Drilldown: CardReleases

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CardReleases > IsPhysical: No & Vitality: 4 & SiteNum: 4-5

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None (1) · 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. (1) · 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. (1) · Damage +1. To play, spot an Uruk-hai. Menace - When you play this minion, it becomes fierce. (1) · 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. (1) · 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. (1) · 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. (1) · 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 (1) · 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. (1) · 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. (1) · Maneuver: Exert Thorin twice or discard a [Dwarven] artifact to allow Thranduil to participate in skirmishes until the regroup phase. (1) · 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. (1) · Southron. Archer. To play, spot a [RAIDER] Man. Menace - When you play this minion, add ten tokens to the twilight pool. (1) · To play, spot a [GOLLUM] condition. Menace - When you play Gollum make the move limit for this turn -1. (1) · 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. (1)
TaggedGameText:
None (1) · 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. (1) · Damage +1
To play, spot an Uruk–Hai.
Menace - When you play this minion, it becomes fierce. (1)
· 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. (1)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an urukhai minion strength +2.
Each time a companion is killed, you may heal Saruman. (1)
· Southron. Archer.
To play, spot a raider Man.
Menace - When you play this minion you may make it ambush twilight9. (1)
· 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. (1) · 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. (1)
· 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. (1) · 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. (1) · 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 (1) · Maneuver: Exert Thorin twice or discard a [Dwarven] artifact to allow Thranduil to participate in skirmishes until the regroup phase. (1) · Saruman cannot be assigned to skirmish an unwounded character.
While you can spot 6 companions, all minions gain hunter 2.
Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (1)
· To play, spot a gollum condition. Menace - When you play Gollum you may make the move limit for this turn –1. (1) · 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. (1)
FormattedGameText:
None (1) · '''Damage +1''' To play, spot an Uruk–Hai. '''Menace -''' When you play this minion, it becomes fierce. (1) · '''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. (1) · '''Hunter 2'''. ''(While skirmishing a non-hunter character, this character is strength +2.)'' To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc. When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this. (1) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2. Each time a companion is killed, you may heal Saruman. (1) · '''Southron.''' '''Archer.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may make it ambush [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · 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. (1) · 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. (1) · 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. (1) · 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. (1) · 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 (1) · Maneuver: Exert Thorin twice or discard a [Dwarven] artifact to allow Thranduil to participate in skirmishes until the regroup phase. (1) · Saruman cannot be assigned to skirmish an unwounded character. While you can spot 6 companions, all minions gain hunter 2. '''Response:''' If a hunter minion is about to take a wound, exert Saruman to prevent that. (1) · To play, spot a [[Image:Culture_Gollum.svg|x26px|bottom|link=Gollum_Culture|class=whitebg]] condition. '''Menace -''' When you play Gollum you may make the move limit for this turn –1. (1) · 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. (1)
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