Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (31)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
- SubSets (0)
- SubTypes (1)
Use the filters below to narrow your results.
LOTR-EN01S349.0 (1) ·
LOTR-EN01S353.0 (1) ·
LOTR-EN01S354.0 (1) ·
LOTR-EN01S355.0 (1) ·
LOTR-EN01S356.0 (1) ·
LOTR-EN01S357.0 (1) ·
LOTR-EN01S358.0 (1) ·
LOTR-EN03S118.0 (1) ·
LOTR-EN04S347.0 (1) ·
LOTR-EN04S349.0 (1) ·
LOTR-EN04S356.0 (1) ·
LOTR-EN04S357.0 (1) ·
LOTR-EN04S359.0 (1) ·
LOTR-EN05S118.0 (1) ·
LOTR-EN07S344.0 (1) ·
LOTR-EN07S345.0 (1) ·
LOTR-EN07S353.0 (1) ·
LOTR-EN07S354.0 (1) ·
LOTR-EN07S355.0 (1) ·
LOTR-EN08S120.0 (1) ·
LOTR-ENV1S062.0 (1)
LOTR-EN01S349.0 (1) ·
LOTR-EN01S353.0 (1) ·
LOTR-EN01S354.0 (1) ·
LOTR-EN01S355.0 (1) ·
LOTR-EN01S356.0 (1) ·
LOTR-EN01S357.0 (1) ·
LOTR-EN01S358.0 (1) ·
LOTR-EN03S118.0 (1) ·
LOTR-EN04S347.0 (1) ·
LOTR-EN04S349.0 (1) ·
LOTR-EN04S356.0 (1) ·
LOTR-EN04S357.0 (1) ·
LOTR-EN04S359.0 (1) ·
LOTR-EN05S118.0 (1) ·
LOTR-EN07S344.0 (1) ·
LOTR-EN07S345.0 (1) ·
LOTR-EN07S353.0 (1) ·
LOTR-EN07S354.0 (1) ·
LOTR-EN07S355.0 (1) ·
LOTR-EN08S120.0 (1) ·
LOTR-ENV1S062.0 (1)
Anduin Banks (1) ·
Anduin Confluence (1) ·
Anduin Wilderland (1) ·
Brown Lands (1) ·
City Gates (1) ·
Deep of Helm (1) ·
Helm's Gate (1) ·
Hornburg Causeway (1) ·
Hornburg Wall (1) ·
King's Room (1) ·
Osgiliath Channel (1) ·
Osgiliath Crossing (1) ·
Pelennor Flat (1) ·
Pelennor Grassland (1) ·
Pillars of the Kings (1) ·
Ruined Capitol (1) ·
Silverlode Banks (1) ·
The Bridge of Khazad-dûm (1) ·
The Great River (1) ·
Valley of the Anduin (1) ·
Wizard's Vale (1)
At the start of the first Shadow phase, if the twilight pool has fewer than 9 twilight tokens, add (4) (limit once per turn). (1) ·
Battleground. Each companion and minion bearing a hand weapon is strength +2. (1) ·
Battleground. The minion archery total is +2 for each unbound companion over 3 (1) ·
Forest. River. While the fellowship is at Anduin Wilderland, skip the archery phase. (1) ·
Plains. At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens. (1) ·
Plains. Battleground. The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3. (1) ·
Plains. Shadow: Exert a minion and spot 6 companions to add (1). (1) ·
Regroup: Spot your minion and remove (9) to make the fellowship move again this turn (if the move limit allows). (1) ·
River. At the start of each skirmish phase, wound each unwounded character in that skirmish. (1) ·
River. Fellowship: Discard a [GONDOR] card from hand to heal a [GONDOR] companion. (1) ·
River. For each companion in the fellowship over 4, add 2 to the minion archery total. (1) ·
River. For each minion archer at Brown Lands, the minion archery total is +1 (limit +4). (1) ·
River. Regroup: Spot your minion and 6 companions to make the Free Peoples player choose to move again this turn. (1) ·
River. Shadow: Exert 2 minions and spot 6 companions to draw 2 cards. (1) ·
River. Shadow: Spot your minion and 6 companions to make the move limit for this turn -1. (1) ·
River. When the fellowship moves to Anduin Confluence, discard every ally. (1) ·
River. When the fellowship moves to Silverlode Banks without a ranger, every companion must exert. (1) ·
River. While the fellowship is at The Great River, cards may not be played from draw decks or discard piles. (1) ·
Underground. Shadow: Play The Balrog from your draw deck or hand; The Balrog's twilight cost is -6. (1) ·
When the fellowship moves to King's Room without a [ROHAN] companion, each unbound companion must exert. (1) ·
When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats. (1)
'''Battleground.''' Each companion and minion bearing a hand weapon is strength +2. (1) ·
'''Battleground.''' The minion archery total is +2 for each unbound companion over 3. (1) ·
'''Forest.''' '''River.''' While the fellowship is at Anduin Wilderland, skip the archery phase. (1) ·
'''Plains.''' '''Battleground.''' The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3. (1) ·
'''Plains.''' '''Shadow:''' Exert a minion and spot 6 companions to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) ·
'''Plains.''' At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens. (1) ·
'''Regroup:''' Spot your minion and remove [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make the fellowship move again this turn (if the move limit allows). (1) ·
'''River'''. At the start of each skirmish phase, wound each unwounded character in that skirmish. (1) ·
'''River.''' '''Fellowship:''' Discard a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] card from hand to heal a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] companion. (1) ·
'''River.''' '''Regroup:''' Spot your minion and 6 companions to make the Free Peoples player choose to move again this turn. (1) ·
'''River.''' '''Shadow:''' Exert 2 minions and spot 6 companions to draw 2 cards. (1) ·
'''River.''' '''Shadow:''' Spot your minion and 6 companions to make the move limit for this turn –1. (1) ·
'''River.''' For each companion in the fellowship over 4, add 2 to the minion archery total. (1) ·
'''River.''' For each minion archer at Brown Lands, the minion archery total is +1 (limit +4). (1) ·
'''River.''' When the fellowship moves to Anduin Confluence, discard every ally. (1) ·
'''River.''' When the fellowship moves to Silverlode Banks without a ranger, every companion must exert. (1) ·
'''River.''' While the fellowship is at The Great River, cards may not be played from draw decks or discard piles. (1) ·
'''Underground.''' '''Shadow:''' Play The Balrog from your draw deck or hand; The Balrog’s twilight cost is -6. (1) ·
At the start of the first Shadow phase, if the twilight pool has fewer than 9 twilight tokens, add [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (limit once per turn). (1) ·
When the fellowship moves to King’s Room without a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] companion, each unbound companion must exert. (1) ·
When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats. (1)
Showing below up to 21 results in range #1 to #21.