Drilldown: CardReleases
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- CardReleases (24728)
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At the start of each skirmish involving this minion, you may reveal an [ORC] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (1) ·
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. (1) ·
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. (1) ·
Each time you play an [ORC] possession on an [ORC] Orc, you may add (1) (or (2) if that Orc is at a battleground or underground site). (1) ·
To play, spot an Elf. Toil 2. (For each [ELVEN] character you exert when playing this, its twilight cost is -2.) Archery: Discard this condition to make the fellowship archery total +2. (1) ·
Toil 3. (For each [ORC] character you exert when playing this, its twilight cost is -3.) Assign an [ORC] minion to a companion (except the Ring-bearer). (1)
Skirmish:
'''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. (1) ·
'''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. (1) ·
'''Toil 3.''' (For each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –3.) Assign an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). (1) ·
At the start of each skirmish involving this minion, you may reveal an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition from hand to wound the companion this minion is skirmishing twice and then discard this minion. (1) ·
Each time you play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] possession on an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc, you may add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (or [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] if that Orc is at a battleground or underground site). (1) ·
To play, spot an Elf. '''Toil 2.''' (For each [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.)
'''Archery:''' Discard this condition to make the fellowship archery total +2. (1)
Easily caught by the heat of battle, Orc soldiers often break formation and attack where their bloodlust takes them. (1) ·
Much Orc weaponry is scavenged from fallen foes, but they still have ample need for smiths to outfit their troops. (1) ·
Sighted by keen vision and loosed with blinding swiftness, Elven arrows rarely miss their targets (1) ·
Some minions prefer to fight alone. (1) ·
Spawned from terrible acts, the Orcs emerged as ruined and terrible forms of life. (1) ·
The mammoth battering ram Grond required equally mammoth strength to wield it. (1)
Showing below up to 6 results in range #1 to #6.