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CardReleases > IsPhysical: Yes & Vitality: 3-8 & SiteNum: 5-9

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Lurtz (6) · Shelob (6) · Sauron (3) · The Mouth of Sauron (3) · Galadriel (3) · Shagrat (3) · Uruk Rogue (2) · Brawling Uruk (2) · Gorgoroth Swarm (2) · Uglúk (2) · Sentry Uruk (2) · Uruk Zealot (2) · Gate Troll (2) · Uruk-hai Raiding Party (2) · Porter Troll (2)
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Damage +1. (3) · 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. (2) · 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. (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. (2) · 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. (2) · Damage +1. The twilight cost of this minion is -1 for each site you control. (2) · 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). (2) · 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. (2) · 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. (2) · 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. (2) · 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. (2) · 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. (2) · Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) · Enduring. Fierce. While in a fierce skirmish, Shelob is damage +1. (2) · Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2)
TaggedGameText:
Enduring. Fierce.
While in a fierce skirmish, Shelob is damage +1. (2)
· Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2) · Damage +1. To play, spot an urukhai minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · 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. (2)
· 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). (2)
· 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. (2)
· 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. (2)
· 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. (2)
· To play, spot an urukhai 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. (2)
· 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. (2) · Archer. Damage +1.
Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2)
· 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. (2) · 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. (2)
· 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. (2)
FormattedGameText:
'''Enduring.''' '''Fierce.''' While in a fierce skirmish, Shelob is '''damage +1'''. (2) · '''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. (2) · '''Damage +1.''' '''Fierce.''' To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. When you play this minion, add a burden unless the Free Peoples player reveals a Free Peoples event from his or her hand. (2) · '''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. (2) · '''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. (2) · '''Fierce.''' While you can spot a Troll, Gate Troll’s twilight cost is –4. For each other [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion you can spot, this minion is strength +1. (2) · '''Assignment:''' Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2) · '''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. (2) · To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] 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'''. (2) · '''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · '''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. (2) · '''Archer.''' '''Damage +1'''. '''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2) · '''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. (2) · '''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). (2)
Lore:
None (16) · Attacking in swarming hordes, the Uruk-hai close with the enemy rapidly to make weapons useless. (2) · The mammoth battering ram Grond required equally mammoth strength to wield it. (2) · Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) · “‘...the Shadow grows once more....'” (2) · The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) · “‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) · Some minions prefer to fight alone. (2) · “‘Is there anyone in this rout with authority to treat with me?' he asked. ‘Or indeed with wit to understand me?'” (2) · They are trained to parry the swords of their enemies. (2) · “File after file passed....” (2) · "I don't take orders from stinking Morgul rats!" (2)
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