Drilldown: CardReleases

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CardReleases > IsUnique: Yes & Subtypes : Phial or Uruk-hai

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Archer. Damage +1. (1) · Archer. Damage +1. Archery: Exert Elite Crossbowmen to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (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. (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) · 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) · Archer. The twilight cost of each [ISENGARD] archer is -1. Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · Bearer must be a Ring-bound Hobbit. While bearer is in region 1, bearer gains muster. While bearer is in region 2, each of your [SHIRE] companions gains muster. While bearer is in region 3, each character gains muster. (1) · Damage +1. Assignment: Exert Orthanc Champion to assign it to an unbound companion. That companion may exert to prevent this. (1) · Damage +1. Berserk Butcher is strength +1 for each wound on each character in its skirmish. Maneuver: Remove an [ISENGARD] token from a machine and exert Berserk Butcher twice to prevent all wounds to Uruk-hai until the assignment phase. (1) · Damage +1. Berserk Rager is strength +1 for each wound on a character in its skirmish. Skirmish: Remove 3 [ISENGARD] tokens from a machine and exert Berserk Rager twice to wound every ally twice. (1) · Damage +1. Berserk Savage is strength +1 for each wound on a character in its skirmish. Skirmish: Remove 4 [ISENGARD] tokens from a machine and exert Berserk Savage twice to make it strength +8. (1) · Damage +1. Berserk Slayer is strength +2 for each wound on a character in its skirmish. Skirmish: Remove 5 [ISENGARD] tokens from a machine and exert Berserk Slayer twice to wound every companion. (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. (2) · Damage +1. Each time Shagrat loses a skirmish, you may exert a character. (1) · Damage +1. Each time this minion wins a skirmish, you may control a site. (1) · 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. Maneuver: Exert Lieutenant of Orthanc to make another Uruk-hai fierce until the regroup phase. (1) · Damage +1. Maneuver: Spot 5 burdens and exert Orthanc Berserker twice to exhaust a companion (except the Ring-bearer). (1) · Damage +1. Shadow: Remove (1) and exert Uruk Captain to play an Uruk-hai from your discard pile. (1) · Damage +1. Skirmish: Exert this minion to make it strength +1 for each [URUK-HAI] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1) · Damage +1. This minion is strength +1 for each other [URUK-HAI] minion you can spot. (1) · 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. While there is a companion in the dead pile, each unbound companion is resistance -4. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Searching Uruk is strength +1 for each other [URUK-HAI] hunter you can spot. (1) · Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Assignment: Exert Mauhur to assign him to a non-hunter character (except the Ring-bearer). (1) · Fierce. Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.) At the start of each skirmish involving Ugluk, each non-hunter skirmishing Ugluk must exert. (1) · Fierce. This minion gains hunter 3 for each site you control. (1) · Fierce. This minion is damage +1 for each [URUK-HAI] hunter assigned to a skirmish. (1) · To play, spot an [URUK-HAI] minion. While the fellowship is in region 1, each Uruk-hai is damage +1. While the fellowship is in region 2, each companion is strength -1. While the fellowship is in region 3, each unbound companion is resistance -2. (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) · Tracker. Fierce. Skirmish: Remove (2) to prevent an [ISENGARD] tracker from taking wounds. (1) · Tracker. Fierce. The roaming penalty for each [ISENGARD] tracker you play is -2. While you can spot 2 [ISENGARD] trackers, Ugluk is strength +3. While you can spot 3 [ISENGARD] trackers, Ugluk is damage +1. (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)
· Archer.
The twilight cost of each isengard archer is -1.
Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (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)
· 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.
Archery: Exert Elite Crossbowmen to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1)
· Archer. Damage +1. (1) · Archer. Damage +1.
Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2)
· Damage +1.
Skirmish:
Exert this minion to make it strength +1 for each urukhai Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1)
· 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.
Assignment: Exert Orthanc Champion to assign it to an unbound companion.
That companion may exert to prevent this. (1)
· Damage +1.
Maneuver: Spot 5 burdens and exert Orthanc Berserker twice to exhaust a companion (except the Ring-bearer). (1)
· Damage +1.
Shadow: Remove twilight1 and exert Uruk Captain to play an Uruk-hai from your discard pile. (1)
· Damage +1.
Each time Shagrat loses a skirmish, you may exert a character. (1)
· Damage +1.
While there is a companion in the dead pile, each unbound companion is resistance –4. (1)
· Damage +1. Berserk Butcher is strength +1 for each wound on each character in its skirmish. Maneuver: Remove an isengard token from a machine and exert Berserk Butcher twice to prevent all wounds to Uruk-hai until the assignment phase. (1) · 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.
Maneuver: Exert Lieutenant of Orthanc to make another Uruk-hai fierce until the regroup phase. (1)
· Damage +1.
Berserk Rager is strength +1 for each wound on a character in its skirmish.
Skirmish: Remove 3 isengard tokens from a machine and exert Berserk Rager twice to wound every ally twice. (1)
· Damage +1.
Berserk Savage is strength +1 for each wound on a character in its skirmish.
Skirmish: Remove 4 isengard tokens from a machine and exert Berserk Savage twice to make it strength +8. (1)
· Damage +1.
Berserk Slayer is strength +2 for each wound on a character in its skirmish.
Skirmish: Remove 5 isengard tokens from a machine and exert Berserk Slayer twice to wound every companion. (1)
· Damage +1.
Each time this minion wins a skirmish, you may control a site. (1)
· Damage +1.
This minion is strength +1 for each other urukhai minion you can spot. (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. (2)
· Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
Assignment: Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer). (1)
· Fierce. Hunter 1.(While skirmishing a non-hunter character, this character is strength +1.)
Searching Uruk is strength +1 for each other urukhai hunter you can spot. (1)
· Fierce. Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.)
At the start of each skirmish involving Uglúk, each non-hunter skirmishing Uglúk must exert. (1)
· Fierce.
This minion gains hunter 3 for each site you control. (1)
· Fierce.
This minion is damage +1 for each urukhai hunter assigned to a skirmish. (1)
· Tracker. Fierce.
Skirmish: Remove twilight2 to prevent an isengard tracker from taking wounds. (1)
· Tracker. Fierce.
The roaming penalty for each isengard tracker you play is -2.
While you can spot 2 isengard trackers, Uglúk is strength +3.
While you can spot 3 isengard trackers, Uglúk is damage +1. (1)
· Bearer must be a Ring-bound Hobbit.
While bearer is in region 1, bearer gains muster.
While bearer is in region 2, each of your shire companions gains muster.
While bearer is in region 3, each character gains muster. (1)
· To play, spot an urukhai minion.
While the fellowship is in region 1, each Uruk-hai is damage +1.
While the fellowship is in region 2, each companion is strength –1.
While the fellowship is in region 3, each unbound companion is resistance –2. (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)
FormattedGameText:
'''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 [[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.''' The twilight cost of each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] archer is -1. '''Archery:''' Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (1) · '''Archer.''' '''Damage +1'''. '''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2) · '''Archer.''' '''Damage +1'''. (1) · '''Archer.''' '''Damage +1.''' '''Archery:''' Exert Elite Crossbowmen to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total. (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) · '''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) · '''Damage +1'''. Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) · '''Damage +1. Skirmish:''' Exert this minion to make it strength +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less). (1) · '''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.''' '''Maneuver:''' Exert Lieutenant of Orthanc to make another Uruk-hai '''fierce''' until the regroup phase. (1) · '''Damage +1.''' Berserk Rager is strength +1 for each wound on a character in its skirmish. '''Skirmish:''' Remove 3 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] tokens from a machine and exert Berserk Rager twice to wound every ally twice. (1) · '''Damage +1.''' Berserk Savage is strength +1 for each wound on a character in its skirmish. '''Skirmish:''' Remove 4 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] tokens from a machine and exert Berserk Savage twice to make it strength +8. (1) · '''Damage +1.''' Berserk Slayer is strength +2 for each wound on a character in its skirmish. '''Skirmish:''' Remove 5 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] tokens from a machine and exert Berserk Slayer twice to wound every companion. (1) · '''Damage +1.''' Each time this minion wins a skirmish, you may control a site. (1) · '''Damage +1.''' This minion is strength +1 for each other [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion you can spot. (1) · '''Damage +1.''' Each time Shagrat loses a skirmish, you may exert a character. (1) · '''Damage +1.''' While there is a companion in the dead pile, each unbound companion is resistance –4. (1) · '''Damage +1.''' '''Assignment: '''Exert Orthanc Champion to assign it to an unbound companion. That companion may exert to prevent this. (1) · '''Damage +1.''' '''Maneuver:''' Spot 5 burdens and exert Orthanc Berserker twice to exhaust a companion (except the Ring-bearer). (1) · '''Damage +1.''' '''Shadow:''' Remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and exert Uruk Captain to play an Uruk-hai from your discard pile. (1) · '''Damage +1.''' Berserk Butcher is strength +1 for each wound on each character in its skirmish. '''Maneuver:''' Remove an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token from a machine and exert Berserk Butcher twice to prevent all wounds to Uruk-hai until the assignment phase. (1) · '''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) · '''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' '''Assignment:''' Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer). (1) · '''Fierce. Hunter 1.'''''(While skirmishing a non-hunter character, this character is strength +1.)'' Searching Uruk is strength +1 for each other [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter you can spot. (1) · '''Fierce. Hunter 3.''' ''(While skirmishing a non-hunter character, this character is strength +3.)'' At the start of each skirmish involving Uglúk, each non-hunter skirmishing Uglúk must exert. (1) · '''Fierce.''' This minion gains '''hunter 3''' for each site you control. (1) · '''Fierce.''' This minion is damage +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter assigned to a skirmish. (1) · '''Tracker.''' '''Fierce.''' '''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] tracker from taking wounds. (1) · '''Tracker.''' '''Fierce.''' The roaming penalty for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] tracker you play is -2. While you can spot 2 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] trackers, Uglúk is strength +3. While you can spot 3 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] trackers, Uglúk is '''damage +1.''' (1) · Bearer must be a Ring-bound Hobbit. While bearer is in region 1, bearer gains '''muster'''. While bearer is in region 2, each of your [[Image:Culture_Shire.svg|x20px|text-bottom|link=Shire_Culture|class=whitebg]] companions gains '''muster'''. While bearer is in region 3, each character gains '''muster'''. (1) · To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. While the fellowship is in region 1, each Uruk-hai is '''damage +1'''. While the fellowship is in region 2, each companion is strength –1. While the fellowship is in region 3, each unbound companion is resistance –2. (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)
Lore:
None (8) · "'They have a blasting fire, and with it they took the wall.'" (1) · "'This is no parley. You have nothing to say.'" (1) · "I don't take orders from stinking Morgul rats!" (2) · 'I am Ugl?k. I command.' (1) · A warrior trained in single combat, he tore a swath through the defenders. (1) · Berserkers are the first wave of Uruks sent to battle. (1) · Black-feathered arrows from Uruk-hai bows reign over the corpses of Saruman's enemies. (1) · Few fighters are skilled enough to outstrip the natural instincts of the Uruk-hai. (1) · Hand-picked Uruks led Saruman's crossbowmen. (1) · Hunters Design-a-Card contest entry
Submitted by "Eomer_14" (1)
· Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) · Skull-like helmets are distinctive to the Berserkers. (1) · The best archers were held in reserve, awaiting the final assault. (1) · The captains marched the Uruk-hai to the great river without halting. (1) · The enormous Uruk-hai armies marched with great speed. (1) · The Great Orc race revels in its ability to overwhelm an enemy. (1) · The Men and Elves looked out into the darkness, and through the rain they saw, lit by the thousands of torches, the huge advancing Uruk-hai army. (1) · The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) · The Uruk-hai leader walked into view on the misty hilltop beneath the dark trees. Hungry for blood. (1) · The voice of Saruman compels his minions to stop at nothing to earn his favor. (1) · Their mission at Helm's Deep was to clear the walls. (1) · “You will taste man-flesh!” (2) · “‘...let's have no more nonsense!'” (1) · “‘...we must stick together...'” (1) · “‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) · “‘Do you wish to see the greatness of our army? We are the fighting Uruk-hai.'” (1) · “‘If you think I'm so damaged that it's safe to flout me, you're mistaken.'” (1) · “‘Mauhúr and his lads are in the forest, and they should turn up any time now.'” (1)
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