Drilldown: CardReleases

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CardReleases > IsUnique: No & TwilightCost: 4-20 & SiteNum: 3

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None (2) · Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · 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. (1) · 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. (2) · 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. (1) · Fierce. This minion is strength +1 for each companion you can spot. (2) · Fierce. To play, spot a Nazgul. Menace - When you play this minion add 2 burdens. (1) · The twilight cost of this minion during a skirmish phase is -2. (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. (1) · This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2. (1) · To play, spot a [DUNLAND] Man. Menace - When you play this minion, discard up to 2 Free People's possessions. (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. (1) · 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. (1) · 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. (1)
TaggedGameText:
None (2) · Fierce.
This minion is strength +1 for each companion you can spot. (1)
· Fierce.
To play, spot a Nazgûl.
Menace - When you play this minion, you may add 2 burdens. (1)
· Fierce.
This minion is strength +1 for each companion you can spot. (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. (1)
· Each time this minion wins a skirmish, you may make it fierce until the regroup phase. (1) · 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. (1) · 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. (1) · 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. (1) · 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. (1)
· The twilight cost of this minion during a skirmish phase is –2. (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. (1) · This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2. (1) · To play, spot a dunland Man.
Menace - When you play this minion you may discard up to 2 Free Peoples possessions. (1)
· 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. (1) · 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. (1)
FormattedGameText:
None (2) · '''Fierce.''' This minion is strength +1 for each companion you can spot. (1) · '''Fierce.''' This minion is strength +1 for each companion you can spot. (1) · '''Fierce.''' To play, spot a Nazgûl. '''Menace -''' When you play this minion, you may add 2 burdens. (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. (1) · Each time this minion wins a skirmish, you may make it '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand. That Man is fierce and damage +2 until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase. (1) · 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. (1) · The twilight cost of this minion during a skirmish phase is –2. (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. (1) · This minion is strength +2 and '''damage +1''' for each Free Peoples culture that you can spot over 2. (1) · To play, spot a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may discard up to 2 Free Peoples possessions. (1) · 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. (1) · When you play this minion, you may spot 2 other [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this. (1)
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