Drilldown: CardReleases

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CardReleases > Subtypes: Standard & SiteNum: 2-3 & Lore: None

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Each Nazgul at Weathertop is fierce. (1) · Each Nazgul's twilight cost is -1. (1) · Each [DUNLAND] Man may not take wounds during the archery phase. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. Each time you play a possession or artifact on your companion, draw a card. (1) · Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. Stealth events may not be played. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · Plains. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each time the Free Peoples player assigns a companion or ally to a skirmish, add (1). (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. If the Shadow has initiative, the Shadow number of this site is +3. (1) · Plains. Sanctuary. Each [DUNLAND] Man may not take wounds during the archery phase. (1) · Plains. Shadow: Spot 3 [ISENGARD] trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Buckleberry Ferry. (1) · Sanctuary. Each [ROHAN] ally may not participate in archery fire or skirmishes at Streets of Edoras. (1) · Sanctuary. Fellowship: Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (1) · Sanctuary. Fellowship: Exert a [ROHAN] Man to play a [ROHAN] mount from your draw deck (limit once per turn). (1) · Sanctuary. Fellowship: If you cannot spot 2 threats, add a threat to play a fortification from your draw deck. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add 3 threats to make the move limit for this turn +1. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to draw a card. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to heal a companion. (1) · Sanctuary. Fellowship: Place your hand beneath your draw deck and draw 4 cards. (1) · Sanctuary. Fellowship: Play Theoden from your draw deck. (1) · Sanctuary. When the fellowship moves to Golden Hall, all Free Peoples weapons must be discarded. (1) · Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn -1. (1) · The roaming penalty for each Nazgul you play to Bree Streets is -2. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
TaggedGameText:
Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. Each time you play a possession or artifact on your companion, draw a card. (1) · Forest. Stealth events may not be played. (1) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Sanctuary. Each dunland Man may not take wounds during the archery phase. (1) · Plains. Shadow: Spot 3 isengard trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · Plains. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each time the Free Peoples player assigns a companion or ally to a skirmish, add twilight1. (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. If the Shadow has initiative, the Shadow number of this site is +3. (1) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · Sanctuary. Fellowship: Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (1) · Sanctuary. Fellowship: Exert a rohan Man to play a rohan mount from your draw deck (limit once per turn). (1) · Sanctuary. Fellowship: If you cannot spot 2 threats, add a threat to play a fortification from your draw deck. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add 3 threats to make the move limit for this turn +1. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to draw a card. (1) · Sanctuary. Fellowship: If you cannot spot 3 threats, add a threat to heal a companion. (1) · Sanctuary. Fellowship: Place your hand beneath your draw deck and draw 4 cards. (1) · Sanctuary. Fellowship: Play Théoden from your draw deck. (1) · Sanctuary. Eachrohan ally may not participate in archery fire or skirmishes at Streets of Edoras. (1) · Sanctuary. When the fellowship moves to Golden Hall, all Free Peoples weapons must be discarded. (1) · Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · Each dunland Man may not take wounds during the archery phase. (1) · Each Nazgûl at Weathertop is fierce. (1) · Each Nazgûl’s twilight cost is -1. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
FormattedGameText:
'''Forest.''' '''Fellowship:''' Play Treebeard from your draw deck. (1) · '''Forest.''' Each time you play a possession or artifact on your companion, draw a card. (1) · '''Forest.''' Stealth events may not be played. (1) · '''Forest.''' While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · '''Marsh.''' Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · '''Plains.''' '''Battleground.''' Each time an Uruk-hai is played, that minion must exert. (1) · '''Plains.''' '''Sanctuary.''' Each [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man may not take wounds during the archery phase. (1) · '''Plains.''' '''Shadow:''' Spot 3 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] trackers to prevent the fellowship from moving again this turn. (1) · '''Plains.''' '''Skirmish:''' Exert a companion or minion to make that character strength +2. (1) · '''Plains.''' At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · '''Plains.''' Each time a minion is played, the Free Peoples player discards a card from hand. (1) · '''Plains.''' Each time the Free Peoples player assigns a companion or ally to a skirmish, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Plains.''' If the Shadow has initiative, minions are not roaming. (1) · '''Plains.''' If the Shadow has initiative, the Shadow number of this site is +3. (1) · '''River.''' While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · '''Sanctuary.''' '''Fellowship:''' Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (1) · '''Sanctuary.''' '''Fellowship:''' Exert a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man to play a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] mount from your draw deck (limit once per turn). (1) · '''Sanctuary.''' '''Fellowship:''' If you cannot spot 2 threats, add a threat to play a fortification from your draw deck. (1) · '''Sanctuary.''' '''Fellowship:''' If you cannot spot 3 threats, add 3 threats to make the move limit for this turn +1. (1) · '''Sanctuary.''' '''Fellowship:''' If you cannot spot 3 threats, add a threat to draw a card. (1) · '''Sanctuary.''' '''Fellowship:''' If you cannot spot 3 threats, add a threat to heal a companion. (1) · '''Sanctuary.''' '''Fellowship:''' Place your hand beneath your draw deck and draw 4 cards. (1) · '''Sanctuary.''' '''Fellowship:''' Play Théoden from your draw deck. (1) · '''Sanctuary.''' Each[[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] ally may not participate in archery fire or skirmishes at Streets of Edoras. (1) · '''Sanctuary.''' When the fellowship moves to Golden Hall, all Free Peoples weapons must be discarded. (1) · '''Shadow:''' If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · Each Nazgûl at Weathertop is '''fierce.''' (1) · Each Nazgûl’s twilight cost is -1. (1) · Each [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man may not take wounds during the archery phase. (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. Underground. At the start of your fellowship phase, you may play a hand weapon from your draw deck. (1) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
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