Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (32)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
- SubSets (0)
- SubTypes (1)
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Exert a [GONDOR] Man and spot 3 fortifications to make the fellowship archery total +2. (1) ·
Exert an Elf companion and make the fellowship archery total -X (to a minimum of 0) to wound a minion X times. You cannot use archery special abilities. (1) ·
Exert an Elf who has resistance 4 or more to wound a minion. (2) ·
Spot 2 Elf archers to make the fellowship archery total +1 (or +2 if a Shadow player has replaced the fellowship?s current site this turn). (1) ·
Spot 3 Elves, spot a Shadow race, and choose a Shadow player to wound each of that player?s minions which is not of that race. (1) ·
Spot an Elf companion and make the fellowship archery total -X (to a minimum of 0) to heal X unbound companions. You cannot use archery special abilities. (1) ·
Spot an Elf to make the fellowship archery total +1 for each minion with twilight cost 2 or less that you can spot. (1) ·
Spot an [Elven] archer ally to exert a minion. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes. (1) ·
Spot an [ORC] minion to add 2 to the minion archery total. Then add an additional 2 to the minion archery total for each follower you can spot. (1) ·
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.) Spot a [MEN] minion to make the minion archery total +3. (1) ·
Wound 3 [MEN] archers to exhaust a companion. (1)
'''Toil 2.''' (For each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to make the minion archery total +3. (1) ·
Exert a [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man and spot 3 fortifications to make the fellowship archery total +2. (1) ·
Exert an Elf companion and make the fellowship archery total –X (to a minimum of 0) to wound a minion X times. You may not use archery special abilities. (1) ·
Exert an Elf who has resistance 4 or more to wound a minion. (2) ·
Spot 2 Elf archers to make the fellowship archery total +1 (or +2 if a Shadow player has replaced the fellowship’s current site this turn). (1) ·
Spot 3 Elves, spot a Shadow race, and choose a Shadow player to wound each of that player’s minions which is not of that race. (1) ·
Spot an Elf companion and make the fellowship archery total –X (to a minimum of 0) to heal X unbound companions. You may not use archery special abilities. (1) ·
Spot an Elf to make the fellowship archery total +1 for each minion with twilight cost of 2 or less that you can spot. (1) ·
Spot an [Elven] archer ally to exert a minion. Until the regroup phase, that ally is strength +2 and participates in archery fire and skirmishes. (1) ·
Spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to add 2 to the minion archery total. Then add an additional 2 to the minion archery total for each follower you can spot. (1) ·
Wound 3 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] archers to exhaust a companion. (1)
None (1) ·
Legolas can fit an arrow to his bowstring faster than most can clear a blade from its scabbard. (2) ·
Southron archers know that they must press through their exhaustion to win the battle. (1) ·
The black fletched arrows of Sauron's armies found many targets. (1) ·
The war towers of the mûmakil provide a great advantage for archers. (1) ·
“‘...City of Kings of yore.'” (1) ·
“‘...driving them like leaves....'” (1) ·
“‘...full of ghosts.'” (1) ·
“‘But who can say what it hit?'” (1) ·
“‘I can see a darkness. There are shapes moving in it, great shapes far away upon the bank of the river; but what they are I cannot tell.'” (1) ·
“‘Yet I make my tale twenty at the least. But that is only a few leaves in a forest.'” (1)
Showing below up to 12 results in range #1 to #12.