Drilldown: CardReleases
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- CardReleases (24728)
- CardSets (32)
- CardTypes (10)
- Cards (3721)
- Cultures (23)
- Formats (15)
- Languages (13)
- Rarities (34)
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- SubTypes (1)
Use the filters below to narrow your results.
HDG-EN30S041.0 (1) ·
LOTR-EN00S020.0 (1) ·
LOTR-EN00W001.0 (1) ·
LOTR-EN00W010.0 (1) ·
LOTR-EN04S004.0 (1) ·
LOTR-EN04S009.0 (1) ·
LOTR-EN04S017.0 (1) ·
LOTR-EN04S020.0 (1) ·
LOTR-EN04S022.0 (1) ·
LOTR-EN04S023.0 (1) ·
LOTR-EN04S024.0 (1) ·
LOTR-EN05S004.0 (1) ·
LOTR-EN06S003.0 (1) ·
LOTR-EN06S004.0 (1) ·
LOTR-EN06S005.0 (1) ·
LOTR-EN06S006.0 (1) ·
LOTR-EN06S057.0 (1) ·
LOTR-EN12S161.0 (1) ·
LOTR-EN16S001.0 (1) ·
LOTR-EN16S005.0 (1) ·
LOTR-EN16S006.0 (1) ·
LOTR-EN18S073.0 (1) ·
LOTR-EN18S074.0 (1) ·
LOTR-ENV1S040.0 (1)
HDG-EN30S041.0 (1) ·
LOTR-EN00S020.0 (1) ·
LOTR-EN00W001.0 (1) ·
LOTR-EN00W010.0 (1) ·
LOTR-EN04S004.0 (1) ·
LOTR-EN04S009.0 (1) ·
LOTR-EN04S017.0 (1) ·
LOTR-EN04S020.0 (1) ·
LOTR-EN04S022.0 (1) ·
LOTR-EN04S023.0 (1) ·
LOTR-EN04S024.0 (1) ·
LOTR-EN05S004.0 (1) ·
LOTR-EN06S003.0 (1) ·
LOTR-EN06S004.0 (1) ·
LOTR-EN06S005.0 (1) ·
LOTR-EN06S006.0 (1) ·
LOTR-EN06S057.0 (1) ·
LOTR-EN12S161.0 (1) ·
LOTR-EN16S001.0 (1) ·
LOTR-EN16S005.0 (1) ·
LOTR-EN16S006.0 (1) ·
LOTR-EN18S073.0 (1) ·
LOTR-EN18S074.0 (1) ·
LOTR-ENV1S040.0 (1)
Agents of Orthanc (1) ·
Army of Dunland (1) ·
Band of Wild Men (1) ·
Barrow-wight Stalker (1) ·
Black Rider (2) ·
Dunlending Arsonist (1) ·
Dunlending Footmen (1) ·
Dunlending Headman (1) ·
Dunlending Reserve (1) ·
Dunlending Savage (1) ·
Hill Chief (1) ·
Hill Clan (1) ·
Hillman Horde (1) ·
Hillman Mob (1) ·
Hillman Rabble (1) ·
Ringwraith in Twilight (1) ·
Rough Man of the South (1) ·
Spirit of Dread (1) ·
Squint-eyed Southerner (1) ·
The Nazgûl (1) ·
Undead of Angmar (1) ·
Watchful Orc (1) ·
Wild Men of the Hills (1)
None (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. (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) ·
Enduring. Each [WRAITH] Wraith cannot take wounds (except during skirmishes). Shadow: Remove a burden to play a [WRAITH] Wraith. That minion's twilight cost is -2. (1) ·
Enduring. While you can spot another [WRAITH] Wraith, each wounded companion is resistance -2. Shadow: Exert Undead of Angmar twice to play a [WRAITH] Wraith from your draw deck, then reshuffle. (1) ·
Enduring. While you can spot another [WRAITH] Wraith, wounds cannot be healed and burdens can not be removed (except by Wraiths). Skirmish: Exert Spirit of Dread to make another [WRAITH] Wraith strength +1. (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) ·
Shadow: Spot a site you control and exert Hill Chief to draw 3 cards. (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) ·
While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (2) ·
While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [DUNLAND] Men is fierce. While you control 4 sites, each of your [DUNLAND] Men is damage +1. (1)
None (1) ·
Enduring.
Eachwraith Wraith cannot take wounds (except during skirmishes).
Shadow: Remove a burden to play a wraith Wraith. That minion’s twilight cost is –2. (1) ·
Enduring.
While you can spot anotherwraith Wraith, each wounded companion is resistance –2.
Shadow: Exert Undead of Angmar twice to play a wraith Wraith from your draw deck, then reshuffle. (1) ·
Enduring.
While you can spot anotherwraith Wraith, wounds cannot be healed and burdens can not be removed (except by Wraiths).
Skrimish: Exert Spirit of Dread to make another wraith Wraith strength +1. (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) ·
Fierce.
This minion is strength +1 for each companion you can spot. (1) ·Shadow: Spot a site you control and exert Hill Chief to draw 3 cards. (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 itfierce 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) ·
While the fellowship is in region 1, this minion is strength +4.
While the fellowship is in region 2, this minion is strength +2. (2) · While you control 2 sites, skip the archery phase.
While you control 3 sites, each of yourdunland Men is fierce.
While you control 4 sites, each of yourdunland Men is damage +1. (1)
Each
While you can spot another
While you can spot another
This minion is strength +1 for each companion you can spot. (1) ·
To play, spot a Nazgûl.
This minion is strength +1 for each companion you can spot. (1) ·
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
While the fellowship is in region 2, this minion is strength +2. (2) · While you control 2 sites, skip the archery phase.
While you control 3 sites, each of your
While you control 4 sites, each of your
None (1) ·
'''Enduring.'''
Each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith cannot take wounds (except during skirmishes).
'''Shadow:''' Remove a burden to play a [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith. That minion’s twilight cost is –2. (1) ·
'''Enduring.'''
While you can spot another [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith, each wounded companion is resistance –2.
'''Shadow:''' Exert Undead of Angmar twice to play a [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith from your draw deck, then reshuffle. (1) ·
'''Enduring.'''
While you can spot another [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith, wounds cannot be healed and burdens can not be removed (except by Wraiths).
'''Skrimish:''' Exert Spirit of Dread to make another [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith strength +1. (1) ·
'''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) ·
'''Shadow:''' Spot a site you control and exert Hill Chief to draw 3 cards. (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) ·
While the fellowship is in region 1, this minion is strength +4.
While the fellowship is in region 2, this minion is strength +2. (2) ·
While you control 2 sites, skip the archery phase.
While you control 3 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''fierce.'''
While you control 4 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''damage +1.''' (1)
None (2) ·
"'The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'" (1) ·
"So black were they that they seemed like black holes in the deep shade behind them.'" (1) ·
A man of Dunland, this outlaw was a prized agent of Saruman and a spy for the Witch-king. (1) ·
Driven by Saruman's ranting, waves of Dunlendings descended upon the holdings of Rohan. (1) ·
Making money and making mischief was often inspiration enough for these louts. The taking of Bree and the Shire was easy work. (1) ·
The diminished Rohirrim offered little resistance to the advancing Dunland horde. (1) ·
The Dunlendings' fury could only end in the death of the king of Rohan. (1) ·
The relentless campaign of the hillmen drove citizens of the Westfold to the shelter of their capital. (1) ·
The relentless fury of the Dunlendings consumed one village after another. (1) ·
The swarm of Dunlendings destroyed everything in its path. (1) ·
“...across their three necks lay one long naked sword.” (1) ·
“In the dark there was a snarling noise.” (1) ·
“The icy touch froze his bones, and he remembered no more.” (1) ·
“There... were mustered... the wild men of the Dunland fells.” (1) ·
“‘...Saruman has armed the wild hillmen and herdfolk of Dunland beyond the rivers, and these also he loosed upon us.'” (1) ·
“‘How long is it since Saruman bought you?'” (1) ·
“‘That old hatred Saruman has inflamed.'” (1) ·
“‘The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'” (1) ·
“‘The Wild Men of Dunland have no love for Théoden of Rohan since he took their land.'” (1) ·
“‘They are fierce folk when roused.'” (1) ·
“‘They bring fire... and they are burning as they come, rick, cot, and tree.'” (1) ·
“‘We will take their king.'” (1)
Showing below up to 24 results in range #1 to #24.