minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her draw deck. Shadow: Exert bearer to play an [ORC] mount from your discard pile.
Each time a roaming [SAURON] minion takes a wound, you may add a [SAURON] token here. Regroup: Exert an Uruk-hai or discard a [SAURON] minion to add a [SAURON] token here. Skirmish: Remove 2 [SAURON] tokens from here to make a [SAURON] minion strength +2.
Each time a tentacle wins a skirmish, you may stack it here.Assignment: Spot 4 tentacles stacked here and discard this condition to assign a [moria] creature to the Ring-bearer. The Free Peoples player may exert the Ring-bearer twice to prevent this.
Each time a twilight Nazgul wins a skirmish, you may exert a twilight Nazgul to shuffle a [ringwraith] card from your discard pile into your draw deck.
Each time an Elf wins a skirmish, you may exert that Elf or Aragorn to place an [ELVEN] token here. At the start of each maneuver phase, you may remove an [ELVEN] token here to draw a card.
Each time an [ORC] minion bearing a weapon wins a skirmish, add a burden. Shadow: Discard this condition to play an [ORC] weapon from your discard pile.
Each time an [URUK-HAI] hunter wins a skirmish, heal a different [URUK-HAI] minion. Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase.
Each time an opponent draws a card (or takes a card into hand) during the Shadow phase, you may remove (1). Maneuver: Exert Gandalf to wound Saruman twice.
Each time the Free Peoples player assigns a companion or ally to an [ISENGARD] Man, that companion or ally must exert.
Each time the Free Peoples player assigns this minion to a skirmish, add (1) for each Free Peoples character who has resistance 5 or less.
Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand.
Each time the Free Peoples player plays a possession or artifact, place an [URUK-HAI] token here. Each time an [URUK-HAI] minion wins a skirmish, you may remove an [URUK-HAI] token to exert a companion.
Each time the fellowship moves from a site, add a burden. Skirmish: Exert another [GONDOR] Man to make him of her strength +1 and damage +1.
Each time the fellowship moves to a mountain or underground site, you may discard a [GOLLUM] event from hand to take a minion from your discard pile into hand.
Each time the fellowship moves to a plains site, each minion must exert.
Each time the fellowship moves to a river, heal Goldberry and Tom Bombadil. Skirmish: If the fellowship is at a river, exert Goldberry to make a companion strength +1.
Each time the fellowship moves to site 5, discard each weapon borne by a [Dwarven] companion. Skirmish : Remove [3] to make a [Dwarven] companion strength -X (limit -3), where X is the number of [Elven] allies you spot.
Each time the fellowship moves, add (2). Skirmish: Exert a Dwarf who is not assigned to a skirmish to wound 2 Orcs (or to wound 1 Orc twice). Discard this from play if the fellowship is ahead on the adventure path.
Each time the fellowship moves, add [1] for each ally you can spot (limit [3]). Maneuver: Discard this condition to wound a [Dwarven] ally (or discard a [Dwarven] possession instead if you cannot spot a [Dwarven] ally).
Each time the fellowship moves, add [2]. Response : If Bilbo exerts or takes a wound, exert a minion and discard a card from hand to discard a [Shire] card (except Bilbo). The Free Peoples player may discard 2 cards from hand to prevent this.
Each time the fellowship moves, add a threat or discard this condition. While you have initiative, exhausted [GONDOR] Wraiths cannot take wounds.
Each time the fellowship moves, you may add (1) and remove a Free Peoples culture token to reinforce a [ROHAN] token.
Each time the fellowship moves, you may exert an Elf to make a Dwarf defender +1 until the regroup phase.
Each time the fellowship moves, you may reveal The Balrog from your hand to add (2).
Each time the fellowship moves, you may spot a [ROHAN] companion to discard a possession a character is bearing from play. Skirmish: Add (1) to transfer a [ROHAN] possession borne by a companion to another eligible bearer.
Each time the fellowship moves, you may spot another [DUNLAND] Man to take control of a site.
Each time this minion is about to be killed or discarded from play, you may spot another [ORC] card to place this minion on top of your draw deck instead.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to a skirmish, if it is not at a plains site, remove (2) or discard this minion.
Each time this minion is assigned to a skirmish, if it is not at an underground site, remove (2) or discard this minion.
Each time this minion is assigned to skirmish a Dwarf, this minion is fierce until the regroup phase.
Each time this minion is assigned to skirmish a character who has resistance 3 or less, you may exert this minion to discard a possession borne by that character.
Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase.
Each time this minion is assigned to skirmish a companion who has resistance 5 or less, exert that companion.
Each time this minion is assigned to skirmish an exhausted companion, it is fierce until the regroup phase.
Each time this minion wins a skirmish, add a burden unless the Free Peoples player discards a Free Peoples event from hand.
Each time this minion wins a skirmish, if it is mounted, exert a companion. Shadow: Exert 3 [ORC] minions and spot an [ORC] mount to discard a condition.
Each time this minion wins a skirmish, the Free Peoples player discards 2 cards at random from hand.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less.
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion.
Each time this minion wins a skirmish, you may exert him twice to wound a companion.
Each time this minion wins a skirmish, you may exert it to discard a possession borne by a character this minion is skirmishing.
Each time this minion wins a skirmish, you may make him strength +2 and fierce until the regroup phase.
Each time this minion wins a skirmish, you may make it fierce until the regroup phase.
Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand. That Man is fierce and damage +2 until the regroup phase.
Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand; his twilight cost is -2. That Man is fierce and damage +1 until the regroup phase.
Each time this minion wins a skirmish, you may spot another [DUNLAND] Man to take control of a site.
Each time this minion wins a skirmish, you may spot another [DUNLAND] minion to take control of a site.
Each time this minion wins a skirmish, you may stack a [MEN] minion from your discard pile on a [MEN] possession in your support area.
Each time this minion wins a skirmish, you may stack it on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -2.
Each time you lose initiative (except during the fellowship phase), you may spot a [GANDALF] companion to choose an opponent who must discard one of his or her conditions.
Each time you lose initiative, you may spot 2 [SHIRE] companions to remove a burden.
Each time you play Roäc, you may heal Thorin or Dain Ironfoot. Then, you may remove a doubt. Assignment: If you cannot spot Thorin, [Dwarven] allies may be assigned to skirmishes.
Each time you play Saruman, spot a minion. That minion is fierce until the start of the regroup phase. Each Wizard is strength +3 and damage +1.
Each time you play Smaug, you may play a Shadow condition from your draw deck Shadow: Discard 3 Orcs from play to play Smaug from your draw deck or discard pile. Its twilight cost is -6
Each time you play a Hobbit, you may remove a burden. Then, if the fellowship is at a dwelling site, heal the Ring-bearer.
Each time you play a Nazgul, you may heal the Ring-bearer twice to add a burden.
Each time you play a [ROHAN] possession from hand, add a [ROHAN] token here. Skirmish: Remove 3 [ROHAN] tokens from here to make a [ROHAN] companion strength +1 and damage +1.
Each time you play a [ROHAN] possession, add a [ROHAN] token here. Skirmish: Remove 3 [ROHAN] tokens from here to make a [ROHAN] companion strength +1 and damage +1.
Each time you play a [shire] ally, you may add (1) to draw a card.
Each time you play a companion here, you must discard 2 cards from hand.
Each time you play a skirmish event during a skirmish involving a companion with the Aragorn signet, you may spot Aragorn to stack that event here.Skirmish: Spot Aragorn and discard X cards here to make a skirmishing companion with the Aragorn signet strength +X (limit +3).
Each time you play an [ORC] mount, you may draw a card. Assignment: If this minion is mounted, exert it twice to assign it to a companion of strength 9 or more.
Each time you play an [ORC] mount, you may reinforce an [ORC] token. Regroup: Exert Orkish Veteran to make the Free Peoples player wound a companion.
Each time you play an [ORC] possession on an [ORC] Orc, you may add (1) (or (2) if that Orc is at a battleground or underground site).
Each time you play this minion, you may spot another [ORC] minion to exert a companion for each Free Peoples culture you can spot over 2.
Each time you take control of a site, you may spot 3 [URUK-HAI] minions to exert an unbound companion. Skirmish: Liberate a site to make an [URUK-HAI] minion damage +1.
Each time your [WRAITH] minion wins a skirmish, you may discard this condition to discard a Free Peoples condition from play.
Each unbound companion (or ally) bearing a Shadow condition is strength -1.
Each unwounded hunter [URUK-HAI] minion is strength +1. Response: If your hunter minion is about to take a wound during a skirmish, discard that minion to exert a non-hunter companion.
Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion over 5.
Easterling. Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
Easterling. Fierce. Each time Easterling Regiment wins a skirmish, you may add (1) for each burden.
Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3.
Easterling. Fierce. Skirmish: Spot 2 burdens and remove (2) to make an Easterling strength +2. Skirmish: Spot 4 burdens and remove (2) to make an Easterling strength +3. Skirmish: Spot 6 burdens and remove (2) to make an Easterling strength +4.
Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion you spot over 5.
Easterling. Maneuver: If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
Easterling. Maneuver: If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
Easterling. Skirmish: Exert this minion to make him damage +1.
Easterling. Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
Easterling. Skirmish: Remove 2 burdens to heal another Easterling.
Easterling. Skirmish: Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
Easterling. To play, spot an Easterling. While this minion is unwounded, he is damage +2. Skirmish: Wound 2 other [RAIDER] Men to heal this minion.
Easterling. When you play this minion, you may spot another Easterling to add (1) for each burden (limit (4)).
Easterling. While you can spot 2 burdens, this minion is strength +3 and fierce.
Easterling. While you can spot 3 burdens, this minion is fierce and damage +1.
Easterling. While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce.
Elladan is twilight cost -2. Each time you play an [ELVEN] event during a skirmish involving Elrohir or Elladan, each minion in that skirmish is strength -2.
Elrohir is twilight cost -2. Each time you play an [ELVEN] event during a skirmish involving Elladan or Elrohir, that event is twilight cost -2.
Enduring. Each Man skirmishing The Witch-king loses all strength bonuses from weapons.
Enduring. Each [WRAITH] Wraith cannot take wounds (except during skirmishes). Shadow: Remove a burden to play a [WRAITH] Wraith. That minion's twilight cost is -2.
Enduring. Each time the Free Peoples player assigns Covetous Wisp to a companion, you may spot another [WRAITH] Wraith and remove (2) to add a burden.
Enduring. Each time the Free Peoples player assigns this minion to a companion, you may spot another [WRAITH] Wraith and remove (2) to discard a condition.
Enduring. Each time the Free Peoples player assigns this minion to a companion, you may spot another [WRAITH] Wraith and remove (2) to wound that companion.
Enduring. Fierce. Regroup: Discard Ulaire Otsea to add (X), where X is the current site number.
Enduring. Fierce. Shadow cards cannot exert Ulaire Cantea during a skirmish phase. Skirmish: Heal Ulaire Cantea to discard a possession borne by a character he is skirmishing.
Enduring. Fierce. Shadow cards cannot exert Ulaire Lemenya during a skirmish phase. Skirmish: Heal Ulaire Lemenya to wound up to 3 other [WRAITH] minions.
Enduring. Fierce. Shadow cards cannot exert Ulaire Nelya during a skirmish phase. Skirmish: Heal Ulaire Nelya to add (1) for each burden.
Enduring. Fierce. The site number of each [WRAITH] minion is -1.
Enduring. Fierce. When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn.
Enduring. Fierce. While in a fierce skirmish, Shelob is damage +1.
Enduring. For each wound on this minion, it is strength +2.
Enduring. Regroup: Exert Ulaire Attea and spot your [WRAITH] minion to return that minion to your hand.
Enduring. Shadow cards cannot exert Ulaire Enquea during a skirmish phase. Skirmish: If Ulaire Enquea is skirmishing, heal him to add a burden.
Enduring. Shadow cards cannot exert Ulaire Toldea during a skirmish phase. Skirmish: Heal Ulaire Toldea to make him damage +1.
Enduring. To play, add a threat. Each time this companion wins a skirmish, you may exert him to discard a minion he is skirmishing.
Enduring. To play, add a threat. Skirmish: Discard 3 cards from hand to discard a possession borne by a minion skirmishing this companion.
Enduring. To play, add a threat. When you play Cursed of Erech, exert him twice. At the start of the maneuver phase, you may exert another [GONDOR] Wraith to make Cursed of Erech defender +1 until the regroup phase.
Enduring. To play, add a threat. When you play this companion, exert him twice.
Enduring. To play, spot 2 exhausted [GONDOR] Wraiths and add 2 threats. While Shadow Host is exhausted, it is defender +1.
Enduring. To play, spot a [GONDOR] Wraith and add 2 threats. Response: If Aragorn is about to take a wound in a skirmish, exert King of the Dead to prevent that wound.
Enduring. While you can spot another [WRAITH] Wraith, each wounded companion is resistance -2. Shadow: Exert Undead of Angmar twice to play a [WRAITH] Wraith from your draw deck, then reshuffle.
Enduring. While you can spot another [WRAITH] Wraith, wounds cannot be healed and burdens can not be removed (except by Wraiths). Skirmish: Exert Spirit of Dread to make another [WRAITH] Wraith strength +1.
Engine. Shadow: Play a [SAURON] minion to add a [SAURON] token here. Regroup: Discard a [SAURON] minion and remove X [SAURON] tokens here to discard a Free Peoples card (except a companion) with a twilight cost of X. If that card is not in the support area, discard this possession.
Engine. Shadow: Play a [SAURON] minion to add a [SAURON] token here. Regroup: Remove X [SAURON] tokens here to discard a Free Peoples card (except a companion) with a twilight cost of X. Discard a [SAURON] minion or this possession.
Engine. Shadow: Play a besieger to place a [SAURON] token here. Skirmish: Remove a [SAURON] token from a condition to make a [SAURON] Orc strength +1 (limit +2).
Engine. To play, spot a [SAURON] Orc. All [SAURON] Orcs are strength +1 for each besieger stacked on a site. Regroup: Discard a besieger to take control of a site. Discard this condition.
Engine. To play, spot a [SAURON] Orc. Each besieger is strength +1 for each site you control. Regroup: Discard 3 [SAURON] Orcs to take control of a site. Discard this condition.
Engine. To play, spot a [SAURON] minion. Regroup: Remove a threat to stack your [SAURON] minion on a site you control. Shadow: Remove a threat to play a [SAURON] minion stacked on a site you control.
Exert 2 [Dwarven] companions to discard up to 2 minions (except Smaug) and draw 3 cards. If the fellowship is at a river, make the move limit +1 for this turn.
Exert 2 [ELVEN] companions to discard the top 3 cards of your draw deck. Make the fellowship archery total +1 for each [ELVEN] card discarded.
Exert Aragorn to make an unbound companion with the Aragorn signet strength +1 for each threat you spot.
Exert Frodo to remove (1) for each Frodo signet you spot.
Exert Gandalf three times (or twice if you have initiative) to make all unbound companions of one culture (except [GANDALF]) strength +3 until the regroup phase.
Exert Gandalf to make a minion skirmishing an unbound companion strength -1 for each Gandalf signet you spot.
Exert Gandalf to make him strength +1 for each twilight token you spot (limit +8).
Exert Gandalf twice to make an opponent exert a minion for each [ROHAN] companion you spot.
Exert Gandalf twice to remove all threats and to heal all companions of one culture (except [GANDALF]).
Exert Gollum to make another minion strength +2 (or +3 if Gollum is at a mountain site).
Exert Smeagol to reveal an opponent's hand. That opponent must discard a card for each culture revealed.
Exert Smeagol to reveal an opponent's hand. That opponent must discard a card from hand for each culture revealed.
Exert Theoden to exert a minion for each Theoden signet you spot.
Exert X mounted companions to wound X minions.
Exert a Dwarf character to discard a condition (or 2 conditions if you can spot 4 Shadow conditions).
Exert a Dwarf character to wound 2 Orcs or to wound 1 Orc twice.
Exert a Dwarf companion to play Thráin, a [Dwarven] possession or [Dwarven] artifact from your draw deck or discard pile.
Exert a Dwarf to shuffle a [DWARVEN] condition with one or more [DWARVEN] tokens on it into your draw deck. Wound a minion for each [DWARVEN] token that was on that condition.
Exert a Hobbit to make another Hobbit strength +3.
Exert a Nazgul to make him strength +2 and damage +1. If the character he is skirmishing is killed, the Free Peoples player must place his or her hand beneath his or her draw deck.
Exert a Nazgul to wound each ally.
Exert a Wise ally to make that ally strength +3 and participate in archery fire and skirmishes until the regroup phase.
Exert a [GANDALF] Wizard and spot 2 companions who each have resistance 7 or more to wound a minion that Wizard is skirmishing twice.
Exert a [GANDALF] Wizard to remove a burden (or 2 burdens, if the fellowship is at a dwelling site).
Exert a [GONDOR] Man and spot 3 fortifications to make the fellowship archery total +2.
Exert a [GONDOR] Man to wound a minion (or wound that minion twice if it is a hunter).
Exert a [MEN] minion to discard a follower from play (if you can spot Grima, also draw a card).
Exert a [RAIDER] Man to discard a Free Peoples condition. If you spot a [ROHAN] Man, discard an additional Free Peoples condition.
Exert a [RAIDER] Man to wound a companion he is skirmishing twice.
Exert a [ROHAN] companion to make him or her strength +3 (and damage +1 if he or she has resistance 5 or more).
Exert a [SAURON] minion to return a Free Peoples condition to its owner's hand (or 2 if both are [SHIRE] conditions).
Exert a companion (except Bilbo) to make Bilbo strength +3.
Exert a companion (except a Hobbit) to make a Hobbit strength +3.
Exert a knight to make him or her strength +3.
Exert a minion skirmishing a mounted [ROHAN] Man.
Exert a skirmishing companion with the Frodo signet to make that companion strength +1 for each companion with the Frodo signet you can spot (limit +4).
Exert an Elf companion and make the fellowship archery total -X (to a minimum of 0) to wound a minion X times. You cannot use archery special abilities.
Exert an Elf to make a Dwarf strength +3 and damage +1 until the regroup phase.
Exert an Elf to reveal the top card of your draw deck. If that card's twilight cost is 3 or less, make a minion strength -3.
Exert an Elf to take an [ELVEN] skirmish event into hand from your discard pile and you may reinforce an [ELVEN] token.
Exert an Elf who has resistance 4 or more to wound a minion.
Exert an [URUK-HAI] minion to reinforce an [URUK-HAI] token.
Exert an enduring [WRAITH] minion twice to assign that minion to an unbound companion.
Exert any number of [GONDOR] companions who have total resistance 12 or more to make a minion skirmishing a [GONDOR] companion strength -3 for each companion exerted this way.
Exert the Ring-bearer and a Dwarf to make that Dwarf strength +X, where X equals that Dwarf's resistance.
Exert your Wizard and choose a number. Make each minion with that twilight cost strength -2 until the regroup phase.
Exert your [MEN] Man and spot an unbound companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner?s hand. The Free Peoples player may add a burden to discard those cards instead.
Exert your [URUK-HAI] lurker minion to play an [URUK-HAI] hand weapon from your discard pile on your [URUK-HAI] minion.
Fellowship or Maneuver: Exert an Elf to discard an [ISENGARD] possession or [ISENGARD] artifact.
Fellowship or Maneuver: Spot Gandalf to discard a Shadow possession or Shadow artifact.
Fellowship or Regroup: Spot Elrond (or 2 [ELVEN] allies) to heal a companion or ally.
Fellowship or Regroup: Spot Gandalf to play the fellowship's next site (replacing opponent's site if necessary). Draw a card if you play an underground site.
Fellowship or Regroup: Spot a ranger to play the fellowship's next site (replacing opponent's site if necessary).
Fellowship. Pippin is strength +1 for each tale you can spot.
Fellowship. Ranger. While the Ring-bearer is the only other companion you can spot, Aragorn is an archer, defender +1, and can take no more than 1 wound each skirmish.
Fellowship. Ranger. While you can spot two unbound Hobbits, Boromir's twilight cost is -1. Each time Boromir wins a skirmish, you may exert an unbound Hobbit to discard each minion he is skirmishing from play.
Fellowship. Response: If an event is played, exert Gandalf twice to cancel that event.
Fellowship. Ring-bearer. Ring-bound. While you cannot spot 4 threats, Shadow cards cannot discard cards from your hand or from the top of your draw deck.
Fellowship. Ring-bound. While Sam bears The One Ring, he is resistance -4. While you can spot 3 [SHIRE] companions, Sam is strength +2. Response: If Frodo dies, make Sam the Ring-bearer.
Fellowship. Skirmish: If Merry is not assigned to a skirmish, take 2 [SHIRE] cards from your discard pile and remove them from the game to make a companion strength +2.
Fellowship: Add (X) to heal a Hobbit companion X times.
Fellowship: Add 2 burdens to play a ring from your draw deck. Maneuver: Exert bearer to wear The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead.
Fellowship: Add 2 burdens to play the fellowship's next 2 sites (replacing opponent's sites if necessary).
Fellowship: Add [1] to take a card stacked here in your hand. Regroup: Exert a [Dwarven] companion to stack a [Dwarven] event from your draw deck on the Arkenstone (limit once per phase).
Fellowship: Add [1] to take a card stacked here into hand. Regroup: Exert an [Elven] ally to stack an [Elven] event (or Lore of Imladris) from your discard pile on Emeralds of Girion.
Fellowship: Add a burden to choose 2 [SHIRE] events with different card titles from your discard pile. Choose an opponent and make him or her choose 1 of those cards for you to take into hand.
Fellowship: Add a burden to discard a condition borne by a Hobbit.
Fellowship: Add a burden to heal a Ring-bound companion twice.
Fellowship: Add a burden to play Aragorn from your draw deck.
Fellowship: Discard 3 cards from hand to play Smeagol from your discard pile.
Fellowship: Exert 2 Elves to discard a condition.
Fellowship: Exert 2 unbound companions to play Legolas from your draw deck.
Fellowship: Exert Aragorn twice to play a companion with the Aragorn signet from your draw deck.
Fellowship: Exert Aragorn twice to play any number of possessions from your discard pile onto companions with the Aragorn signet.
Fellowship: Exert Balin to shuffle a Free Peoples event from your discard pile into your draw deck.
Fellowship: Exert Barliman Butterbur to take a [GANDALF] event into hand from your discard pile.
Fellowship: Exert Bilbo and discard a tale to discard a Shadow condition from an opponent's support area.
Fellowship: Exert Bilbo to play a Hobbit from your draw deck.
Fellowship: Exert Bilbo to shuffle a [SHIRE] card from your discard pile into your draw deck.
Fellowship: Exert Celeborn to heal an [ELVEN] ally.
Fellowship: Exert Farmer Maggot to heal Merry or Pippin.
Fellowship: Exert Gandalf and either an [ELVEN] companion or a [SHIRE] companion to add a [GANDALF] token here. Skirmish: Remove a [GANDALF] token here to make a minion skirmishing an unbound companion strength -2.
Fellowship: Exert Gandalf to play a companion who has the Gandalf signet. The twilight cost of that companion is -2.
Fellowship: Exert Grimir to shuffle a [DWARVEN] event from your discard pile into your draw deck.
Fellowship: Exert Merry to play Farmer Maggot from your draw deck.
Fellowship: Exert Sam and another companion to remove a burden. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5).
Fellowship: Exert Sam to remove a burden. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5).
Fellowship: Exert The Gaffer to heal Frodo or Sam.
Fellowship: Exert Theoden twice to heal every other companion with the Theoden signet twice.
Fellowship: Exert X companions to remove (X).
Fellowship: Exert a Dwarf companion and either an [ELVEN] companion or a [GONDOR] Man to add a [DWARVEN] token here. Skirmish: Remove a [DWARVEN] token here to make a companion damage +1.
Fellowship: Exert a Dwarf companion to draw 3 cards.
Fellowship: Exert a Dwarf to make an opponent draw 2 cards. That player then chooses to either discard 2 Shadow cards from hand or skip his or her next Shadow phase.
Fellowship: Exert a Dwarf to reveal the top 3 cards of any draw deck. You may discard 1 Shadow card revealed. Return the rest in any order.
Fellowship: Exert a Hobbit companion to remove a burden.
Fellowship: Exert a Hobbit to play Bilbo from your draw deck.
Fellowship: Exert a Hobbit to play Merry or Pippin from your draw deck.
Fellowship: Exert a Hobbit to play Sam from your draw deck.
Fellowship: Exert a Hobbit to play The Gaffer from your draw deck.
Fellowship: Exert a Hobbit to play a companion or ally; that character's twilight cost is -1.
Fellowship: Exert a [GANDALF] Man to add 2 [GANDALF] tokens here. Skirmish: Remove 3 [GANDALF] tokens from here to make a companion strength +3.
Fellowship: Exert a [GONDOR] Man and either a [DWARVEN] companion or a [ROHAN] companion to add a [GONDOR] token here. Regroup: Remove a [GONDOR] token here to discard a minion.
Fellowship: Exert a [ROHAN] companion and either a [GONDOR] Man or a [SHIRE] companion to add a [ROHAN] token here. Skirmish: Remove a [ROHAN] token here to exert a minion skirmishing a companion.
Fellowship: Exert a [SHIRE] companion and either a [ROHAN] companion or a [GANDALF] companion to add a [SHIRE] token here. Skirmish: Remove a [SHIRE] token here to prevent an unbound companion from being overwhelmed unless his or her strength is tripled.
Fellowship: Exert a companion to place a Free Peoples card from your discard pile beneath your draw deck (or 2 Free Peoples cards if that companion has the Frodo signet).
Fellowship: Exert a knight to play a [GONDOR] fortification from your discard pile.
Fellowship: Exert an Elf companion and either a [GANDALF] companion or a [DWARVEN] companion to add an [ELVEN] token here. Archery: Remove an [ELVEN] token here to make the fellowship archery total +1 (limit +2).
Fellowship: Exert an Elf to make the twilight cost of each condition and possession +2 until the end of the turn.
Fellowship: Exert an Elf to reveal an opponent's hand. That player discards a card from hand for each Orc revealed.
Fellowship: Exert an Elf to reveal an opponent's hand. You may discard a [ISENGARD] minion revealed to draw 2 cards.
Fellowship: If the twilight pool has fewer than 2 twilight tokens, add (2) to play a character from your discard pile.
Fellowship: If the twilight pool has fewer than 3 twilight tokens, add (2) to reveal the top 3 cards of your draw deck. Take all [SHIRE] cards revealed into hand and discard the rest.
Fellowship: Play Bill the Pony from your draw deck. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5).
Fellowship: Play Gandalf or Aragorn; his twilight cost is -2.
Fellowship: Play Smeagol from your discard pile to heal each Ring-bound Hobbit twice.
Fellowship: Play a [Dwarven] follower to draw a card.
Fellowship: Play a [GANDALF] character from your draw deck.
Fellowship: Play a [GONDOR] Man to place a [GONDOR] token here. Fellowship: Play a [GONDOR] companion. That companion's twilight cost is -1 for each token here. Discard this condition.
Fellowship: Play a [GONDOR] knight. That knight's twilight cost is -2. Each time a Shadow card adds a threat, add a burden. Each time a Shadow card adds a burden, add a threat.
Fellowship: Play a [ROHAN] possession on a [ROHAN] companion to heal that companion (limit once per turn).
Fellowship: Play a [SHIRE] ally to draw a card.
Fellowship: Play a companion with the Frodo signet to remove a burden.
Fellowship: Remove a culture token from a Free Peoples card to add an [ELVEN] token here. Skirmish: Remove 2 [ELVEN] tokens from here to make a minion skirmishing an [ELVEN] companion strength -1.
Fellowship: Reveal a card at random from an opponent's hand. Heal X [ELVEN] allies, where X is the twilight cost of the card revealed.
Fellowship: Reveal a card at random from an opponent's hand. Shuffle up to X [DWARVEN] cards from your discard pile into your draw deck, where X is the twilight cost of the card revealed.
Fellowship: Spot 2 Ring-bound Hobbits (or Smeagol) and add 2 burdens to play the fellowship's next 2 sites (replacing opponent's sites if necessary).
Fellowship: Spot 2 [ROHAN] Men (or 1 valiant [ROHAN] Man) to play a [ROHAN] character or [ROHAN] possession from your draw deck.
Fellowship: Spot 3 mounted [ROHAN] Men to make the move limit for this turn +2. Each Shadow player may draw 6 cards.
Fellowship: Spot Aragorn to heal a companion who has the Aragorn signet twice.
Fellowship: Spot Gandalf and add (2). Each player may draw a card.
Fellowship: Spot Gandalf to add (2). Each player may draw a card.
Fellowship: Spot Gandalf to heal an unbound companion twice.
Fellowship: Spot Gandalf to play Gandalf's Cart from your draw deck.
Fellowship: Spot Gandalf, a Dwarf, and an Elf to make the move limit for this turn +1.
Fellowship: Spot a Dwarf and discard the top card of your draw deck to draw 2 cards.
Fellowship: Spot a Dwarf to Draw a card or play a [DWARVEN] condition from your discard pile.
Fellowship: Spot a Dwarf to play a [DWARVEN] condition from your draw deck (limit once per turn).
Fellowship: Spot a Dwarf to reveal the top 3 cards of your draw deck. Take all Free Peoples cards revealed into hand and discard the rest.
Fellowship: Spot a Dwarf to take a Free Peoples card stacked on a [DWARVEN] condition into hand.
Fellowship: Spot a Hobbit companion (except the Ring-bearer) to reveal a card at random from an opponent's hand. Remove (X), where X is the twilight cost of the card revealed.
Fellowship: Spot a [GONDOR] Man and add (2) to make each unbound companion strength +1 until the regroup phase (limit +1).
Fellowship: Spot an Elf to play a tale from your draw deck.
Fellowship: Spot an Elf to remove a burden.
Fellowship: Spot an Elf to reveal the top card of your draw deck. Heal up to 2 companions whose culture matches the revealed card. You may discard the revealed card.
Fellowship: Spot an Elf to reveal the top card of your draw deck. You may discard it, return it to the top of your draw deck, or take it into hand.
Fellowship: Spot an Elf, a [GONDOR] Man, and a Dwarf to play Gandalf from your dead pile.
Fellowship: Stack the top 2 cards from your draw deck on a [DWARVEN] condition that has a card already stacked on it.
Fellowship: Stack your tale or artifact from play or from hand here to draw a card.Regroup: Exert an [elven] ally to draw X cards, exert X minions, and remove up to X wounds from companions, where X is the number of Free Peoples cultures on cards stacked here. Discard this artifact.
Fellowship : Spot a [Gandalf] staff or play it from your draw deck to prevent Gandalf from being discarded until the end of turn.
Fierce. Assignment: Spot 4 burdens to assign a companion (except the Ring-bearer) to skirmish Ulaire Toldea.
Fierce. During a fierce skirmish involving this minion, it gains hunter 4.
Fierce. During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.)
Fierce. Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and fierce until the end of turn.
Fierce. Each time Ulaire Nelya wins a skirmish, you may draw a card.
Fierce. Each time Ulaire Toldea wins a skirmish, the Free Peoples player must exert a companion or add a burden.
Fierce. Each time Ulaire Toldea wins a skirmish, you may play the fellowship's next site.
Fierce. Each time a companion is killed in a skirmish involving a Nazgul, wound an ally twice or exert a companion.
Fierce. Each time a player plays an event in a skirmish involving this minion, that player may exert a non-hunter character.
Fierce. Each time an Orc is killed or discarded from play (except during the regroup phase), you may a Spider. Its twilight cost is -2 and strength +2 until the regroup phase.
Fierce. Each time the Free Peoples player heals a companion, you may add a burden. Maneuver: Exert Ulaire Enquea twice to discard a condition (or two conditions if you can spot 5 Free Peoples player's conditions).
Fierce. Each time the Free Peoples player transfers a follower, you may exert Ulaire Cantea to discard a weapon
Fierce. Each time the Witch-king wins a fierce skirmish, you may exert a companion for each companion you can spot over 4.
Fierce. Each unbound companion is resistance -1 for each card he or she bears. Skirmish: Exert Ulaire Cantea to exert a companion with resistance 2 or less.
Fierce. For each other Nazgul you can spot, The Witch-king is strength +2.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Each time this minion wins a skirmish, you may spot 4 hunters (or Ugluk) to control a site.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Searching Uruk is strength +1 for each other [URUK-HAI] hunter you can spot.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Assignment: Exert Mauhur to assign him to a non-hunter character (except the Ring-bearer).
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Skirmish: Exert this minion to make an [URUK-HAI] hunter minion strength +2.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). When you play this minion, you may spot another [URUK-HAI] minion to add a threat for each Free Peoples culture you can spot.
Fierce. Hunter 1. Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Fierce. Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.) At the start of each skirmish involving Ugluk, each non-hunter skirmishing Ugluk must exert.
Fierce. Hunter 4 (While skirmishing a non-hunter character, this character is strength +4.). Each time this minion is assigned to a non-hunter companion, you may heal a hunter.
Fierce. Maneuver: Discard this minion and a [MEN] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8.
Fierce. Maneuver: Exert The Great Goblin twice to reveal the Free Peoples player's hand. Choose and discard a revealed [Dwarven] event.
Fierce. Maneuver: Spot 6 companions (or 5 burdens) and exert Ulaire Enquea to wound a companion (except the Ring-bearer).
Fierce. Maneuver: Spot 6 companions and discard a Nazgul from hand to wound an unbound companion.
Fierce. Regroup: If you have initiative, discard Ulaire Nelya to exert each Ring-bound companion.
Fierce. Response: If another [DUNLAND] Man wins a skirmish, exert Wulf to take control of a site.
Fierce. Shadow: Exert Ulaire Lemenya and discard a Nazgul from your hand to discard a condition from play.
Fierce. Shadow: Exert Ulaire Nelya and spot an opponent's site to replace it with your site of the same number.
Fierce. Shadow: Exert Ulaire Nelya to replace the fellowship's current site with a site from your adventure deck.
Fierce. Shadow: If you have initiative, exert Ulaire Attea and spot another [WRAITH] minion to add a burden.
Fierce. Skirmish: Discard a Nazgul from hand to make The Witch-king strength +1 (or strength +2 if you can spot that discarded Nazgul).
Fierce. Skirmish: Discard a [WRAITH] minion to make Ulaire Nelya strength +2.
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase.
Fierce. Skirmish: Exert Ulaire Cantea to discard a weapon borne by a character he is skirmishing.
Fierce. Skirmish: Remove (1) to make Ulaire Attea strength +1 (limit +5).
Fierce. Skirmish: Remove (2) and discard a [WRAITH] card from hand to make Ulaire Attea strength +3.
Fierce. Skirmish: Spot a site you control and remove (2) to make a [MEN] Man strength +2. Skirmish: Spot 2 sites you control and remove (2) to make a [MEN] Man strength +3. Skirmish: Spot 3 sites you control and remove (2) to make a [MEN] Man strength +4.
Fierce. The Witch-King is twilight cost -1 for each Wise character you spot. Skirmish: Discard 3 cards from hand to make a [Wraith] minion damage +1
Fierce. The Witch-King is twilight cost -1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer.
Fierce. The Witch-king is twilight cost-1 for each wound on the Ring-bearer. Each time a companion is played, you may reveal this card from hand to exert the Ring-bearer.
Fierce. The fellowship archery total is -3. Each time this minion wins a skirmish, you may spot another [Dunland] Man to take control of a site and make that Man strength +6 and fierce until the regroup phase. Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
Fierce. The site number of each [Wraith] minion is -3. Each time the Free Peoples player discards a condition, you may discard an ally
Fierce. The site number of each [Wraith] minion is -3. Response: If the Free Peoples player discards a condition, exert Ulaire Nertea to play a [Wraith] minion from your discard pile; its twilight cost is -8
Fierce. The site number of each [Wraith] minion is -3. While you can spot a companion bearing a follower, each Wraith minion is strength +1.
Fierce. The twilight cost of this minion is -1 for each Orc you spot. Skirmish: Discard an Orc to make a Spider damage +1.
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt.
Fierce. This minion gains hunter 3 for each site you control.
Fierce. This minion is damage +1 for each [URUK-HAI] hunter assigned to a skirmish.
Fierce. This minion is strength +1 for each companion you can spot.
Fierce. This minion is twilight cost -1 for each Wise character you spot (limit -2) Skirmish: Remove [1] to make another Wraith minion strength +1 (limit +3)
Fierce. This minion is twilight cost -1 for each Wise character you spot (limit -2) Skirmish: Remove [3] to make another Wraith minion strength +2 (limit +4)
Fierce. To play, discard an Orc. The twilight cost of each Troll is -2. Each time a companion loses a skirmish, each Troll is strength +1 until the regroup phase.
Fierce. To play, discard an Orc. The twilight cost of each Troll is -2. Each time the Free Peoples player discards a condition, you may discard an ally.
Fierce. To play, discard an Orc. The twilight cost of each Troll is -2. Each time the Free Peoples player transfers a follower, you may discard a hand weapon.
Fierce. To play, spot a Nazgul. Menace - When you play this minion add 2 burdens.
Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2.
Fierce. Toil 1. Response: If you are playing a [WRAITH] event that has toil X, exert Ulaire Enquea to reduce that event's twilight cost by X.
Fierce. Toil 2. (For each [RINGWRAITH] character you exert when playing this, its twilight cost is -2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Fierce. Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2.) Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Fierce. Ulaire Attea is strength +1 for every 3 twilight tokens you can spot.
Fierce. Ulaire Lemenya is strength +1 for each [WRAITH] possession in your discard pile.
Fierce. Ulaire Toldea cannot be assigned to skirmish the same companion in a fierce skirmish that he has already been assigned to this turn.
Fierce. When you play Shelob, you may play a [GOLLUM] possession from your draw deck. Shelob is strength +3 for each minion stacked on a [GOLLUM] possession.
Fierce. When you play Ulaire Cantea, add a threat for each companion over 4. Maneuver: Remove 2 threats and spot another [WRAITH] minion to discard a possession.
Fierce. When you play Ulaire Enquea, if you can spot 2 other Nazgul, you may exert 2 unbound companions (or exert each companion if you can spot 6 companions).
Fierce. When you play Ulaire Lemenya, you may remove (1) to add a threat for each Free Peoples culture you can spot.
Fierce. When you play Ulaire Nertea, name a race. The Free Peoples player cannot assign Ulaire Nertea to skirmish a companion of the named race.
Fierce. When you play Ulaire Nertea, name a race. The Free Peoples player must add a burden to assign Ulaire Nertea to skirmish a companion of the named race.
Fierce. When you play Ulaire Otsea, you may spot another Nazgul to draw a card for each wounded companion you can spot. Regroup: Exert Ulaire Otsea and discard a [WRAITH] card from hand to add a burden.
Fierce. When you play Ulaire Toldea, you may exert him to take a [RINGWRAITH] event from your discard pile into hand.
Fierce. When you play Ulaire Toldea, you may exert him to take a [WRAITH] event from your discard pile into hand.
Fierce. When you play the Witch-King, you may remove a threat to take a [WRAITH] card into hand from your discard pile. The Ring-bearer cannot take threat wounds.
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile.
Fierce. While this minion is assigned to a skirmish, each hunter character is strength +1.
Fierce. While this minion is assigned to a skirmish, each hunter companion loses its special abilities and skirmish events may not be played in those companions skirmishes.
Fierce. While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less).
Fierce. While you can spot 5 twilight tokens in the twilight pool and another [WRAITH] card, Ulaire Attea is strength +3.
Fierce. While you can spot 6 companions, Ulaire Enquea is damage +1. Each time a companion is killed, you may exert Ulaire Enquea to exert the Ring-bearer.
Fierce. While you can spot 6 companions, [WRAITH] minions cannot take wounds (except during skirmish phases). Skirmish: If this minion is mounted, exert him twice to wound a companion bearing a [WRAITH] condition.
Fierce. While you can spot a Troll, Gate Troll's twilight cost is -4. For each other [SAURON] minion you can spot, this minion is strength +1.
Fierce. While you can spot a Troll, this minion's twilight cost is -4. Skirmish: Discard a [SAURON] card from hand to make this minion strength +1.
Fierce. While you can spot a companion bearing a follower, Ulaire Nelya is damage +1
Fierce. While you can spot a companion who has resistance 3 or less, Ulaire Nertea is twilight cost -2.
Fierce. While you have initiative and can spot a Nazgul, Ulaire Toldea?s twilight cost is -6.
Fierce.Toil 1. (For each [WRAITH] character you exert when playing this, its twilight cost is -1) Response: If you are playing a [WRAITH] event that has toil X, exert Ulaire Enquea to reduce that event's twilight cost by X.
For each 2 sites you control, the twilight cost of each of your [SAURON] cards is -1. Regroup: Spot a [SAURON] minion to draw a card (or draw 2 cards instead if that minion is a besieger). Discard this condition.
For each Free Peoples card borne by a character this minion is skirmishing, that character is strength -1.
For each Nazgul you can spot, the Free Peoples player must exert a companion to assign this minion to a skirmish. Skirmish: Exert this minion to make a Nazgul or [WRAITH] Orc strength +1.
For each [DWARVEN] tale you can spot, Gloin is strength +1 (limit +4).
For each [GONDOR] companion you spot, reveal 1 card at random from a Shadow player's hand. Choose a revealed Shadow card to be discarded, then its owner draws a card.
For each [SAURON] condition you can spot, this minion is strength +1.
For each [WRAITH] Orc you can spot, the Free Peoples player must have an additional card in hand to have initiative. Skirmish: Discard this condition to make a [WRAITH] Orc strength +2.
For each artifact and possession Thrarin bears, he is damage +1.
For each card in your hand, this minion is strength +1.
For each companion over 5, this minion is damage +1. Assignment: Exert this minion twice to assign it to a companion (except the Ring-bearer). If you cannot spot 6 companions, the Free Peoples player may exert a companion to prevent this.
For each companion you can spot, this minion is strength +1.
For each dwelling and forest site on the adventure path, make a Hobbit strength +1.
For each other [MORIA] Orc you can spot, Ancient Chieftain is strength +1.
For each other [SAURON] Orc you can spot, Morgul Warden is strength +1.
For each other unbound companion assigned to a skirmish, Merry is strength +2.
For each wound on the Ring-bearer, each [WRAITH] Orc is strength +1.
Forest. At the start of the Shadow phase, you may discard Gandalf to play a minion from your discard pile.
Forest. At the start of the Shadow phase, you may discard Gandalf. If you do, Wise allies participate in skirmishes until the regroup phase.
Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck.
Forest. At the start of your fellowship phase, you may heal 2 Elves.
Forest. Each companion is twilight cost +2.
Forest. Each minion is damage +1 for each wound on that minion.
Forest. Each time you play a possession or artifact on your companion, draw a card.
Forest. Each time you play an artifact or possession on your companion, you may draw a card.
Forest. Fellowship: Exert a Hobbit to play your site 2 (replacing opponent's site if necessary).
Forest. Fellowship: Play Treebeard from your draw deck.
Forest. No more than 1 minion can be assigned to each skirmish.
Forest. River. Assignment : Exert an Orc to prevent Gandalf or an [Elven] ally from being assigned to a skirmish.
Forest. River. While the fellowship is at Anduin Wilderland, skip the archery phase.
Forest. Sanctuary. Each ally whose home is site 6 is strength +3.
Forest. Sanctuary. Each time a companion exerts here, you may exert an [elven] ally to heal that companion.
Forest. Sanctuary. Fellowship: Exert a companion to make one of another culture strength +1 until the end of the turn (limit +6).
Forest. Sanctuary. While the fellowship is at Caras Galadhon, no more than one minion may be assigned to each skirmish.
Forest. Sanctuary. While you can spot a ranger at Rivendell Waterfall, the move limit is +1 for this turn.
Forest. Shadow: Play a Nazgul (or spot 6 companions and discard 2 cards from hand) to draw a card.
Forest. Shadow: Remove a burden to play a Nazgul from your discard pile.
Forest. Stealth events may not be played.
Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck.
Forest. When the fellowship moves to Mirkwood, discard Gandalf.
Forest. When the fellowship moves to this site during the regroup phase, the Free Peoples player may heal a companion of each culture.
Forest. When the fellowship moves to this site, add (1) for each Free Peoples weapon.
Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn.
Fortification. At the start of your maneuver phase, you may spot 3 rangers or exert a [GONDOR] Man to transfer this condition to a minion. Wound that minion. Regroup: Exert a ranger to reinforce a [GONDOR] token.
Fortification. Bearer is strength -1 for each Fortification you can spot. Maneuver: Exert 2 [GONDOR] Men or spot 3 knights to transfer this condition to a minion.
Fortification. Characters skirmishing bearer cannot take wounds from losing a skirmish involving bearer. Skirmish: Exert a [GONDOR] Man or spot 3 rangers to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. Maneuver: Exert a [GONDOR] Man or spot a knight to transfer this condition from your support area to a minion.
Fortification. Maneuver: Exert a [GONDOR] Man or spot a ranger to transfer this condition from your support area to a minion.
Fortification. Plays to your support area. Archery: Spot 2 [ROHAN] Men to remove 2 tokens from a machine or to make the minion archery total -3. Discard this condition.
Fortification. Plays to your support area. Maneuver: Spot 2 [ROHAN] Men to discard a possession or a machine. Discard this condition.
Fortification. Plays to your support area. Maneuver: Spot 2 [ROHAN] Men to remove 2 tokens from a machine or to take a [ROHAN] possession into hand from your discard pile. Discard this condition.
Fortification. Plays to your support area. Skirmish: Exert 2 [GONDOR] Men to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. Plays to your support area. Skirmish: Exert a [GONDOR] Man or spot 3 knights to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. Plays to your support area. When you play this condition, you may spot a [GONDOR] Man to place 2 [GONDOR] tokens here. Skirmish: Discard this condition or remove a [GONDOR] token from here to make a [GONDOR] Man strength +1.
Fortification. Regroup: Exert a [GONDOR] Man to play a [GONDOR] fortification from your discard pile (limit 1).
Fortification. Skirmish: Exert 2 [GONDOR] Men or spot 3 knights to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man. Exhaust that minion.
Fortification. Skirmish: Exert 3 [GONDOR] Men to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. Skirmish: Exert a [GONDOR] Man or spot 2 rangers to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. This condition is twilight cost -1 for each [GONDOR] ranger you spot. Skirmish: Exert 2 [GONDOR] Men to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. This condition is twilight cost -1 for each [GONDOR] ranger you spot. Skirmish: Exert a [GONDOR] Man or spot 2 rangers to transfer this condition from your support area to a minion skirmishing a [GONDOR] Man.
Fortification. To play, exert a [Dwarven] companion. If the fellowship moves during the regroup phase, discard this possession. At sites 7 and 8, each minion skirmishing a [Dwarven] companion is strength -3.
Gandalf is strength +1 for each of these races you can spot in the fellowship: Hobbit, Dwarf, Elf, and Man.
Gollum is fierce. Shadow: Spot 6 companions to play Gollum from your discard pile and exert a companion. Place this condition on top of your draw deck.
Gollum is strength +1 for each Ring-bound companion you can spot.
Gollum is strength +1 for each burden. Each times Gollum wins a skirmish, you may add a burden.
Gollum is strength +1 for each threat you can spot. Each time Gollum wins a skirmish, you may add a threat.
Haethen cannot take wounds during fierce skirmishes. Skirmish: Exert Haethen to make him strength +1.
Hama is strength +1 for each Shadow possession you can spot. Each time Hama wins a skirmish, you may discard a possession from play.
Heal a Hobbit for each minion you spot.
Heal a Ring-bound companion to reinforce a [GOLLUM] token.
Heal a companion (or 2 Dwarf companions if you spot Elrond).
Heal an enduring [WRAITH] minion to add a burden or 2 threats.
Heal each [GONDOR] companion who has resistance 5 or more.
Hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) While Orophin is skirmishing a wounded minion, he is strength +3. Archery: Exert another [ELVEN] hunter and add a threat to wound a minion.
Hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) While this companion is skirmishing a wounded minion, he is strength +2. Maneuver: Exert this companion to heal another hunter.
Hunter 1 (While skirmishing a non-hunter character, this character is strength +1.) While you can spot a wounded minion, Rumil is strength +1 and gains archer. Archery: Exert another [ELVEN] hunter and add a threat to wound a minion.
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Regroup: Exert 2 hunter companions to draw a card.
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Shadow: Exert this minion to play an [URUK-HAI] hunter at twilight cost -2.
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each companion in the dead pile (limit +6).
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each follower you can spot.
Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) To play, spot an [ORC] Orc. When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this.
Hunter 2. While you can spot 3 Free Peoples cultures, Aragorn is defender +1. While you can spot 2 Shadow cultures, Aragorn is defender +1.
Hunter 2. While you can spot an [URUK-HAI] minion, each [ORC] Orc gains hunter 1 (if that [URUK-HAI] minion is Ugluk, each [ORC] Orc gains an additional hunter 1). Shadow: Exert Grishnakh twice to play an [URUK-HAI] hunter minion from your draw deck.
Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.) When you play Gorbag, you may discard a card from the top of the Free Peoples player?s deck for each hunter character you can spot.
Hunter 6 (While skirmishing a non-hunter character, this character is strength +6.)
If Bilbo wears the One Ring, wound each minion he is skirmishing. Then remove this event from the game.
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion. Shadow: Exert Bill Ferny twice and spot a site you control to add (2).
If Gandalf is not assigned to a skirmish, spot Shadowfax or exert Gandalf to have Gandalf replace an unbound companion in a skirmish.
If Gimli is not assigned to a skirmish, add a threat to have him replace an unbound companion in a skirmish.
If Theoden is about to take a wound in a skirmish, you may discard from play Eomer or Theodred to prevent that. If Theodred is about to take a wound in a skirmish, you may discard from play Eomer or Eowyn to prevent that.
If a Dwarf kills a minion in a skirmish and that minion did not take all wounds caused by that Dwarf's damage bonus, assign those remaining wounds to minions not assigned to a skirmish.
If a Dwarf who has resistance 3 or more is about to take a wound, prevent that.
If a Dwarf who is damage +X wins a skirmish, wound a minion not assigned to a skirmish X times.
If a Dwarf wins a fierce skirmish, play a [DWARVEN] possession from your discard pile and you may reinforce a [DWARVEN] token.
If a Dwarf wins a skirmish, make an opponent discard 3 cards from the top of his or her draw deck.
If a Free Peoples possession is played, spot a [RAIDER] card to discard that possession. If that possession was a [GONDOR] or [ROHAN] possession, wound an unbound Man.
If a Hobbit companion is not assigned to a skirmish, exert that Hobbit to have him or her replace a companion (except the Ring-bearer) in a skirmish.
If a Nazgul kills a character, wound each character bearing a [WRAITH] condition.
If a Nazgul wins a skirmish, the Free Peoples player chooses to either exert the Ring-bearer or add a burden.
If a [GONDOR] Wraith is about to be killed, discard him and either exhaust another [GONDOR] Wraith or spot another exhausted [GONDOR] Wraith to prevent that.
If a [GONDOR] Wraith is about to be killed, discard him and exhaust another [GONDOR] Wraith instead.
If a burden is added, spot a [SAURON] minion to add an additional burden.
If a companion (except a Hobbit) wins a skirmish, heal a Hobbit.
If a minion exerts, exert an unbound Hobbit to wound that minion.
If a minion is about to take a wound, spot Gollum to prevent that wound.
If a minion is skirmishing a Free Peoples character who has resistance 2 or less, spot Gollum to wound that character twice.
If a skirmish event is played, spot Smeagol to cancel that event.
If a skirmish involving a Nazgul is about to end, discard a possession borne by a companion in that skirmish.
If a skirmish that involved a Nazgul is about to end, discard a possession borne by a companion in that skirmish.
If an [ISENGARD] minion wins a skirmish, until the regroup phase, make that minion strength +1 for each site you control and fierce.
If an opponent plays a minion, exert a Dwarf who is damage +X to exert that minion X times.
If an opponent plays a possession on a companion, play Gollum at twilight cost -2 from your discard pile or hand to suspend the current phase. Begin a skirmish phase involving Gollum and that companion. When it ends, resume the suspended phase.
If no opponent controls a site, spot 2 [GONDOR] Men to make the move limit +1 for this turn.
If the Free Peoples player plays a companion, discard a [MEN] card from hand to return that companion to its owner's hand.
If the Free Peoples player plays a possession, discard a [SAURON] minion from hand to prevent him or her from playing any more cards until the end of this phase.
If the Shadow has initiative, add a threat to make an unbound Hobbit strength +1 for each [SHIRE] card you spot.
If the fellowship has moved more than once this turn, this minion is strength +3.
If the fellowship is at a plains site, exert a [ROHAN] companion to return a minion to its owner's hand.
If the fellowship is in region 1 or region 2, exert 2 Ents to make an Ent defender +1 until the regroup phase. If the fellowship is in region 3, spot a [GANDALF] companion to draw a card.
If the fellowship is in region 1 or region 2, exert 2 Ents to make an Ent defender +1. If the fellowship is in region 3, spot a [GANDALF] companion to draw a card.
If the fellowship is in region 1, spot Gollum to wound a companion. If the fellowship is in region 2, spot Gollum to exert a companion. If the fellowship is in region 3, play a [GOLLUM] minion from your discard pile.
If the fellowship moves during the regroup phase, exert an unbound Hobbit to place a Shadow card from your discard pile on top of your draw deck.
If the fellowship moves during the regroup phase, exert your Wizard to discard each minion.
If the fellowship moves during the regroup phase, exert your Wizard twice to discard up to 3 minions.
If there are 4 or more [SHIRE] cards in your discard pile, make a Hobbit strength +1 for each Hobbit you can spot.
If there is a [Dwarven] companion in the dead pile, each [Dwarven] companion comes into play exhausted. Regroup : Place a Shadow card (except Smaug) from your discard pile on top of your draw deck. Discard this condition.
If you can spot a [ROHAN] Man, you may play Erkenbrand any time you could play a skirmish event. When you play Erkenbrand, you may discard a Shadow possession.
If you can spot more [ORC] conditions than [ORC] minions, you may discard your [ORC] condition from play to play an [ORC] minion from your discard pile.
If you cannot spot 2 Wises, each [Wraith] minion is strength +2. Shadow: Discard an Orc from hand to play a [Wraith] minion from your discard pile
If you have initiative during the Shadow phase, you may play this minion from your discard pile.
If you have initiative, discard 2 cards from hand to heal all [ROHAN] allies.
If you have initiative, discard 2 cards from hand to wound a minion Smeagol is skirmishing twice.
If you have initiative, discard 2 cards from hand to wound a roaming minion skirmishing a [GONDOR] Man twice.
If you have initiative, discard a [ROHAN] possession to play a [ROHAN] possession from your discard pile.
If your [ROHAN] Man wins a skirmish, discard a [ROHAN] possession to wound a minion or to liberate a site.
If your [SAURON] Orc wins a skirmish, make all your [SAURON] Orc fierce until the regroup phase.
If your [URUK-HAI] minion wins a skirmish, discard a condition from play.
Knight.
Knight. At the start of each fellowship phase, you may add (2) to heal another [GONDOR] companion.
Knight. Each time Boromir wins a skirmish, you may heal a [GONDOR] companion.
Knight. Each time Isildur loses a skirmish, exert a companion. Each time Isildur wins a skirmish, heal a companion.
Knight. Each time this companion wins a skirmish, you may wound a minion he is skirmishing.
Knight. Fellowship: Discard a [GONDOR] condition to heal this companion.
Knight. Fellowship: Discard a fortification to heal Ingold twice.
Knight. Fellowship: Discard a fortification to remove a threat.
Knight. Isildur is resistance +1 for each card in your hand. At the end of any phase, if Isildur has resistance 0, place him in your dead pile. Each time you reconcile, you may draw a card.
Knight. Maneuver: Discard a fortification to remove a threat.
Knight. Ranger. Ring-bound.
Knight. Skirmish: Discard a [GONDOR] condition from your support area to make this companion strength +2.
Knight. The twilight cost of each other knight in your starting fellowship is -1. Assignment: Assign Alcarin to a minion bearing a [GONDOR] fortification to heal Alcarin.
Knight. To play, spot 2 [GONDOR] knights or exert 2 [GONDOR] Men. Each of your [GONDOR] companions is resistance +1. Maneuver: Remove a [GONDOR] token to make an unbound companion resistance +1 until the regroup phase.
Knight. To play, spot a knight. Each time Imrahil wins a skirmish, you may exert 2 minions.
Knight. To play, spot a knight. Maneuver: Exert Turgon to wound a minion bearing a [GONDOR] fortification.
Knight. When you play Faramir (except in your starting fellowship), you may reveal the top 10 cards of your draw deck. You may play a knight revealed. Shuffle your draw deck.
Leaflock?s twilight cost is -1 for each Ent you can spot. While you can spot 4 other Ents, Leaflock is strength +4.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each skirmish event you play is twilight cost -1.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a Free Peoples character is killed, you may spot another [MEN] minion to exert each companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a companion loses a skirmish involving a [MEN] minion, add (2).
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a companion loses a skirmish involving a [MEN] minion, you may exert Grima to exert a companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time another [MEN] minion wins a skirmish, make this minion strength +3 until the regroup phase.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time you play another [ORC] lurker at a battleground or underground site, you may make the Free Peoples player exert a companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Maneuver: Make an [ORC] lurker minion lose lurker until the regroup phase.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If a [MEN] minion is about to take a wound in a skirmish, exert this minion and remove (1) to prevent that.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If a companion loses a skirmish involving an [URUK-HAI] minion, exert this minion to discard a possession borne by that companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If another [ORC] minion is about to take a wound, exert this minion to prevent that.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Shadow: Exert Troll's Keyward and reveal your hand to add (1) for each [ORC] Troll revealed.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Discard this minion to make a [MEN] minion strength +4.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Easterling Host and make it strength -2 until the regroup phase to make each other [MEN] minion strength +1 until the regroup phase.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Gollum twice to make another minion strength +2.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Saruman to make an [URUK-HAI] minion strength +2. Each time a companion is killed, you may heal Saruman.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Remove (2) to make an [ORC] minion strength +1.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) While Ulaire Nertea is at a forest site, he is strength +2. While you can spot 6 companions, each Nazgul is strength +2.
Lurker. (Skirmishes involving lurker minions must be resolved before any others.) Each time an [ORC] minion is killed in a skirmish, you may make this minion strength +2 until the regroup phase.
Lurker. (Skirmishes involving lurker minions must be resolved before any others.) To play, spot a [MEN] minion. Assignment: Discard a [MEN] card from your hand to assign this minion to an unbound companion.
Machine. Plays to your support area. Shadow: Exert an Uruk-hai to place an [ISENGARD] token on this card. Maneuver: Spot 8 [ISENGARD] tokens to exert every character. Discard this condition.
Machine. Plays to your support area. Shadow: Exert an Uruk-hai to place an [ISENGARD] token on this card. Skirmish: Spot 3 [ISENGARD] tokens here to make an Uruk-hai strength +3. Discard this condition.
Machine. Plays to your support area. Shadow: Exert an Uruk-hai to place an [ISENGARD] token on this card. Skirmish: Spot 5 companions and an [ISENGARD] token here to make an Uruk-hai damage +1. Discard this condition.
Machine. Plays to your support area. Shadow: Exert an Uruk-hai to place an [ISENGARD] token on this card. Skirmish: Spot an [ISENGARD] token here to heal an Uruk-hai. Discard this condition.
Machine. Plays to your support area. Shadow: Play an Uruk-hai to place an [ISENGARD] token on a machine. Response: If one or more machines are about to be discarded by an opponent, discard this condition to prevent that.
Machine. Plays to your support area. Shadow: Play an [ISENGARD] archer to place an [ISENGARD] token on this card. Archery: Remove 2 [ISENGARD] tokens from this card to make the minion archery total +2. Discard this condition.
Make 2 [ORC] Orcs gain archer until the regroup phase. Then add 1 to the minion archery total for each follower you can spot.
Make Gandalf strength +2 (or +4 and damage +1 if you have initiative).
Make Gollum strength +2 (or +4 if you can spot Smeagol or Deagol).
Make Smeagol strength +1 for each Ring-bound Hobbit you can spot.
Make Smeagol strength +1 for each [GOLLUM] card you spot.
Make Smeagol strength +1 for each companion who has resistance 5 or more.
Make a Dwarf character strength +3 (or +4 if he bears a [Dwarven] follower).
Make a Dwarf strength +2 (+4 if you spot a card stacked on a [DWARVEN] condition).
Make a Dwarf strength +2 (or +2 for each possession he bears if he has resistance 4 or more).
Make a Dwarf strength +2 (or if you can spot a hunter minion, strength +1 and damage +1 for each hunter minion you can spot).
Make a Dwarf strength +2 (or if you cannot spot a threat, make that Dwarf strength +1 for each Dwarf you can spot).
Make a Dwarf strength +2. Then, if that Dwarf is at a battleground or mountain site, draw a card.
Make a Dwarf strength +2. You may also exert that Dwarf to draw 2 cards.
Make a Dwarf strength +3 (or +4 and damage +1 if you can spot a [DWARVEN] token).
Make a Hobbit strength +1 for each companion who has resistance 7 or more.
Make a Hobbit strength +2. If that Hobbit wins this skirmish, you may remove a burden.
Make a Nazgul strength +1 for each Free Peoples culture you spot.
Make a Nazgul strength +2. If that Nazgul wins this skirmish, the Shadow has initiative until the end of the turn, regardless of the Free Peoples player?s hand.
Make a Nazgul strength +2. If that Nazgul wins this skirmish, you may discard a Free Peoples mount.
Make a [GANDALF] companion strength +1 for each [GANDALF] Man you can spot.
Make a [GANDALF] companion strength +2. Then, if that companion is at a battleground or dwelling site, you may take a [GANDALF] condition from your discard pile into hand.
Make a [GONDOR] Man strength +1. If he or she is skirmishing a roaming minion, your opponents cannot use special abilities.
Make a [GONDOR] Man strength +2. If that Man is skirmishing a [SAURON] minion, discard that minion at the end of the skirmish.
Make a [GONDOR] companion defender +1 until the regroup phase.
Make a [GONDOR] companion strength +2 (or +3 if he or she has resistance 4 or more).
Make a [GONDOR] companion strength +2 (or +4 if that companion has resistance 6 or more).
Make a [GONDOR] companion strength +2 and, if you can spot 2 [GONDOR] fortifications, exert a minion that companion is skirmishing.
Make a [GONDOR] or [SHIRE] companion bearing a hand weapon strength +2 and damage +1.
Make a [MEN] minion strength +2 (or +4 if that minion is at a battleground or plains site).
Make a [RAIDER] Man strength +3 (or +6 if you have initiative).
Make a [ROHAN] Man strength +1 for each hunter you can spot (or if you can spot more valiant Men than hunters, make a [ROHAN] Man strength +1 for each valiant Man you can spot).
Make a [ROHAN] Man strength +2 (or +3 and damage +1 if skirmishing a wounded minion).
Make a [ROHAN] Man strength +2. If that Man is mounted, choose an opponent who must place a random card from hand beneath his or her draw deck.
Make a [ROHAN] Man strength +4. Any Shadow player may place a random card from hand beneath his or her draw deck to make that Man strength +2 instead.
Make a [ROHAN] Man who has resistance 4 or more strength +2 for each wound on each minion he or she is skirmishing.
Make a [ROHAN] companion defender +1 and minions skirmishing that companion cannot take wounds during a skirmish involving that companion until the regroup phase.
Make a [ROHAN] companion strength +2 (or +1 for each minion you can spot if that companion has resistance 5 or more).
Make a [ROHAN] companion strength +2 (or +3 and damage +1 if he or she is a hunter companion).
Make a [ROHAN] companion strength +2 (or +5 if the fellowship has moved twice this turn).
Make a [SAURON] minion strength +2 for each site you control. If you have initiative, that minion is fierce until the regroup phase.
Make a [WRAITH] Orc strength +2 (or +4 if you spot 2 wounds on the Ring-bearer).
Make a [WRAITH] Orc strength +2 for each wound on the Ring-bearer.
Make a [WRAITH] minion strength +2 (or +4 if skirmishing a companion of the same culture as a card in the dead pile).
Make a companion skirmishing an [ORC] minion strength -2 (or -3 if he or she is an archer).
Make a corsair strength +1 for each [RAIDER] token you spot (limit +6). If you have initiative, you may place this event on top of your draw deck.
Make a minion skirmishing an Elf strength -2. Spot a site in a support area to place this event on top of your draw deck.
Make a minion strength +2 (or +4 if skirmishing a character bearing a follower).
Make a mounted [ROHAN] Man strength +1 for each mounted companion. If that Man is skirmishing a [RAIDER] minion, also make him or her strength +2 and damage +2.
Make a ranger strength +2 (or +3 if he or she is skirmishing a minion who has a damage bonus).
Make a ranger strength +2 and you may reinforce a [GONDOR] token.
Make a roaming minion skirmishing a [GONDOR] Man strength -3.
Make a skirmishing twilight Nazgul strength +1 for each wound on the Ring- bearer (and damage +1 if that Nazgul is The Witch-king).
Make an Elf strength +1 for each card that has an [ELVEN] token on it.
Make an Elf strength +2 (or +3 at a river site).
Make an Elf strength +2 (or +4 if skirmishing a Nazgul).
Make an Elf strength +2 (or +4 if you can spot 3 archers).
Make an Elf strength +2 and you may shuffle your draw deck.
Make an Elf strength +2. You may place this event on top of your draw deck.
Make an Uruk-hai strength +2 (or spot a site you control to make that Uruk-hai strength +3 instead). You may then liberate a site to make that Uruk-hai strength +2 and damage +1.
Make an [ELVEN] companion strength +2 (or +5 if the fellowship has moved more than once this turn).
Make an [ORC] Orc strength +2 (or +6 if you remove 2 burdens).
Make an [ORC] minion strength +1 for each underground site you can spot.
Make an [ORC] minion strength +2 (or +4 if it is a lurker).
Make an [ORC] minion strength +2 (or +4 if it is mounted).
Make an [URUK-HAI] minion strength +1 for each battleground site you can spot.
Make an [URUK-HAI] minion strength +1 for each other [URUK-HAI] minion you can spot.
Make an [URUK-HAI] minion strength +2 (and damage +1 if that minion is a hunter).
Make an [URUK-HAI] minion strength +2 (or +3 if you can spot an exhausted companion).
Make an [URUK-HAI] minion strength +2 and damage +1.
Make an [URUK-HAI] minion strength +2. Then you may spot 6 companions to return this event to your hand.
Make an exhausted [GONDOR] companion strength +2. If that companion wins this skirmish, heal that companion or make him or her damage +1.
Make your [ROHAN] companion strength +2 (or exert Theoden to make that companion strength +5 and damage +1 instead.)
Maneuver or Skirmish: Exert a Southron to add (3).
Maneuver or Skirmish: Heal a Hobbit.
Maneuver: Add 2 threats and spot a Wizard to prevent a Shadow player from using special abilities on Shadow cards until the regroup phase.
Maneuver: Add 2 threats and spot a Wizard to spot a minion in play. That minion cannot use special abilities until the regroup phase.
Maneuver: Add a burden to wear The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound, add a burden instead.
Maneuver: Discard Smeagol to discard a minion. An opponent may exert a minion twice to prevent this.
Maneuver: Discard this minion and X minions stacked on a [MEN] possession to play a [MEN] minion from your discard pile. That minion is twilight cost -X.
Maneuver: Exert 2 Nazgul and spot X burdens to exert X companions.
Maneuver: Exert 2 Uruk-hai to add a burden for each card in the dead pile.
Maneuver: Exert Aragorn and spot an ally. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes.
Maneuver: Exert Aragorn to make each companion with the Aragorn signet damage +1 until the regroup phase.
Maneuver: Exert Aragorn to spot an ally. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes.
Maneuver: Exert Gimli twice to make him and each Elf companion strength +3 until the regroup phase.
Maneuver: Exert Grima and spot an unbound companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner's hand.
Maneuver: Exert Mumak Commander twice to exert a companion twice (except the Ring-bearer).
Maneuver: Exert Nori twice and discard a [Dwarven] follower to discard a possession.
Maneuver: Exert Sam twice to make him defender +1 until the regroup phase. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5).
Maneuver: Exert The Balrog to add a burden.
Maneuver: Exert The Mouth of Sauron to play a [MEN] condition or [MEN] possession from your draw deck.
Maneuver: Exert The Witch-king to discard a tale or weapon.
Maneuver: Exert Theoden to make a companion who has the Theoden signet defender +1 until the regroup phase.
Maneuver: Exert Thorin twice or discard a [Dwarven] artifact to allow Thranduil to participate in skirmishes until the regroup phase.
Maneuver: Exert Thrarin to allow him to participate in archery fire and skirmishes until the regroup phase.
Maneuver: Exert Tower Assassin to wound an ally.
Maneuver: Exert a Dwarf to discard cards from the top of your draw deck until you choose to stop (limit 5). Add (1) for each card discarded in this way. Take the last card discarded into hand.
Maneuver: Exert a Dwarf to make that Dwarf defender +1 (or defender +2 if you spot an Orc) until the regroup phase.
Maneuver: Exert a Dwarf to wound 2 Orcs or to wound 1 Orc twice.
Maneuver: Exert a Dwarf to wound a minion. You may take the next maneuver action.
Maneuver: Exert a Hobbit bearing a weapon to wound a minion. That minion's owner may remove (3) to prevent this.
Maneuver: Exert a Nazgul to discard a Free Peoples possession or Free Peoples condition. If you can spot no such card, discard an ally or companion (except the Ring-bearer) instead.
Maneuver: Exert a Nazgul to wound every ally.
Maneuver: Exert a Nazgul to wound every archer companion.
Maneuver: Exert a [GONDOR] Man to wound a minion once (or twice if that minion is an Uruk-hai).
Maneuver: Exert a [RAIDER] Man to discard a Free Peoples condition (or 2 Free Peoples conditions if you spot 3 burdens).
Maneuver: Exert a [SAURON] Orc to discard an ally (or 2 [ELVEN] allies).
Maneuver: Exert a [SAURON] Orc to wound a companion (except the Ring-bearer).
Maneuver: Exert a [SAURON] minion to make the Free Peoples player discard a card at random from his or her hand.
Maneuver: Exert a minion to make that minion fierce until the regroup phase.
Maneuver: Exert a ranger at a river or forest to exhaust a minion.
Maneuver: Exert a ranger to make each roaming minion strength -3 until the regroup phase.
Maneuver: Exert a twilight Nazgul to exert the Ring-bearer.If the Ring-bearer is then exhausted, he puts on The One Ring until the regroup phase.
Maneuver: Exert an Elf ally to discard a condition (or 2 conditions if you spot an Orc).
Maneuver: Exert an Elf ally whose home is site 3. Until the regroup phase, that ally is strength +3 and participates in archery fire and skirmishes.
Maneuver: Exert an Elf ally whose home is site 6. Until the regroup phase, that ally is strength +3 and participates in archery fire and skirmishes.
Maneuver: Exert an Elf to discard a [SAURON] minion, a [SAURON] condition, or a [SAURON] possession.
Maneuver: Exert an Elf to wound each Nazgul once (or twice if at a river).
Maneuver: Exert an Uruk-hai to discard an armor possession, helm possession, or shield possession (or all such Free Peoples possessions if you can spot 6 companions).
Maneuver: Exert an Uruk-hai to exert X unbound companions, where X is the number of sites you control.
Maneuver: Exert an [ISENGARD] minion to make the Free Peoples player exert X companions, where X is the number of these races you can spot in the fellowship: Dwarf, Elf, Man, and Wizard.
Maneuver: Exert this minion and discard your [SAURON] condition to discard a Free Peoples condition.
Maneuver: Exert this minion and discard your [SAURON] condition to make the Free Peoples player discard the top 2 cards from his or her draw deck.
Maneuver: Exert this minion to add (1) for each companion who has resistance 5 or less.
Maneuver: Exert this minion to play a [MEN] minion (or 2 if you spot 6 companions) from a [MEN] possession as if from hand.
Maneuver: Exert this minion to transfer a possession or condition borne by a character to another eligible bearer.
Maneuver: Exert this minion twice and spot another [SAURON] minion to discard a condition.
Maneuver: Exert this minion twice to make the Free Peoples player name 3 cultures. Wound each companion and ally not of a named culture.
Maneuver: Exert your minion to make that minion fierce until the regroup phase.
Maneuver: If the Free People?s player has at least 1 site in his or her adventure deck, exert 2 [MEN] Men to randomly choose a site from that deck. Replace the fellowship?s current site with that site.
Maneuver: If the fellowship is at any sites 4 to 8, make each Dwarf lose all damage bonuses until the regroup phase, and each Dwarf bearing 2 or more items takes no more than 1 wound per phase until the regroup phase.
Maneuver: If the total number of burdens and companions in the dead pile is at least 12, spot a [SAURON] Orc to corrupt the Ring-bearer.
Maneuver: If you can spot more minions than companions, exert Gandalf to make an opponent discard a minion.
Maneuver: If you cannot spot 2 burdens, exert an Easterling to add a burden. Skirmish: Discard this condition to make an Easterling strength +2.
Maneuver: If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase.
Maneuver: Liberate a site you control to make each [MEN] minion strength +2 until the regroup phase. Regroup: Exert Ted Sandyman to stack a [MEN] Man in play on a possession.
Maneuver: Make Aragorn defender +1 and he takes no more than 1 wound during each skirmish phase until the regroup phase.
Maneuver: Make a [GONDOR] companion defender +1 until the regroup phase.
Maneuver: Make an Uruk-hai fierce until the regroup phase.
Maneuver: Remove (3) to exert a Hobbit (except the Ring-bearer).
Maneuver: Remove (5) to make this condition a fierce [WRAITH] minion until the start of the regroup phase that has 10 strength and 3 vitality, and cannot bear other cards. This card is still a condition. At the start of the regroup phase, remove all tokens from here.
Maneuver: Remove [3] and discard this minion from play to discard a follower.
Maneuver: Remove a threat and spot another [ORC] minion to exert an unbound companion.
Maneuver: Reveal the top card of your draw deck. If it is an [ELVEN] card, Rumil is an archer until the regroup phase.
Maneuver: Spot 2 [ORC] conditions and discard this minion from play to wound an unbound companion.
Maneuver: Spot 2 sites you control to make each of your [DUNLAND] Men fierce until the regroup phase.
Maneuver: Spot 3 [DUNLAND] Men to discard a Free Peoples possession or condition.
Maneuver: Spot 3 valiant Men to make one of those Men defender +1 until the regroup phase.
Maneuver: Spot 4 Free Peoples cultures and exert Grima to return an unbound companion, and all cards on him or her, to their owners? hands.
Maneuver: Spot 4 companions and exert your [ISENGARD] Orc to make the Free Peoples player wound a companion.
Maneuver: Spot Gandalf to reveal a card at random from an opponent's hand. You may add (X) to discard that card, where X is the twilight cost of the card revealed.
Maneuver: Spot Grima to discard a possession borne by an ally or unbound companion.
Maneuver: Spot Sting or Glamdring and exert its bearer X times to wound X Orcs or X Uruk-hai.
Maneuver: Spot X Uruk-hai. The Free Peoples player may assign X wounds to your minions. Play X [ISENGARD] weapons from your discard pile.
Maneuver: Spot a Dwarf companion and an Elf companion to wound a minion.
Maneuver: Spot a Nazgul to reveal a card at random from the Free Peoples player's hand. Exert a companion bearing a ranged weapon X times, where X is the twilight cost of the card revealed.
Maneuver: Spot a Nazgul to wound Gandalf twice. The Free Peoples player may discard 2 [GANDALF] cards from hand to prevent this.
Maneuver: Spot a [MEN] possession and discard this minion from play to make each [MEN] minion you spot strength +2 until the start of the regroup phase.
Maneuver: Spot a [MORIA] minion to wound Boromir 3 times. The Free Peoples player may discard 2 Free Peoples possessions to prevent this.
Maneuver: Spot a [SAURON] Orc and remove a burden to make the Free Peoples player discard top 5 cards from his draw deck.
Maneuver: Spot a [SAURON] minion to discard Bilbo. The Free Peoples player may discard 2 Free Peoples conditions to prevent this.
Maneuver: Spot a [SAURON] minion to wound Galadriel 3 times. The Free Peoples player may discard 2 Elves to prevent this.
Maneuver: Spot a [WRAITH] Orc and remove a threat to wound an unwounded companion.
Maneuver: Spot a mounted [RAIDER] Man to discard a companion (except the Ring-bearer). The Free Peoples player may add (4) to prevent this.
Maneuver: Spot a ranger at a river or forest to exhaust up to 2 minions.
Maneuver: Spot a ranger to discard a roaming minion.
Maneuver: Spot a twilight Nazgul to add a burden.
Maneuver: Spot an Elf to make each opponent discard a card from his or her hand. Draw a card for each card discarded in this way.
Maneuver: Spot an Uruk-hai to cancel the strength bonus from a possession until the regroup phase.
Maneuver: Spot an [ISENGARD] minion and an Ent ally. Until the regroup phase, that ally is damage +2 and participates in archery fire and skirmishes.
Maneuver: Spot an [ISENGARD] minion to exhaust Aragorn. The Free Peoples player may add 2 burdens to prevent this.
Marsh. At the start of your fellowship phase, you may play a [GOLLUM] Free Peoples card from your draw deck.
Marsh. Each companion of a race that has the most companions is strength -1 until the regroup phase.
Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert.
Marsh. Regroup: Exert your Gollum or your Smeagol to play the fellowship's next site.
Marsh. Shadow: If the total number of minions and twilight tokens is 3 or fewer, play a minion at twilight cost -3.
Marsh. When the fellowship moves to Moria Lake, Frodo or 2 other companions must exert.
Marsh. When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character.
Mountain. At the start of your fellowship phase, you may exert 3 companions to play a Wizard from your dead pile.
Mountain. At the start of your fellowship phase, you may exert a Dwarf to play a [DWARF] possession from your draw deck.
Mountain. Battleground. Shadow: Exert a [Dwarven] character for each Shadow culture you can spot (limit once per turn).
Mountain. Battleground. Shadow: Remove 2 doubts to play a minion from your discard pile (except Smaug).
Mountain. Culture tokens cannot be added, removed, or reinforced.
Mountain. Each card that is about to be placed into the discard pile is removed from the game instead.
Mountain. Each time your Dwarf wins a skirmish, you may draw a card.
Mountain. Forest. When the fellowship moves to Wooded Steep Cliff, Thorin or 2 other companions must exert.
Mountain. If this site is in region 2 when the fellowship moves from it during the regroup phase, wound each companion.
Mountain. Maneuver: Exert your [ORC] minion to discard a card at random from the Free Peoples player's hand.
Mountain. Maneuver: Remove 2 and exert your minion that is not fierce to make that minion fierce until the regroup phase.
Mountain. Maneuver: Remove your minion from the game to play a minion from your discard pile. Its twilight cost is -2.
Mountain. Regroup: Spot your minion and 6 companions to make the fellowship move again this turn (if the move limit allows).
Mountain. River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards.
Mountain. Shadow: Remove 2 and discard 2 Free Peoples cards from hand to draw a card.
Mountain. Shadow: Spot a [ISENGARD] minion to play a weather card from your draw deck (limit one per turn).
Mountain. The twilight cost of each companion and ally played at Ered Nimrais is +3.
Mountain. Underground. If you cannot spot the [Dwarven] Arkenstone, the twilight cost of each minion is -1.
Mountain. Underground. Shadow: Play Smaug from your draw deck or discard pile.
Mountain. When the fellowship moves to White Mountains, Theoden or 2 companions must exert.
Mountain. When the fellowship moves to this site, each player wounds two of his characters.
Mountain. While you can spot Thrór's Key, the Shadow number of Secret Door is -3.
Nazgul are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground.
Nazgul are not roaming. While you can spot a Hobbit, the Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground.
Nazgul are strength +1.
Nazgul are twilight cost -1.Assignment: Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion.
Pipeweed. Each time you play a pipeweed card, you may spot Gandalf to reveal the top 3 cards of your draw deck. Take all Free Peoples cards revealed into hand and discard the remaining cards.
Pipeweed. Plays to your support area. When you play this possession, you may discard up to 2 cards from hand.
Pipeweed. Plays to your support area. When you play this possession, you may draw a card.
Pipeweed. To play, spot a Hobbit. Skirmish: Discard a pipeweed from play to cancel a skirmish involving an unbound Hobbit.
Pipeweed. To play, spot a Hobbit. Skirmish: Discard a pipeweed from play to prevent an unbound Hobbit from being overwhelmed unless that Hobbit's strength is tripled.
Pipeweed. To play, spot an unbound Hobbit. Regroup: Discard a pipeweed from play to remove a threat. Regroup: Discard a pipeweed from play to discard a minion.
Pipeweed. To play, spot an unbound Hobbit. Skirmish: Discard a pipeweed from play to make an unbound Hobbit strength +2. Regroup: Discard this pipeweed from play to play a pipeweed from your draw deck. Reshuffle your draw deck.
Pipeweed. When you play this, you may search your deck for a [GANDALF] card and place it in your discard pile. Regroup: Discard another pipeweed from play to discard a condition. Discard this condition.
Plains. Archery: Spot your minion and remove 3 burdens to make the minion archery total +3.
Plains. At the start of each fellowship phase, heal up to 3 wounds from companions.
Plains. At the start of the maneuver phase, the Free Peoples player must add a burden or discard 3 cards from hand.
Plains. At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens.
Plains. Battleground. Each time an Uruk-hai is played, that minion must exert.
Plains. Battleground. The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3.
Plains. During the archery phase, [URUK] minions cannot take wounds.
Plains. Each [MEN] minion gains ambush (1).
Plains. Each hunter character is strength +1.
Plains. Each time a minion is played, the Free Peoples player discards a card from hand.
Plains. Each time the Free Peoples player assigns a companion or ally to a skirmish, add (1).
Plains. Each unbound companion skirmishing more than 1 minion is strength +3.
Plains. Fellowship: Exert 2 unbound companions to play Aragorn from your draw deck.
Plains. Fellowship: Exert 2 unbound companions to play Gimli from your draw deck.
Plains. If the Shadow has initiative, minions are not roaming.
Plains. If the Shadow has initiative, the Shadow number of this site is +3.
Plains. Response: If your mounted minion is about to take a wound, remove (2) to prevent that wound.
Plains. Sanctuary Shadow: Exert your fierce minion to play a condition from your draw deck (limit once per turn).
Plains. Sanctuary. Each [DUNLAND] Man may not take wounds during the archery phase.
Plains. Shadow: Exert a minion and remove a burden to make the Free Peoples player discard one of his or her conditions.
Plains. Shadow: Exert a minion and spot 6 companions to add (1).
Plains. Shadow: Spot 3 [ISENGARD] trackers to prevent the fellowship from moving again this turn.
Plains. Skirmish: Exert a companion or minion to make that character strength +2.
Plains. Skirmish: Exert your Man (except an enduring Man) to make him or her damage +1.
Plains. Skirmish: Exert your character, (except an enduring character) to make it strength +2.
Plains. Skirmish: Exert your companion or minion to make that character strength +2.
Plains. Until the regroup phase, each minion skirmishing a [ROHAN] companion loses fierce and cannot gain fierce.
Plains. Uruk-hai are not roaming.
Plains. When the fellowship moves to Westemnet Hills, heal each mounted companion and mounted ally.
Plains. When the fellowship moves to this site, add 3 threats.
Plains. While you can spot a [ROHAN] mount at Horse-country, the move limit is +1 for this turn.
Plains. While you control this site, each of your hunter minions is strength +1.
Play Gandalf or an ally (except a Dwarf) from your draw deck or discard pile.
Play Gollum from your discard pile to add (1) for each threat you spot.
Play Gollum from your draw deck or discard pile to add a threat.
Play Smaug from your draw deck or discard pile at twilight cost -8 He is strength -4 and damage -1 until the regroup pahse Then you may discard 2 Orcs to take this card back into hand
Play Smeagol from your discard pile to play the fellowship's next site (replacing an opponent's site if necessary). If you do not move again this turn, discard your hand.
Play a Nazgul. His twilight cost is -1 for each forest site you can spot (limit +4).
Play a Nazgul. His twilight cost is -1 for each forest site you can spot (limit -4).
Play a [Dwarven] follower from your discard pile.
Play a [MEN] minion stacked on a [MEN] possession as if from hand.
Play a [ringwraith] item from your draw deck or discard pile.
Play a bieseger stacked on a site you control or remove a burden to play a [SAURON] Orc from your discard pile.
Play an Orc from your discard pile.
Play this condition only during a skirmish. Bearer must be a Hobbit. When this condition is played, wound a minion skirmishing bearer.
Plays on Bilbo. At sites 7 to 9, wound bearer at the end of the maneuver phase. (If bearer is Bilbo, add a doubt instead.) Thorin gains this ability : 'Maneuver : Add a doubt to transfer the Arkenstone to Thorin (or add 3 doubts to discard it).'
Plays on Sam. Response: If a regroup special ability is used, discard Smeagol or Gollum to cancel that action.
Plays on Saruman. He is fierce and damage +1. Maneuver: Make the first sentence of Saruman's game text not apply until the regroup phase.
Plays on Smeagol. Regroup: Exert Smeagol or Gollum to play the fellowship's next site ( replacing opponent's site if necessary ).
Plays on Smeagol. Skirmish: Discard this condition to make Smeagol damage +1.
Plays on a [SAURON] minion. Shadow: Exert bearer to add (1) for each archer companion.
Plays on a plains site you control. Regroup: Exert an [ISENGARD] Orc to make the Free Peoples player wound a companion.
Plays on a site you control. Regroup: Spot 2 [DUNLAND] Men and discard this condition to make the Free Peoples player choose to move again this turn (if the move limit allows).
Plays on a site you control. While an Uruk-hai is stacked on this site, the Free Peoples player may not play skirmish events or use skirmish special abilities.
Plays to your support area. Archery: Spot 2 [ISENGARD] archers to make allies take wounds from archery fire instead of companions.
Plays to your support area. Assignment: Spot a site you control and remove (2) to assign a [DUNLAND] Man to an unbound companion.
Plays to your support area. At sites 2T and 3T, The Balrog's twilight cost is -3. Skirmish: Discard this condition to make a unique [MORIA] minion strength +3.
Plays to your support area. At the end of each phase during which the fellowship moved to site 7T, 8T, or 9T and the twilight pool has fewer than 7 twilight tokens, you may add (8). Skirmish: Discard this condition to make a [RAIDER] Man strength +2.
Plays to your support area. At the start of each fellowship phase, you may heal a villager.
Plays to your support area. At the start of each of your Shadow phases, if the fellowship is at site 7T, 8T, or 9T and the twilight pool has fewer than 7 twilight tokens, you may add (8). Skirmish: Discard this condition to make a [RAIDER] Man strength +2.
Plays to your support area. Each Dwarf is damage +1.
Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Fellowship: Exert Galadriel to look at 2 cards at random from an opponent's hand. Discard one and replace the other.
Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Fellowship: If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 cards at random from an opponent's hand. Discard one and replace the other.
Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Maneuver: Exert Galadriel to reveal 3 cards at random from an opponent's hand. Place one on top of that player's draw deck.
Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Maneuver: If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 of those cards at random. Discard one and replace the other.
Plays to your support area. Each Ring-bound companion moving from site 2T must exert twice. Maneuver: Discard this condition and exert a [RAIDER] Man to exert a Ringbound companion.
Plays to your support area. Each [SAURON] Orc skirmishing a [GONDOR] character is strength +2. Discard this condition if your [SAURON] Orc loses a skirmish.
Plays to your support area. Each character skirmishing an [ISENGARD] Orc loses all damage bonuses from weapons.
Plays to your support area. Each site on the adventure path is a marsh. Shadow: Exert Gollum twice and discard this condition to play a minion from your discard pile.
Plays to your support area. Each time Gandalf wins a skirmish, you may place a [GANDALF] token here. Skirmish: Wound a minion skirmishing Gandalf for each [GANDALF] token here. Discard this condition.
Plays to your support area. Each time Gimli wins a skirmish, place a [DWARVEN] token on this card. While you can spot X [DWARVEN] tokens on this card and the same number of [ELVEN] tokens on Final Count, Gimli is strength +X (limit +3).
Plays to your support area. Each time Legolas wins a skirmish, you may place an [ELVEN] token on this card. While you can spot X [ELVEN] tokens on this card and the same number of [DWARVEN] tokens on My Axe Is Notched, Legolas is strength +X (limit +3).
Plays to your support area. Each time a Dwarf wins a skirmish against an Orc, discard that Orc. Discard this condition if a Dwarf loses a skirmish.
Plays to your support area. Each time a Dwarf wins a skirmish, you may place a [DWARVEN] token on this card. Skirmish: Make an unbound companion strength +1 for each [DWARVEN] token here (limit +3). Discard this condition.
Plays to your support area. Each time a Hobbit wins a skirmish, you may place a [SHIRE] token here. Fellowship: Remove a burden for each [SHIRE] token here (limit 3). Discard this condition.
Plays to your support area. Each time a Nazgûl wins a skirmish, add a burden.
Plays to your support area. Each time a [DUNLAND] Man wins a skirmish involving a [ROHAN] Man, you may make that minion strength +2 and fierce until the regroup phase.
Plays to your support area. Each time a [GONDOR] Man wins a skirmish, you may place a [GONDOR] token here. Maneuver: Exert a minion for each [GONDOR] token here (limit 3). Discard this condition.
Plays to your support area. Each time a [ROHAN] Man wins a skirmish, you may place a [ROHAN] token on this card. Regroup: Discard a Shadow condition for each [ROHAN] token here (limit 4). Discard this condition.
Plays to your support area. Each time a [ROHAN] Man wins a skirmish, you may place a [ROHAN] token on this card. Regroup: Discard a Shadow condition for each [ROHAN] token here. Discard this condition.
Plays to your support area. Each time a [SAURON] Orc wins a skirmish, each [SAURON] Orc is strength +1 until the regroup phase.
Plays to your support area. Each time a companion is killed in a skirmish involving a Nazgul, add a burden.
Plays to your support area. Each time a companion or ally loses a skirmish involving a Southron, you may remove (4) to make the Free Peoples Player wound a Ring-bound companion.
Plays to your support area. Each time a companion or ally loses a skirmish involving a [DUNLAND] Man, you may place a [DUNLAND] token on this card. Maneuver: Discard a Free Peoples possession for each [DUNLAND] token here (limit 3). Discard this condition.
Plays to your support area. Each time a companion or ally loses a skirmish involving a [ISENGARD] Man, you may spot a possession to stack that possession here.
Plays to your support area. Each time a companion or ally loses a skirmish involving a [RAIDER] Man, you may place a [RAIDER] token here. Archery: Heal a [RAIDER] archer for each [RAIDER] token here. Discard this condition.
Plays to your support area. Each time a companion or ally loses a skirmish involving an Uruk-hai, place an [ISENGARD] token on this card. Shadow: Remove 2 [ISENGARD] tokens from this card to take control of a site.
Plays to your support area. Each time a companion or ally loses a skirmish that involves a [SAURON] Orc, each [SAURON] Orc is strength +1 until the regroup phase.
Plays to your support area. Each time a regroup action discards an [ISENGARD] Orc, you may stack that Orc on this card. Regroup: Discard 3 cards stacked here and remove (1) to discard a Free Peoples possession.
Plays to your support area. Each time a regroup action discards an [ISENGARD] Orc, you may stack that Orc on this card. Response: If an [ISENGARD] Orc is about to take a wound, discard 2 cards stacked here to prevent that wound.
Plays to your support area. Each time a regroup action discards an [ISENGARD] Orc, you may stack that Orc on this card. Shadow: Discard 2 cards stacked here and remove (1) to play an [ISENGARD] Orc from your discard pile.
Plays to your support area. Each time an Elf wins a skirmish, you may place an [ELVEN] token on this card. Skirmish: Make a minion skirmishing an Elf strength -1 for each [ELVEN] token here (limit -3). Discard this condition.
Plays to your support area. Each time an opponent draws a card (or takes a card into hand) during the Shadow phase, you may remove (1). Maneuver: Exert Gandalf to wound Saruman twice.
Plays to your support area. Each time the Free Peoples player assigns an ally to a skirmish, you may play an [ISENGARD] minion from your discard pile. That minion's twilight cost is -2.
Plays to your support area. Each time the fellowship moves, add (1) for each burden you can spot. At the end of each of your Shadow phases, exert a Nazgul or discard this condition.
Plays to your support area. Each time the fellowship moves, you may spot 3 [ELVEN] allies to wound a minion.
Plays to your support area. Each time you play a [DWARVEN] tale, you may heal a Dwarf companion.
Plays to your support area. Each time you play a [MORIA] weapon, add (1). Response: If a [MORIA] Orc is about to take a wound, discard this condition to prevent that wound.
Plays to your support area. Each time you play a weather condition, exert a [GANDALF] companion or [GANDALF] ally.
Plays to your support area. Each time you play an Elf, choose an opponent to discard a card from hand.
Plays to your support area. Each time you play an [ELVEN] tale, you may remove a burden.
Plays to your support area. Each time your opponent plays a roaming minion, you may spot a villager to exert that minion.
Plays to your support area. Each unique [MORIA] minion is strength +1. Shadow: Spot an opponent's site to replace it with your marsh or underground site of the same number.
Plays to your support area. Fellowship or Regroup: Exert 2 Hobbits and discard Thror's Map to play the fellowship's next site (replacing opponent's site if necessary).
Plays to your support area. Fellowship or Regroup: Exert a Hobbit to play the fellowship's next site (replacing opponent's site if necessary).
Plays to your support area. Fellowship: Add (2) and place a villager from hand beneath your draw deck to heal a [ROHAN] ally.
Plays to your support area. Fellowship: Exert a [ROHAN] Man to play a hand weapon from your discard pile.
Plays to your support area. Fellowship: Reveal an [ELVEN] card from hand and place it beneath your draw deck.
Plays to your support area. Fellowship: Stack a Free Peoples artifact (or possession) from hand on this card, or play a card stacked here as if played from hand.
Plays to your support area. Fellowship: Stack a [GONDOR] card from hand here. Fellowship: Add (1) to take a card stacked here into hand.
Plays to your support area. Maneuver or Skirmish: Remove (3) to heal a Nazgul.
Plays to your support area. Maneuver: Add (1) and exert a Dwarf to heal an Elf, or add (1) and exert an Elf to heal a Dwarf.
Plays to your support area. Maneuver: Exert a Dwarf companion and discard the top 3 cards from your draw deck to discard either a Shadow condition from a Dwarf or a weather condition.
Plays to your support area. Maneuver: Exert a Dwarf companion to make each minion at a battleground lose all damage bonuses until the regroup phase.
Plays to your support area. Maneuver: Exert a [GONDOR] character to wound a [SAURON] minion.
Plays to your support area. Maneuver: Stack the top card from your draw deck here (limit once per phase). Maneuver: Spot a Dwarf and discard a card stacked on a [DWARVEN] condition to take a Free Peoples card stacked here into hand.
Plays to your support area. Regroup: Exert a Dwarf ally to heal a Dwarf companion.
Plays to your support area. Regroup: Exert a Nazgul to place a [WRAITH] token on this card. Shadow: Remove 3 [WRAITH] tokens from here to add (2).
Plays to your support area. Regroup: Exert a Nazgul twice to play a [WRAITH] or [SAURON] minion. That minion's twilight cost is -8 and it comes into play exhausted.
Plays to your support area. Regroup: Exert a [SAURON] Orc to play a Nazgul or [SAURON] minion. Its twilight cost is -4 and it comes into play exhausted.
Plays to your support area. Regroup: Exert a [SAURON] minion to make the Free Peoples player discard the top card from his or her draw deck.
Plays to your support area. Regroup: Exert a knight to transfer a [GONDOR] fortification borne by a minion to your support area.
Plays to your support area. Regroup: Spot a [SAURON] Orc and remove (3) to stack that minion here. Shadow: Play a [SAURON] Orc stacked here as if played from hand.
Plays to your support area. Response: If a Southron wins a skirmish, remove (4) to make the Free Peoples Player wound a Ring-bound companion.
Plays to your support area. Response: If a companion is about to take a wound, spot 4 twilight tokens and exert Gandalf to prevent that wound.
Plays to your support area. Response: If a twilight Nazgul is about to take a wound, remove (1) to prevent that wound.
Plays to your support area. Response: If your Nazgul wins a skirmish, transfer this condition from your support area to the losing character. Limit 1 per character. Wound bearer at the start of each fellowship phase. (If bearer is the Ring-bearer, add a burden instead )
Plays to your support area. Response: If your Uruk-hai wins a skirmish, remove (1) to heal him.
Plays to your support area. Response: If your [MORIA] Orc wins a skirmish, discard cards and wounds on that Orc and stack that Orc on this condition. Shadow: Play an Orc stacked here as if played from hand.
Plays to your support area. Response: If your [MORIA] weapon is discarded, play it from your discard pile (that weapon's twilight cost is -1).
Plays to your support area. Shadow: Discard 3 cards from hand to play a [MORIA] Orc from your discard pile.
Plays to your support area. Shadow: Exert Saruman to play an [ISENGARD] weather condition from your discard pile. Its twilight cost is -2.
Plays to your support area. Shadow: Exert a [SAURON] Orc and remove (2) to draw a card.
Plays to your support area. Shadow: If the fellowship has moved more than once this turn, remove (2) to play a [DUNLAND] Man from your discard pile.
Plays to your support area. Shadow: If you control a site, play an Uruk-hai to discard a Free Peoples condition.
Plays to your support area. Shadow: Play an Uruk-hai to place an [ISENGARD] token on this card. Regroup: Remove 3 [ISENGARD] tokens from this card and discard an Uruk-hai to take control of a site.
Plays to your support area. Shadow: Remove (2) to play a [MORIA] possession from your discard pile.
Plays to your support area. Shadow: Remove (3) and exert a [RAIDER] Man to place a [RAIDER] token here. Maneuver: Remove a [RAIDER] token here to add (1).
Plays to your support area. Shadow: Remove (3) to place a [DUNLAND] token here. Skirmish: Spot a [DUNLAND] Man and remove a [DUNLAND] token from this card. A character skirmishing that [DUNLAND] Man does not gain strength bonuses from possessions.
Plays to your support area. Shadow: Remove (3) to reveal the bottom card of your draw deck. If it is a [MORIA] Orc, take it into hand. Otherwise, discard it.
Plays to your support area. Shadow: Spot 2 sites you control and remove (2) to play a [DUNLAND] Man from your discard pile.
Plays to your support area. Shadow: Spot a site you control, spot 3 Southrons, and remove (2) to draw a card.
Plays to your support area. Skirmish: Discard 3 cards from hand to wound a companion Gollum is skirmishing once (or twice if that companion is a [SHIRE] companion).
Plays to your support area. Skirmish: Discard 3 cards from hand to wound a minion Smeagol is skirmishing once (or twice if that minion is a [WRAITH] minion).
Plays to your support area. Skirmish: Discard a [GONDOR] tale from hand to make a [GONDOR] companion strength +2.
Plays to your support area. Skirmish: Discard a mount borne by a [ROHAN] Man to prevent that Man from being overwhelmed unless his or her strength is tripled.
Plays to your support area. Skirmish: Discard the top 3 cards from your draw deck to make a Dwarf strength +1 (limit +3) and, if underground, damage +1 (limit +3).
Plays to your support area. Skirmish: Discard this condition to make a mounted [ROHAN] Man strength +3 (and heal that man if at a plains).
Plays to your support area. Skirmish: Exert Gandalf to make a companion strength +1 for each companion with the Gandalf signet you can spot (limit +3).
Plays to your support area. Skirmish: Exert a Dwarf and stack a Free Peoples card from hand here to prevent all wounds to that Dwarf.
Plays to your support area. Skirmish: Exert an unbound [GONDOR] Man to make a [ROHAN] companion strength +2, or exert a [ROHAN] companion to make an unbound [GONDOR] Man strength +2.
Plays to your support area. Skirmish: Remove (3) to make a [SAURON] Orc strength +1.
Plays to your support area. Skirmish: Spot Gollum and discard 3 cards from hand to wound a companion Gollum is skirmishing once (or twice if that companion is a [SHIRE] companion).
Plays to your support area. Skirmish: Spot Smeagol and discard 3 cards from hand to wound a minion Smeagol is skirmishing once (or twice if that minion is a [WRAITH] minion).
Plays to your support area. Skirmish: Spot a site you control and remove (2) to cancel a skirmish involving an Uruk-hai.
Plays to your support area. Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgul. Burdens and wounds may not be removed from bearer.
Plays to your support area. The twilight cost of each possession or artifact played on Gandalf or a character who has the Gandalf signet is -1.
Plays to your support area. The twilight cost of the first [SAURON] Orc played at site 4T is -3. Shadow: Spot 2 [SAURON] Orcs and discard 4 cards from hand to draw 3 cards. Discard this condition.
Plays to your support area. The twilight cost of your [ISENGARD] events is -1. Skirmish: Discard this condition to make an Uruk-hai strength +2.
Plays to your support area. When the fellowship moves from site 1T, remove up to 2 burdens. Skirmish: Discard this condition to wound a minion a Hobbit companion is skirmishing.
Plays to your support area. When the fellowship moves to site 4 or 5, add (2) for each Dwarf companion. Skirmish: Discard this condition to make your [MORIA] Orc strength +2.
Plays to your support area. When you play this condition, place 2 [SHIRE] tokens here. Response: If an unbound Hobbit is about to take a wound, discard this condition or remove a [SHIRE] token from here to prevent that wound.
Plays to your support area. When you play this condition, stack a card from your discard pile here. Fellowship: Discard a Free Peoples card stacked here to heal a Dwarf.
Plays to your support area. When you play this condition, you may spot 2 [DUNLAND] Men to place 2 [DUNLAND] tokens here. Response: If a [DUNLAND] Man is about to take a wound, discard this condition or remove a [DUNLAND] token from here to prevent that wound.
Plays to your support area. When you play this condition, you may spot a Dwarf to place 2 [DWARVEN] tokens here. Fellowship: Discard this condition or remove a [DWARVEN] token from here to stack the top card of your draw deck on a [DWARVEN] condition that has a card stacked on it.
Plays to your support area. When you play this condition, you may spot a [ROHAN] Man to place 2 [ROHAN] tokens here. Skirmish: Discard this condition or remove a [ROHAN] token from here to make a [ROHAN] Man skirmishing an exhausted minion strength +2.
Plays to your support area. When you play this condition, you may spot an Elf to place 2 [ELVEN] tokens here. Skirmish: Discard this condition or remove an [ELVEN] token from here to make a minion skirmishing an Elf strength -1.
Plays to your support area. When you play this possession, you may draw a card. Response: If a [DUNLAND] Man is about to take a wound, remove (2) or discard this possession to prevent that wound.
Plays to your support area. While a [DUNLAND] Man is stacked on a site, the Shadow number of each site is +5.
Plays to your support area. While the fellowship is at site 4T, Ring-bound companions skirmishing [SAURON] orcs are strength -1. Maneuver: Spot 2 [SAURON] Orcs to play up to 2 [SAURON] conditions from your discard pile. Discard this condition.
Plays to your support area. While the fellowship is at site 5T, the site number of each Man in a skirmish is +2. Regroup: Discard this condition and exert a Ring-bound Man to liberate a site.
Plays to your support area. While the fellowship is at site 6T, each Ring-bound Man takes no more than 1 wound during each skirmish phase. Fellowship: Add (2) and discard this condition to heal a Ring-bound Man.
Plays to your support area. While the fellowship is at site 6T, each roaming minion skirmishing a Ring-bound companion is strength -2. Skirmish: Spot a [GONDOR] Man and discard this condition to wound a roaming minion.
Plays to your support area. While the fellowship is at site 7T, each Ring-bound Man is defender +1. Skirmish: Spot a Ringbound Man and discard this condition to wound an opponent's Man.
Plays to your support area. While you can spot 3 rangers, the site number of each minion skirmishing a ranger is +2.
Plays to your support area. While you can spot Frodo and Sam and neither is exhausted, each is strength +1.
Plays to your support area. While you can spot The Balrog, skip the archery phase. Maneuver: Exert The Balrog to discard a ranged weapon.
Plays to your support area. While you can spot a [MORIA] archer, the fellowship archery total is -1.
Plays to your support area. While you can spot a [RAIDER] Man, each Free Peoples event that spots or exerts a ranger gains this cost: 'wound a companion.' Skirmish: Discard this condition to make a [RAIDER] Man strength +2.
Plays to your support area. While you can spot a [SAURON] Orc, add 1 to the minion archery total.
Plays to your support area. While you can spot an Uruk-hai, the fellowship archery total is -1.
Plays to your support area. You may heal a [GONDOR] companion at the end of each turn during which no companion or ally lost a skirmish.
Plays to your support area.While bearer is twilight, characters skirmishing bearer do not receive strength or damage bonuses from cards they bear.Skirmish: Remove (1) to transfer this artifact from your support area to a Nazgul.
Possessions cannot be transferred from this companion to another character. Fellowship: Play a possession on this companion to liberate a site.
Prevent a Hobbit from being overwhelmed unless his or her strength is tripled. Then, if the fellowship is at a dwelling site, you may discard 2 cards from hand to return this event to your hand.
Quickbeam is twilight cost -1 for each Ent you can spot. Maneuver: Discard this companion to place another [GANDALF] companion from your discard pile on the bottom of your draw deck and reinforce a [GANDALF] token.
Quickbeam is twilight cost -1 for each Ent you can spot. Maneuver: Discard this companion to place another [Gandalf} companion from your discard pile on the bottom of your draw deck and reinforce a [GANDALF] token.
Quickbeam's twilight cost is -1 for each Ent and unbound Hobbit you can spot.
Ranger. Archer. Skirmish: Exert Arwen to make a minion skirmishing an Elf strength -2. While you can spot an Elf, Arwen is twilight cost -1. While skirmishing a Nazgul, Arwen is strength +3. Fellowship: Exert an Elf to draw a card.
Ranger. Archer. While you can spot an Elf, Arwen is twilight cost -1. While skirmishing a Nazgul, Arwen is strength +3. Fellowship: Exert an Elf to draw a card. Skirmish: Exert Arwen to make a minion skirmishing an Elf strength -2.
Ranger. At the start of each of your turns, you may heal another companion who has the Aragorn signet.
Ranger. Boromir is not overwhelmed unless his strength is tripled.
Ranger. Each time a Free Peoples skirmish event is played, you may exert Aragorn to wound a minion he is skirmishing.
Ranger. Each time the fellowship moves during the fellowship phase, remove (1).
Ranger. Each time the fellowship moves during the fellowship phase, remove (2).
Ranger. Each time the fellowship moves, add (1).
Ranger. Each time the fellowship moves, you may wound a minion for each unbound Hobbit you spot.
Ranger. Fellowship: Add (2) to heal Boromir.
Ranger. Fellowship: If Madril is at a forest site, exert him to play the fellowship's next site.
Ranger. Fellowship: Play a [ROHAN] Man to heal Faramir. Skirmish: Exert Faramir to make an unbound Hobbit strength +2. Skirmish: Exert Gandalf to prevent all wounds to Faramir.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) At the start of each fellowship phase, you may add (1) to heal a ranger.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) At the start of each skirmish involving this companion and a roaming minion, you may reinforce a [GONDOR] token.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Each time this companion wins a skirmish, you may make a [GONDOR] ranger strength +2 until the regroup phase.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Skirmish: Exert Aragorn to make a hunter companion strength +1.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Skirmish: Exert Mablung to wound a roaming minion he is skirmishing.
Ranger. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This companion is strength +1 for each roaming minion you can spot.
Ranger. Hunter 1. When this companion is in your starting fellowship, his twilight cost is -1. Skirmish: Remove a [GONDOR] token or exert a [GONDOR] Man to make the site number of a minion +2.
Ranger. Hunter 1. When this is in your starting fellowship and you can spot an unbound [GONDOR] companion with cost 3 or more, his twilight cost is -2. Maneuver: Exert this companion and spot a roaming minion to make him defender +1 until the start of the regroup phase.
Ranger. Hunter 1. While you can spot 2 [GONDOR] rangers, Madril is twilight cost -2. At the start of the maneuver phase, each minion is site number +1 for each threat you can spot until the start of the regroup phase.
Ranger. Hunter 1. While you can spot 2 [GONDOR] rangers, Madril is twilight cost -2. At the start of the maneuver phase, you may spot a threat to make each minion's site number +1 until the regroup phase.
Ranger. Hunter 1. While you can spot a roaming minion, your [GONDOR] conditions cannot be discarded from play by Shadow cards. Maneuver: Exert 2 rangers to make a minion site number +2 until the regroup phase.
Ranger. Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) Maneuver: Add a threat to exert a non-hunter minion with strength less than Aragorn's.
Ranger. Hunter 2. If Faramir is in your starting fellowship, his twilight cost is -1. Maneuver: Exert Faramir to heal a companion with resistance 5 or more.
Ranger. Hunter 2. If Faramir is in your starting fellowship, his twilight cost is -1. Maneuver: Exert Faramir to heal another companion with resistance 5 or more.
Ranger. Hunter 2. Maneuver: Add a threat to exert a non-hunter minion with strength less than Aragorn.
Ranger. Hunter 2. When you play Faramir, Shadow players cannot play minions until the end of the turn. The move limit is +2.
Ranger. Maneuver: Exert Aragorn to make him defender +1 until the regroup phase.
Ranger. Regroup: Discard 2 cards from hand to exhaust a minion.
Ranger. Response: If the Ring-bearer is about to take a wound, discard 3 cards from hand to prevent that wound.
Ranger. Skirmish: Exert Arwen to make a minion skirmishing an Elf strength -2.
Ranger. Skirmish: Exert Faramir to make him strength +1 for each wound on the Ring-bearer.
Ranger. Skirmish: If you have initiative, discard 2 cards from hand to wound a Man Targon is skirmishing.
Ranger. Skirmish: If you have initiative, discard 2 cards from hand to wound a roaming minion Madril is skirmishing.
Ranger. To play, spot 2 [ELVEN] companions. Minions skirmishing Glorfindel cannot gain strength bonuses from possessions. Each time Glorfindel wins a skirmish, you may remove a threat.
Ranger. To play, spot a [GONDOR] Man. Each time Faramir wins a skirmish involving a fierce minion, you may exert Faramir to discard that minion.
Ranger. Triumph - At the start of the maneuver phase, you may wound a minion.
Ranger. When you play Boromir (except in your starting fellowship), you may play a possession with a twilight cost of 1 or less on him from your draw deck.
Ranger. When you play this companion, you may play the fellowship's next site.
Ranger. While skirmishing a Nazgul, Arwen is strength +3.
Ranger. While skirmishing a roaming minion, this companion is strength +2 and damage +1.
Ranger. While the Ring-bearer has resistance 9 or more, Halbarad's twilight cost is -1. At the start of the maneuver phase, you may discard a [GONDOR] card from hand to heal a [GONDOR] companion.
Ranger. While the fellowship is at a forest or river site, Duilin is strength +3.
Ranger. While you can spot 2 [ELVEN] followers, each minion skirmishing Arwen is strength -2. Maneuver: Add 3 threats to reconcile your hand.
Ranger. While you can spot a [GONDOR] token, this companion is strength +2.
Regroup: Discard 4 [ISENGARD] orcs to wound a companion 4 times (except the Ring-bearer).
Regroup: Discard Gollum and remove a threat to add a burden.
Regroup: Discard Gollum to exert a companion or ally.
Regroup: Discard Merry to heal a [GANDALF] companion.
Regroup: Discard Pippin to choose a Shadow player who must wound one of his or her minions.
Regroup: Discard X [ISENGARD] Orcs to make the Free Peoples player wound X companions.
Regroup: Discard a [SAURON] minion, spot a companion (except the Ring-bearer), and remove X burdens, where X is that companion?s vitality, to return that companion to its owner?s hand.
Regroup: Discard a minion to stack a Wise character on this condition. A Wise character may exert twice to prevent this. Copies of characters stacked here cannot be played.
Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an [ISENGARD] card, spot an [ISENGARD] Orc and discard this minion to add (3).
Regroup: Discard this minion from play (or exert this minion if the fellowship?s next site is an underground site) and spot another [ORC] minion to return that minion to your hand.
Regroup: Discard your Nazgul from play to add a [WRAITH] token here. The Free Peoples player may return a companion to hand to prevent the placement of that token. When you can spot 4 [WRAITH] tokens on this condition, the Ring-bearer is corrupted.
Regroup: Exert 2 Ents to liberate a site and discard a Shadow condition.
Regroup: Exert 2 mounted [ROHAN] Men to discard up to 2 wounded minions.
Regroup: Exert 2 rangers to discard a minion (or 2 [WRAITH] minions).
Regroup: Exert Gollum 3 times to wound each companion. The move limit for this turn is -1.
Regroup: Exert Grima to add (2). Regroup: Remove a [MEN] token to add (2). Regroup: Remove (4) to exert an unbound companion.
Regroup: Exert Orc Overseer twice to exhaust a companion (except the Ring-bearer).
Regroup: Exert Smeagol 3 times and discard him to wound each minion. The move limit for this turn is +1. If the fellowship moves, each Shadow player may take up to 3 Shadow cards into hand from his or her discard pile.
Regroup: Exert Ulaire Lemenya and discard 3 cards from hand to return a companion (except the Ring-bearer) to owner's hand.
Regroup: Exert a Dwarf companion to stack a card from your discard pile here. Skirmish: Wound a minion skirmishing a Dwarf once for each [DWARVEN] card stacked here. Discard this condition.
Regroup: Exert a Dwarf to shuffle a [DWARVEN] condition (and all cards stacked on it) into your draw deck. Exert a minion for each card shuffled into your draw deck.
Regroup: Exert a [RAIDER] Man to add a burden for each companion over 4. The Free Peoples player may discard 2 companions (except the Ring-bearer) to prevent this.
Regroup: Exert a [SAURON] Orc and spot a [GONDOR] companion to add a burden.
Regroup: Exert a [SAURON] minion to discard a card from the top of the Free Peoples player's draw deck for each of these races you can spot in the fellowship: Dwarf, Elf, Man, and Wizard.
Regroup: Exert a [SAURON] minion to reveal a card at random from the Free Peoples player's hand. That player must discard X cards from hand, where X is the twilight cost of the card revealed.
Regroup: Exert a ranger companion to discard a minion.
Regroup: Exert a ranger companion to wound every minion.
Regroup: Exert a ranger to make an opponent shuffle his hand into his draw deck and draw 8 cards.
Regroup: Exert an Easterling and discard this condition to make the move limit -1 for this turn. The Free Peoples player may add 2 burdens to prevent this. Skirmish: Discard this condition to heal an Easterling.
Regroup: Exert an Elf to reveal the top card of your draw deck. If it is an [ELVEN] card, remove 3 threats. Place the revealed card beneath your draw deck.
Regroup: Exert an [URUK-HAI] hunter twice to transfer this condition from your support area to an unbound companion. Archery: Spot an [URUK-HAI] minion to transfer this condition from your support area to a Free Peoples archer.
Regroup: Exert an unbound Hobbit and add a burden to reveal your hand. Place each Free Peoples card revealed this way beneath your draw deck.
Regroup: Exert this companion to make a Shadow player wound a minion.
Regroup: Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
Regroup: Exert this minion to make the Free Peoples player wound a companion.
Regroup: Exert this minion to play an [ORC] Troll from your discard pile.
Regroup: Exert this minion to wound a companion (except the Ring-bearer).
Regroup: Exert your minion and remove a threat to make the Free Peoples player discard one of his or her conditions.
Regroup: Heal an unbound Hobbit once (or twice if you spot Gandalf).
Regroup: If stacked on an [ISENGARD] card, discard this card and remove (2) to exhaust a companion.
Regroup: If stacked on an [ISENGARD] card, discard this card to add (2).
Regroup: If there are fewer than 3 cards stacked here, spot your Orc or [GOLLUM] minion to stack that minion here. Shadow: Play a [GOLLUM] minion stacked here as if played from hand.
Regroup: If you have initiative, discard Ulaire Lemenya to discard a possession.
Regroup: If you have initiative, discard Ulaire Nertea to add a burden.
Regroup: If you have initiative, discard Ulaire Otsea to make the Free Peoples player exert a Ring-bound companion twice or return and unbound companion to his or her hand.
Regroup: Play an unbound Hobbit from your discard pile.
Regroup: Reveal a card at random from the Free Peoples player's hand. Heal X [ISENGARD] minions, where X is the twilight cost of the card revealed.
Regroup: Shuffle any number of [DWARVEN] conditions (and all cards stacked on them) into your draw deck.
Regroup: Spot 2 [RAIDER] Men and remove (3) to add a threat (limit 1).
Regroup: Spot 2 mounted [ROHAN] Men to liberate a site or draw 3 cards.
Regroup: Spot 3 Elf companions to heal a companion and liberate a site.
Regroup: Spot 3 valiant Men to discard up to 2 conditions and liberate a site.
Regroup: Spot Sam and Smeagol (or Gollum) to choose an opponent who must reveal his or her hand. Wound a minion X times, where X is the number of different cultures revealed.
Regroup: Spot Sam and discard Smeagol or Gollum to remove 3 burdens.
Regroup: Spot Saruman or an [ISENGARD] Man, reveal your hand, and discard all Free Peoples cards revealed to take an [ISENGARD] card into hand from your discard pile.
Regroup: Spot a Dwarf to draw 3 cards. Any Shadow player may remove (3) to prevent this.
Regroup: Spot a Southron, remove a threat, and remove (3) to wound an unbound companion.
Regroup: Spot a [MEN] minion in your discard pile and discard this minion to place that minion on your [MEN] support area possession.
Regroup: Spot a [ROHAN] ally and exert Theoden to liberate a site.
Regroup: Spot a [SAURON] condition and discard this minion to take control of a site.
Regroup: Spot a [SAURON] condition and exert this minion to take control of a site.
Regroup: Spot a ranger to remove (4).
Regroup: Spot an [ORC] lurker minion to stack that minion here. Shadow: Remove a burden to play a lurker minion stacked here as if from hand. That minion is twilight cost -3.
Regroup: Spot another [MEN] minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit -1 for this turn.
Regroup: Spot your minion and remove (9) to make the fellowship move again this turn (if the move limit allows).
Regroup: While you have exactly 5 cards in hand, you may exert Derufin to discard an engine, machine, or possession.
Reinforce a [GOLLUM] token. Each Shadow player may draw a card.
Remove 2 [SHIRE] tokens to cancel a skirmish involving an unbound Hobbit.
Remove 2 threats to play a Nazgul. That Nazgul is twilight cost -2 and gains hunter?2 (While skirmishing a non-hunter character, this character is strength +2.) until the start of the regroup phase.
Remove 3 threats to make a character skirmishing a [SAURON] Orc strength -3.
Remove 4 threats and spot 2 [SAURON] Orcs to make the Free Peoples player spot a companion and place that companion in the dead pile.
Remove a Free Peoples culture token to add a threat. When you play this event, you may remove (1) to place this on the bottom of your draw deck instead of in your discard pile.
Remove a [DWARVEN] token to heal a Dwarf.
Remove a burden to choose one: assign a [WRAITH] minion to a companion who has resistance 0; or have a [WRAITH] minion lose fierce and gain hunter 2.
Remove a threat to reinforce an [ORC] token.
Response: If Faramir is about to take a wound, discard this condition from play and place Boromir or Denethor in the dead pile from play to prevent that and heal Faramir twice.
Response: If Gollum wins a skirmish, add a burden.
Response: If Gollum wins a skirmish, wound a companion (except the Ring-bearer).
Response: If Ring-bearer puts on The One Ring, exert a Nazgul to add 2 burdens.
Response: If Smeagol wins a skirmish, add a burden to discard a minion.
Response: If Smeagol wins a skirmish, heal him and remove 2 burdens.
Response: If a Dwarf wins a skirmish, heal that Dwarf.
Response: If a Dwarf wins a skirmish, make an opponent discard 3 cards from the top of his or her draw deck.
Response: If a Free Peoples player's card is about to discard your other [GOLLUM] condition, remove (1) to prevent that.
Response: If a Free Peoples player's card is about to discard your other [GOLLUM] condition, remove (2) to prevent that.
Response: If a Nazgul is about to take a wound, prevent that wound.
Response: If a Nazgul is about to take a wound, remove a threat to prevent that wound.
Response: If a Nazgul wins a skirmish, the Free Peoples player chooses to either exert the Ring-bearer or add a burden.
Response: If a Shadow card is about to add any number of burdens, discard a [SHIRE] follower and this condition from play to prevent that and discard that Shadow card.
Response: If a Skirmish event is played during a skirmish involving a [GONDOR] Man, cancel that event.
Response: If a [DUNLAND] Man wins a skirmish, discard all conditions.
Response: If a [DUNLAND] Man wins a skirmish, make him fierce and strength +4 until the regroup phase.
Response: If a [DWARVEN] companion is about to take a wound in a skirmish, discard 2 [DWARVEN] cards from play (except characters) to prevent that.
Response: If a [GONDOR] companion wins a skirmish, discard an exhausted Orc. That minion's owner may remove (3) to prevent this.
Response: If a [MEN] possession is discarded from play, stack it here. Shadow: Remove (1) to play a possession stacked here as if from hand.
Response: If a [ROHAN] companion who has resistance 4 or more is about to take a wound, exert Hrothlac to prevent that.
Response: If a [ROHAN] possession is discarded from play and no more than one possession is stacked here, stack it here. Fellowship: Add (1) to play a possession stacked here as if from hand.
Response: If a [SAURON] Orc kills a companion, add 1 burden (or 3 if the Ring-bearer wears The One Ring).
Response: If a [SAURON] Orc wins a skirmish, make that Orc fierce until the regroup phase.
Response: If a burden is about to be added by a Shadow card, exert Melilot Brandybuck to prevent that burden.
Response: If a burden is about to be added by a Shadow card, exert Melilot to prevent that burden.
Response: If a burden is about to be added by a Shadow card, spot another Hobbit and exert Tolman Cotton to prevent that.
Response: If a companion is about to take a wound, exert a [GONDOR] companion to prevent that wound.
Response: If a companion is about to take a wound, spot a [ROHAN] companion and add 2 burdens to prevent that.
Response: If a companion is killed by a [SAURON] Orc, the Free Peoples player must discard 3 cards from the top of his draw deck for each card in the dead pile.
Response: If a companion is overwhelmed during a skirmish involving a [SAURON] Orc and threat wounds are about to be placed, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).
Response: If a companion is overwhelmed during a skirmish involving a [SAURON] Orc, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).
Response: If a companion loses a skirmish involving a [MEN] minion, transfer this condition from your support area to that companion. Limit 1 per companion. Minions cannot take wounds during skirmishes involving bearer.
Response: If a companion or ally is killed, exert an [ISENGARD] minion to add a burden (or 2 burdens if Aragorn, Gandalf, or Theoden is killed).
Response: If a possession or engine is played by your opponent, remove a [GONDOR] token from your condition to make that opponent remove (1). If he or she cannot, discard that possession or engine.
Response: If a skirmish that involved The Balrog bearing Whip of Many Thongs is about to end, wound a companion in that skirmish twice.
Response: If a special ability of an ally or unbound companion is used, exert Grima to cancel that action.
Response: If an Elf archer wins a skirmish, make an opponent choose a minion to discard. That opponent may remove (3) to prevent this.
Response: If an Elf wins a skirmish, exert that Elf to liberate a site or wound a minion.
Response: If an [ISENGARD] Orc is about to take a wound, remove (2) to prevent that wound.
Response: If an ally or companion uses a special ability, discard this condition and exert an [URUK-HAI] lurker to prevent that.
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound
Response: If bearer is about to take a wound, he wears The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound, add 2 burdens instead.
Response: If the Free Peoples player plays an event, spot another [MEN] Man and discard this minion from play to cancel that event.
Response: If the Ring-bearer exerts or takes a wound, discard a card from the top of your draw deck for each [MORIA] minion you spot. For each Shadow card discarded in this way, add a burden (limit 3 burdens).
Response: If the Ring-bearer is about to heal, remove a burden instead.
Response: If the Ring-bearer is about to take a wound in a skirmish, he or she wears The One Ring until the regroup phase. While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead.
Response: If the Ring-bearer is about to take a wound, he or she wears The One Ring until the regroup phase. While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound, add a burden instead.
Response: If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each [ISENGARD] minion you spot. Add a burden for each Shadow card discarded in this way.
Response: If the Ring-bearer puts on The One Ring, spot a [SAURON] minion to make the Free Peoples player discard his or her hand.
Response: If the Ring-bearer puts on The One Ring, spot an [ISENGARD] minion to make the Free Peoples player discard the top 5 cards of his or her draw deck.
Response: If the Ring-bearer wears The One Ring at the end of a skirmish phase, cancel all remaining assignments and assign a Nazgul to skirmish the Ring-bearer; The One Ring's game text does not apply during this skirmish.
Response: If the fellowship moves in the regroup phase, exert a [GONDOR] companion to make each minion's twilight cost +2 until the next regroup phase.
Response: If the fellowship moves in the regroup phase, exert a [GONDOR] companion twice to make each minion's twilight cost +1 until the next regroup phase.
Response: If this minion wins a skirmish, remove (2) to make the Free Peoples player discard a card at random from hand.
Response: If you play a [SHIRE] event, discard this condition to heal each Hobbit.
Response: If you play an Uruk-hai, take all copies of that card in your discard pile and place them beneath your draw deck.
Response: If you play an event during a skirmish involving this companion, exert this companion to place that event on top of your draw deck.
Response: If your [DUNLAND] Man wins a skirmish, discard all Free Peoples cards borne by the companion or ally he was skirmishing.
Response: If your [SAURON] minion wins a skirmish, place a [SAURON] token here (limit 1 per site). Regroup: Add (2) for each token here. Discard this condition.
Response: If your [Sauron] condition is about to be discarded, remove a burden to prevent this.
Response: If your [WRAITH] minion wins a skirmish, place a [WRAITH] token here (limit 1 per site). Regroup: Spot 3 [WRAITH] tokens here to exhaust the Ring-bearer. Discard this condition.
Response: If your minion is about to take a wound, discard 2 cards from hand to prevent that wound.
Response: If your opponent is about to take control of a site, exert Ceorl and a villager to prevent this.
Reveal the top 5 cards of your draw deck (or, if the fellowship is at a battleground site, the top 7 cards) to make an [ORC] minion strength +1 for each [ORC] card revealed.
Reveal your hand to make a [WRAITH] minion strength +1 for each [WRAITH] minion in your hand.
Ring-bearer (resistance 10). At the start of each of your turns, you may heal a Hobbit ally.
Ring-bearer (resistance 10). Fellowship: Add a burden to play Smeagol from your discard pile.
Ring-bearer (resistance 10). Fellowship: Exert another companion who has the Frodo signet to heal Frodo.
Ring-bearer (resistance 10). Fellowship: Play a Ring-bound companion to remove a burden.
Ring-bearer (resistance 10). Ring-bound. Each time the fellowship moves, you may add (3) to remove a threat.
Ring-bearer (resistance 10). Ring-bound. Skirmish: At sites 6K to 8K, add 4 burdens to wound a minion skirmishing Frodo.
Ring-bearer (resistance 10). While you can spot 3 unbound companions, Shadow cards may not discard cards from your hand or from the top of your draw deck.
Ring-bearer (resistance 12).
Ring-bearer.
Ring-bearer. Ring-bound. At the start of the regroup phase, you may exert Frodo to make him gain muster until the end of the regroup phase. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Ring-bearer. Ring-bound. While skirmishing a minion of strength 8 or less, Frodo is strength +2.
Ring-bound. At the start of each skirmish involving Bilbo, you may exert him to take a [SHIRE] skirmish event into hand from your discard pile.
Ring-bound. Each other companion is resistance +1.
Ring-bound. Each time the fellowship moves, if the twilight pool has 2 or fewer twilight tokens, add 2 burdens or add (3). Regroup: Add a burden to play a [SHIRE] tale.
Ring-bound. Fellowship: If you have initiative, discard a card from hand to heal Sam. Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Ring-bound. Fellowship: Play Sam's Pack from your draw deck. Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Ring-bound. Fellowship: Play a Hobbit companion to remove a burden. Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Ring-bound. Ranger. An opponent may not play skirmish events or use skirmish special abilities during skirmishes involving Faramir.
Ring-bound. Ranger. Each time Anborn wins a skirmish, you may make a minion's site number +3 until the regroup phase.
Ring-bound. Ranger. If Faramir is in your starting fellowship, his twilight cost is -1. Fellowship: Play a ranger to heal a Ring-bound companion.
Ring-bound. Ranger. The site number of each minion assigned to skirmish a Ring-bound Man is +2.
Ring-bound. Ranger. The twilight cost of each other [GONDOR] Man in your starting fellowship is -1. While skirmishing a roaming minion, Faramir is strength +2.
Ring-bound. Ranger. To play, spot a Ring-bound Man. Skirmish: Exert Damrod to exhaust a Man he is skirmishing.
Ring-bound. Ranger. To play, spot a Ring-bound Man. Skirmish: Exert Mablung to exhaust a roaming minion he is skirmishing.
Ring-bound. Ranger. When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a roaming minion, this companion is strength +2.
Ring-bound. Response: If a Shadow card is about to add any number of burdens, spot Frodo and exert Sam to prevent this. Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Ring-bound. Sam is resistance +1 for each Hobbit you can spot. Regroup: Exert Sam and transfer a follower he is bearing to your support area to discard a minion from play.
Ring-bound. Sam is strength +1 for each [SHIRE] companion you can spot. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5).
Ring-bound. To play add a burden. Regroup: Exert Smeagol (or Gollum) twice to reveal the top 4 cards of your draw deck. Wound a minion for each Shadow card revealed. Place those 4 cards beneath your draw deck in any order.
Ring-bound. To play, add a burden. Assignment: Assign a minion to Smeagol and add 2 threats to exhaust that minion.
Ring-bound. To play, add a burden. Each Ring-bound companion is resistance +1. Skirmish: Exert 2 Ring-bound Hobbits to make Smeagol strength +1 and prevent him from being overwhelmed unless his strength is tripled.
Ring-bound. To play, add a burden. Each time Smeagol wins a skirmish, you may play the fellowship's next site. Skirmish: If Smeagol is at a marsh, exert him to cancel a skirmish involving him.
Ring-bound. To play, add a burden. Each time Smeagol wins a skirmish, you may shuffle up to 2 [GOLLUM] cards from your discard pile into your draw deck. Skirmish: Exert a Ring-bound companion to make Smeagol strength +2.
Ring-bound. To play, add a burden. Each time the fellowship moves, place an unbound companion in the dead pile. Regroup: If Smeagol is the Ring-bearer, add 2 burdens to discard each minion.
Ring-bound. To play, add a burden. For each card titled Deagol in your discard pile, Smeagol is strength +2 and resistance -1. Each time Smeagol wins a skirmish, you may take a [GOLLUM] card from your draw deck and place it in your discard pile.
Ring-bound. To play, add a burden. Skirmish: Add a burden to make Smeagol strength +2 and take no wounds.
Ring-bound. To play, add a burden. Skirmish: Add threats equal to the total vitality of the minions Smeagol is skirmishing to discard Smeagol. Regroup: Discard Smeagol to take a [GOLLUM] minion from your discard pile into hand.
Ring-bound. To play, add a burden. Skirmish: Discard a card from hand to make Smeagol strength +1.
Ring-bound. To play, add a burden. Skirmish: If you have initiative, discard 2 cards from your hand. Smeagol cannot be overwhelmed unless his strength is tripled.
Ring-bound. While Bilbo is not assigned to a skirmish, each Ring-bound Hobbit is strength +1. At the start of each skirmish involving Bilbo, you may remove a burden for each other Ring-bound Hobbit you can spot.
Ring-bound. While Sam bears the One Ring, he is resistance -4. Maneuver: If Sam is bearing a follower, exert him to heal another Hobbit. Response: If Frodo is killed, make Sam the Ring-bearer.
Ring-bound. While you can spot Frodo and Smeagol, Sam may not be overwhelmed unless is strength is tripled. Response: If Frodo is killed, make Sam the Ring-bearer (resistance 5).
Ring-bound. While you can spot more minions than companions, Frodo cannot be overwhelmed unless his strength is tripled. Skirmish: If Frodo is not assigned to a skirmish, exert Frodo to have him replace a Ring-bound companion skirmishing a minion.
Ring. Bearer must be a [Dwarven] companion. Bearer is strength +1 for each [Dwarven] possession and [Dwarven] artifact in your discard pile (limit +3). Maneuver: Take a [Dwarven] event into hand from your discard pile. Discard this artifact.
River.
River. At the start of each skirmish phase, wound each unwounded character in that skirmish.
River. Each character is strength +1 for each card borne by that character.
River. Fellowship: Discard a [GONDOR] card from hand to heal a [GONDOR] companion.
River. For each companion in the fellowship over 4, add 2 to the minion archery total.
River. For each minion archer at Brown Lands, the minion archery total is +1 (limit +4).
River. Maneuver events may not be played.
River. Regroup: Spot your minion and 6 companions to make the Free Peoples player choose to move again this turn.
River. Sanctuary. At the start of the regroup phase, you play a [Esgaroth] or [Dwarven] ally from your draw deck.
River. Sanctuary. Fellowship: Exert a [Esgaroth] ally to play a weapon from your discard pile (limit once per turn).
River. Sanctuary. The twilight cost of the first Nazgul played at Ford of Bruinen each turn is -5.
River. Sanctuary. The twilight cost of the first Nazgul played to Ford of Bruinen each turn is -5.
River. Sanctuary. The twilight cost of the first Orc played at Lake-Town each turn is -2.
River. Sanctuary. When the fellowship moves to Valley of the Silverlode, each Hobbit companion may heal.
River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards.
River. Shadow: Play up to 3 trackers from your discard pile; end your Shadow phase.
River. Shadow: Spot 5 Orc minions to prevent the fellowship from moving again this turn.
River. Shadow: Spot 5 [ORC] Orcs to prevent the fellowship from moving again this turn.
River. Shadow: Spot your minion and 6 companions to make the move limit for this turn -1.
River. Skirmish: Spot your minion and remove a burden to make that minion strength +2.
River. The fellowship archery total is -3.
River. The minion archery total is +2 for each companion in the fellowship over 4.
River. The minion archery total is -3.
River. When the fellowship moves to Anduin Confluence, discard every ally.
River. When the fellowship moves to Nen Hithoel, each Shadow player may draw a card for each companion over 4.
River. When the fellowship moves to Silverlode Banks without a ranger, every companion must exert.
River. When the fellowship moves to this site in region 2, the Free Peoples player places a card from the dead pile out of play.
River. When the fellowship moves to this site, discard each ally from play.
River. When the fellowship moves to this site, each player heals each of his or her characters.
River. When the fellowship moves to this site, if it is a Sanctuary, remove 2 burdens.
River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Buckleberry Ferry.
River. While the fellowship is at The Great River, cards may not be played from draw decks or discard piles.
Sam cannot be overwhelmed unless his strength is tripled. Each time the Free Peoples player assigns Rosie Cotton to a skirmish, add 2 burdens.
Sam is strength +1. Fellowship: Exert Rosie Cotton to heal Sam.
Sam is strength +1. Fellowship: Exert Rosie to heal Sam.
Sanctuary. Battleground. Each [ROHAN] ally may participate in archery fire and skirmishes at Great Hall.
Sanctuary. Each [ROHAN] ally may not participate in archery fire or skirmishes at Streets of Edoras.
Sanctuary. Fellowship: Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile.
Sanctuary. Fellowship: Exert a [ROHAN] Man to play a [ROHAN] mount from your draw deck (limit once per turn).
Sanctuary. Fellowship: Exert an Elf to look at an opponent's hand.
Sanctuary. Fellowship: If you cannot spot 2 threats, add a threat to play a fortification from your draw deck.
Sanctuary. Fellowship: If you cannot spot 3 threats, add 3 threats to make the move limit for this turn +1.
Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to draw a card.
Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to heal a companion.
Sanctuary. Fellowship: Place your hand beneath your draw deck and draw 4 cards.
Sanctuary. Fellowship: Play Theoden from your draw deck.
Sanctuary. Fellowship: Play a Hobbit to draw a card.
Sanctuary. Fellowship: Play a Man to draw a card.
Sanctuary. Fellowship: Play a possession to draw a card.
Sanctuary. Fellowship: Play an Elf to draw a card.
Sanctuary. Fellowship: Spot 3 companions with the Theoden signet and discard your hand to draw 4 cards.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal Gandalf three times.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal each Hobbit companion.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal each [DWARVEN] companion.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal each [ELVEN] companion.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal each [GONDOR] companion.
Sanctuary. If the fellowship moves from this site during the regroup phase, heal each [ROHAN] companion.
Sanctuary. If the fellowship moves from this site during the regroup phase, wound each companion.
Sanctuary. The twilight cost of the first [MORIA] Orc played each Shadow phase is -2.
Sanctuary. Underground. Fellowship: Add 3 threats to play an enduring companion from your draw deck.
Sanctuary. When the fellowship moves from Council Courtyard, remove (2).
Sanctuary. When the fellowship moves to Golden Hall, all Free Peoples weapons must be discarded.
Sanctuary. When the fellowship moves to House of Elrond, the Free Peoples player may spot 2 Elves to remove a burden.
Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains hunter 2. Response: If a hunter minion is about to take a wound, exert Saruman to prevent that.
Saruman may not be assigned to a skirmish. Each time the fellowship moves, the Free Peoples player must exert a companion for each [DUNLAND] Man you can spot. Skirmish: Exert Saruman to make a [DUNLAND] Man strength +2.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Assignment: Exert Saruman to assign an [ISENGARD] minion to a companion (except the Ring-bearer). That companion may exert to prevent this.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Each time the fellowship moves, you may heal each [ISENGARD] Orc twice. Shadow: Exert Saruman to play an [ISENGARD] possession from your discard pile.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Maneuver: Exert Saruman to make an Uruk-hai fierce until the regroup phase. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Uruk-hai are fierce. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. When you play Saruman, you may discard a condition. Shadow: Exert Saruman to play Saruman's Staff from your discard pile.
Search. Assignment: Exert an [ISENGARD] tracker to assign it to an unbound companion. That companion may exert to prevent this (unless that companion is a Hobbit).
Search. Maneuver: Exert an Uruk-hai to make the opponent choose to either exert 2 companions or make the Ring-bearer put on The One Ring until the regroup phase.
Search. Maneuver: Exert your Nazgul to discard an ally.
Search. Maneuver: Spot a [SAURON] Orc and 5 companions to make the Free Peoples player exert a companion for each companion over 4.
Search. Maneuver: Spot a [SAURON] Orc and 6 companions to wound a companion (except the Ring-bearer). Do this once for each companion over 5.
Search. Plays on a companion or ally. Limit 1 per character. Each time the Free Peoples player assigns bearer to skirmish an [ISENGARD] tracker, bearer must exert.
Search. Plays to your support area. At the beginning of each of your Shadow phases, draw 1 card. At the end of each of your Shadow phases, exert a Nazgul or discard this condition.
Search. Plays to your support area. Each time the fellowship moves during the regroup phase, you may discard 2 cards from hand to take an [ISENGARD] tracker from your discard pile into hand.
Search. Plays to your support area. Each time you play a Nazgul, you may exert a Hobbit (except the Ring-bearer).
Search. Plays to your support area. Response: If a stealth event is played, exert a [SAURON] tracker to cancel that event.
Search. Plays to your support area. While you can spot 7 companions, the move limit for this turn is -1 (to a minimum of 1).
Search. Response: If a stealth event is played, exert or discard your Uruk-hai to cancel that event.
Search. Response: If a stealth event is played, spot 3 [MORIA] minions to cancel that event.
Search. Shadow: Spot X Nazgul to reveal the top X cards of your draw deck. Take into your hand all [WRAITH] cards revealed and discard the rest.
Search. Shadow: Spot a [SAURON] minion and a Nazgul to make the Free Peoples player discard a card from the top of his or her deck for each burden you can spot.
Search. Skirmish: Spot 2 [SHIRE] companions to make a [MORIA] minion damage +1.
Search. To play, exert a [MORIA] Orc. Plays to your support area. While the fellowship is at site 5 or higher, each companion's twilight cost is +2.
Search. To play, exert a [MORIA] minion. Plays to your support area. Each time the fellowship moves to site 4, 5, or 6 and contains a Dwarf or Elf, the Free Peoples player discards 2 cards at random from hand.
Search. To play, exert a [SAURON] Orc. Plays to your support area. While you can spot 5 companions, each companion's twilight cost is +2.
Search. To play, exert a [SAURON] tracker. Plays to your support area. Each time the fellowship moves, the Free Peoples player must exert a companion.
Search. To play, exert an [ISENGARD] tracker. Plays on a companion (except the Ring-bearer). Assignment: Exert an [ISENGARD] tracker and remove (2) to assign that tracker to bearer. Bearer may exert to prevent this.
Search. To play, spot a Nazgul. Plays to your support area. Shadow: Remove (3) to replace the fellowship's site with your version of the same site.
Search. To play, spot a [MORIA] minion. Plays to your support area. Each time a companion is played to site 4 or higher, that companion comes into play exhausted.
Search. To play, spot a [SAURON] Orc. Plays to your support area. Each time the fellowship moves during the regroup phase, you may draw a card (or 2 cards if you spot a [SAURON] tracker).
Search. To play, spot a [SAURON] Orc. Plays to your support area. Shadow: Remove (3) to reveal the top card of your draw deck. If it is a [SAURON] card, take it into hand. Otherwise, discard it and one other card from hand.
Search. To play, spot an Uruk-hai. Plays to your support area. While the Ring-bearer is exhausted or you can spot 5 burdens, the move limit for this turn is -1 (to a minimum of 1).
Search. To play, spot an [ISENGARD] tracker. Plays on a companion. Limit 1 per companion. If bearer is killed, reveal the top 10 cards of opponent's draw deck and discard 1 Shadow card and 1 Free Peoples card. Your opponent reshuffles that deck.
Shadow: Discard 3 cards from hand to play an Orc from your discard pile.
Shadow: Discard a [SAURON] Orc to add a threat. Skirmish: Remove a threat to make Army of Udun strength +1. Regroup: Discard Army of Udun and X other [SAURON] Orcs to add X threats.
Shadow: Discard this minion to play a [WRAITH] minion from your discard pile. Shadow: Spot 6 companions and discard this minion to play up to 2 [WRAITH] minions from your draw deck; their twilight costs are each -1.
Shadow: Exert Gollum twice to exert the Ring-bearer. Shadow: Remove a burden to add (1). Skirmish: Remove a burden to add (2). Regroup: Remove a burden to add (3). Regroup: Exert Gollum twice to wound the Ring-bearer.
Shadow: Exert Ulaire Otsea and discard a [RINGWRAITH] condition from hand to discard a Free Peoples condition from play.
Shadow: Exert Ulaire Otsea and discard a [WRAITH] condition from hand to discard a Free Peoples condition from play.
Shadow: Exert Ulaire Otsea to make a [WRAITH] minion fierce until the regroup phase.
Shadow: Exert a Nazgul and play a [WRAITH] minion to add (1) (or (2) if you have initiative).
Shadow: Exert a [MORIA] minion and spot X burdens to add (X) (limit (5)).
Shadow: Exert a [SAURON] Orc and spot X burdens to draw X cards (limit 5).
Shadow: Exert a [SAURON] Orc to discard a Free Peoples condition.
Shadow: Exert a [SAURON] minion to add (1) for each [SAURON] Orc you can spot (limit (3)).
Shadow: Exert an Uruk-hai and spot X burdens to shuffle X minions from your discard pile into your draw deck.
Shadow: Exert or discard this minion to make each [SAURON] minion you spot roaming until the regroup phase.
Shadow: Exert this minion and spot another [ORC] minion to add (X), where X is the number of the current region.
Shadow: Exert this minion to add (1).
Shadow: Exert this minion to add (X), where X is the current site's Shadow number.
Shadow: Exert this minion to draw 3 cards. If you cannot spot 3 Orcs, the Free Peoples player may add 2 doubts to prevent this.
Shadow: Exert this minion to draw X cards and add (X), where X is the number of Free Peoples cultures you spot over 2.
Shadow: Exert this minion, spot another [MEN] minion, and remove a culture token to reinforce a [MEN] token.
Shadow: Exert your [MORIA] Orc to draw 2 cards.
Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn -1.
Shadow: If you cannot spot another minion and there are 3 or fewer twilight tokens, add (3) (or (5) if this minion is roaming).
Shadow: If you have initiative, spot a [RAIDER] Man and discard this condition to reconcile your hand. Skirmish: Discard this condition to make a [RAIDER] Man strength +2.
Shadow: Play Gollum from your draw deck or your discard pile. Skirmish: Discard a card at random from hand to make Gollum strength +3.
Shadow: Play a Nazgul. His twilight cost is -2.
Shadow: Play a [DUNLAND] minion to draw a card.
Shadow: Play a [MORIA] Orc from your discard pile.
Shadow: Play a [MORIA] minion from your discard pile.
Shadow: Play an [ISENGARD] minion to stack the top card of your draw deck on this card. Skirmish: Remove(1) and discard a Free Peoples card stacked here to make an [ISENGARD] minion strength +1. Regroup: Remove (1) to take an [ISENGARD] card stacked here into hand.
Shadow: Remove (1) and exert Gollum to discard the top card of your draw deck. If that card is a [GOLLUM] or [WRAITH] card, take it into hand.
Shadow: Remove (1) to stack a tentacle from hand here.Shadow: Remove (1) to play a tentacle stacked here as if from hand.Response: If this condition is about to be discarded, discard a tentacle stacked here to prevent that.
Shadow: Remove (3) and spot 3 [SAURON] Orcs to draw a card.
Shadow: Remove (3) to take a [GOLLUM] card into hand from your draw deck, then randomly discard a card from your hand. Skirmish: Discard a [GOLLUM] card from hand to make a [GOLLUM] minion strength +2.
Shadow: Remove 2 burdens to play a minion from your discard pile.
Shadow: Remove 2 threats and play Gollum from your discard pile to add 2 burdens (limit once per phase).
Shadow: Remove 2 threats and play Gollum from your discard pile to add 2 burdens.
Shadow: Remove 2 threats to play a Nazgul from your discard pile. His twilight cost is -2.
Shadow: Remove [2] to take into hand a Sauron card from your draw deck or discard pile (limit once per phase) Skirmish: Remove a doubt or exert Sauron to make an Orc strength +1 (limit +3)
Shadow: Remove a threat and spot your minion to draw a card.
Shadow: Remove a threat or discard a [RAIDER] card from hand to add a [RAIDER] token here. Regroup: Remove 2 [RAIDER] tokens here to place a [RAIDER] card from your discard pile on top of your draw deck.
Shadow: Reveal any number of [MORIA] Orcs from your hand to play The Balrog. Its twilight cost is -2 for each Orc revealed.
Shadow: Spot 2 [RAIDER] Men and remove a threat to add (2).
Shadow: Spot 3 [DUNLAND] minions to shuffle your hand into your draw deck and draw 8 cards. The Free Peoples player may discard 3 cards from hand to prevent this.
Shadow: Spot 4 Free Peoples cultures and exert another [SAURON] minion twice to add (3) and draw a card.
Shadow: Spot 8 burdens to make the Ring-bearer wear The One Ring until the regroup phase.
Shadow: Spot Smeagol or Gollum to add (1) for each burden.
Shadow: Spot X [SAURON] minions to add (X).
Shadow: Spot a Hobbit (except the Ring-bearer) to reveal cards from the top of your draw deck until you reveal one that is not a [MORIA] minion. Take the revealed cards into hand.
Shadow: Spot a Nazgul and remove a threat to play a Nazgul. Its twilight cost is -2.
Shadow: Spot a Nazgul and reveal a Nazgul from hand to place the revealed card beneath your draw deck and draw a card.
Shadow: Spot a [MORIA] minion to reveal a card at random from the Free Peoples player's hand. Add (X), where X is the twilight cost of the card revealed.
Shadow: Spot a [SAURON] Orc to discard an [ELVEN] condition.
Shadow: Spot a possession to make this minion fierce until the regroup phase.
Shadow: Spot a site you control and exert Hill Chief to draw 3 cards.
Shadow: Spot an Uruk-hai and a [MORIA] minion to draw 3 cards.
Shadow: Spot an [ISENGARD] minion to discard up to 3 cards from hand and draw an equal number of cards.
Shadow: Stack a [moria] item from hand here.Shadow: Spot The Balrog to take a [moria] card stacked here into hand.
Skinbark is twilight cost -1 for each [GANDALF] condition you can spot. Each time Skinbark wins a skirmish, you may place a [GANDALF] card from your discard pile beneath your draw deck.
Skinbark's twilight cost is -1 for each Ent or unbound Hobbit you can spot. Response: If an unbound Hobbit is about to take a wound, exert Skinbark to prevent that wound.
Skirmish or Regroup: Spot 3 Elf companions to liberate a site or exert a minion.
Skirmish: Add 1 burden to wound each minion skirmishing the Ring-bearer.
Skirmish: Add 3 burdens to wound a minion skirmishing a companion who has the Frodo signet twice.
Skirmish: Add a burden to discard Pippin. Any Shadow player may remove (2) to prevent this.
Skirmish: Discard 3 cards from hand to make this minion strength +3.
Skirmish: Discard a [DWARVEN] card from hand and spot a minion skirmishing a Dwarf to make that minion fierce until the regroup phase.
Skirmish: Discard a [ROHAN] condition to make Guthlaf strength +1.
Skirmish: Discard a card from hand to discard the bottom card of your draw deck. If the bottom card was an [ELVEN] card, each minion skirmishing Arwen is strength -3.
Skirmish: Discard a card from hand to exert a minion skirmishing this companion.
Skirmish: Discard a card from hand to make Gollum strength +1 (or +2 if skirmishing a Ring-Bound companion).
Skirmish: Discard a card from hand to make a companion skirmishing this minion strength -1 for each other [SAURON] Orc you spot (limit -3).
Skirmish: Discard a companion from hand to make an Ent strength +2.
Skirmish: Discard a possession borne by Eowyn to make her strength +2.
Skirmish: Discard all Shadow cards borne by a minion bearing a [GONDOR] fortification.
Skirmish: Discard this condition from play to make a [MEN] minion damage +1 for each of the following that is true: it is at a plains site; it is bearing a possession; it is skirmishing a companion who has resistance 4 or less.
Skirmish: Discard this condition from play to make a minion skirmishing an Elf strength -1 for each of the following that is true: it is skirmishing a companion who has resistance 4 or more; it is wounded; you can spot an Elf archer; the fellowship is at a forest site.
Skirmish: Discard this condition to discard each minion skirmishing a Wizard. Place that Wizard in your dead pile. Fellowship or Regroup: Play a Wizard (even if another copy of that Wizard is in your dead pile).
Skirmish: Discard this condition to heal a [GONDOR] Man (or to heal 2 [GONDOR] Men if you can spot a roaming minion).
Skirmish: Discard this condition to make a Dwarf strength +1 for each of the following that is true: he is at a mountain or underground site; he has resistance 3 or more; he is bearing a possession; he is skirmishing a fierce minion.
Skirmish: Discard this condition to make a Hobbit strength +1 for each of the following that is true: he or she is participating in a fierce skirmish; he or she has resistance 7 or more; he or she is at a dwelling site; you can spot an unwounded Hobbit.
Skirmish: Discard this condition to make a Nazgul strength +1 for each of the following that is true: he is at a battleground or forest site; he is skirmishing a companion who has resistance 4 or less; he is bearing a possession; he is in a fierce skirmish.
Skirmish: Discard this condition to make a [GONDOR] Man strength +1 for each of the following that is true: he or she is at a battleground site; he or she has resistance 4 or more; he or she is bearing a hand weapon; he or she is skirmishing a roaming minion.
Skirmish: Discard this condition to make a [ROHAN] companion strength +1 for each of the following that is true: he or she is at a plains site; he or she has resistance 4 or more; he or she is bearing armor; he or she is skirmishing a wounded minion.
Skirmish: Discard this condition to make an [URUK-HAI] minion strength +1 for each of the following that is true: it is at a battleground site; it is skirmishing a companion who has resistance 4 or less; it is bearing a possession; you can spot an [URUK-HAI] minion not assigned to a skirmish.
Skirmish: Discard this minion to make a minion strength +1.
Skirmish: Discard this minion to make a minion strength +2.
Skirmish: Discard this minion to make another [SAURON] Orc strength +3.
Skirmish: Discard this minion to make another [SAURON] Orc strength +4.
Skirmish: Discard your [SAURON] condition to make a character skirmishing this minion strength -1.
Skirmish: Exert 3 [SAURON] Orcs to add 3 threats. When this minion is discarded, remove 3 threats.
Skirmish: Exert Aegnor to make a minion skirmishing an unbound [ELVEN] companion strength -1 for each archer you spot.
Skirmish: Exert Aragorn to make Arwen strength +3, or exert Arwen to make Aragorn strength +3.
Skirmish: Exert Aragorn to make another companion strength +2 (or +3 if that companion has the Aragorn signet).
Skirmish: Exert Boromir to make a Hobbit strength +3.
Skirmish: Exert Eomer to make Eowyn or Theoden strength +2. Skirmish: Exert Eowyn to make Eomer or Theoden strength +2. Skirmish: Exert Theoden to make Eomer or Eowyn strength +2.
Skirmish: Exert Eowyn to choose an opponent. That opponent must wound a minion for each wound on each minion skirmishing Eowyn.
Skirmish: Exert Gollum and remove a threat to wound a companion Gollum is skirmishing.
Skirmish: Exert Gollum twice or remove a threat to make him strength +2.
Skirmish: Exert Haldir or discard an [ELVEN] card from hand to make a minion skirmishing Haldir strength -2.
Skirmish: Exert Pippin to prevent a skirmishing [shire] companion from being overwhelmed unless their strength is tripled (and make them strength +1 if you can spot 3 companions with the Frodo signet).
Skirmish: Exert Sam to make him strength +3. If Sam wins this skirmish, you may remove a burden.
Skirmish: Exert X Elf companions to make a minion skirmishing an unbound companion strength -X.
Skirmish: Exert a Dwarf to make that Dwarf strength +3 and damage +1.
Skirmish: Exert a Hobbit companion twice (except the Ring-bearer) to cancel a fierce skirmish involving that Hobbit.
Skirmish: Exert a Hobbit companion twice to cancel a fierce skirmish involving that Hobbit.
Skirmish: Exert a Hobbit to make him strength +3.
Skirmish: Exert a Ring-bound Man to cancel a skirmish involving a roaming minion.
Skirmish: Exert a [SAURON] Orc to wound a character he is skirmishing.
Skirmish: Exert a companion (except a Hobbit) to make a Hobbit strength +3.
Skirmish: Exert an Elf to make a minion skirmishing Arwen strength -1.
Skirmish: Exert an Elf to make a minion skirmishing that Elf strength -3.
Skirmish: Exert an Ent to make him strength +1 for each Ent you spot (limit +4).
Skirmish: Exert an Uruk-hai to make it strength +3.
Skirmish: Exert an Uruk-hai who is not assigned to a skirmish to make another Uruk-hai strength +3.
Skirmish: Exert an unbound Hobbit to make him strength +1 and damage +1 for each [GANDALF] companion you can spot.
Skirmish: Exert another [ORC] minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less).
Skirmish: Exert the Ring-bearer to discard Merry. Any Shadow player may remove (2) to prevent this.
Skirmish: Exert this ally to prevent a Hobbit from being overwhelmed unless that Hobbit's strength is tripled.
Skirmish: Exert this companion to make him strength +1 for each mounted companion you spot.
Skirmish: Exert this minion and spot another [SAURON] minion and to add a threat.
Skirmish: Exert this minion and spot another [SAURON] minion to add a threat.
Skirmish: Exert this minion to make a Nazgul or [WRAITH] Orc strength +1.
Skirmish: Exert this minion to make a roaming [SAURON] minion strength +3.
Skirmish: Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card.
Skirmish: Exert this minion to wound a character he is skirmishing.
Skirmish: Exert this minion to wound a character it is skirmishing.
Skirmish: Exert this minion to wound a companion it is skirmishing.
Skirmish: Exert your [GANDALF] companion and add a burden to make that companion damage +1.
Skirmish: Exert your [ISENGARD] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions).
Skirmish: If Gandalf is not assigned to a skirmish, exert him and another unbound companion skirmishing a minion to make Gandalf strength +3 and have him replace that companion in that skirmish.
Skirmish: If Leofric is in a skirmish, exert him to play a [ROHAN] skirmish event from your draw deck.
Skirmish: If Merry is not assigned to a skirmish, discard him to remove a [SAURON] Orc from a skirmish involving an unbound companion.
Skirmish: If Merry is not assigned to a skirmish, exert him twice to add his strength to another companion.
Skirmish: If Merry is not assigned to a skirmish, return him to your hand to play up to 2 [ROHAN] possessions from your discard pile.
Skirmish: If Pippin is not assigned to a skirmish, discard him to remove an Uruk-hai from a skirmish involving an unbound companion.
Skirmish: If Pippin is not assigned to a skirmish, return him to your hand to wound a roaming minion twice.
Skirmish: If Pippin is not assigned to a skirmish, spot an unbound companion who has less resistance than Pippin to have Pippin replace him or her in a skirmish.
Skirmish: If Uri is damage +X, exert him to make him strength +X.
Skirmish: If this companion is mounted, exert him to exert a minion skirmishing an unbound companion.
Skirmish: If this minion is at an underground site, exert it to exert a companion it is skirmishing.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion damage +1.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion fierce until the regroup phase.
Skirmish: If this minion is skirmishing, discard this minion to play a [MEN] minion from your discard pile. That minion is fierce until the regroup phase.
Skirmish: If you cannot spot 3 threats, add a threat to make Merry strength +2.
Skirmish: Make Gandalf strength +1 for each twilight token you spot (limit +5).
Skirmish: Make a Dwarf strength +2 (or +3 if bearing a [DWARVEN] hand weapon).
Skirmish: Make a Dwarf strength +2 (or +3 if bearing an axe).
Skirmish: Make a Dwarf strength +2 (or +4 and damage +1 if bearing 2 hand weapons).
Skirmish: Make a Dwarf strength +2 (or +4 if at a battleground).
Skirmish: Make a Dwarf strength +2 (or +4 if at an underground site).
Skirmish: Make a Dwarf strength +2 (or strength +3 and damage +1 if you spot Legolas).
Skirmish: Make a Dwarf strength +2 and damage +1.
Skirmish: Make a Nazgul strength +2 (or +3 if the Ring-bearer is assigned to a skirmish that has not resolved).
Skirmish: Make a Nazgul strength +2 (or +4 if you spot 5 burdens).
Skirmish: Make a Nazgul strength +2 (or +5 if the Ring-bearer wears The One Ring).
Skirmish: Make a Southron strength +1 for each burden you spot (limit +5), or make a [RAIDER] Man strength +2.
Skirmish: Make a [DUNLAND] Man strength +1 for each companion you spot.
Skirmish: Make a [DUNLAND] Man strength +2 (or +4 if at a sanctuary).
Skirmish: Make a [DUNLAND] Man strength +2 (or +4 if you control a site).
Skirmish: Make a [GONDOR] Man strength +2 (and exert a minion if you spot a [ROHAN] token).
Skirmish: Make a [GONDOR] Man strength +2 (and heal a companion if you spot an [ELVEN] token).
Skirmish: Make a [GONDOR] Man strength +2 (or +3 and damage +1 if skirmishing a roaming minion).
Skirmish: Make a [GONDOR] Man strength +2 (or +4 if skirmishing a minion bearing a [GONDOR] fortification).
Skirmish: Make a [GONDOR] companion strength +2 (or +4 if he is defender +1).
Skirmish: Make a [GONDOR] companion strength +2 (or +4 if in a fierce skirmish).
Skirmish: Make a [GONDOR] or [SHIRE] companion bearing a hand weapon strength +2 and damage +1.
Skirmish: Make a [MORIA] Orc strength +1 for each other [MORIA] Orc you spot (limit +4).
Skirmish: Make a [MORIA] Orc strength +2 (or +4 if skirmishing a Dwarf).
Skirmish: Make a [MORIA] Orc strength +2 (or +4 if skirmishing an archer).
Skirmish: Make a [RAIDER] Man strength +3 (or +4 if you spot 4 burdens).
Skirmish: Make a [RAIDER] Man strength +3 (or +5 if you spot 6 companions).
Skirmish: Make a [ROHAN] Man strength +2 (and damage +2 if mounted).
Skirmish: Make a [ROHAN] Man strength +2 (or +3 if you spot a villager).
Skirmish: Make a companion or ally skirmishing a [SAURON] Orc strength -1 for each ring-bound companion. Response: If a free people player reveals this card from your hand, discard this card to add 2 burdens.
Skirmish: Make a minion skirmishing an Elf strength -2 for each wound on that minion.
Skirmish: Make a ranger strength +2 (or +4 when skirmishing a roaming minion).
Skirmish: Make an Elf or Dwarf skirmishing a [MORIA] Orc strength -1 (or -3 if you spot an Elf and a Dwarf).
Skirmish: Make an Elf strength +1. If a minion loses this skirmish to that Elf, that minion's owner discards 2 cards at random from hand.
Skirmish: Make an Elf strength +2 (or +3 if skirmishing a wounded minion).
Skirmish: Make an Elf strength +2 (or +3 if you spot 3 Elf companions).
Skirmish: Make an Elf strength +2 (or +4 if skirmishing a Nazgul).
Skirmish: Make an Elf strength +2 (or +4 if skirmishing an archer).
Skirmish: Make an Ent strength +X and damage +X, where X is the number of unbound Hobbits you can spot.
Skirmish: Make an Uruk-hai strength +2 (and damage +1 if you control a site).
Skirmish: Make an Uruk-hai strength +2 (or +3 if at a battleground).
Skirmish: Make an Uruk-hai strength +2, or spot 5 companions to make an Uruk-hai strength +3 (and fierce until the regroup phase).
Skirmish: Make an Uruk-hai strength +2, or spot 5 companions to make an Uruk-hai strength +4 and fierce until the regroup phase.
Skirmish: Make an Uruk-hai strength -1 and damage +1.
Skirmish: Make an [ISENGARD] Orc strength +2 (and heal it if mounted).
Skirmish: Make an [ISENGARD] Orc strength +2 (or +3 if you have fewer than 3 cards in hand).
Skirmish: Make an [ISENGARD] tracker strength +2 (or +4 if skirmishing a character bearing a search card).
Skirmish: Make an [ISENGARD] tracker strength +2 for each card borne by the character it is skirmishing.
Skirmish: Make an unbound companion strength +1 for each [ROHAN] Man you spot (limit +3).
Skirmish: Place 3 cards from hand on top of your draw deck to make a minion skirmishing an unbound companion strength -3. Any Shadow player may place 3 cards from his or her hand on top of his or her draw deck to prevent this.
Skirmish: Play a [GONDOR] skirmish event to make each minion skirmishing Anarion strength -X, where X is Anarion's vitality.
Skirmish: Remove (2) to make a lurker strength +1. Skirmish: Remove (2) to make a lurker fierce until the regroup phase. Skirmish: Remove (2) to make a lurker damage +1.
Skirmish: Remove (3) to make a [MORIA] Orc strength +2.
Skirmish: Remove (3) to make this minion damage +1.
Skirmish: Remove 2 threats to make a [SAURON] Orc strength +6.
Skirmish: Remove 2 threats to make your [SAURON] minion strength +3.
Skirmish: Remove 3 threats to make a [SAURON] minion strength +8.
Skirmish: Remove a threat or a burden to transfer this possession to a companion skirmishing Shelob. Each time bearer is assigned to a skirmish, bearer must exert.
Skirmish: Remove a threat to make this minion strength +4.
Skirmish: Reveal the top card of your draw deck to make a minion skirmishing an Elf strength -X, where X is the twilight cost of the revealed card.
Skirmish: Spot 3 [DUNLAND] minions or a site you control to make a [DUNLAND] Man fierce until the regroup phase.
Skirmish: Spot 3 burdens to make a Nazgul strength +1 and damage +1, or spot 6 burdens to make a Nazgul strength +3 and damage +2.
Skirmish: Spot 6 companions and exert this minion to make another [SAURON] Orc strength +6.
Skirmish: Spot Frodo and add a burden to wound a minion skirmishing a companion who has the Frodo signet.
Skirmish: Spot Gandalf and 3 twilight tokens to prevent all wounds to a companion who has the Gandalf signet.
Skirmish: Spot Saruman or an [ISENGARD] Man to make an unbound companion strength -2.
Skirmish: Spot The Shards of Narsil to make a [GONDOR] companion strength +3 and damage +1.
Skirmish: Spot X burdens to make a character skirmishing a [SAURON] Orc strength -X.
Skirmish: Spot a Ring-bound Man to make a minion's site number +2. If that minion loses this skirmish, you may wound a minion.
Skirmish: Spot a [RAIDER] Man skirmishing a Ring-bound companion to add a burden.
Skirmish: Spot a twilight Nazgul and the Ring-bearer wearing The One Ring to add 3 burdens.
Skirmish: Spot an [ISENGARD] minion to make a Nazgul damage +1.
Skirmish: Spot your [SAURON] minion and remove 2 threats to make your [SAURON] minion strength +3.
Skirmish: Spot your [WRAITH] Orc and remove 2 threats to make that [WRAITH] Orc strength +3.
Skirmish: Spot your minion and remove 2 burdens to make that minion damage +1.
Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgul. During the turn this card is transferred, the Shadow has initiative, regardless of the Free Peoples player's hand.
Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgul. Each time a wound is removed from bearer, add a burden.
Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgul. Each time bearer exerts, add (1).
Skirmish: Transfer this condition from your support area to a character skirmishing a Nazgul. The Free Peoples player cannot use bearer's special abilities.
Skirmish: Transfer this condition from your support area to a companion your Nazgul is skirmishing. Limit 1 per companion. Each [WRAITH] minion skirmishing bearer is strength +1 for each forest site you can spot.
Skirmish: Transfer this condition from your support area to your [MEN] minion. (Limit 1 per bearer.) Bearer is strength +1 for each other [MEN] minion you can spot. Each time a [MEN] minion wins a skirmish, make bearer strength +1 until the regroup phase.
Skirmish: Wound a companion or ally skirmishing a [RAIDER] Man.
Skirmish: Wound a minion bearing a [GONDOR] fortification.
Skirmish: exert this minion to make a [Moria] minion strength +2 (limit +2)
Skirmishes are resolved in an order decided by the first Shadow player. Each time a [ROHAN] Man wins a skirmish, place a [ROHAN] token here. Each [ROHAN] Man is strength +1 for each token here. Discard this condition during the regroup phase.
Southron. Ambush (1). Assignment: Exert this minion and spot 5 companions to assign this minion to the Ringbearer. The Free Peoples player may add (4) to prevent this.
Southron. Ambush (1). Assignment: Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this.
Southron. Ambush (1). Maneuver: Exert this minion and spot 5 companions to make the Free Peoples player exert a companion.
Southron. Ambush (1). Maneuver: Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions.
Southron. Ambush (1). When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile.
Southron. Ambush (1). While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is fierce. While you can spot 6 burdens, this minion is damage +1.
Southron. Ambush (2).
Southron. Ambush (2). Maneuver: Exert this minion and spot 4 free peoples cultures to exert every companion.
Southron. Ambush (2). Response: If a Southron is about to take a wound, remove (3) to prevent that wound.
Southron. Ambush (2). While you can spot a Southron, this minion's twilight cost is - 2.
Southron. Archer. Ambush (1). To play, spot a Southron. Assignment: Spot 7 companions to assign this minion to the Ringbearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this.
Southron. Archer. Archery: Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total.
Southron. Archer. Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
Southron. Archer. Archery: Remove (3) to add 1 to the minion archery total for each companion over 4 (limit +4).
Southron. Archer. Fierce. To play, spot a [RAIDER] Man. Archery: Exert this minion and remove a threat to make the minion archery total +1.
Southron. Archer. To play, spot a [RAIDER] Man. Menace - When you play this minion, add ten tokens to the twilight pool.
Southron. Archer. While you can spot 3 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 6 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 9 twilight tokens, all [RAIDER] Men are strength +1.
Southron. Archer. While you can spot 6 twilight tokens, other [RAIDER] Men are damage +1. While you can spot 9 twilight tokens, other [RAIDER] Men are damage +1.
Southron. Archer. While you can spot another Southron, the minion archery total is +1 for each site you control.
Southron. Archer. While you can spot another [RAIDER] Man, Ring-bound companions cannot take archery wounds.
Southron. Archer. While you have initiative, the Ring-bearer cannot take wounds during the archery phase and this minion is ambush (8).
Southron. Archery: Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer).
Southron. Archery: Spot another [RAIDER] Man, spot 6 companions, and remove a threat to exert a companion.
Southron. At the start of a skirmish involving this minion, you may spot another [Raider] Man and 6 companions to discard an unbound companion this minion is skirmishing.
Southron. At the start of each skirmish involving this minion, you may remove (1) to add a threat.
Southron. At the start of each skirmish involving this minion, you may spot 6 companions and another [RAIDER] Man to discard an unbound companion this minion is skirmishing.
Southron. Each time a Man is assigned to skirmish this minion, wound that Man.
Southron. Each time a companion or ally loses a skirmish involving a Southron, you may remove (1) to make the Free Peoples player wound a Ring-bound companion.
Southron. Maneuver: Exert this minion to add (2) for each site you control.
Southron. Maneuver: Exert this minion to add (5). The Free Peoples player may add a threat to prevent this.
Southron. Regroup: Exert this minion and remove (5) to take control of a site.
Southron. Regroup: Remove (9) and spot antother Southron to make the move limit -1 for this turn ( to a minimum of 1 ).
Southron. Shadow: Remove (3) and spot 3 [RAIDER] Men to make one of those Men damage +1 until the regroup phase.
Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile.
Southron. To play, spot a [RAIDER] Man. Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
Southron. To play, spot a [RAIDER] Man. Regroup: Exert Desert Lancers twice to take control of a site.
Southron. To play, spot a [RAIDER] Man. Regroup: Exert Regiment of Haradrim twice to take control of a site.
Southron. To play, spot a [RAIDER] Man. While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed.
Southron. When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is -2.
Southron. While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce.
Southron. While you can spot 2 threats, this minion is an archer. While you can spot 3 threats, this minion is fierce. While you can spot 4 threats, this minion is damage +1.
Southron. While you can spot 2 threats, this minion is damage +1.
Southron. While you can spot 4 threats, this minion is damage +2.
Spell. Choose one: Spot a [GANDALF] Wizard to choose an opponent who must discard one of his or her conditions from play; or spot a [GANDALF] Wizard at a battleground site to discard a condition from play.
Spell. Each [Dwarven] companion bearing a follower is strength +2 (and defender+1 if it is a [Gandalf] follower) until the regroup phase.
Spell. Exert Gandalf X times to wound a minion X times. If that minion is a Nazgul, wound it again.
Spell. Exert Gandalf to play a [Gandalf] follower from your draw deck or discard pile. You may attach a [Gandalf] follower from your support area to a companion (without paying the aid cost).
Spell. Exert Gandalf twice to wound a minion twice or to discard a Troll.
Spell. Exert your [GANDALF] companion X times to make a minion strength -2 until the regroup phase, for each time that [GANDALF] companion exerted.
Spell. Fellowship: Exert Gandalf to discard every condition.
Spell. Fellowship: Exert your Wizard and choose an opponent to name either Free Peoples or Shadow. Reveal the top three cards of your deck. If you revealed at least two of the chosen card type, take those cards into hand, otherwise, discard those cards.
Spell. Fellowship: If the twilight pool has fewer than 2 twilight tokens, spot Gandalf to look at the top 2 cards of your draw deck. Take one into hand and discard the other.
Spell. Fellowship: If the twilight pool has fewer than 3 twilight tokens, spot Gandalf to look at the top 4 cards of your draw deck. Take 2 of those cards into hand and discard the rest.
Spell. Fellowship: Spot Gandalf to discard all conditions.
Spell. Fellowship: Spot Gandalf to reveal an opponent's hand.
Spell. Fellowship: Spot Gandalf to shuffle up to 2 [GANDALF] or up to 2 [SHIRE] cards from your discard pile into your draw deck.
Spell. If a companion is about to take a wound, spot Gandalf to prevent that wound.
Spell. If an event is played, exert Gandalf to make that opponent remove (2) or cancel that event.
Spell. Make Gandalf strength +2 (or +4 if you cannot spot 5 burdens).
Spell. Make X minions strength -X until the regroup phase, where X is the number of the following characters you can spot: Gandalf, Elrond or Galadriel.
Spell. Make a [GANDALF] companion strength +2 (or +4 if that companion bears a follower).
Spell. Maneuver: Exert Gandalf 3 times to make an unbound companion with the Gandalf signet strength +5, defender +1, damage +2, and unable to take wounds until the regroup phase.
Spell. Maneuver: Exert Gandalf to discard up to 2 shadow possessions. Any Shadow player may discard a minion to prevent this.
Spell. Maneuver: Exert Gandalf to wound each minion who has strength of 6 or less.
Spell. Maneuver: Spot 3 twilight tokens and exert Gandalf to wound a minion twice.
Spell. Maneuver: Spot Gandalf and 4 twilight tokens to discard all Shadow conditions.
Spell. Maneuver: Spot Gandalf bearing a staff to prevent a minion from being fierce until the regroup phase.
Spell. Maneuver: Spot Gandalf to make a companion defender +1 until the regroup phase. Any Shadow player may remove (3) to prevent this.
Spell. Regroup: Exert Gandalf to discard up to 2 wounded minions.
Spell. Response: If a companion is about to exert, spot Gandalf to place no token for that exertion.
Spell. Response: If a companion is about to take a wound, spot Gandalf to prevent that wound.
Spell. Response: If you play a [GANDALF] event, exert Gandalf twice to place that event in your hand instead of your discard pile.
Spell. Shadow: Exert a [ISENGARD] minion to discard all conditions.
Spell. Skirmish: Discard a staff Gandalf is bearing and then exert him twice to discard a minion he is skirmishing.
Spell. Skirmish: Make Gandalf strength +2 (or +4 if there are 4 or fewer burdens on the Ring-bearer).
Spell. Skirmish: Make a minion skirmishing Gandalf strength -1 for each wound on each character in the skirmish.
Spell. Skirmish: Spot Gandalf to make a minion strength -3.
Spell. Skirmish: Spot Gandalf to prevent all wounds to him. Any Shadow player may make you wound a minion to prevent this.
Spell. Spot 2 pipeweed cards to remove a burden for each [GANDALF] Wizard you can spot.
Spell. Spot 3 [GANDALF] companions to make a minion skirmishing a companion strength -3.
Spell. Spot Gandalf and an unbound companion skirmishing a minion to use Gandalf?s resistance to resolve that skirmish instead of that companion?s strength.
Spell. Spot Gandalf to make a minion strength -3.
Spell. Spot a [GANDALF] Wizard to make a minion lose all strength bonuses from possessions.
Spell. Spot a [GANDALF] Wizard to return a minion to its owner's hand from its owner's discard pile. Reveal that Shadow player's hand and discard a minion from his or her hand.
Spell. Spot a [GANDALF] Wizard to search a Shadow player's discard pile and choose a minion, then return that minion to its owner's hand. If you do, you may reveal that Shadow player's hand and discard a minion found there.
Spell. To play, exert Gandalf. When you play this condition, remove (3). At the start of the maneuver phase, add (4) and remove this condition from the game.
Spell. To play, exert Saruman or an [ISENGARD] Man. Plays on a Free Peoples Man. Special abilities in bearer's game text may not be used.
Spell. To play, spot Gandalf. Bearer must be Theoden. Discard all Shadow conditions on Theoden. Shadow conditions may not be played on Theoden.
Spell. To play, spot a [GANDALF] Wizard. Bearer must be a companion. Limit 1 per bearer. Response: If bearer is about to take a wound that would kill him or her, discard this condition to prevent that wound.
Spell. Toil 2. (For each [GANDALF] character you exert when playing this, its twilight cost is -2.) Spot a [GANDALF] Wizard to discard 2 conditions from play.
Spell. Weather. Maneuver: Exert a [ISENGARD] minion and spot 5 companions to discard an exhausted companion (except the Ring-bearer).
Spell. Weather. Maneuver: Exert a [ISENGARD] minion to make the opponent choose to either exert the Ring-bearer or add a burden.
Spell. Weather. Place Saruman from your draw deck or discard pile on top of your draw deck. You may discard up to X cards from hand, where X is the number of Crows you can spot.
Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. Limit 1 per site. Each Hobbit at this site is strength -2. Discard this condition at the end of the turn.
Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. Limit 1 per site. Each Hobbit who moves from this site must exert. Discard this condition at the end of the turn.
Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. No player may play skirmish events or use skirmish special abilities at this site. Discard this condition at the end of the turn.
Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. No player may play skirmish events or use skirmish special abilities during skirmishes at this site. Discard this condition at the end of the turn.
Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. No player may play skirmish events or use skirmish special abilities during skirmishes involving an [ISENGARD] minion at this site. Discard this condition at the end of the turn.
Spell. Weather. To play, exert an [ISENGARD] minion. Plays on a site. Limit 1 per site. When the fellowship moves from this site, every companion must exert. Discard this condition at the end of the turn.
Spell.Spot a [gandalf] Wizard to search a Shadow player's discard pile and choose 2 minions, then return those minions to their owner's hand. If you do, reveal that hand and discard a revealed minion.
Spot 2 Elf archers to make the fellowship archery total +1 (or +2 if a Shadow player has replaced the fellowship?s current site this turn).
Spot 2 Elves (or an Elf and an [ELVEN] follower) to discard a condition (or discard two conditions if you can spot 4 or more Shadow conditions).
Spot 2 Hobbit companions to make a Shadow player discard a minion (or spot 4 Hobbit companions to make that player discard 2 minions).
Spot 2 [GONDOR] companions and add a threat to discard a Shadow possession.
Spot 2 [MEN] minions to wound an unbound companion.
Spot 2 [ORC] minions to discard a Free Peoples condition. The Free Peoples player may add (2) for each Free Peoples condition you can spot to prevent that.
Spot 2 [ORC] minions to discard a condition from play. The Free Peoples player may discard the top 6 cards of his or her draw deck to prevent this.
Spot 2 [RAIDER] Men to discard a companion (except the Ring-bearer).
Spot 2 [ROHAN] Men (or 1 hunter [ROHAN]?Man) to play a [ROHAN] companion or a [ROHAN]?follower?from your draw deck.
Spot 2 knights or exert 2 [GONDOR] Men to liberate a site or discard any number of cards from hand.
Spot 3 Elves, spot a Shadow race, and choose a Shadow player to wound each of that player?s minions which is not of that race.
Spot 3 [ROHAN] Men to make an opponent remove (1) or place a random card from hand beneath his or her draw deck. Do this once for each card in that player's hand when you play this event.
Spot 5 burdens and discard a [Sauron] Orc to choose one: make the move limit for this turn -1; or make the Free Peoples player choose to move again (if the move limit allows).
Spot Elrond to draw 4 cards. Then place 2 cards from hand beneath your draw deck in any order.
Spot Frodo and Smeagol to discard a minion. That minion?s owner may make each minion strength -2 until the end of the turn to prevent that.
Spot Gandalf and Frodo to draw X cards, where X is Frodo's vitality.
Spot Gandalf and discard 2 cards from hand to make an opponent discard all but 2 Shadow conditions.
Spot Gandalf and exert a companion to place a card of that companion?s culture from your discard pile on top of your draw deck.
Spot Gandalf and place a companion (except the Ring-bearer) in the dead pile to take 3 cards from that companion's culture into hand from your draw deck. Shuffle your draw deck.
Spot Gandalf and place a companion (except the Ring-bearer) in the dead pile to take up to 3 cards from that companion's culture into hand from your draw deck. Shuffle your draw deck.
Spot Gandalf to heal an unbound Hobbit 3 times.
Spot Gandalf to heal an unbound companion twice.
Spot Gandalf to make a [GONDOR] companion strength +1 for each [GONDOR] companion you spot (limit +4).
Spot Gandalf to remove a doubt (or 2 doubts, if you exert Gandalf and a [Elven] Wise ally).
Spot Gandalf to reveal an [elven] ally from your draw deck. You may add (X) to take that ally into hand, where X is that ally's twilight cost.
Spot Gimli and exert a fellowship companion to have each Shadow player discard one of his or her Shadow cards from play.
Spot Gollum or Smeagol to make a Nazgul, [SAURON] minion, or [GOLLUM] minion strength +2. If you have initiative, you may play this event from your discard pile; place it under your draw deck instead of discarding it.
Spot Gollum or Smeagol to play a minion?from your draw deck. If that minion is a [GOLLUM] minion, you may also play a Shadow possession or Shadow condition from your draw deck. Shuffle your draw deck.
Spot Gollum or Smeagol to return a follower to its owner's hand.
Spot Gollum to add (3) and exchange one of your sites on the adventure path with another site from your adventure deck.
Spot Gollum to make the Free Peoples player choose to either add a burden or exert a companion.
Spot Grima to exert an unbound companion. That companion cannot use his or her game text until the regroup phase.
Spot Merry and Pippin to heal two companions with the Frodo signet.
Spot Shelob to make a minion strength +1 for each threat you can spot.
Spot Smeagol and discard 2 [GOLLUM] cards from hand to return a minion with strength 6 or less to its owner?s hand. While this is in your discard pile, Smeagol gains muster.
Spot Smeagol or exert Gollum to make Smeagol strength +2 and you may reinforce a [GOLLUM] token.
Spot Smeagol to choose a Shadow player who must discard a Shadow card from hand or remove (2).
Spot Smeagol to play a Free Peoples condition from your draw deck. If that condition was a [GOLLUM] condition, you may make an opponent place a random card from his or her hand beneath his or her draw deck. Shuffle your draw deck.
Spot Smeagol to play the fellowship's next site. Then you may add a burden to take this card back into hand.
Spot Smeagol to play the fellowship?s next site (replacing opponent?s site if necessary). The Shadow number of the fellowship?s next site is -1 until the end of the turn.
Spot Smeagol to prevent a Ring-bound Hobbit from being overwhelmed unless his or her strength is tripled. While this card is in your discard pile, Smeagol is resistance +1.
Spot X Hobbits to make an unbound Hobbit resistance +X.
Spot X Wise characters to take into hand X minions from your discard pile.
Spot X [GOLLUM] cards to reveal the top X cards of your draw deck. You may play a revealed minion. Its twilight cost is -2.
Spot X burdens to make a character skirmishing an [ORC] Orc strength -X.
Spot a Dwarf and add a threat to draw 3 cards.
Spot a Dwarf bearing 2 or more items to heal that Dwarf. Return X items on that Dwarf to their owners' hands to wound X minions.
Spot a Dwarf hunter and choose one: exert a minion for each hunter you can spot or reinforce a [DWARVEN] token for each hunter you can spot.
Spot a Dwarf to choose a Shadow player who must spot a race. Discard from play all minions of all other races.
Spot a Dwarf to draw a card, or if this card is stacked on a [DWARVEN] condition, spot a Dwarf companion and discard this event to exert a minion twice.
Spot a Dwarf who is damage +X and exert that Dwarf twice to make an opponent discard X Shadow cards.
Spot a Dwarf who is damage +X to make him strength +X.
Spot a Dwarf who is damage +X to place X wounds on minions.
Spot a Dwarf. For each wound on that Dwarf, make him strength +2 and damage +1.
Spot a Hobbit to play a [SHIRE] follower from your draw deck.
Spot a Nazgul to add a threat (or 3 threats if you have initiative).
Spot a Nazgul to discard any number of cards from your hand. The Free Peoples player then discards any number of cards from his or her hand. For each card you discarded more than the Free Peoples player, add a threat.
Spot a [GANDALF] Wizard to replace a site in the fellowship's current region with a site from your adventure deck.
Spot a [GANDALF] Wizard to reveal your hand and make a minion strength -3 for each companion in your hand (or -4 for each if the fellowship is at a battleground site).
Spot a [GOLLUM] card to play a minion. Its twilight cost is -1 (or -3 if it is roaming).
Spot a [GOLLUM] minion at a mountain site to play a minion from your discard pile.
Spot a [GONDOR] Man to discard a stacked Shadow card or to wound a minion bearing a fortification.
Spot a [GONDOR] companion to reinforce a [GONDOR] token for each possession borne by that companion.
Spot a [GONDOR] companion to reveal the top 5 cards of an opponent's draw deck. For each Shadow card revealed, add a threat. For each Free Peoples card revealed, place a [GONDOR] token on one of your conditions with a [GONDOR] token on it. Shuffle that draw deck.
Spot a [MEN] minion to make the minion archery total +1 and make the Free Peoples player choose 3 companions. Other companions cannot take archery wounds.
Spot a [MEN] possession in your support area and a [MEN] minion. Make that minion strength +1 for each minion stacked on that possession. You may discard that possession to make that minion damage +1.
Spot a [RAIDER] minion to add (2) for each threat.
Spot a [RAIDER] minion to add a threat. Add an additional threat for each companion over 4.
Spot a [ROHAN] Man to discard a possession from play. You may exert a [ROHAN] Man who has resistance 3 or more to play this event during the maneuver phase.
Spot a [ROHAN] Man to play a possession from your discard pile for each hunter character you can spot.
Spot a [ROHAN] companion to make Frodo strength +5. If Frodo loses the skirmish, discard that [ROHAN] companion.
Spot a [Sauron] card to play an Orc from you discard pile. Its twilight cost is -1 (or -3 at a forest).
Spot a companion to make a [MEN] minion strength +1 for each wound on that companion.
Spot a mounted [ROHAN] Man to exert a minion. That minion's owner may exert a companion and if he or she does so, you may exert a minion; repeat this until a player does not exert a character.
Spot a threat and X [RAIDER] Men to make the Free Peoples player exert X companions (limit 3).
Spot an Elf and discard 3 cards from hand to reconcile your hand.
Spot an Elf companion and make the fellowship archery total -X (to a minimum of 0) to heal X unbound companions. You cannot use archery special abilities.
Spot an Elf to heal each companion who has resistance 5 or more.
Spot an Elf to make the fellowship archery total +1 for each minion with twilight cost 2 or less that you can spot.
Spot an Elf to reveal cards from the top of your draw deck until you reveal a Shadow card. Make an Elf strength +2 for each card revealed. Place the revealed cards in any order on the bottom of your draw deck.
Spot an [ELVEN] archer and add a threat to wound a minion (or add three threats to exert three minions).
Spot an [ELVEN] follower to make the minion archery total -3.
Spot an [ELVEN] hunter and choose one: draw a card for each hunter you can spot or reinforce an [ELVEN] token for each hunter you can spot.
Spot an [Elven] archer ally to exert a minion. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes.
Spot an [ORC] archer minion to add 2 to the minion archery total. If you do, you may add an additional 2 to the minion archery total for each follower you can spot.
Spot an [ORC] lurker to wound an Elf.
Spot an [ORC] minion to add 2 to the minion archery total. Then add an additional 2 to the minion archery total for each follower you can spot.
Spot an [ORC] minion to reveal the Free Peoples player's hand. The Free Peoples player chooses to either discard a revealed Free Peoples event or add a burden.
Spot an [URUK-HAI] minion to draw 3 cards. Then discard 2 cards from hand or discard an [URUK-HAI] minion from hand.
Spot an ally and exert Bilbo to allow that ally to participate in archery fire and skirmishes until the regroup phase.
Spot your Uruk-hai skirmishing a companion to use vitality to resolve that skirmish instead of strength.
Spot your Wizard to exchange a companion in hand with a companion in your dead pile or discard pile.
Spot your [ORC] minion to play an [ORC] possession from your discard pile (or, if that minion is at a battleground site, from your draw deck or discard pile).
Spot your [ROHAN] Man bearing a possession to discard all possessions from one character.
Stealth. Bearer must be Merry or Pippin. Limit 1 per character. Each site's Shadow number is -1.
Stealth. Bearer must be Sam. Each site's Shadow number is -1. Discard this possession when at an underground site.
Stealth. Bearer must be Smeagol. If Smeagol is about to be killed in a skirmish, he is discarded instead.
Stealth. Bearer must be a ranger. Each site's shadow number is -1.
Stealth. Bearer must be an unbound Hobbit. Limit 1 per character. Skirmish: Exert bearer twice to cancel a skirmish involving him. Any Shadow player may remove (1) to prevent this.
Stealth. Cancel a skirmish involving a Hobbit and a minion whose strength is lower than that Hobbit's resistance.
Stealth. Heal Smeagol (or cancel Smeagol's skirmish if he has more vitality than the minion or minions he is skirmishing).
Stealth. If the fellowship is at a dwelling site, exert 2 Hobbits to cancel a skirmish involving a Hobbit. At any other site, exert 2 Hobbits to make a Hobbit strength +3.
Stealth. If there are 6 or more [SHIRE] cards in your discard pile, cancel a skirmish involving your Hobbit and a minion who is not fierce. Each minion in that skirmish is fierce until the regroup phase.
Stealth. Maneuver: At sites 1 to 5, spot Gandalf to prevent Hobbits from being assigned to skirmishes until the regroup phase. At any other site, spot Gandalf to make a Hobbit strength +3 until the regroup phase.
Stealth. Plays to your support area. Response: If a Hobbit is about to take a wound, discard this condition to prevent that wound.
Stealth. Regroup: Spot 2 Hobbits to make each site's Shadow number -2 until the end of the turn.
Stealth. Skirmish: At sites 1 to 4, cancel a skirmish involving a Hobbit. At any other site, make a Hobbit strength +3.
Stealth. Skirmish: At sites 1 to 5, cancel a skirmish involving a Hobbit. At any other site, make a Hobbit strength +2.
Stealth. Skirmish: At sites 1T to 4T, cancel a skirmish involving a Hobbit. At any other site, prevent a Hobbit from being overwhelmed unless his or her strength is tripled.
Stealth. Skirmish: At sites 1T to 5T, cancel a skirmish involving a Hobbit. At any other site, prevent a Hobbit from taking more than 1 wound.
Stealth. Skirmish: Discard an unbound Hobbit.
Stealth. Skirmish: Spot 2 [SHIRE] companions to make a minion lose all damage bonuses.
Stealth. Spot a [SHIRE] companion and return him or her to your hand to make a Shadow player choose to remove (2) or discard a minion.
Stealth. To play, exert 2 Hobbits. Plays to your support area. The twilight cost of each search card and each tracker is +2.
Stealth. To play, exert a Hobbit. Plays to your support area. Each time the fellowship moves, spot 2 Hobbit companions to make the shadow number -1 (or spot 4 to make it -2).
Tale. Bearer must be Bilbo. Bilbo may not take wounds (except during the archery phase). Fellowship or Regroup: Exert Bilbo or discard this condition to remove (1).
Tale. Bearer must be a Dwarf. At the start of each fellowship phase when the fellowship is at site 4 or higher, you may draw a card for each Dwarf companion.
Tale. Bearer must be a Dwarf. At the start of each of your turns when the fellowship is at site 4 or higher, draw a card for each Dwarf companion.
Tale. Bearer must be a Hobbit companion. Maneuver: Discard this condition to make each Hobbit companion strength +2 until the regroup phase.
Tale. Bearer must be a [GONDOR] Man. Limit 1 per bearer. Bearer is strength +1 for each Elf you can spot (limit +3).
Tale. Bearer must be a [GONDOR] companion. Skirmish: Discard this condition to make bearer strength +2.
Tale. Bearer must be a unique [elven] companion.Archery: Exert bearer to make all Free Peoples archers lose archer and gain damage +1 until the regroup phase.
Tale. Bearer must be an Elf companion. Archery: If bearer is an archer, exert bearer to make an opponent discard 2 cards at random from hand.
Tale. Bearer must be an Elf companion. Archery: If bearer is an archer, exert bearer to make the fellowship archery total +1.
Tale. Bearer must be an Elf. Skirmish: Discard this condition to make bearer strength +2.
Tale. Bearer must be the Ring-bearer. Skirmish: Discard this condition to make the Ring-bearer strength +4 if skirmishing a Nazgul or to take off The One Ring.
Tale. Bearer must be the Ring-bearer. Skirmish: Discard this condition to take off The One Ring or to cancel a skirmish involving the Ring-bearer and a Nazgul.
Tale. Each time a non-[WRAITH] minion is played, you may spot a Man to put a [GONDOR] token here. Maneuver: Remove 3 [GONDOR] tokens from here to spot a minion. That minion cannot be assigned to a skirmish until the regroup phase.
Tale. Each time a non-[WRAITH] minion is played, you may spot a Man to put a [GONDOR] token here. Maneuver: Remove 3 [GONDOR] tokens from here to spot a minion. That minion cannot be assigned to a skirmish until the regroup phase. Any Shadow player may remove (2) to prevent this.
Tale. Each unbound Hobbit is strength +1 for each vitality over 3 he or she has. Skirmish: Prevent an unbound Hobbit from being overwhelmed unless his or her strength is tripled. Discard this condition.
Tale. Exert a Dwarf to play this condition. Plays to your support area. Each time your opponent plays an Orc, that player discards the top card of his or her draw deck.
Tale. Exert a [SHIRE] character to remove a burden or 2 threats.
Tale. Fellowship: Draw a card for each Elf companion you spot.
Tale. Maneuver: Exert a [DWARVEN] companion to make the fellowship's current site gain mountain until the regroup phase.
Tale. Maneuver: Exert a [GONDOR] companion to make that companion strength +3 and defender +1 until the regroup phase.
Tale. Maneuver: Spot a [GONDOR] companion to make the twilight cost of each maneuver event +2.
Tale. Maneuver: Spot a [GONDOR] companion to reveal a card at random from an opponent's hand. Heal X companions, where X is the twilight cost of the card revealed.
Tale. Plays to your support area. Archery: Exert a [GONDOR] companion and discard this condition to make the fellowship archery total +2.
Tale. Plays to your support area. Each time a Dwarf companion moves from an underground site, you may heal that Dwarf.
Tale. Plays to your support area. Each time you play a Dwarf, you may discard the top 2 cards from your draw deck to take a [DWARVEN] event into hand from your discard pile.
Tale. Plays to your support area. Each time you play a tale, you may spot Bilbo to draw a card.
Tale. Plays to your support area. Fellowship: Discard the top 3 cards from your draw deck to play a [DWARVEN] weapon from your discard pile.
Tale. Plays to your support area. Maneuver: Exert Aragorn to heal Arwen, or exert Arwen to heal Aragorn.
Tale. Plays to your support area. Response: If a Shadow card is about to add any number of twilight tokens, exert a Hobbit ally to prevent this.
Tale. Plays to your support area. Skirmish: Exert an [ELVEN] ally to discard the bottom card of your draw deck. If that card is an [ELVEN] card, make a minion skirmishing an Elf strength -1.
Tale. Plays to your support area. When you play this condition, reveal the top 6 cards of your draw deck and stack them here. Fellowship: Spot a Dwarf and discard the top card of your draw deck to take a Free Peoples card stacked here into hand.
Tale. Plays to your support area. While a Dwarf skirmishes a [MORIA] minion, that Dwarf is strength +1.
Tale. Plays to your support area. While you can spot an Elf companion, the minion archery total is -1. Response: If an Elf is about to take a wound, discard this condition to prevent that wound.
Tale. Skirmish: Exert an Elf at a river or forest to cancel a skirmish involving that Elf.
Tale. Skirmish: Prevent a Hobbit from being overwhelmed unless a Shadow event is (or was) played during this skirmish. Discard this condition.
Tale. To play, exert a Dwarf. Plays to your support area. The twilight cost of each [MORIA] weapon is +2. Fellowship: Discard this condition to discard up to 2 [MORIA] conditions.
Tale. To play, spot Bilbo. Plays on any character. Limit 1 per character. Each time bearer skirmishes a Troll or Uruk-hai, bearer is strength +3.
Tale. To play, spot a Hobbit. Maneuver: Discard a tale from play to choose a Shadow player who must exert one of his or her minions.
Tale. When there are 3 [SHIRE] tokens here, discard this condition from play. Response: If a [SHIRE] condition or [SHIRE] possession is about to be discarded from play by a Shadow card, add a [SHIRE] token here to prevent that.
Tale. When there are 4 [SHIRE] tokens here, discard this condition from play. Response: If a [SHIRE] condition or [SHIRE] possession is about to be discarded from play by a Shadow card, add a [SHIRE] token here to prevent that.
Tale.Each time the fellowship moves, you may spot an [elven] or [gandalf] ring to place a card from hand beneath your draw deck and draw a card (and heal a companion if you can spot 3 [elven] or [gandalf] rings).
Tale.Plays to your support area. Skirmish: Stack a Free Peoples card from hand here to make a Dwarf damage +1.
Tale.Spot a minion skirmishing an Elf and discard your [elven] tale to wound that minion.
Tale.To play, spot a [GONDOR] Man. The Ring-bearer is resistance +1 for each [GONDOR] artifact you can spot (limit +3). Fellowship: Discard this artifact to play a ring from your discard pile.
Tentacle. Damage +1. When you play this minion, you may play Watcher in the Water from your draw deck. This minion may not bear possessions and is discarded if not at a marsh.
Tentacle. This minion cannot bear possessions. Discard this minion from play if not at a marsh. This minion is strength +1 for each tentacle you spot.
Tentacle. This minion may not bear possessions and is discarded if not at a marsh.Shadow: Spot 3 [moria] creatures to play this minion from your discard pile.
Tentacle. This minion may not bear possessions and is strength -4 while not at a marsh. Shadow: Discard a [moria] card from hand to make the fellowship's current site gain marsh until the end of the turn.
Tentacle. When you play this minion, you may play a tentacle from your draw deck. This minion may not bear possessions and is discarded if not at a marsh.
The fellowship's current site gains plains.
The fellowship's current site gains underground.
The move limit is +1. Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards from hand to draw 2 cards.
The move limit is +1. Each time the fellowship moves during the regroup phase, each opponent may discard 2 cards to draw 2 cards.
The roaming penalty for each Nazgul you play to Bree Streets is -2.
The site number of each [SAURON] Orc is -1 for each threat. While you can spot 3 threats, each [SAURON] Orc that is not roaming is strength +1
The site number of each [Sauron] minion is -1 for each burden you can spot.Each [sauron] minion with site number of 1 or less is strength +1. When the Ring-bearer takes off The One Ring, discard this condition.
The site number of each minion skirmishing a [GONDOR] Man is +1.
The twilight cost of each Hobbit is -1.
The twilight cost of each [ISENGARD] minion is -1.
The twilight cost of each [ROHAN] possession is -1.
The twilight cost of each mount is -1. While Ulaire Nertea is mounted, each Nazgul is strength +1 and has muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
The twilight cost of this minion during a skirmish phase is -2.
The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it.
This companion is strength +1 for each [SHIRE] card that has a culture token on it.
This companion is twilight cost -1 for each [GANDALF] companion you can spot. Fellowship: Place this companion in the dead pile to remove (5).
This minion is damage +1 for each character in the dead pile.
This minion is damage +2 while in the same skirmish as another [MORIA] Orc.
This minion is strength +1 for each [MEN] minion stacked on each [MEN] possession. At the start of the maneuver phase, you may play a minion stacked on a [MEN] possession as if from hand.
This minion is strength +1 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: spot a [MEN] possession and discard this minion from play to discard a condition.
This minion is strength +1 for each [ORC] condition in your discard pile.
This minion is strength +1 for each card in the Free Peoples player's hand.
This minion is strength +1 for each companion who has resistance 5 or less.
This minion is strength +1 for each hunter companion you can spot.
This minion is strength +1 for each other character you can spot.
This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is damage +1. While you can spot a companion who has resistance 0, this minion is fierce.
This minion is strength +1 for each twilight token you can spot.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: Spot X [MEN] minions stacked on a [MEN] possession and discard this minion to add (X).
This minion is twilight cost -1 for each [MEN] minion stacked on a [MEN] possession.
This minion is twilight cost -1 for each companion you can spot over 3.Maneuver: Spot 2 wounded companions (or spot Saruman) and discard this minion to place an [isengard] weather from your draw deck or discard pile on top of your draw deck.
Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug).
Thorin is strength -1 for each [Dwarven] character in the dead pile. Shadow: Discard this condition to play a minion from your discard pile.
To assign Gollum to a skirmish, the Free Peoples player must make Gollum strength +3 until the regroup phase or add a burden.
To play spot 3 Elves. Each time the fellowship moves during the regroup phase, you may reveal a card from the top of your draw deck for each forest on the adventure path to heal an Elf for each [ELVEN] card revealed.
To play, add 2 threats. Skirmish: Exert a [GONDOR] Man to wound a roaming minion that Man is skirmishing. Discard this condition at the start of the regroup phase.
To play, add a threat. Each time your [GONDOR] Wraith wins a skirmish, you may remove a threat.
To play, bearer must not be bearing any possessions. Bearer must be an [ELVEN] companion. Bearer cannot bear any other possessions. While a unique companion bears this possession, skip the archery phase.
To play, bearer must not be bearing any possessions. Bearer must be an [ELVEN] companion. Bearer cannot bear any other possessions. While a unique companion bears this possession, the Free Peoples player may not use archery special abilities and the minion archery total is -1.
To play, discard 2 cards from hand. Bearer must be a Nazgul. Bearer is fierce.
To play, discard 2 cards from hand. Bearer must be a Nazgul. Response: If bearer is about to take a wound, remove a threat to prevent that wound.
To play, discard 3 cards from your hand. While you can spot 2 other [ORC] minions, this minion is fierce.
To play, discard Gollum from play. Heal the Ring-bearer to add a burden. If the fellowship is not in region 1, you may repeat this for each other wound on the Ring-bearer.
To play, exert 2 Dwarves. When you play this, add a [DWARVEN] token here for each mountain site and each underground site on the adventure path. Skirmish: Discard this from play or remove 2 tokens from here to make a Shadow player discard the top card of his or her draw deck.
To play, exert 2 [SAURON] Orcs. Plays to your support area. The Shadow number of each site is +1 for each wound on a Hobbit (limit +3).
To play, exert Aragorn.When Aragorn is killed, discard this artifact.Fellowship: Exert a companion with the Aragorn signet to remove a burden. Then exert Aragorn or discard this artifact.
To play, exert Saruman or an [ISENGARD] Man. Plays on a Free Peoples Man. Each time another ally or companion loses a skirmish, bearer must exert.
To play, exert [SAURON] a Orc. Plays to your support area. While there are 3 or more companions in the dead pile, the move limit for this turn is -1 (to a minimum of 1).
To play, exert a [GANDALF] Wizard. Discard 2 cards from hand to take a Free Peoples card and a Shadow card from your discard pile into hand.
To play, exert a [GANDALF] Wizard. Discard a card from hand to take a Shadow card from your discard pile into hand.
To play, exert a [GONDOR] companion. Plays to your support area. Each [SAURON] Orc comes into play exhausted. Skip the archery phase. Discard this condition during the regroup phase.
To play, exert a [ISENGARD] minion. Plays on a site. While the fellowship is at this site, skip the archery phase. Discard this condition at the end of the turn.
To play, exert a [ROHAN] Man. While you can spot 2 [ROHAN] mounts, the move limit is +1. Each of your companions that is not mounted is strength -1.
To play, exert a [SAURON] Orc. Plays on Aragorn.
To play, exert a [SAURON] Orc. Plays on a [GONDOR] companion. Limit 1 per bearer. While you can spot 2 tales, bearer is strength -2.
To play, exert a [SAURON] Orc. Plays on a companion. Each time bearer is assigned to a skirmish, the Free Peoples player chooses to either discard 3 cards from hand or add a burden.
To play, exert a [SAURON] Orc. Plays on the Ring-bearer. Add a burden at the end of each turn during which bearer was not assigned to a skirmish (and another companion was).
To play, exert a [SAURON] Orc. Plays on the Ring-bearer. Each time the Free Peoples player draws a card (or takes a card into hand) during the fellowship phase, add a burden.
To play, exert a [SAURON] Orc. Plays to your support area. If you can spot 5 burdens and the Free Peoples player has no cards in his or her draw deck, the Ring-bearer is corrupted.
To play, exert a [SAURON] minion. Plays on an archer companion. Each time the Free Peoples player uses an archery special ability, bearer must exert.
To play, exert a [SAURON] minion. Plays to your support area. Each time the fellowship moves, add (1) for each ally you can spot.
To play, exert a [SAURON] minion. Plays to your support area. Each time the fellowship moves, the Free Peoples player must discard a card from hand.
To play, exert a [WRAITH] or [SAURON] minion. At the start of each of your Shadow phases, you may draw a card. Shadow: Discard this artifact to play a [SAURON] minion. Its twilight cost is -3.
To play, exert a ranger. If the fellowship is in region 1, play the fellowship's next 2 sites. Otherwise, play the fellowship's next site.
To play, exert an Elf ally. Plays to your support area. When the fellowship is at a river during the fellowship phase, the move limit for this turn is +1.
To play, exert an Elf ally. Plays to your support area. When the fellowship moves from a river during the fellowship phase, the move limit for this turn is +1.
To play, exert an Elf and spot a unique companion in the dead pile. Bearer must be an unbound companion.Bearer cannot be exerted, wounded, or assigned to a skirmish.At the start of the regroup phase, discard a condition on bearer (and heal bearer if Gandalf is in the dead pile).
To play, exert an Elf. Bearer must be the Ring-bearer. Bearer's resistance is +2.
To play, exert an Ent. Plays on that Ent. Response: If an [ISENGARD] minion is killed, discard this condition to reveal the top 10 cards of an opponent's draw deck. Discard 1 Shadow card and 1 Free Peoples card revealed. Your opponent reshuffles that deck.
To play, exert an Uruk-hai. Plays to your support area. Each time a companion or ally loses a skirmish involving an Uruk-hai, the opponent must choose to either exert the Ring-bearer or add a burden.
To play, exert an Uruk-hai. Plays to your support area. Each time an Uruk-hai wins a skirmish, the opponent must choose to either exert the Ring-bearer or add a burden.
To play, exert an Uruk-hai. Plays to your support area. Shadow: Remove (3) and spot X burdens to make the Free Peoples player reveal X cards at random from hand. You may discard 1 revealed card.
To play, exert an Uruk-hai. Plays to your support area. The twilight cost of each companion played to a site which is not a sanctuary is +2.
To play, exert an [ELVEN] companion or spot Arwen. Examine the top 5 cards of your draw deck and place any number of them aside. Shuffle the remaining cards into your draw deck and place those cards set aside on top of your draw deck in any order.
To play, exert an [ISENGARD] Man. Plays on a Free Peoples Man. When you play this condition, exert bearer. Wounds may not be removed from bearer.
To play, exert an [ORC] minion. At the start of the Shadow phase, add (1).
To play, exert an [ORC] minion. If you can spot 5 burdens, and the Free Peoples player has no cards in his or her draw deck, the Ring-bearer is corrupted.
To play, exert an [ORC] minion. Plays on the fellowship?s current site. This site cannot be replaced. While the fellowship is at this site, each Troll is strength +1.
To play, exert an unbound Hobbit. Bearer must be an Ent. Limit 1 per bearer.
To play, exert your Nazgul twice and spot an exhausted companion. Heal that companion to add a burden. If the fellowship is not in region 1, you may repeat this for each other wound on that companion.
To play, exert your mounted [ORC] Orc. Each time the Free Peoples player assigns a mounted [ORC] Orc to a companion, he or she must choose to either exert that companion or add (2).
To play, remove 2 burdens or 2 threats. Skirmish: Spot 2 [SHIRE] companions and exert Tom Bombadil X times, where X is the fellowship's site number, to cancel a skirmish involving a [SHIRE] companion.
To play, spot 2 Dwarf companions. While the fellowship is at a mountain site, each Dwarf is strength +2.
To play, spot 2 Elves. Discard an Elf to draw 3 cards.
To play, spot 2 Elves. Each time you lose initiative, make a minion strength -4 until the regroup phase.
To play, spot 2 Elves. Plays to your support area. Fellowship: Add (1) to look at the top card of your draw deck. You may discard this condition to discard that card.
To play, spot 2 Elves. Response: If an [ELVEN] skirmish event is played, discard this condition to draw 3 cards.
To play, spot 2 Elves. Skirmish: Exert Cirdan to make a minion he is skirmishing strength -1 for each [ELVEN] event in your discard pile.
To play, spot 2 Elves. Skirmish: Exert Cirdan to make a minion he is skirmishing strength -1 for each [ELVEN] event in your discard pile. If that minion is now strength 6 or less, remove 3 [ELVEN] events in your discard pile from the game.
To play, spot 2 Elves. When you play this, add an [ELVEN] token here for each forest site and each river site on the adventure path. Regroup: Discard this from play or remove 2 tokens from here to reconcile your hand.
To play, spot 2 Ent companions. Ent Horde's twilight cost is -2 for each Ent or unbound Hobbit you can spot. While you can spot more minions than companions, Ent Horde is defender +1.
To play, spot 2 Ent companions. Host of Fangorn's twilight cost is -2 for each Ent or unbound Hobbit you can spot.
To play, spot 2 Hobbits. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition and exert a Hobbit companion to play the fellowship's next site (replacing opponent's site if necessary).
To play, spot 2 Hobbits. Each time you play a follower, you may heal a companion (or heal Sam twice).
To play, spot 2 Hobbits. Each time you play a spell, you may add a burden to wound a minion. At the start of each skirmish involving Gandalf, you may draw a card and then discard a card from your hand.
To play, spot 2 Hobbits. Each time you play a spell, you may add a burden to wound a minion. At the start of each skirmish involving Gandalf, you may draw a card, then discard a card from your hand.
To play, spot 2 Hobbits. Plays to your support area. Each Nazgul is strength -4. Discard this condition during the regroup phase.
To play, spot 2 Hobbits. When you play this, add a [SHIRE] token here for each forest site and each dwelling site on the adventure path. Skirmish: Discard this from play or remove 3 tokens from here to cancel a skirmish involving a Hobbit.
To play, spot 2 Nazgul and add up to 3 threats. Each time a companion is about to be killed, you may remove a threat to discard up to 2 possessions. Discard this condition and remove 3 threats during the regroup phase.
To play, spot 2 [ELVEN] companions. Bearer must be a companion. Regroup: Discard this possession from play to reconcile your hand.
To play, spot 2 [ELVEN] companions. Maneuver: Add a threat to take an [ELVEN] event into hand from your discard pile. Regroup: Remove an [ELVEN] token to play an [ELVEN] condition from your discard pile.
To play, spot 2 [ELVEN] companions. Maneuver: Add a threat to take an [ELVEN] skirmish event into hand from your discard pile. Regroup: Remove an [ELVEN] token to play an [ELVEN] condition from your discard pile.
To play, spot 2 [ELVEN] companions. Maneuver: Add a threat to take an [ELVEN] skirmish event into hand from your discard pile. Regroup: Remove an [ELVEN] token to take an [ELVEN] condition into hand from your discard pile.
To play, spot 2 [ELVEN] companions. Regroup: Exert Gil-Galad to wound each wounded minion.
To play, spot 2 [GANDALF] companions. At the start of the maneuver phase, discard this condition to make each player count the number of cards in his or?her hand, discard each of them and draw the same number of cards from the top of his or her draw deck.
To play, spot 2 [GONDOR] Men. Each time you lose initiative, you may wound a minion.
To play, spot 2 [GONDOR] Men. Fellowship: If at a sanctuary, exert Denethor to take a [GONDOR] card into hand from your draw deck, then reshuffle. Choose an opponent who may draw 2 cards.
To play, spot 2 [GONDOR] Men. Fellowship: Play an artifact on Elendil to make the move limit +1 for this turn. Regroup: Discard a [GONDOR] artifact to liberate a site.
To play, spot 2 [GONDOR] Men. The twilight cost of each of your [GONDOR] fortifications is -1. Response: If an opponent is about to control a site, discard 2 [GONDOR] fortifications to prevent this.
To play, spot 2 [GONDOR] knights. Maneuver: Discard 2 cards from hand to reveal the top card of an opponent?s draw deck. Choose an opponent who must discard a Shadow card that has a twilight cost that is the same as the twilight cost of the revealed card.
To play, spot 2 [ISENGARD] archers. Plays to your support area. The Free Peoples player may not play archery events or use archery special abilities. Discard this condition during the regroup phase.
To play, spot 2 [MEN] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion.
To play, spot 2 [MEN] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control.
To play, spot 2 [MEN] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot.
To play, spot 2 [ORC] minions. At the start of your Shadow phase, you may discard an [ORC] condition from play to play an [ORC] minion. It is twilight cost -2 (or -4 if you can spot 6 or more companions).
To play, spot 2 [ORC] minions. Each time the Free Peoples player plays a possession, add (2).
To play, spot 2 [ORC] minions. Regroup: Make the Free Peoples player spot another [ORC] condition, discard it from play, and remove (3) to make the Free Peoples player choose to move again this turn (if the move limit allows). Discard this condition.
To play, spot 2 [RAIDER] Men and add a threat. Each time a companion is about to be killed, you may remove a threat to discard a companion (except the Ring-bearer). Discard this condition at the start of the regroup phase.
To play, spot 2 [RAIDER] Men. Discard any number of cards from hand. The Free Peoples player then discards any number of cards from hand. For each card you discarded more than the Free Peoples player, add (1).
To play, spot 2 [ROHAN] Men. Regroup: Discard cards from hand equal to the number of cards in an opponent's hand to make the move limit +1 for this turn. Each Shadow player may take up to 4 cards into hand from his or her discard pile. Discard this condition.
To play, spot 2 [ROHAN] Men. Unless you can spot a companion who has resistance 3 or less, discard a possession from play.
To play, spot 2 [ROHAN] companions. When you play this, add a [ROHAN] token here for each plains site and each battleground site on the adventure path. At the start of each regroup phase, add a [ROHAN] token here for each of your companions that has muster.
To play, spot 2 [ROHAN] companions. You may play Riders of the Mark any time you could play a skirmish event. When you play Riders of the Mark, you may exhaust a minion.
To play, spot 2 [SAURON] Orcs and add up to 3 threats. Each time a companion is about to be killed, you may remove a threat to make all minions fierce until the regroup phase. Discard this condition and remove 3 threats at the start of the regroup phase.
To play, spot 2 [SAURON] Orcs. Discard any number of cards from hand. The Free Peoples player then discards any number of cards from hand. For each card you discarded more than the Free Peoples player, make a [SAURON] Orc strength +2.
To play, spot 2 [SAURON] Orcs. Regroup: Exert a [SAURON] Orc and remove a threat to shuffle a [SAURON] Orc from play into your draw deck.
To play, spot 2 [SHIRE] companions. Each time a Shadow card adds a burden or a threat, add a [SHIRE] token here. Fellowship: Remove 2 [SHIRE] tokens from here to remove a burden.
To play, spot 2 [SHIRE] companions. Each time a minion is played, you may exert a Hobbit companion to exert that minion (limit once per turn).
To play, spot 2 [SHIRE] companions. Plays to your support area. Each time you remove a burden (except by a Hobbit's game text), you may heal a companion.
To play, spot 2 [SHIRE] companions. Plays to your support area. Each time you remove a burden (except by a Hobbit's game text), you may heal up to 2 companions (limit once per phase).
To play, spot 2 [URUK-HAI] minions. Shadow: Discard 2 cards from hand to add (1). Regroup: Spot an [URUK-HAI] minion and discard this condition from play to add (3).
To play, spot 2 companions with the Frodo signet. Fellowship: If the fellowship is at a sanctuary, exert Bilbo twice to play 2 items from your draw deck on [shire] companions.
To play, spot 2 minions. While you can spot Sauron, each other minion is damage +1. While the fellowship is in the same region as Mount Doom, each companion is resistance -2.
To play, spot 3 Elf companions. Skirmish: Exert Naith Troop to discard the top card of your draw deck. If it is an [ELVEN] card, make a minion skirmishing Naith Troop strength -2.
To play, spot 3 Elf companions. While Naith Warband bears a ranged weapon, it takes no more than 1 wound during each skirmish phase and does not add to the fellowship archery total.
To play, spot 3 Elves. Bearer must be a companion. Regroup: Discard this possession to reconcile your hand.
To play, spot 3 Elves. Each time the fellowship moves during the regroup phase, you may reveal a card from the top of your draw deck for each forest on the adventure path to heal an Elf for each [ELVEN] card revealed.
To play, spot 3 Elves. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition to discard a condition or draw 2 cards.
To play, spot 3 Elves. Each time you are about to draw a card, you may exert an Elf to look at the top three cards of your draw deck instead. Take a Free Peoples card into your hand and place the other cards on the bottom of your draw deck.
To play, spot 3 Elves. Plays to your support area. Each wounded minion is prevented from being fierce. Discard this condition during the regroup phase.
To play, spot 3 Elves. Plays to your support area. Each wounded minion loses all damage bonuses. Discard this condition during the regroup phase.
To play, spot 3 Elves. Plays to your support area. For each wound on each minion, that minion is strength -2. Discard this condition during the regroup phase.
To play, spot 3 Elves. While you can spot an [ELVEN] follower, the twilight cost of each Shadow possession is +1. Skirmish: Discard this condition to make an [ELVEN] companion strength +1 for each archer companion you can spot.
To play, spot 3 Free Peoples cultures or discard 2 [ORC] conditions from play.
To play, spot 3 [GANDALF] companions. Each time Treebeard wins a skirmish, the first Shadow player must exert X minions, where X is the difference between Treebeard?s strength and the losing character?s strength.
To play, spot 3 [GANDALF] companions. Regroup: Exert Treebeard twice to play a [GANDALF] condition from your discard pile and make an opponent discard one of his or her conditions.
To play, spot 3 [GONDOR] Men. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition to discard a minion (or all roaming minions).
To play, spot 3 [GONDOR] Men. Regroup: While you have only 4 cards in hand, you may discard 2 cards from hand to play a [GONDOR] fortification from your discard pile.
To play, spot 3 [GONDOR] companions. While no opponent controls a site, wound a minion at the start of each regroup phase. Regroup: Discard this condition to place a [GONDOR] fortification from your discard pile on top of your draw deck.
To play, spot 3 [ROHAN] Men. Maneuver: Exert a [ROHAN] companion twice or discard this condition to play a [ROHAN] possession from your discard pile.
To play, spot 3 [ROHAN] companions. Assignment: Assign a minion to Frodo to make that minion lose all keywords of your choice and unable to gain keywords until the regroup phase.
To play, spot 3 [ROHAN] companions. You may play Rohirrim Army any time you could play a regroup event. When you play Rohirrim Army, you may discard a minion.
To play, spot Aragorn or an Elf. At the start of each turn, you may exert Elrond to heal a character bearing an artifact.
To play, spot Aragorn, Elendil, or Isildur. Skirmish: Spot a [GONDOR] Man with 3 or more vitality and discard a [GONDOR] card from hand to make that Man strength +2.
To play, spot Aragorn. Plays on a companion with the Aragorn signet (except Aragorn).Each time bearer wins a skirmish, exert Aragorn or discard this condition.
To play, spot Arwen. Bearer must be Aragorn. Skirmish: Exert Aragorn or discard 2 cards from hand to make a minion skirmishing Aragorn strength -1.
To play, spot Denethor (or 2 [GONDOR] companions). Each time a minion is killed or discarded from play during a kirmish, you may reinforce a [GONDOR] token. Maneuver: Remove 3 [GONDOR] tokens to discard a possession.
To play, spot Denethor (or 2 [GONDOR] companions). Each time a minion is killed or discarded from play during a skirmish, you may reinforce a [GONDOR] token. Skirmish: Remove 3 [GONDOR] tokens to discard a possession.
To play, spot Frodo and a Nazgul. Plays on Sam. Sam's game text does not apply.
To play, spot Galadriel or Celeborn. While Galadriel is the Ring-bearer, she is strength +2 and resistance +2. Each time you play an [ELVEN] skirmish event, you may reinforce an [ELVEN] token.
To play, spot Gandalf and add 3 threats. Gandalf is defender +1 and cannot take wounds. Discard this condition at the start of the regroup phase.
To play, spot Gandalf or an Elf. At the start of each of your turns, heal every ally whose home is site 3. Fellowship: Exert Elrond to draw a card.
To play, spot Gandalf or an Elf. At the start of each of your turns, heal up to 3 allies whose home is site 3. Fellowship: Exert Elrond twice (or once if you can spot 2 other [Elven] allies) to draw a card.
To play, spot Gandalf. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition to wound 2 minions.
To play, spot Gandalf. Each time you play a shield, armor, helm, or hand weapon, its twilight cost is -1.
To play, spot Gandalf. Fellowship: Exert Hugin to reveal a Free Peoples card from your discard pile and place it beneath your draw deck.
To play, spot Gandalf. Fellowship: Exert Ottar and discard a card from hand to draw a card.
To play, spot Gandalf. Fellowship: Exert Ottar to discard up to 3 cards from hand and draw an equal number of cards.
To play, spot Gandalf. Maneuver: Exert Albert Dreary to discard a [ISENGARD] or [MORIA] condition.
To play, spot Gandalf. Plays to your support area. Each time you play a companion whose race you cannot spot, that companion's twilight cost is -2.
To play, spot Gandalf. Shadow players may not look at or reveal cards in your hand.
To play, spot Gandalf.Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet.Regroup: Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile.
To play, spot Gollum and add up to 9 threats. Gollum is strength +2. Discard this condition and remove 9 threats at the start of the regroup phase.
To play, spot Gollum or Smeagol. Bearer must be a minion. Limit 1 per bearer. Bearer is damage +1. If you have initiative during the Shadow phase, you may play this condition from your discard pile.
To play, spot Saruman or an Uruk-hai. Plays to your support area. Each archer companion and archer ally is strength -1.
To play, spot Saruman or an [ISENGARD] Man. Plays on a Free Peoples Man. Each time the Free Peoples player assigns bearer to a skirmish, exert each ally.
To play, spot Shelob. The Free Peoples player chooses two companions in play (except the Ring-bearer). He or she then chooses to place one of those companions in the dead pile and return the other to his or her hand.
To play, spot Shelob. The Free Peoples player chooses two companions. He or she then chooses to place one of those companions in the dead pile and return the other to his or her hand.
To play, spot Smeagol and add 2 threats. The move limit for this turn is +1. Discard this condition at the end of the turn.
To play, spot Smeagol. Aid - Add a burden. Skirmish: If bearer is not assigned to a skirmish, discard this from play to play an artifact or possession from your draw deck on bearer.
To play, spot Smeagol. Each time the fellowship moves, add a threat or discard this condition. Maneuver: Discard Smeagol to discard a minion. An opponent may exert a minion twice to prevent this.
To play, spot Smeagol. Regroup: Discard Smeagol to remove 2 threats.
To play, spot Smeagol. Smeagol is strength +1. Regroup: Discard this condition to replace the fellowship's current site with a site from your adventure deck.
To play, spot Smeagol. When you play this, add a [GOLLUM] token here for each [GOLLUM] card you can spot. Maneuver: Discard this from play or remove 2 tokens from here to spot a Shadow condition and place that condition on top of its owner?s draw deck.
To play, spot Smeagol. While you can spot 2 Ring-bound Hobbits, each Shadow event is twilight cost +1. Skirmish: Discard this condition to make each Ring-bound companion strength +1 until the regroup phase.
To play, spot The Balrog. Plays on Gandalf. Each time the fellowship moves, Gandalf must exert.
To play, spot Theoden (or 2 [ROHAN] companions). Saruman and Grima cannot be assigned to skirmishes. Response: If a [ROHAN] Man is about to take a wound, exert another [ROHAN] Man and add (2) to prevent that.
To play, spot Theoden. Skirmish: Spot a [ROHAN] Man bearing a possession and discard a [ROHAN] possession from hand to make that Man strength +2.
To play, spot a Dwarf.
To play, spot a Dwarf. Each companion is damage +1. Discard this condition at the end of your turn.
To play, spot a Dwarf. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition to heal a Dwarf twice and take a [DWARVEN] skirmish event into hand from your discard pile.
To play, spot a Dwarf. Each time you lose initiative (except during the fellowship phase), you may play a [DWARVEN] condition from hand or from your discard pile.
To play, spot a Dwarf. Each time you lose initiative (except during the fellowship phase), you may play a [DWARVEN] condition or [DWARVEN] possession from hand.
To play, spot a Dwarf. Plays to your support area. At a site which is not underground, each [MORIA] Orc's twilight cost is +2. Discard this condition during the regroup phase.
To play, spot a Dwarf. When you play this possession, add 2 [ELVEN] tokens here. Fellowship: Discard this possession or remove an [ELVEN] token from here to reveal the top card of your draw deck. If it is a [DWARVEN] or [ELVEN] card, you may take it into hand.
To play, spot a Dwarf. While skirmishing an Orc, Farin is strength +2.
To play, spot a Dwarf. While skirmishing an Uruk-hai, Fror is strength +3.
To play, spot a Hobbit. Skirmish: If your Ring-bearer is assigned to a skirmish, discard this condition to make each companion who has resistance 7 or more strength +2 until the regroup phase.
To play, spot a Nazgul. Each time a companion is played, the Free Peoples player must exert a companion. Shadow: Spot a Nazgul and discard this condition to play a Nazgul from your discard pile.
To play, spot a Nazgul. Each time the Free Peoples player draws a card (except during the regroup phase), add a threat. Regroup: Discard a Nazgul and this condition to add a threat.
To play, spot a Nazgul. Each time the Free Peoples player plays a companion, that companion is exhausted unless the Free Peoples player pays its twilight cost again.
To play, spot a Nazgul. Plays to your support area. Archery: Remove (1) to make the fellowship archery total -1.
To play, spot a Nazgul. Plays to your support area. Each time a [WRAITH] card adds a burden, the Free Peoples player must exert a companion.
To play, spot a Nazgul. Regroup: Discard a Nazgul to place a [WRAITH] token on this card. While there are 3 [WRAITH] tokens on this card, the Shadow has initiative, regardless of the Free Peoples player's hand.
To play, spot a Nazgul. Remove (X) to choose one: discard a follower from play that has a twilight cost of X; or play from deck a [WRAITH] minion that has a twilight cost of X.
To play, spot a Nazgul. Shadow: If you have initiative and there are 3 characters in the dead pile, spot 3 burdens, 3 threats and a Nazgul to corrupt the Ring-bearer.
To play, spot a Nazgul. Skirmish: Remove (3) and spot 3 Nazgul to discard a possession or condition borne by a companion a Nazgul is skirmishing.
To play, spot a Southron. Plays to your support area. Maneuver: Discard this condition to add (1) for each Man with ambush you spot.
To play, spot a Spider. Assignment: Discard an Orc from play to play a Spider from your draw deck or discard pile. Its twilight cost is -2 (or -4 at a forest).
To play, spot a Troll. Shadow: Discard 2 cards from hand to play a minion from your discard pile.
To play, spot a Wizard. When you play this, add X [GANDALF] tokens here, where X is the current region number. Maneuver: Discard this from play or remove 2 tokens from here to discard a Shadow condition from play.
To play, spot a [DUNLAND] Man. Menace - When you play this minion, discard up to 2 Free People's possessions.
To play, spot a [GANDALF] Wizard. Bearer must be a companion. Each time bearer wins a skirmish, you may transfer this condition to another companion. At the end of each turn, return this condition to hand.
To play, spot a [GANDALF] Wizard. Each time a Shadow card adds a burden, you may remove (3). Response: If a minion uses its special ability, discard this condition to cancel the effect of that special ability.
To play, spot a [GANDALF] Wizard. Regroup: Stack a spell from hand here. Fellowship: Discard a [GANDALF] card from hand to take a card stacked here into hand.
To play, spot a [GANDALF] companion. Bearer must be a companion (except the Ring-bearer). Limit 1 per bearer. Each time bearer wins a skirmish, you may remove a burden.
To play, spot a [GANDALF] companion. Skirmish: Exert Erland to take a [GANDALF] skirmish event from your discard pile into hand.
To play, spot a [GOLLUM] card. Bearer must be a wounded companion. While you can spot a [GOLLUM] character or a [GOLLUM] card in your support area, bearer cannot heal.
To play, spot a [GOLLUM] condition. Menace - When you play Gollum make the move limit for this turn -1.
To play, spot a [GOLLUM] minion. Regroup: Discard an Orc from hand to add a [GOLLUM] token here. Skirmish: Remove a [GOLLUM] token here to make Shelob strength +3 (limit +6).
To play, spot a [GONDOR] Man with 3 or more vitality (or spot a [GONDOR] Man and add 2 threats). Regroup: Add a threat or discard this artifact to remove (2) or to draw a card.
To play, spot a [GONDOR] Man with 3 or more vitality (or spot a [GONDOR] Man and add 2 threats). Regroup: Exert a [GONDOR] Man or discard this artifact to discard your hand and draw 3 cards.
To play, spot a [GONDOR] Man. Skirmish: Discard 4 cards from hand to wound a minion Pippin is skirmishing twice if that minion bears a fortification.
To play, spot a [MEN] Man. Bearer must be a companion (except the Ring-bearer). Limit 1 per companion. Each time the fellowship moves, add (1).
To play, spot a [MEN] Man. Bearer must be a companion. Bearer cannot take wounds during the archery phase. At the start of the regroup phase, discard this condition.
To play, spot a [MEN] Man. While you can spot a companion of strength 10 or more, this minion is strength +3. Maneuver: Remove 2 burdens or 2 threats to control a site.
To play, spot a [MEN] card in your support area. Shadow: Exert this minion and spot a Free Peoples condition to reinforce a [MEN] token for each card you spot that has the same card title as that condition.
To play, spot a [MEN] minion. Bearer must be a companion (except the Ring-bearer).
To play, spot a [MEN] minion. Bearer must be a companion. While bearer is skirmishing a [MEN] minion, bearer loses from possessions all strength and damage bonuses.
To play, spot a [MEN] minion. Each time the fellowship moves to a battleground or plains site, add (1).
To play, spot a [MEN] minion. When you play this, if you spot a plains site on the adventure path, reinforce 3 [MEN] tokens. Each time the Free Peoples player plays the fellowship?s next site, you may discard a possession from play.
To play, spot a [MEN] minion. While the fellowship is in region 1, each [MEN] minion cannot take wounds. While the fellowship is in region 2, each [MEN] minion is an archer. While the fellowship is in region 3, each [MEN] minion is fierce.
To play, spot a [MEN] minion. While you can spot 5 or more culture tokens, the minion archery total is +2.
To play, spot a [MORIA] Orc. Menace - When you play this minion, draw 3 cards.
To play, spot a [MORIA] Orc. Plays on a Hobbit companion. Bearer may be exerted only by Shadow cards.
To play, spot a [MORIA] Orc. Plays to your support area. Each time the fellowship moves during the regroup phase, add (2).
To play, spot a [Moria] card. Bearer must be an Orc. When you play this possession, you may draw a card.
To play, spot a [Moria] card. Each time you play a weapon, add [1]. Response: If an Orc is about to take a wound, discard this condition or remove [3] to prevent that wound.
To play, spot a [Moria] card. Response: If your Orc wins a skirmish, discard cards and wounds on that Orc and stack that Orc on this condition. Shadow: Play an Orc stacked here as if played from hand.
To play, spot a [RAIDER] Man. Each time the fellowship moves, the Free Peoples player must exert 2 companions if you have initiative.
To play, spot a [RAIDER] Man. Regroup: Remove (3) and spot a [RAIDER] Man to place a [RAIDER] token here. While there are 3 [RAIDER] tokens here, the Shadow has initiative regardless of the Free Peoples player's hand.
To play, spot a [RAIDER] Man. Regroup: Remove (9) and spot 3 [RAIDER] Men to make the move limit -1.
To play, spot a [RAIDER] Man. Threats cannot be removed by Free Peoples cards. Shadow: Remove (1) and play a Southron to add a threat.
To play, spot a [RAIDER] Man. While there is a character in the dead pile, each companion of the same culture as that character is strength -1. Skirmish: Exert your Southron to make him strength +1.
To play, spot a [RAIDER] Man. While there is a character in the dead pile, each companion of the same culture as that chastrength -1. Skirmish: Exert your Southron to make him strength +1.
To play, spot a [ROHAN] Man. Bearer must be a Man, Elf, or Wizard. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
To play, spot a [ROHAN] Man. Bearer must be a Man, Elf, or Wizard. When you play Brego, you may heal bearer. At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
To play, spot a [ROHAN] Man. Each time a Shadow condition is played, you may exert a minion. Response: If a minion exerts as a cost of its special ability, discard this condition to prevent that and return that minion to its owner's hand.
To play, spot a [ROHAN] Man. Each time you lose initiative, you may liberate a site.
To play, spot a [ROHAN] Man. Plays on a site. This site is a plains. Each [ROHAN] Man is strength +1 at this site.
To play, spot a [ROHAN] Man. Skirmish: Exert Hama to discard a possession borne by a minion he is skirmishing.
To play, spot a [ROHAN] Man. Skirmish: Heal a minion skirmishing Hrethel to make Hrethel strength +3 (limit +3).
To play, spot a [ROHAN] companion. Each time the fellowship moves, add a threat or discard this condition. Regroup: Discard this condition to heal up to 2 [ROHAN] companions.
To play, spot a [ROHAN] companion. Skirmish: Discard 4 cards from hand to make Merry strength +2 for each [ROHAN] companion you spot.
To play, spot a [SAURON] Orc. Menace - When you play this minion, make it strength +10.
To play, spot a [SAURON] Orc. Plays on a companion (except an Elf). While at a sanctuary, bearer cannot heal.
To play, spot a [SAURON] Orc. Regroup: Play a [SAURON] condition to place a [SAURON] token on this card. While there are 3 tokens on this card, the Shadow has initiative, regardless of the Free Peoples player's hand.
To play, spot a [SAURON] Orc. Shadow: Remove a threat to play a [SAURON] Orc without paying any roaming penalty. Regroup: Spot a [SAURON] Orc and remove (4) to add a threat.
To play, spot a [SAURON] minion. Each time the fellowship moves during the regroup phase, you may remove a threat to wound an unbound companion.
To play, spot a [SAURON] minion. Each time the fellowship moves to any site 8 or 9, exert each Ring-bound companion. Shadow: Discard this condition to play a [SAURON] minion. Its twilight cost is -2.
To play, spot a [SAURON] minion. Shadow: Remove 2 threats to discard a condition.
To play, spot a [URUK-HAI] minion. Each time a companion exerts, you may draw a card.
To play, spot a [WRAITH] minion. Bearer must be an unbound companion. Limit 1 per bearer. At the end of each assignment phase, if bearer is not assigned to a skirmish and a companion who does not bear a [WRAITH] condition is, add a burden.
To play, spot a besieger or a site you control. Maneuver: Discard an engine to discard a condition from the Free Peoples support area.
To play, spot a ranger. Plays to your support area. While the fellowship is at a forest, the minion archery total is -2.
To play, spot a twilight Nazgul.Each time the fellowship moves, you may spot a wound on the Ring-bearer to draw a card (or 2 cards if the Ring-bearer is exhausted).
To play, spot a weather condition. Plays on a companion. Limit 1 per bearer.Each time a weather card is played, add (2). When this condition is discarded by a Free Peoples card, wound bearer.
To play, spot an Elf.
To play, spot an Elf. At the start of each skirmish involving Elrond, you may reveal the top card of your draw deck. If it is an [ELVEN] card, you may heal another Elf.
To play, spot an Elf. At the start of your regroup phase, you may discard this condition or a card from hand to heal an Elf.
To play, spot an Elf. Bearer must be a companion. Response: If another possession borne by bearer is about to be discarded by a Shadow card, discard this possession instead.
To play, spot an Elf. Bearer must be a companion. Response: If another possession borne by bearer is about to be discarded, discard this possession instead.
To play, spot an Elf. Bearer must be a companion. The minion archery total is -1.
To play, spot an Elf. Bearer must be an Elf or Hobbit. Maneuver: Discard this possession to make a Shadow player return a minion with strength 6 or less to its owner's hand.
To play, spot an Elf. Each time the fellowship moves to a region one site, add a threat. Each time the fellowship moves to a region two site, heal an Elf. Each time the fellowship moves to a region three site, draw a card.
To play, spot an Elf. Fellowship: Discard a companion from hand to heal a companion.
To play, spot an Elf. Plays to your support area. Each Uruk-hai is strength -2 and loses all damage bonuses. Discard this condition during the regroup phase.
To play, spot an Elf. Regroup: Exert Galdor and spot a minion to return that minion to its owner's hand.
To play, spot an Elf. Regroup: Exert Thandronen to discard a minion stacked on a condition or stacked on a site.
To play, spot an Elf. Response: If an Elf is about to take a wound from a [SAURON] minion or [SAURON] event, exert Erestor to prevent that wound.
To play, spot an Elf. Skirmish: Exert Fereveldir and discard an [ELVEN] token from your condition to wound a minion Fereveldir is skirmishing.
To play, spot an Elf. Skirmish: Exert Ferevellon to make a minion skirmishing him strength -2.
To play, spot an Elf. Skirmish: Exert Golradir to make an Orc strength -1.
To play, spot an Elf. Skirmish: Exert Saelbeth to make an Uruk-hai strength -1.
To play, spot an Elf. Skirmish: If Elrond is skirmishing a minion, exert him to place an [ELVEN] card from your discard pile on top of your draw deck.
To play, spot an Elf. The twilight cost of each ranged weapon played on Ordulus is -1.
To play, spot an Elf. Toil 2. (For each [ELVEN] character you exert when playing this, its twilight cost is -2.) Archery: Discard this condition to make the fellowship archery total +2.
To play, spot an Elf. While Erethon bears a ranged weapon, he is strength +1 and damage +1, and he does not add to the fellowship archery total.
To play, spot an Elf. While Haldir is at site 6, 7, or 8, he is strength +2.
To play, spot an Elf. While Pengedhel bears a ranged weapon, he is strength +2 and he does not add to the fellowship archery total.
To play, spot an Elf. While Taurnil bears a ranged weapon, the twilight cost of each Shadow possession is +2, and he does not add to the fellowship archery total.
To play, spot an Elf. While Thonnas bears a ranged weapon, each minion skirmishing him is strength -2 and Thonnas does not add to the fellowship archery total.
To play, spot an Elf. While skirmishing a wounded minion, Balglin takes no more than 1 wound during each skirmish phase.
To play, spot an Elf. While the fellowship is at a battleground site, Haldir is strength +2. While the fellowship is at a forest site, Haldir is an archer.
To play, spot an Ent. Bearer must be a companion. Limit 1 per bearer. Skirmish: Exert bearer to make him or her damage +1.
To play, spot an Uruk-hai. Plays to your support area. Maneuver: Spot 6 companions and remove (2) to wound a companion (except the Ring-bearer).
To play, spot an Uruk-hai. Plays to your support area. Response: If your Uruk-hai wins a skirmish, remove (3) to make him fierce until the regroup phase.
To play, spot an [ISENGARD] Man. Plays on a companion (except the Ring-bearer). Assignment: Assign an [ISENGARD] minion with less strength than bearer to skirmish bearer. Discard this condition.
To play, spot an [ISENGARD] Orc. Plays to your support area. Shadow: Discard this condition to add (3).
To play, spot an [ISENGARD] minion. Plays to your support area. Each time a [SHIRE] ally exerts, add (1).
To play, spot an [ISENGARD] minion. Plays to your support area. Each time the fellowship moves, you may spot an exhausted companion to add (3).
To play, spot an [ISENGARD] minion. Plays to your support area. Shadow: Spot 2 [ISENGARD] minions and remove (2) to reveal a card at random from the Free Peoples player's hand. Place that card on top of that player's draw deck.
To play, spot an [ISENGARD] minion. Plays to your support area. Shadow: Spot an [ISENGARD] minion and remove (1) to reveal a card at random from the Free Peoples player's hand. Place that card on top of that player's draw deck.
To play, spot an [ISENGARD] minion. Plays to your support area. Shadow: Spot an [ISENGARD] minion and remove (2) to reveal the top card of any draw deck. You may place that card beneath that draw deck.
To play, spot an [ISENGARD] minion. Plays to your support area. The Free Peoples player may not look at or reveal cards in any Shadow player's hand.
To play, spot an [ORC] Orc. Skirmish: Remove a threat to make an [ORC] minion strength +2.
To play, spot an [ORC] Orc. This minion is twilight cost -1 for each burden. Each time a Ring-bound companion loses a skirmish involving an [ORC] minion, you may reveal this card from hand to add a burden.
To play, spot an [ORC] Orc. While at an underground site, this minion is fierce and the Free Peoples player may not replace sites or play a site from his or her adventure deck.
To play, spot an [ORC] Orc. While you can spot more sites on the adventure path than minions, this minion is strength +5.
To play, spot an [ORC] card in your support area. When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition.
To play, spot an [ORC] card. The minion archery total is +1 for each hunter companion you can spot.
To play, spot an [ORC] condition. Black Land Shrieker is twilight cost -1 for each threat you spot.
To play, spot an [ORC] minion. Each time a companion exerts, you may add (1) (or (2) if you can spot 6 companions).
To play, spot an [ORC] minion. Each time the fellowship moves from an underground site, you may take an [ORC] minion from your discard pile into hand.
To play, spot an [ORC] minion. Each time the fellowship moves in the regroup phase, you may discard this possession to search the Free Peoples player's draw deck and choose 2 Free Peoples cards found there. Remove those cards from the game.
To play, spot an [ORC] minion. Each time the fellowship moves in the regroup phase, you may discard this possession to search the Free Peoples player's draw deck and remove up to 2 Free Peoples cards from the game.
To play, spot an [ORC] minion. Regroup: Exert this minion to add a burden.
To play, spot an [ORC] minion. When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot.
To play, spot an [ORC] minion. While the fellowship is in region 1, [ORC] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains underground. While the fellowship is in region 3, each [ORC] Orc is strength +2.
To play, spot an [URUK-HAI] hunter. At the start of each Shadow phase, you may discard 2 [URUK-HAI] cards from hand to play an [URUK-HAI] hunter from your discard pile. Regroup: Discard this condition to return an [URUK-HAI] hunter from play to your hand.
To play, spot an [URUK-HAI] hunter. At the start of each Shadow phase, you may discard 2 [URUK-HAI] cards from hand to play an [URUK-HAI] hunter from your discard pile. Regroup: Discard this possession to return an [URUK-HAI] hunter from play to your hand.
To play, spot an [URUK-HAI] minion. Bearer must be an unbound companion. Limit 1 per bearer.
To play, spot an [URUK-HAI] minion. When you play this, if you spot a battleground site on the adventure path, reinforce 3 [URUK-HAI] tokens. Each time the Free Peoples player plays the fellowship?s next site, you may discard a condition from play.
To play, spot an [URUK-HAI] minion. While the fellowship is in region 1, each Uruk-hai is damage +1. While the fellowship is in region 2, each companion is strength -1. While the fellowship is in region 3, each unbound companion is resistance -2.
To play, spot an [URUK-HAI] minion. While you can spot a fierce minion, this minion is fierce. While you can spot a hunter, this minion gains hunter 1. While you can spot a character that is damage +1, this minion is damage +1.
To play, spot an unbound [GONDOR] Man. Response: If a [GONDOR] Man is about to take a wound, discard this artifact to prevent that.
To play, spot no minions. Each time you play a minion, it is twilight cost +1. While you can spot an [ORC] minion, each companion is strength -1.
Toil 1. (For each [ELVEN] character you exert when playing this, its twilight cost is -1) Archery: Discard an [ELVEN] character from hand to make the fellowship archery total +1. Each time the fellowship moves from an underground site, return your Elf to your hand.
Toil 1. (For each [URUK-HAI] character you exert when playing this, its twilight cost is -1) Bearer must be an [URUK-HAI] Uruk-hai. Bearer is strength +2 for each wound on each character in its skirmish.
Toil 1. (For each [WRAITH] character you exert when playing this, it is twilight cost -1.) To play, spot a [WRAITH] card in your support area. Spot a companion to draw a card for each wound on that companion (and draw an additional card if you can spot a Nazgul).
Toil 2. (For each [DWARVEN] character you exert when playing this, its twilight cost is -2) Skirmish: Discard this condition to make a Dwarf strength +3 (or +4 if he has resistance 4 or more).
Toil 2. (For each [DWARVEN] character you exert when playing this, its twilight cost is -2) Spot 2 Dwarves to draw up to 4 cards.
Toil 2. (For each [ELVEN] character you exert when playing this, its twilight cost is -2) Spot an Elf companion to discard a condition from play.
Toil 2. (For each [ELVEN] character you exert when playing this, its twilight cost is -2.) Archery: Discard this from play and spot 3 Elf archers to discard a minion from play. Each of those archers loses archer and cannot gain archer.
Toil 2. (For each [GONDOR] character you exert when playing this, its twilight cost is -2) Skirmish: If a [GONDOR] companion is not assigned to a skirmish, discard this condition to have him or her replace an unbound companion skirmishing a minion.
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2) Add (1) for each [MEN] card you can spot.
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2) Make a [MEN] minion strength +6.
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.)
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.) Spot a [MEN] minion to discard a possession from play.
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.) Spot a [MEN] minion to make the minion archery total +3.
Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Make each of your [ORC] minions strength +2 until the regroup phase.
Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Spot an [ORC] minion to make the Free Peoples player discard one of his or her conditions from play.
Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.)
Toil 2. (For each [RINGWRAITH] character you exert when playing this, its twilight cost is -2.) Spot a Nazgul to add a burden.
Toil 2. (For each [ROHAN] character you exert when playing this, its twilight cost is -2) Maneuver: Spot a [ROHAN] Man and discard this condition to exert a minion. Maneuver: Spot a mounted [ROHAN] Man and discard this condition to return an exhausted minion to its owner's hand.
Toil 2. (For each [ROHAN] character you exert when playing this, its twilight cost is -2.) Bearer must be a [ROHAN] Man. Assignment: Discard this condition from play to make bearer defender +1.
Toil 2. (For each [SHIRE] character you exert when playing this, its twilight cost is -2.) Bearer must be a Hobbit. Limit 1 per bearer. Each time the fellowship moves from a dwelling or forest site, remove (1).
Toil 2. (For each [SHIRE] character you exert when playing this, its twilight cost is -2.) Spot 2 [SHIRE] companions to remove 2 burdens.
Toil 2. (For each [URUK-HAI] character you exert when playing this, its twilight cost is -2) Spot an [URUK-HAI] minion to discard a possession borne by a companion who has resistance 4 or less.
Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2) Spot a Nazgul to discard a Free Peoples condition from play.
Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2) Spot your Nazgul at a battleground or forest site to play a mount on him from your draw deck.
Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2.) Spot a Nazgul to add a burden.
Toil 2. (For each [WRAITH] character you exert when playing this, its twilight cost is -2.) Spot a Nazgul to draw 3 cards.
Toil 3. (For each [GANDALF] character you exert when playing this, its twilight cost is -3) Spot a [GANDALF] wizard and X other companions to examine the top X cards of your draw deck. Replace those cards in any order.
Toil 3. (For each [ORC] character you exert when playing this, its twilight cost is -3.) Assign an [ORC] minion to a companion (except the Ring-bearer).
Tracker. Damage +1. The roaming penalty for each [ISENGARD] minion you play is -1. Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event.
Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +2.
Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +3 and damage +1.
Tracker. Fierce. Skirmish: Remove (2) to prevent an [ISENGARD] tracker from taking wounds.
Tracker. Fierce. The roaming penalty for each [ISENGARD] tracker you play is -2. While you can spot 2 [ISENGARD] trackers, Ugluk is strength +3. While you can spot 3 [ISENGARD] trackers, Ugluk is damage +1.
Tracker. Fierce. Unbound Hobbits may not be discarded. Response: If an unbound Hobbit is killed, exert this minion to add a burden.
Tracker. Fierce. Unbound Hobbits may not be discarded. Response: If an unbound Hobbit is killed, exert this minion to make the Free Peoples player wound an unbound companion.
Tracker. Fierce. Unbound Hobbits may not be discarded. Response: If an unbound Hobbit is killed, exert this minion twice to exhaust a companion.
Tracker. Fierce. While skirmishing a character bearing a search card, this minion is strength +2 and damage +1.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Assignment: Spot 2 Hobbit companions to make the Free Peoples player assign a Hobbit to skirmish this minion.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Response: If a Free Peoples regroup event is played, exert this minion to cancel that event.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Response: If an event is played that spots or exerts a ranger, exert or discard this minion to cancel that event.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Skirmish: Exert this minion to wound a character it is skirmishing.
Tracker. The site number of each [SAURON] Orc is -1. If you have initiative when you play this minion, you may spot another [SAURON] Orc to draw 2 cards.
Tracker. The site number of each [SAURON] Orc is -1. When you play this minion you may exert him and discard 2 cards from hand to draw a card.
Tracker. The site number of each [SAURON] Orc is -1. When you play this minion, you may exert him and remove (2) to draw a card.
Tracker. The site number of each [SAURON] Orc is -1. While you have initiative, this minion is strength +5.
Tracker. The site number of each [SAURON] Orc is -1. While you have initiative, this minion is strength +6.
Tracker. The site number of each [SAURON] Orc is -1. While you have initiative, this minion is strength +8.
Tracker. The site number of each [SAURON] Orc is -3. Maneuver: Exert Orc Patrol twice and spot another [SAURON] Orc to discard a condition.
Tracker. The site number of each [SAURON] Orc is -3. Shadow: Exert Grishnakh twice and spot another [SAURON] Orc to draw 3 cards. The Free Peoples player may add 2 burdens to prevent this.
Tracker. The site number of each [SAURON] Orc is -3. Skirmish: Discard another [SAURON] Orc and exert Orc Cutthroat to wound a companion he is skirmishing.
Tracker.While you can spot an exhausted companion, this minion is an archer.While you can spot 3 exhausted companions, this minion is strength +3.
Transfer a follower from a Hobbit to your support area to cancel a skirmish involving that Hobbit.
Triumph - At the start of a skirmish involving Treebeard discard a minion he is skirmishing.
Triumph - At the start of the fellowship phase remove 3 burdens. Response: If Frodo dies, make Sam the Ring-bearer (Resistance 5).
Triumph - At the start of the fellowship phase, the move limit for this turn is +1.
Twilight. Damage +1. To play this minion, remove a burden or spot a twilight minion.
Twilight. Each time Ulaire Enquea wins a skirmish, you may exert him to wound the Ring-bearer once (or twice if you spot 5 burdens).
Twilight. Each time Ulaire Otsea wins a skirmish, you may exert him to transfer Blade Tip from your support area to the Ring-bearer.
Twilight. Regroup: Spot another [SAURON] or twilight minion and discard this minion to add a burden.
Twilight. Return to Its Master may not be played. Each time The Witch-king wins a skirmish, you may exert him to wound the Ring-bearer twice.
Twilight. Skirmish: Exert this minion to make a [SAURON] or twilight minion strength +1 for each twilight minion you can spot.
Twilight. When you play Ulaire Attea, you may wound an ally.
Twilight. While you can spot 2 burdens or 2 wounds on the Ring-bearer, Ulaire Nelya is fierce and damage +1.
Twilight.This minion is strength +1 for each wound on the Ring-bearer.At the start of the maneuver phase, you may exert this minion to make it fierce until the regroup phase. The Free Peoples player may exert the Ring-bearer to prevent this.
Ulaire Lemenya is strength +1 for each other [WRAITH] minion you spot. While you can spot 3 [WRAITH] minions Ulaire Lemenya is fierce. While you can spot 4 [WRAITH] minions Ulaire Lemenya is damage +1.
Underground. Each character bearing a hand weapon is damage +1.
Underground. Each companion and minion bearing a hand weapon is damage +1.
Underground. Each unwounded [GONDOR] Man is defender +1.
Underground. If this site is not in region 1 when the fellowship moves from here during the regroup phase, add a burden.
Underground. Maneuver: Discard a tale from play or from hand to heal your companion.
Underground. Maneuver: Discard your tale from play or from hand to heal your companion.
Underground. Maneuver: Play the One Ring from your draw deck.
Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player).
Underground. Sanctuary. Maneuver: Remove (2) to make one of your Uruk-hai fierce until the regroup phase.
Underground. Sanctuary. Maneuver: Spot your Uruk-hai and remove (2) to make one of your Uruk-hai fierce until the regroup phase.
Underground. Shadow: Play The Balrog from your draw deck or hand; The Balrog's twilight cost is -6.
Underground. Shadow: Remove (1) to play a Shadow weapon from your discard pile.
Underground. Shadow: Remove 2 burdens to play an enduring minion from your draw deck or discard pile.
Underground. Skirmish events may not be played and skirmish special abilities may not be used.
Underground. Skirmish special abilities cannot be used.
Underground. The Free Peoples player may transfer Free Peoples artifacts and possessions at no twilight cost.
Underground. The Free Peoples player wins the game only if the Ring-bearer survives until Shadow players reconcile.
Underground. The twilight cost of the first [MORIA] archer played each Shadow phase is -2.
Underground. The twilight cost of the first hunter minion played each shadow phase is -2.
Underground. When the fellowship moves from this site, remove (2).
Underground. When the fellowship moves to Dwarrowdelf Chamber, Gimli or 2 other companions must exert.
Underground. When the fellowship moves to this site during the regroup phase, the Free Peoples player may remove 2 burdens.
Underground. When your fellowship moves from this site, you may spot a Dwarf to draw 2 cards.
Underground. While you can spot a unique [moria] minion, skirmishes involving [moria] minions may not be canceled.
Unhasty. Assignment: Exert an unbound Hobbit or discard 2 cards from hand to allow Birchseed to skirmish. Fellowship: Exert Birchseed to Heal an unbound Hobbit.
Unhasty. Assignment: Exert an unbound Hobbit or discard 2 cards from hand to allow Lidenroot to skirmish. Skirmish: Exert Lidenroot to wound an [ISENGARD] minion he is skirmishing.
Unhasty. Assignment: Exert an unbound Hobbit or discard 2 cards from hand to allow this companion to skirmish.
Unhasty. Assignment: Exert an unbound Hobbit to allow Treebeard to skirmish. Skirmish: Exert Treebeard to make an Ent damage +1.
Unhasty. Fellowship: Exert Treebeard and discard an unbound companion from hand to heal an unbound companion.
Unhasty. Response: If an unbound Hobbit is about to be discarded, stack him here instead. Fellowship: Exert Treebeard and add(1) to play an unbound Hobbit stacked here.
Until the end of the assignment phase, each time a Southron is about to take a wound, prevent that.
Valiant.
Valiant. At the start of the maneuver phase, you may spot a hunter minion (or exert 2 valiant Men) to make this companion defender +1 until the regroup phase.
Valiant. Damage +3. Fellowship: Exert Eomer to play a mount on him from your draw deck. Eomer is strength +2 for each wound on each minion he is skirmishing. At the start of your turn, you may heal a [ROHAN] ally. While you can spot a [ROHAN] man, Eomer is twilight cost -1.
Valiant. Eomer is strength +2 for each wound on each minion he is skirmishing.
Valiant. Fellowship: Play a [ROHAN] companion with a twilight cost of 3 or more; his or her twilight cost is -1.
Valiant. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) To play, spot a [ROHAN] Man. While you can spot 3 hunters, Gamling is strength +3.
Valiant. Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) While you can spot a [ROHAN] Man, Eomer?s twilight cost is -1. Skirmish: Discard a [ROHAN] card from hand to make Eomer strength +2.
Valiant. Hunter 2. While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Skirmish: Discard a [ROHAN] card from hand to make Eomer strength +2.
Valiant. Maneuver: Play a [ROHAN] possession on Eowyn to heal her.
Valiant. Maneuver: Play a [ROHAN] possession on Theoden to heal a [ROHAN] ally.
Valiant. Regroup: Exert this companion and spot a [ROHAN] possession to return that possession to hand.
Valiant. Response: If Eowyn is exhausted and about to take a wound in a skirmish, discard 2 cards from hand to prevent that wound.
Valiant. Response: If a hunter companion or valiant Man is about to take a wound, exert Eowyn to prevent that wound.
Valiant. Response: If an unbound companion is about to take a wound, exert Eowyn and add (1) to prevent that wound.
Valiant. Skirmish: Exert Elfhelm to make him strength +1 for each uncontrolled plains site you can spot.
Valiant. Skirmish: Replace the fellowship's site with your plains site of the same number to discard a card from hand.
Valiant. Skirmish: Transfer a [ROHAN] possession that Gamling can bear to him.
Valiant. To play spot a [ROHAN] Man. Skirmish: Play a [ROHAN] possession on Gamling to make him strength +2 and damage +1.
Valiant. When you play Eomer (except in your starting fellowship), you may reveal the top 10 cards of your draw deck and play all [ROHAN] possessions revealed. Shuffle your draw deck.
Valiant. When you play Eomer (except in your starting fellowship), you may reveal the top 10 cards of your draw deck. You may play each [ROHAN] possession revealed. Shuffle your draw deck.
Valiant. While skirmishing a mounted minion, Eowyn is strength +2. While skirmishing a fierce minion, Eowyn is strength +2.
Valiant. While the Ring-bearer is assigned to a skirmish, each [ROHAN] companion gains hunter 1.
Valiant. While the Ringbearer is assigned to a skirmish, each [ROHAN] companion gains hunter 1.
Valiant. While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Fellowship: Play a [ROHAN] companion to take a [ROHAN] possession or [ROHAN] skirmish event into hand from your discard pile.
Valiant. While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Skirmish: Discard 3 cards from hand to make a [ROHAN] Man strength +2 for each wound on each minion in his or her skirmish.
Valiant. While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Skirmish:If you have initiative, discard 3 cards from hand to make Eomer strength +1 for each valiant companion you spot.
Valiant. While you can spot a [ROHAN] Man, Theoden's twilight cost is -1. Each time the fellowship moves, you may exert a [ROHAN] companion to exert a minion.
Valiant. While you can spot a [ROHAN] Man, Theoden?s twilight cost is -1. When Theoden is killed, you may play a [ROHAN] companion from your discard pile or draw deck.
Valiant. While you can spot a [ROHAN] Man, this companion?s twilight cost is -1. This companion is strength +1 for each hunter minion you can spot.
Valiant. While you can spot a [ROHAN] token, this companion is strength +2.
Villager. Discard Guma if an opponent controls his home site. Fellowship: Exert Guma to heal a [ROHAN] Man.
Villager. Discard Hlafwine if an opponent controls his home site. Skirmish: Exert Hlafwine to make a [ROHAN] Man strength +2.
Villager. Discard Leod if an opponent controls his home site. Skirmish: Exert Leod to make a mounted companion strength +2.
Villager. Discard Weland if an opponent controls his home site. Fellowship: Exert Weland to heal a mounted companion.
Villager. Fellowship: Exert Ecglaf and spot 2 valiant Men to play a [ROHAN] possession from your discard pile.
Villager. Fellowship: If you have initiative, discard 2 cards from hand to heal a [ROHAN] Man.
Villager. Regroup: Exert Sigewulf and spot 5 valiant Men to discard a minion.
Villager. Skirmish: If you have initiative, discard a card from hand to make a [ROHAN] Man strength +1.
Villager. To play, spot 2 [ROHAN] Men. Regroup: Discard 3 cards from hand to remove a threat.
Warg-rider. When you play this minion, you may play an [ISENGARD] mount from your discard pile. While this minion is not exhausted, he is fierce.
Warg-rider. While Foul Horde is not exhausted, it is fierce. While Foul Horde has at least 3 vitality, it is ambush (1). While Foul Horde has at least 4 vitality, it is damage + 1.
Warg-rider. While Sharku is not exhausted, he is fierce. Each time you play an [ISENGARD] mount, you may make the Free Peoples player exert a companion (except a Hobbit).
Warg-rider. While Sharku is not exhausted, he is fierce. Regroup: Exert Sharku to add (1).
Warg-rider. While this minion is not exhausted, he is fierce.
Warg-rider. While this minion is not exhausted, it is fierce. Each time an [ISENGARD] Orc wins a skirmish, you may exert this minion to control a site.
Weather. Each time the fellowship moves, add (2) for each Ent you can spot. Skirmish: Discard this condition from play to make a non-[WRAITH] minion strength +1.
When Galadriel is in your starting fellowship, her twilight cost is -3. At the start of the regroup phase, you may discard an [ELVEN] event from hand to discard a Shadow condition or Shadow possession.
When Galadriel is in your starting fellowship, her twilight cost is -3. Fellowship or Regroup: Discard an [ELVEN] event from hand to discard a Shadow condition or Shadow possession.
When Gandalf is in your starting fellowship, his twilight cost is -2.
When Glorfindel is in your starting fellowship, his twilight cost is -2. Skirmish: Reveal the top card of your draw deck. You may exert Glorfindel to make a Nazgul he is skirmishing strength -X, where X is the twilight cost of the card revealed.
When sanctuary healing at this site, the Free Peoples player heals only 3 wounds instead of 5.
When the Fellowship moves from Western Emyn Muil, each Ring-bound companion must exert.
When the Fellowship moves to this site, add a threat (or 2 if you can spot a hunter minion) for each companion over 4.
When the fellowship moves from East Wall of Rohan, add (2).
When the fellowship moves from here, you may exert a [shire] companion to play a [shire] condition from your draw deck.
When the fellowship moves from site 4K, remove (1) for each Ring-bound companion you spot. Regroup: Discard a card from hand for each Ring-bound companion you spot. Discard this condition.
When the fellowship moves from this site, the Free Peoples player may spot 3 Hobbits to remove (2).
When the fellowship moves to Eregion Hills, add a burden.
When the fellowship moves to King's Room without a [ROHAN] companion, each unbound companion must exert.
When the fellowship moves to Orthanc Library, each Shadow player may draw a card for each companion over 4.
When the fellowship moves to Summit of Amon Hen, each Shadow player may draw a card for each burden.
When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats.
When the fellowship moves to this site, discard all allies.
When this companion is in your starting fellowship, his twilight cost is -1. While skirmishing a wounded minion, this companion is strength +2.
When this minion is discarded from play, you may spot a companion who has resistance 4 or less to shuffle this minion into your draw deck.
When this minion wins a skirmish, discard an [ORC] minion from play.
When this minion wins a skirmish, you may stack him on a site you control. Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
When you cannot spot another [MEN] minion, discard this minion.
When you cannot spot another [ORC] minion, discard this minion from play.
When you play Aragorn, you may heal another companion. At the start of each fellowship phase, you may exert a companion of one culture to heal a companion of another culture.
When you play Aragorn, you may take an [elven] ally with a twilight cost of 2 or less into hand from your draw deck.Skirmish: Discard an [elven] skirmish event from hand to make Aragorn strength +2.
When you play Destructive Orc, you may discard a fortification for each [ORC] possession and each [ORC] artifact you can spot.
When you play Freca, you may spot another [DUNLAND] Man to take control of a site. When Freca is killed, the Free Peoples player may liberate a site.
When you play Gandalf (except in your starting fellowship), you may play a [Gandalf] possession on him from your draw deck or discard pile. Each time Gandalf wins a skirmish, you may reinforce a Free Peoples token.
When you play Grima, you may remove (4) to exert an unbound companion. That companion cannot use special abilities until the regroup phase. Assignment: Exert Grima to assign him to an unbound companion. That companion may exert to prevent this.
When you play Host of Moria, you may play a [MORIA] card from your discard pile.
When you play Host of Udun, you may remove X threats to make its twilight cost -X.
When you play Pippin, remove a burden or heal a companion.
When you play Pippin, remove a burden or wound from a companion.
When you play Ulaire Lemenya, you may play a [RINGWRAITH] mount from your discard pile.
When you play Ulaire Lemenya, you may play a [WRAITH] mount from your discard pile.
When you play Ulaire Nertea, for each companion over 4, you may play 1 minion from your discard pile.
When you play Ulaire Nertea, for each companion over 4, you may play a unique [RINGWRAITH] minion from your discard pile.
When you play Ulaire Nertea, spot another Nazgul to make the Free Peoples player exert a Ring-bound companion for each Free Peoples culture you can spot over 2.
When you play Ulaire Otsea, you may spot a companion who has X wounds to reveal the top X cards of your draw deck. Take each [Wraith] card revealed this way into hand.
When you play Ulaire Otsea, you may spot a companion who has X wounds to reveal the top X cards of your draw deck. Take each [RINGWRAITH] card revealed this way into hand.
When you play Ulaire Otsea, you may spot a companion who has X wounds to reveal the top X cards of your draw deck. Take each [WRAITH] card revealed this way into hand.
When you play a [SAURON] condition, you may exert this minion and remove (2) to draw a card.
When you play a minion stacked here, you may exert a companion. Regroup: If no minion is stacked here, spot your [WRAITH] minon to stack it here. Shadow: Spot 2 [WRAITH] minions to play a [WRAITH] minion stacked here as if played from hand.
When you play a weapon on this minion, add (2) (limit once per turn).
When you play this companion during the fellowship phase, choose a Shadow player who must discard the top 2 cards of his or her draw deck.
When you play this companion, each [ROHAN] companion is strength +2 until the regroup phase.
When you play this condition, add an [ELVEN] token here for each hunter you can spot. Maneuver: Discard this or remove a token from here and spot an [ELVEN] hunter to discard a condition.
When you play this condition, name forest, mountain, plains, or river. Each time the fellowship moves to a site that has the named keyword, you may exert Gollum or Smeagol to remove (4).
When you play this condition, place a [DWARVEN] token here. Skirmish: Discard this condition from play or remove a [DWARVEN] token from here to make a [DWARVEN] companion gain hunter 1.
When you play this condition, place a [GONDOR] token here for each of the following characters you can spot: Aragorn, Boromir, Denethor or Faramir. Skirmish: Remove a token from here or discard this condition to make a [GONDOR] companion strength +1 and damage +1.
When you play this condition, spot a [GONDOR] Man to add 3 [GONDOR] tokens here. Fellowship: Add (2) and either discard this condition or remove a [GONDOR] token from here to heal a [GONDOR] Man.
When you play this condition, spot a mounted [ROHAN] Man to add 3 [ROHAN] tokens here. Response: If a minion is played at a plains site, discard this condition or remove a [ROHAN] token from here to exert that minion.
When you play this condition, spot an Elf to add 3 [ELVEN] tokens here. Maneuver: Discard this condition or remove an [ELVEN] token from here to reveal the top card of your draw deck. You may place that card beneath your draw deck.
When you play this condition, spot an [URUK-HAI] minion to add 3 [URUK-HAI] tokens here. Response: If an [URUK-HAI] minion is about to take a wound, discard this condition or remove an [URUK-HAI] token from here to prevent that.
When you play this condition, stack the top 8 cards of your draw deck here. At the start of your maneuver phase, you may spot a Dwarf to exchange the cards stacked here with your hand.
When you play this condition, you may add a [DWARVEN] token here. While you can spot 4 [DWARVEN] tokens and 2 Dwarves, each [ORC] Orc gains this text 'To play, remove an [ORC] card from your discard pile from the game.' Skirmish: Discard this condition to exert a minion for each Dwarf you can spot.
When you play this condition, you may stack 2 cards from hand here and draw a card for each [DWARVEN] card you stack. Skirmish: Make a Dwarf strength +2. Also, make that Dwarf damage +2 for each [DWARVEN] card stacked on this condition. Discard this condition.
When you play this condition, you may stack 2 cards from hand here. Draw a card for each [DWARVEN] card you stack. Skirmish: Make a Dwarf strength +2. Also, make that Dwarf damage +2 for each [DWARVEN] card stacked on this condition. Discard this condition.
When you play this minion at an underground site, you may spot another [ORC] minion to add (2).
When you play this minion from your draw deck or from your [MEN] possesion it is fierce until the regroup phase.
When you play this minion, if you cannot spot another minion and there are 3 or fewer twilight tokens, add (3) (or (5) if this minion is roaming).
When you play this minion, spot a [Moria] card to add [2].
When you play this minion, spot a companion to add (1) for each Free Peoples card borne by that companion (limit (3)).Maneuver: Spot 2 Free Peoples items (or spot Saruman) and discard this minion to place an [isengard] item from your draw deck or discard pile on top of your draw deck.
When you play this minion, spot an Elf to add (2).
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may add (2).
When you play this minion, you may add (3) if the fellowship has moved more than once this turn.
When you play this minion, you may discard 5 [ORC] minions from play to make it twilight cost -10 and fierce. Shadow: Remove (3) to play an [ORC] Orc from your discard pile. Its twilight cost is -2.
When you play this minion, you may discard a [DWARVEN] ally or [DWARVEN] condition.
When you play this minion, you may discard an [ELVEN] condition. The roaming penalty for each [MORIA] Orc you play is -1.
When you play this minion, you may exert him and spot 5 burdens to draw a card.
When you play this minion, you may exert him and spot 6 companions to draw a card.
When you play this minion, you may exert it to make it fierce until the regroup phase. While you can spot 6 companions, each [MEN] minion is fierce.
When you play this minion, you may heal a [MORIA] minion.
When you play this minion, you may make the Free Peoples player discard a card at random from hand.
When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4.
When you play this minion, you may place a [MORIA] Orc from your discard pile beneath your draw deck.
When you play this minion, you may place an Orc (or 2 Orcs at an underground site) from your discard pile beneath your draw deck.
When you play this minion, you may play a [Moria] card from your draw deck or discard pile
When you play this minion, you may play a weapon from your discard pile on your [MORIA] Orc.
When you play this minion, you may play an [ORC] weapon from your discard pile on your [ORC] Orc.
When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn.
When you play this minion, you may shuffle up to 2 [ORC] conditions from your discard pile into your draw deck.
When you play this minion, you may shuffle up to 2 [WRAITH] cards from your discard pile into your draw deck.
When you play this minion, you may spot 2 other [DUNLAND] Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this.
When you play this minion, you may spot 2 other [MEN] Men to add (1) for each possession you spot.
When you play this minion, you may spot 4 [Dwarven] followers to exhaust a [Dwarven] companion. Maneuver: Spot 7 companions and remove [2] to wound a companion (except Bilbo).
When you play this minion, you may spot a Nazgul to add 2 threats. The Free Peoples player may wound the Ring-bearer to prevent this. Skirmish: Remove a threat to make this minion strength +3.
When you play this minion, you may spot a Nazgul to add a burden. The Free Peoples player may wound the Ring-bearer to prevent this. Skirmish: Remove a burden to make this minion strength +3.
When you play this minion, you may spot a [SAURON] condition to draw a card for each site you control (limit 3).
When you play this minion, you may spot a companion who has resistance 4 or less to prevent that companion from being assigned to this minion until the regroup phase.
When you play this minion, you may spot an [ORC] condition to add a threat. While you can spot a companion of strength 10 or more, this minion is strength +3.
When you play this minion, you may spot an [ORC] possession to add a threat. While you can spot a companion of strength 13 or more, this minion is strength +7.
When you play this minion, you may spot another [ORC] minion and a companion who has resistance 3 or less to add (2).
When you play this minion, you may spot another [ORC] minion to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may spot another [ORC] minion to reveal the top card of the Free Peoples player's deck. If it is a Shadow card, add (X), where X is its twilight cost.
When you play this minion, you may take an [ORC] condition from your discard pile into hand.
When you play this minion, you may take an [ORC] event from your discard pile into hand.
When you play this possession, you may add a [MEN] token here. Regroup: Remove 4 [MEN] tokens from here to place a [MEN] card from your discard pile on the top of your draw deck.
When you play this possession, you may add a [RAIDER] token here. Shadow: Remove X [RAIDER] tokens here to play a corsair from your discard pile; its twilight cost is -X. Discard this possession.
When you play this possession, you may add a [RAIDER] token here. While you can spot 4 [RAIDER] tokens here and a [RAIDER] Man, the Shadow has initiative, regardless of the Free Peoples player?s hand. Regroup: Add (1) for each [RAIDER] token you can spot. Discard this possession.
When you play this possession, you may add a [RAIDER] token here. While you can spot 6 [RAIDER] tokens and a [RAIDER] Man, the Shadow has initiative, regardless of the Free Peoples player?s hand. Regroup: Add (1) for each [RAIDER] token you can spot. Discard this possession.
When you play this, add a [GANDALF] token here. Maneuver: Discard this from play or remove a token from here to spot a [GANDALF] companion. That companion gains muster until end of turn.
When you play this, add a [GONDOR] token here for each [GONDOR] companion who has resistance 7 or more. Response: If a minion?s special ability is used, discard this condition or remove 2 [GONDOR] tokens from here to cancel its effect.
When you play this, add a [GONDOR] token here. Skirmish: Discard this from play or remove a token from here to make a [GONDOR] companion bearing a hand weapon strength +2.
When you play this, add a [MEN] token here for each [MEN] archer you spot. At the start of the archery phase, you may discard this condition from play or remove 2 tokens from here to make the minion archery total +1.
When you play this, add a [MEN] token here. Skirmish: Discard this from play or remove a token from here to make a [MEN] minion strength +2 for each [MEN] minion not assigned to a skirmish.
When you play this, add a [ROHAN] token here. Regroup: Discard this from play or remove a token from here to play a [ROHAN] possession from your discard pile on your [ROHAN] companion.
When you play this, add a [SHIRE] token here. At the start of the regroup phase, you may discard this from play or remove a token from here to heal a [SHIRE] companion.
When you play this, add an [URUK-HAI] token here for each wounded companion. Skirmish: Discard this from play or remove 2 tokens from here to make a companion skirmishing an [URUK-HAI] minion strength -1.
When you play this, spot 2 [MEN] Men to randomly reveal a site from the Free Peoples player?s adventure deck. Note its cardtitle. Each site on the adventure path with the same card title as the selected site loses its gametext.
When you play this, you may add a [WRAITH] token here for each [WRAITH] card in your support area. Shadow: Discard this from play or remove 2 tokens from here to play a [WRAITH] mount from your draw deck on your [WRAITH] minion.
When you play this, you may add an [ORC] token here for each [ORC] condition you can spot. Skirmish: Discard this from play or remove 2 tokens from here to make a lurker minion strength +2.
When you play this, you may reinforce a [ROHAN] token. Each time a Shadow player replaces the fellowship?s current site, you may spot another [ROHAN] Man to make, until the regroup phase, the fellowship archery total +2 and the minion archery total -2.
When you play this, you may spot a Dwarf to place 2 [DWARVEN] tokens here. Fellowship: Discard this from play or remove a [DWARVEN] token from here to reveal the top card of your draw deck. If it is a [DWARVEN] card, take it into your hand, otherwise, place it in your discard pile.
When you play this, you may spot another [MEN] minion to make this minion twilight cost -1 for each wound on the Ring-bearer. While each companion is wounded, this minion is fierce.
While Boromir is assigned to skirmish more than one minion, Aragorn is strength +3.While Aragorn is assigned to skirmish more than one minion, Boromir is strength +3.
While Boromir is the Ring-bearer, at the start of each skirmish involving him, add 3 burdens or wound him twice. Each time Boromir wins a skirmish, discard each minion he is skirmishing.
While Faramir is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or 2 threats. Skirmish: While Faramir is the Ring-bearer, you may wound Faramir to make a minion skirmishing a [GONDOR] Man roaming until the end of turn.
While Farin is at a battleground or underground site, he gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
While Farmer Maggot is at a dwelling or forest site, he is strength +4.
While Galadriel bears an artifact or The One Ring, she is resistance +1 for each [ELVEN] companion you can spot.
While Gandalf is at an underground site, he gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While the fellowship is at a battleground site, each [GANDALF] character gains muster.
While Gandalf is in region 1, each other companion is strength +2. While Gandalf is in region 2, each companion is strength +1. While Gandalf is in region 3, he is strength +2.
While Gollum is at a mountain, river, or underground site, he is strength +2. Regroup: Spot Gollum to reveal your hand. Place all Shadow cards revealed beneath your draw deck. Discard this condition.
While Isildur is the Ring-bearer, at the start of each skirmish involving him, add 2 burdens or exert 3 companions. While Isildur bears The One Ring or an artifact, each [GONDOR] knight is strength +1.
While Legolas is at a battleground or forest site, he is strength +2 and resistance +2.
While Merry bears a follower, he is strength +2. Skirmish: If Merry is skirmishing a hunter minion, add a threat to make Merry strength +2.
While Merry bears a weapon, he is strength +2.
While Orophin is at a forest site and you can spot another Elf, Orophin is an archer.
While Ulaire Cantea is at a forest or dwelling site, he is strength +2 and fierce.
While a card titled Deagol is removed from the game, Gollum is strength +2 and fierce. Shadow: Remove a card titled Deagol in your discard pile from the game to play this minion from your discard pile.
While another companion is assigned to a skirmish, during each skirmish, prevent all wounds to this companion after the first wound.
While at a battleground, this minion is strength +2.
While at a battleground, this minion is strength +2. Each mounted Man is strength +1. Regroup: Shuffle any number of your [MEN] mounts in play into your draw deck.
While at a plains site, each mounted companion is strength +1. Regroup: Spot 2 [ROHAN] Men and discard a [ROHAN] possession to discard a possession.
While at an underground site, this minion is strength +2. While you can spot another [MORIA] Orc, the fellowship archery total is -1.
While bearing a Goblin Spear, this minion is damage +2.
While no opponent controls a site, Haldir is strength +2. Regroup: Exert Haldir at a battleground and exert another Elf to liberate a site.
While no opponent controls a site, Vorondil is strength +2. Regroup: Exert 3 [GONDOR] Men or 2 knights to liberate a site.
While skirmishing a [ROHAN] Man, this minion is strength +2. Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
While skirmishing a fierce minion, Arwen is strength +3.
While the Ring-bearer is assigned to a skirmish, each [ROHAN] companion is strength +1. Regroup: Spot 2 [ROHAN] followers and exert Theoden to liberate a site.
While the Ring-bearer is exhausted, this minion is strength +3, fierce and damage +1.
While the Ringbearer is assigned to a skirmish, Eowyn cannot take wounds while skirmishing. Assignment: Exert Eowyn and assign a minion to the Ring-bearer to make that minion lose all keywords and unable to gain keywords until the regroup phase.
While the Ringbearer is assigned to a skirmish, Eowyn cannot take wounds while skirmishing. Assignment: Exert Eowyn and assign a minion to the Ringbearer to make that minion lose all game text keywords and unable to gain game text keywords until the regroup phase.
While the Ringbearer is assigned to a skirmish, each [ROHAN] companion is strength +1. Regroup: Spot 2 [ROHAN] followers and exert Theoden to liberate a site.
While the Ringbearer is assigned to a skirmish, each minion skirmishing Hama loses strength bonuses and damage bonuses from possessions.
While the Ringbearer is assigned to a skirmish, each minion skirmishing a [ROHAN] companion loses hunter and is unable to gain hunter. Skirmish: Exert a [ROHAN] companion to make that companion gain hunter 1 until the start of the regroup phase.
While the Ringbearer is assigned to a skirmish, this companion is strength +2.
While the fellowship is at a battleground or underground site, this minion cannot take wounds in the archery phase.
While the fellowship is at a forest site, each of your other [ELVEN] companions is resistance +1. Skirmish: Exert Arwen to make a minion she is skirmishing strength -1 for each other companion assigned to a skirmish.
While the fellowship is in region 1 and you can spot 2 other [SHIRE] companions, Fredegar Bolger is strength +3.
While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and an archer.
While this card is stacked on a [DWARVEN] condition, Gimli is strength +1. Fellowship: Place this card or another [DWARVEN] card from hand on top of or beneath your draw deck.
While this companion is at a battleground or plains site, he is strength +3.
While this companion is at a forest site, he is strength +2.
While this companion is bearing a possession, he is strength +2. Maneuver: Exert this companion to place an [ELVEN] card from your discard pile on the bottom of your draw deck.
While this minion bears a weapon, he is strength +2.
While this minion is at a battleground site, he gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.)
While this minion is at a battleground site, it is fierce.
While this minion is at a battleground site, it is strength +1 and damage +1.
While this minion is at a battleground site, it is strength +2. While this minion is bearing a possession, it is damage +1.
While this minion is at a plains site, it is an archer. While you can spot 6 companions, each [MEN] minion is an archer.
While this minion is at a plains site, it is damage +1.
While this minion is at an underground site, each character skirmishing it is strength -2. While you can spot 6 companions, each character skirmishing an [ORC] minion is strength -2.
While this minion is at an underground site, it cannot take wounds.
While this minion is at an underground site, it is strength +2.
While this minion is at an underground site, it is strength +3.
While this minion is bearing a possession, each [ORC] minion is strength +1.
While this minion is bearing a possession, each [ORC] minion is strength +2.
While this minion is bearing a possession, it is fierce.
While this minion is exhausted, each unbound companion is resistance -1 (or -2 if the fellowship is at a battleground site).
While this minion is skirmishing a Man, it is damage +2.
While wearing The One Ring, each time the bearer is about to take a wound, add a burden instead. Maneuver: Wear The One Ring until the regroup phase. Skirmish: Add a burden to make the Ring-bearer strength +3.
While wearing The One Ring, the Ring-bearer gains hunter 3, and each time he or she is about to take a wound in a skirmish, add a burden instead. Skirmish: Add a burden to wear The One Ring until the regroup phase.
While wearing The One Ring, the Ring-bearer is strength +2, and each time he is about to take a wound in a skirmish, add a burden instead. Skirmish: Add a burden to wear The One Ring until the regroup phase.
While you can spot 2 [GANDALF] tokens, each of your [GANDALF] Men is strength +2. Regroup: Discard a follower from play to choose one: draw a card; or take a [GANDALF] skirmish event from your discard pile into hand.
While you can spot 2 mounts, Haleth is strength +2. While you can spot 3 mounts, Haleth is damage +1. While you can spot 4 Free Peoples mounts, those mounts can not be discarded by a Shadow player.
While you can spot 2 other Men, Ghan-buri-Ghan cannot be overwhelmed unless his strength is tripled. While at a forest site, Ghan-buri-Ghan is defender +1.
While you can spot 2 wounds on the Ring-bearer, this minion is strength +4 and fierce.
While you can spot 3 Ents, this companion is strength +2.
While you can spot 3 Free Peoples conditions, this minion is twilight cost -3. Maneuver: Spot 3 Free Peoples conditions (or spot Saruman) and discard this minion to place an [isengard] condition from your draw deck or discard pile on top of your draw deck.
While you can spot 3 [ELVEN] allies whose home is site 3, each minion skirmishing Arwen is strength -3.
While you can spot 3 [URUK-HAI] hunters, at the start of each skirmish involving an [URUK-HAI] hunter, each companion skirmishing that minion must exert.
While you can spot 3 [URUK-HAI] lurker minions, at the start of each skirmish involving an [URUK-HAI] lurker minion, each companion skirmishing that minion must exert.
While you can spot 3 burdens, the minion archery total is +2.
While you can spot 3 other [SAURON] Orcs, this minion is strength +5.
While you can spot 3 threats, the minion archery total is +2.
While you can spot 3 twilight tokens, Gandalf is strength +3.
While you can spot 3 underground sites, each [ORC] Orc gains muster. Shadow: Discard this condition from play and spot an [ORC] minion to replace the fellowship?s current site with an underground site from your adventure deck.
While you can spot 3 wounds on the Ring-bearer, this minion is fierce and damage +1.
While you can spot 4 Ents, this companion is strength +3. Maneuver: Exert this companion to reveal the bottom card of your draw deck. If it is a [GANDALF] character, you may play it.
While you can spot 4 burdens, each [sauron] Orc is fierce.While you can spot 6 burdens, each [Sauron] Orc is damage +1.Discard this condition at the start of the regroup phase.
While you can spot 6 companions and another [SAURON] Orc, this minion is strength +9 and fierce.
While you can spot 6 companions, each Nazgul is strength +3. Skirmish: Discard this condition to heal a Nazgul.
While you can spot 6 companions, each [URUK-HAI] minion is damage +1. Assignment: Discard this condition to assign an [URUK-HAI] minion to a companion who has resistance 2 or less.
While you can spot 6 companions, each companion skirmishing a [MEN] minion loses all strength bonuses from possessions. Maneuver: Spot your [MEN] minion and discard this condition to transfer a Free Peoples possession borne by a companion to another eligible bearer.
While you can spot Aragorn, Arwen is strength +1 and resistance +2. Skirmish: Remove an [ELVEN] token to make a minion skirmishing Arwen strength -2.
While you can spot Boromir, Faramir is twilight cost -1. While you can spot Denethor, Faramir is twilight cost -1. While Faramir bears a [GONDOR] possession, he is defender +1.
While you can spot Eowyn, Theoden is defender +1. While you can spot Eomer, Theoden is damage +1. While you can spot Theodred, the move limit is +1.
While you can spot Frodo and Sam and neither is exhausted, each is strength +1.
While you can spot Frodo, Smeagol is resistance +1. While you can spot Sam, Smeagol is strength +1. While you can spot Bilbo, Smeagol is damage +1.
While you can spot Gandalf and 2 [elven] allies, the first sentence of Saruman's game text does not apply.Regroup: Exert 2 [elven] allies to heal Gandalf or a companion with the Gandalf signet (limit 2 per phase).
While you can spot Gandalf, Theoden is resistance +2. While you can spot Eomer, Theoden is damage +1. While you can spot 3 mounted [ROHAN] companions, Theoden is strength +2.
While you can spot Gollum, each [Gandalf] event gains this cost : 'add a doubt'. At the end of your Shadow phase, you may discard an Orc from play to play Gollum from your draw deck or discard pile.
While you can spot Smeagol, the Shadow number of each site is -1. Each time the fellowship moves, wound a companion or discard this condition.
While you can spot a Free Peoples culture token, each minion that has the title Orc Reaper is strength +2.
While you can spot a Hobbit, each unbound companion is resistance +1.
While you can spot a Nazgul, Gorbag is strength +2 and damage +1.
While you can spot a Nazgul, the Free Peoples player must exert a companion to assign this minion to a skirmish.
While you can spot a Nazgul, this minion is fierce and damage +1.
While you can spot a Nazgul, this minion is strength +2.
While you can spot a Nazgul, this minion may only take wounds during skirmish phases.
While you can spot a [GANDALF] Wizard, each companion who has resistance 6 or more is strength +1.
While you can spot a [GANDALF] companion, Theoden gains muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) While Theoden is at a battleground or plains site each [ROHAN] Man is strength +1.
While you can spot a [MEN] Man, the Free Peoples player cannot replace a site in the current region. Archery: Spot a [MEN] Man and remove (3) to exert an unbound companion.
While you can spot a [ORC] Orc, the Free Peoples player cannot replace the fellowship?s current site. Shadow: Exert an [ORC] minion and remove (2) to reveal the bottom card of your draw deck. If it is an [ORC] Orc, take it into hand. Otherwise, discard it.
While you can spot a [RAIDER] minion at site 4K, the Shadow has initiative, regardless of the Free Peoples player?s hand. Response: If a companion is played, discard a [RAIDER] card from hand to add (5). Discard this condition.
While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. At the start of each turn, you may heal a [ROHAN] ally.
While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Each time the fellowship moves, you may exert Eomer to return a minion to its owner's hand.
While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Eomer is strength +2 for each wound on each minion he is skirmishing.
While you can spot a [ROHAN] Man, Eomer's twilight cost is -1. Maneuver: If you can spot more minions than companions, exert Eomer to play a [ROHAN] companion from your draw deck.
While you can spot a [ROHAN] Man, Theoden's twilight cost is -1. Fellowship: If the twilight pool has fewer than 2 twilight tokens, play a [ROHAN] possession on Theoden and add (2) to heal another [ROHAN] companion.
While you can spot a [Rohan] Man who has resistance of 7 or more, Theodred is twilight cost -1. At the start of each skirmish involving Theodred, you may exert each minion he is skirmishing.
While you can spot a [SAURON] minion at site 5K, the Shadow has initiative, regardless of the Free Peoples player?s hand. Response: If a companion is played, discard a [SAURON] card from hand to take control of a site. Discard this condition.
While you can spot a companion bearing an [ISENGARD] condition, this minion is strength +2.
While you can spot a companion of strength 12 or more, this minion is strength +4. Each time the fellowship moves during the regroup phase, discard this minion.
While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site.
While you can spot a companion of strength 12 or more, this minion is strength +5. Skirmish: Remove 2 threats to make a character skirmishing this minion strength -2.
While you can spot a companion who has resistance 3 or less, this minion's twilight cost is -2.
While you can spot a follower attached to a companion, each [ORC] minion is strength +2.
While you can spot a hunter, this minion gains hunter 1. Each time this minion wins a skirmish, you may exert 2 [MEN] Men to discard a follower.
While you can spot a mount, Duinhir is damage +1. Each time Duinhir wins a skirmish, if you can spot more minions than companions, you may exert him to discard a minion that has strength 7 or less.
While you can spot a mounted [RAIDER] Man, [RAIDER] Men cannot take wounds (except during skirmishes).
While you can spot a ranger, the move limit is +1 for this turn.
While you can spot a threat and another [SAURON] Orc, the Shadow has initiative, regardless of the Free Peoples player's hand.
While you can spot a threat, the site number of each [ORC] Orc is -1. Regroup: Remove 3 threats and discard 3 [ORC] Orcs from play to make the Free Peoples player spot a companion and place that companion in the dead pile. Discard this condition.
While you can spot a valiant Man, this companion?s twilight cost is -1. While no opponent controls a site, this companion is strength +2.
While you can spot a wound on the Ring-bearer, this minion is strength +6.
While you can spot an [ELVEN] token, this companion is strength +2.
While you can spot an [ORC] minion and fewer minions than companions, each companion loses all defender bonuses and cannot gain defender bonuses. Maneuver: Spot 2 [ORC] minions to make the fellowship's current site gain battleground until the regroup phase.
While you can spot an [URUK-HAI] minion, each unbound companion is resistance -1 for each condition he or she bears. Skirmish: Spot an [URUK-HAI] minion and a companion who has resistance 2 or less to discard from play all conditions in all player's support areas.
While you can spot an [URUK-HAI] minion, the Free Peoples player cannot replace a site. At the start of each skirmish, you may remove (3) to heal an [URUK-HAI] minion (or heal an [URUK-HAI] minion twice if you control a site.)
While you can spot another Elf, this companion has muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
While you can spot another [ISENGARD] Orc, no player may use archery special abilities. Regroup:Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion.
While you can spot another [MEN] minion, this minion is strength +2 for each companion assigned to a skirmish.
While you can spot another [ROHAN] Man and this companion is skirmishing a wounded minion, this companion is strength +2 and damage +1.
While you can spot more companions than minions, each [MEN] hunter is strength +2 and is an archer.
While you can spot your site 1, this ally has the game text of that site. Fellowship: Exert this ally and spot opponent's site 1 to replace it with your site 1.
While you can spot your site 3, Silinde has the game text of that site.
While you can spot your site 6, Uruviel has the game text of that site.
While you cannot spot 3 companions of the same culture, Gandalf is strength -2.
While you cannot spot 4 threats, Aragorn is strength +1 for each threat. Regroup: Exert Aragorn twice to remove 3 threats.
While you cannot spot 4 threats, Pippin is strength +1 for each threat you can spot.
While you cannot spot a weather, Saruman may not take wounds in the archery phase and may not be assigned to a skirmish.While at a site bearing a weather, each [isengard] minion is strength +2.Response: If the fellowship moves from a site bearing a weather, discard this minion to exert each companion.
While you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each [MEN] minion is strength +1 and fierce.
While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [DUNLAND] Men is fierce. While you control 4 sites, each of your [DUNLAND] Men is damage +1.
While you control 2 sites, this minion is strength +5, fierce and damage +1.
While you control a site, this minion is an archer.
While you control a site, this minion is strength +3 and fierce.
While you have initiative, each Dwarf is damage +1. Fellowship: Spot a Dwarf and discard this condition to draw a card.
While you have initiative, each Dwarf is damage +1. Fellowship: Spot a Dwarf who is damage +X to draw X cards. Discard this condition.
While you have initiative, each [GOLLUM] minion is damage +1. Skirmish: Discard this condition to make a [GOLLUM] minion strength +1 for each culture you can spot.
While you have initiative, each [WRAITH] minion is an archer.
While you have initiative, each of your [SAURON] minions is strength +2. Skirmish: Discard this condition to make a [SAURON] minion strength +2 (or +4 if it is roaming).
While you have initiative, each of your [WRAITH] minions is damage +1. Skirmish: Discard this condition to make a [WRAITH] minion strength +2.
While you have initiative, the minion archery total is +2.
While you have only 4 or 5 cards in hand, Cirion is strength +2.
Wise. At the start of each of your turns, you may heal Gandalf. Skirmish: Exert Galadriel and discard a Shadow card from hand to make a minion strength -2 (or -3 if a Wise character is skirmishing that minion).
Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion.
Wise. Each time you play a [Gandalf] event, you may wound a minion (except Smaug). Fellowship: Add 2 doubts to play an artifact or a Dwarf companion from your draw deck or discard pile.
Wise. Each time you reconcile, draw 2 cards. Skirmish: Play a [Gandalf] skirmish event and add a doubt to play a Dwarf from your draw deck. Skirmish: Play a [Dwarven] skirmish event to make an Orc skirmishing Bilbo strength -2.
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards.
Wise. Gandalf cannot be discarded. At the start of each of your turns, you may add a doubt to play a Dwarf companion from your draw deck.
Wise. Gandalf is defender +1. Fellowship: Discard a Wise ally to play Gandalf from your discard pile. Skirmish: Exert Saruman to make a Wise character strength +2 (limit +2).
Wise. While you can spot 2 [Dwarven] follower, Gandalf cannot be discarded. The twilight cost of Thorin is -2. Fellowship: Discard a [Dwarven] follower and add a doubt to draw 3 cards.
Wound 3 [MEN] archers to exhaust a companion.
Wound a character skirmishing a [MEN] minion. If the fellowship is at a battleground site, you may remove (3) to wound that character again.
Wounds cannot be prevented or healed. Burdens cannot be removed.
You may exert Gollum twice to play this event from your discard pile. Make a minion strength +2. If this minion wins this skirmish, you may add a doubt.
You may exert Smaug twice to play this event from your discard pile. Spot X doubts to make a [Dwarven] companion strength -X
You may exert The Great Goblin twice to play this event from your discard pile. Exert 2 Orcs to discard a [Dwarven] possession or [Dwarven] artifact borne by a companion.
You may play [DWARVEN] skirmish events stacked on [DWARVEN] conditions as if from hand.
You may play this minion any time you could play a maneuver event. When you play this minion in the maneuver phase, you may discard X [MEN] minions from play to add (X).
You may remove from the game 4 [GOLLUM] cards in your discard pile instead of paying the twilight cost for this card. Spot Gollum to make a minion strength +2.
You may remove from the game 4 [MEN] cards in your discard pile instead of paying the twilight cost for this card. Make your [MEN] minion strength +2.
You may remove from the game 4 [ORC] cards in your discard pile instead of paying the twilight cost for this card. Make your [ORC] lurker minion strength +2.
You may remove from the game 4 [URUK-HAI] cards in your discard pile instead of paying the twilight cost for this card. Make your [URUK-HAI] minion skirmishing a companion with resistance 4 or less strength +2.
You may remove from the game 4 [WRAITH] cards in your discard pile instead of paying the twilight cost for this card. Make your Nazgul in a fierce skirmish strength +2.
You may remove from the game 4 other [DWARVEN] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Make your Dwarf bearing a hand weapon strength +3.
You may remove from the game 4 other [ELVEN] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Make a minion skirmishing your Elf at a forest or river site strength -3.
You may remove from the game 4 other [GANDALF] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Spot Gandalf to make your [GANDALF] companion strength +3.
You may remove from the game 4 other [GOLLUM] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Spot Smeagol to make a Ring-bound companion strength +3.
You may remove from the game 4 other [GONDOR] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Make your [GONDOR] Man strength +3.
You may remove from the game 4 other [ROHAN] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Make your mounted [ROHAN] companion strength +3.
You may remove from the game 4 other [SHIRE] cards in your discard pile to play this event from your discard pile. Then remove this event from the game. Make your Hobbit at a dwelling or forest site strength +3.
Your opponent may not discard your [SHIRE] tales from play.
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