Drilldown: CardReleases

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CardReleases > IsPhysical: No & Subtypes : Standard or Uruk-hai

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None (6) · 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. (1) · 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. (1) · At the start of your fellowship phase, you may exert a companion to play a [Dwarven] follower from your draw deck. (1) · Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number. (1) · Damage +1. This minion is strength +1 for each possession you spot. (1) · Damage +1. To play, spot an Uruk-hai. Menace - When you play this minion, it becomes fierce. (1) · Dwelling. Shadow: Play a Nazgul to discard a condition from play. (1) · Fellowship: Play a [Dwarven] follower to draw a card. (1) · Fellowship : Spot a [Gandalf] staff or play it from your draw deck to prevent Gandalf from being discarded until the end of turn. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf to play a minion from your discard pile. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf. If you do, Wise allies participate in skirmishes until the regroup phase. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (1) · Forest. River. Assignment : Exert an Orc to prevent Gandalf or an [Elven] ally from being assigned to a skirmish. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · Forest. When the fellowship moves to Mirkwood, discard Gandalf. (1) · Marsh. When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (1) · Mountain. Battleground. Shadow: Exert a [Dwarven] character for each Shadow culture you can spot (limit once per turn). (1) · Mountain. Battleground. Shadow: Remove 2 doubts to play a minion from your discard pile (except Smaug). (1) · Mountain. Forest. When the fellowship moves to Wooded Steep Cliff, Thorin or 2 other companions must exert. (1) · Mountain. Maneuver: Remove your minion from the game to play a minion from your discard pile. Its twilight cost is -2. (1) · Mountain. Regroup: Spot your minion and 6 companions to make the fellowship move again this turn (if the move limit allows). (1) · Mountain. River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards. (1) · Mountain. Underground. If you cannot spot the [Dwarven] Arkenstone, the twilight cost of each minion is -1. (1) · Mountain. Underground. Shadow: Play Smaug from your draw deck or discard pile. (1) · Mountain. While you can spot Thrór's Key, the Shadow number of Secret Door is -3. (1) · Underground. Maneuver: Play the One Ring from your draw deck. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1) · Underground. Skirmish special abilities cannot be used. (1)
TaggedGameText:
Archer. Damage +1.
Response: If Lurtz is about to take a wound or be exerted, remove twilight2 (or exert another Uruk-hai) to prevent that wound or exertion. (1)
· 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. (1)
· Battleground. When the fellowship moves to this site during the regroup phase, the Free Peoples player may draw a card. (1) · Damage +1
To play, spot an Uruk–Hai.
Menace - When you play this minion, it becomes fierce. (1)
· Damage +1.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (1)
· Damage +1.
This minion is strength +1 for each possession you spot. (1)
· Dwelling. Shadow: Play a Nazgûl to discard a condition from play. (1) · Dwelling. At the start of your fellowship phase, you may add a burden to play a ranger from your draw deck. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (1) · Marsh. When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (1) · Mountain. At the start of your fellowship phase, you may exert 3 companions to play a Wizard from your dead pile. (1) · 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. (1) · River. When the fellowship moves to this site, if it is a sanctuary, remove 2 burdens. (1) · Underground. Skirmish special abilities cannot be used. (1) · Underground. The twilight cost of the first hunter minion played each Shadow phase is –2. (1) · At the start of your fellowship phase, you may exert a companion to play a [Dwarven] follower from your draw deck. (1) · Fellowship: Play a [Dwarven] follower to draw a card. (1) · Fellowship : Spot a [Gandalf] staff or play it from your draw deck to prevent Gandalf from being discarded until the end of turn. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf to play a minion from your discard pile. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf. If you do, Wise allies participate in skirmishes until the regroup phase. (1) · Forest. River. Assignment : Exert an Orc to prevent Gandalf or an [Elven] ally from being assigned to a skirmish. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · Forest. When the fellowship moves to Mirkwood, discard Gandalf. (1) · Mountain. Battleground. Shadow: Exert a [Dwarven] character for each Shadow culture you can spot (limit once per turn). (1) · Mountain. Battleground. Shadow: Remove 2 doubts to play a minion from your discard pile (except Smaug). (1) · Mountain. Forest. When the fellowship moves to Wooded Steep Cliff, Thorin or 2 other companions must exert. (1) · Mountain. Maneuver: Remove your minion from the game to play a minion from your discard pile. Its twilight cost is -2. (1) · Mountain. Regroup: Spot your minion and 6 companions to make the fellowship move again this turn (if the move limit allows). (1) · Mountain. River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards. (1) · Mountain. Underground. If you cannot spot the [Dwarven] Arkenstone, the twilight cost of each minion is -1. (1) · Mountain. Underground. Shadow: Play Smaug from your draw deck or discard pile. (1) · Mountain. While you can spot Thrór's Key, the Shadow number of Secret Door is -3. (1) · Underground. Maneuver: Play the One Ring from your draw deck. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1)
FormattedGameText:
'''Archer. Damage +1.''' '''Response''': If Lurtz is about to take a wound or be exerted, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (or exert another Uruk-hai) to prevent that wound or exertion. (1) · '''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. (1) · '''Battleground.''' When the fellowship moves to this site during the regroup phase, the Free Peoples player may draw a card. (1) · '''Damage +1''' To play, spot an Uruk–Hai. '''Menace -''' When you play this minion, it becomes fierce. (1) · '''Damage +1'''. Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (1) · '''Damage +1'''. This minion is strength +1 for each possession you spot. (1) · '''Dwelling.''' '''Shadow:''' Play a Nazgûl to discard a condition from play. (1) · '''Dwelling.''' At the start of your fellowship phase, you may add a burden to play a ranger from your draw deck. (1) · '''Forest.''' No more than 1 minion can be assigned to each skirmish. (1) · '''Marsh.''' When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (1) · '''Mountain.''' At the start of your fellowship phase, you may exert 3 companions to play a Wizard from your dead pile. (1) · '''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. (1) · '''River.''' When the fellowship moves to this site, if it is a sanctuary, remove 2 burdens. (1) · '''Underground.''' Skirmish special abilities cannot be used. (1) · '''Underground.''' The twilight cost of the first hunter minion played each Shadow phase is –2. (1) · At the start of your fellowship phase, you may exert a companion to play a [Dwarven] follower from your draw deck. (1) · Fellowship: Play a [Dwarven] follower to draw a card. (1) · Fellowship : Spot a [Gandalf] staff or play it from your draw deck to prevent Gandalf from being discarded until the end of turn. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf to play a minion from your discard pile. (1) · Forest. At the start of the Shadow phase, you may discard Gandalf. If you do, Wise allies participate in skirmishes until the regroup phase. (1) · Forest. River. Assignment : Exert an Orc to prevent Gandalf or an [Elven] ally from being assigned to a skirmish. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · Forest. When the fellowship moves to Mirkwood, discard Gandalf. (1) · Mountain. Battleground. Shadow: Exert a [Dwarven] character for each Shadow culture you can spot (limit once per turn). (1) · Mountain. Battleground. Shadow: Remove 2 doubts to play a minion from your discard pile (except Smaug). (1) · Mountain. Forest. When the fellowship moves to Wooded Steep Cliff, Thorin or 2 other companions must exert. (1) · Mountain. Maneuver: Remove your minion from the game to play a minion from your discard pile. Its twilight cost is -2. (1) · Mountain. Regroup: Spot your minion and 6 companions to make the fellowship move again this turn (if the move limit allows). (1) · Mountain. River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards. (1) · Mountain. Underground. If you cannot spot the [Dwarven] Arkenstone, the twilight cost of each minion is -1. (1) · Mountain. Underground. Shadow: Play Smaug from your draw deck or discard pile. (1) · Mountain. While you can spot Thrór's Key, the Shadow number of Secret Door is -3. (1) · Underground. Maneuver: Play the One Ring from your draw deck. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1)
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