Drilldown: CardReleases

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CardReleases > Subtypes: Orc & Strength: 11-30 & SiteNum: 4

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None (1) · Assignment: Assign this minion to an unbound companion bearing a hand weapon. (1) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is fierce until the regroup phase. (1) · Besieger. When you play Gothmog, the Free Peoples player must wound a companion for each site you control. While you control a site, Gothmog is fierce. (1) · Each other [ISENGARD] Orc is strength +1. Regroup: Exert Orc Commander to make the Free Peoples player wound a companion. (1) · Each the fellowship and minion archery totals are +3. Regroup: Remove (2) to play an [ORC] minion from your discard pile. (1) · Each the fellowship and minion archery totals are +3. Regroup: Remove (2) to play an [ORC] minion from your discard pile. That minion comes into play exhausted. (1) · Each time this minion wins a skirmish, add a burden unless the Free Peoples player discards a Free Peoples event from hand. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (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). (2) · For each Nazgul you can spot, the Free Peoples player must exert a companion to assign this minion to a skirmish. Skirmish: Exert this minion to make a Nazgul or [WRAITH] Orc strength +1. (1) · For each wound on the Ring-bearer, each [WRAITH] Orc is strength +1. (1) · Hunter 2. While you can spot an [URUK-HAI] minion, each [ORC] Orc gains hunter 1 (if that [URUK-HAI] minion is Ugluk, each [ORC] Orc gains an additional hunter 1). Shadow: Exert Grishnakh twice to play an [URUK-HAI] hunter minion from your draw deck. (1) · Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.) When you play Gorbag, you may discard a card from the top of the Free Peoples player?s deck for each hunter character you can spot. (2) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Maneuver: Make an [ORC] lurker minion lose lurker until the regroup phase. (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · Maneuver: Remove a threat and spot another [ORC] minion to exert an unbound companion. (1) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an [ISENGARD] card, spot an [ISENGARD] Orc and discard this minion to add (3). (2) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion to make a Nazgul or [WRAITH] Orc strength +1. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · To play, discard 3 cards from your hand. While you can spot 2 other [ORC] minions, this minion is fierce. (2) · To play, spot 3 Free Peoples cultures or discard 2 [ORC] conditions from play. (1) · To play, spot an [ORC] card in your support area. When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1) · To play, spot an [ORC] condition. Black Land Shrieker is twilight cost -1 for each threat you spot. (1) · To play, spot an [ORC] minion. When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot. (2) · To play, spot an [ORC] minion. While the fellowship is in region 1, [ORC] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains underground. While the fellowship is in region 3, each [ORC] Orc is strength +2. (2) · To play, spot an [ORC] Orc. This minion is twilight cost -1 for each burden. Each time a Ring-bound companion loses a skirmish involving an [ORC] minion, you may reveal this card from hand to add a burden. (2) · To play, spot an [ORC] Orc. While at an underground site, this minion is fierce and the Free Peoples player may not replace sites or play a site from his or her adventure deck. (1) · Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) · When this minion wins a skirmish, discard an [ORC] minion from play. (1) · When you play Destructive Orc, you may discard a fortification for each [ORC] possession and each [ORC] artifact you can spot. (1) · When you play Host of Moria, you may play a [MORIA] card from your discard pile. (1) · When you play this minion, you may add (3) if the fellowship has moved more than once this turn. (1) · While this minion is bearing a possession, each [ORC] minion is strength +2. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4. Each time the fellowship moves during the regroup phase, discard this minion. (1) · While you can spot a Nazgul, Gorbag is strength +2 and damage +1. (1) · While you can spot a Nazgul, this minion is fierce and damage +1. (1) · While you have initiative, each [WRAITH] minion is an archer. (1)
TaggedGameText:
None (1) · Assignment: Assign this minion to an unbound companion bearing a hand weapon. (1) · Besieger.
When you play Gothmog, the Free Peoples player must wound a companion for each site you control.
While you control a site, Gothmog is fierce. (1)
· Hunter 2.
While you can spot an urukhai minion, each orc Orc gains hunter 1 (if that urukhai minion is Ugluk, each orc Orc gains an additional hunter 1).
Shadow: Exert Grishnákh twice to play an urukhai hunter minion from your draw deck. (1)
· Hunter 3. (While skirmishing a non-hunter character, this character is strength +3.)
When you play Gorbag, you may discard a card from the top of the Free Peoples player’s deck for each hunter character you can spot. (2)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Maneuver: Make an orc lurker minion lose lurker until the regroup phase. (1)
· Maneuver: Remove a threat and spot another orc minion to exert an unbound companion. (1) · Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an isengard card, spot an isengard Orc and discard this minion to add twilight3. (2) · Skirmish: Discard this minion to make a minion strength +1. (1) · Skirmish: Exert this minion to make a Nazgûl or wraith Orc strength +1. (1) · Skirmish: Exert this minion to wound a companion it is skirmishing. (1) · Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.) (2) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is fierce until the regroup phase. (1) · Each other isengard Orc is strength +1.
Regroup: Exert Orc Commander to make the Free Peoples player wound a companion. (1)
· Each the fellowship and minion archery totals are +3.
Regroup: Remove twilight2 to play an orc minion from your discard pile. (2)
· Each time this minion wins a skirmish, add a burden unless the Free Peoples player discards a Free Peoples event from hand. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (1) · Each time you play an orc possession on an orc Orc, you may add twilight1 (or twilight2 if that Orc is at a battleground or underground site). (2) · For each Nazgûl you can spot, the Free Peoples player must exert a companion to assign this minion to a skirmish.
Skirmish: Exert this minion to make a Nazgûl or wraith Orc strength +1. (1)
· For each wound on the Ring-bearer, each wraith Orc is strength +1. (1) · To play, discard 3 cards from your hand.
While you can spot 2 other orc minions, this minion is fierce. (2)
· To play, spot 3 Free Peoples cultures or discard 2 orc conditions from play. (1) · To play, spot an orc card in your support area.
When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1)
· To play, spot an orc condition.
Black Land Shrieker is twilight cost -1 for each threat you spot. (1)
· To play, spot an orc minion.
When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot. (2)
· To play, spot an orc minion.
While the fellowship is in region 1, orc Orcs cannot take wounds.
While the fellowship is in region 2, the current site gains underground.
While the fellowship is in region 3, each orc Orc is strength +2. (2)
· To play, spot an orc Orc.
This minion is twilight cost –1 for each burden.
Each time a Ring-bound companion loses a skirmish involving an orc minion, you may reveal this card from hand to add a burden. (2)
· To play, spot anorcOrc.
While at an underground site, this minion is fierce and the Free Peoples player may not replace sites or play a site from his or her adventure deck. (1)
· When this minion wins a skirmish, discard an orc minion from play. (1) · When you play Destructive Orc, you may discard a fortification for each orc possession and each orc artifact you can spot. (1) · When you play Host of Moria, you may play a moria card from your discard pile. (1) · When you play this minion, you may add twilight3 if the fellowship has moved more than once this turn. (1) · While this minion is bearing a possession, each orc minion is strength +2. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4.
Each time the fellowship moves during the regroup phase, discard this minion. (1)
· While you can spot a Nazgûl, Gorbag is strength +2 and damage +1. (1) · While you can spot a Nazgûl, this minion is fierce and damage +1. (1) · While you have initiative, each wraith minion is an archer. (1)
FormattedGameText:
None (1) · '''Assignment:''' Assign this minion to an unbound companion bearing a hand weapon. (1) · '''Besieger.''' When you play Gothmog, the Free Peoples player must wound a companion for each site you control. While you control a site, Gothmog is '''fierce.''' (1) · '''Hunter 2.''' While you can spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc gains '''hunter 1''' (if that [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is Ugluk, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc gains an additional '''hunter 1'''). '''Shadow:''' Exert Grishnákh twice to play an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter minion from your draw deck. (1) · '''Hunter 3.''' ''(While skirmishing a non-hunter character, this character is strength +3.)'' When you play Gorbag, you may discard a card from the top of the Free Peoples player’s deck for each hunter character you can spot. (2) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Maneuver:''' Make an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] '''lurker''' minion lose lurker until the regroup phase. (1) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) This minion is strength +1 for each companion who is not assigned to a skirmish. (1) · '''Maneuver:''' Remove a threat and spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to exert an unbound companion. (1) · '''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). '''Regroup:''' If this minion is stacked on an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] card, spot an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc and discard this minion to add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · '''Skirmish:''' Discard this minion to make a minion strength +1. (1) · '''Skirmish:''' Exert this minion to make a Nazgûl or [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Orc strength +1. (1) · '''Skirmish:''' Exert this minion to wound a companion it is skirmishing. (1) · '''Toil 2.''' (For each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.) (2) · At the end of each skirmish involving this minion, if you can spot a Free Peoples culture token, this minion is '''fierce''' until the regroup phase. (1) · Each other [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc is strength +1. '''Regroup:''' Exert Orc Commander to make the Free Peoples player wound a companion. (1) · Each the fellowship and minion archery totals are +3. '''Regroup:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion from your discard pile. (2) · Each time this minion wins a skirmish, add a burden unless the Free Peoples player discards a Free Peoples event from hand. (1) · Each time this minion wins a skirmish, you may exert each companion who has resistance 4 or less. (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). (2) · For each Nazgûl you can spot, the Free Peoples player must exert a companion to assign this minion to a skirmish. '''Skirmish:''' Exert this minion to make a Nazgûl or [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Orc strength +1. (1) · For each wound on the Ring-bearer, each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Orc is strength +1. (1) · To play, discard 3 cards from your hand. While you can spot 2 other [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minions, this minion is '''fierce'''. (2) · To play, spot 3 Free Peoples cultures or discard 2 [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] conditions from play. (1) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] card in your support area. When you play this, spot a Free Peoples condition to discard from play each other card that has the same card title as that condition. (1) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition. Black Land Shrieker is twilight cost -1 for each threat you spot. (1) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. When you play Black Land Chieftain, you may add a threat for each Free Peoples possession and each Free Peoples artifact you can spot. (2) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. While the fellowship is in region 1, [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orcs cannot take wounds. While the fellowship is in region 2, the current site gains '''underground'''. While the fellowship is in region 3, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc is strength +2. (2) · To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc. This minion is twilight cost –1 for each burden. Each time a Ring-bound companion loses a skirmish involving an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion, you may reveal this card from hand to add a burden. (2) · To play, spot an[[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]]Orc. While at an underground site, this minion is '''fierce''' and the Free Peoples player may not replace sites or play a site from his or her adventure deck. (1) · When this minion wins a skirmish, discard an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion from play. (1) · When you play Destructive Orc, you may discard a fortification for each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] possession and each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] artifact you can spot. (1) · When you play Host of Moria, you may play a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] card from your discard pile. (1) · When you play this minion, you may add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] if the fellowship has moved more than once this turn. (1) · While this minion is bearing a possession, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is strength +2. (1) · While you can spot a companion of strength 12 or more, this minion is strength +4. Each time the fellowship moves during the regroup phase, discard this minion. (1) · While you can spot a Nazgûl, Gorbag is strength +2 and '''damage +1'''. (1) · While you can spot a Nazgûl, this minion is fierce and '''damage +1'''. (1) · While you have initiative, each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] minion is an archer. (1)
Lore:
None (6) · "Fear. The city is rank with it." (2) · A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) · At Minas Tirith, some Orcs chose to attack the city before it's inhabitants. (1) · Dwellers of foul pits and tunnels. (1) · Fell captains moved Sauron's forces from the Gorgoroth plains. (1) · It takes a strong will indeed to command an unruly band of Orcs. (1) · Much Orc weaponry is scavenged from fallen foes, but they still have ample need for smiths to outfit their troops. (2) · Neither Man nor beast can withstand the fury of the Orcs. (1) · No sound from an Orc was more frightening. (1) · Once inside the walls of the City, the besiegers were ordered to kill on sight. (1) · Orcs are seldom intimidated, and often goaded, by superior forces. (1) · Orcs frequently used the weapons of their fallen enemies as their own. (2) · The foul Orcs who slaughtered the last of Balin's followers still thrive in the halls of Khazad-dûm and the surrounding countryside. (1) · These Orcs were fearsome warriors. (1) · These Orcs were loathsome as Elves were fair. (1) · Though he had seen it many times before, Grond's destructive power never ceased to amaze. (1) · Very few tried to sneak into Mordor. Even fewer succeeded. (1) · Wargs and riders sent by Saruman disrupted the villagers' retreat to Helm's Deep. (2) · “...a host had issued from Minas Morgul....” (1) · “As they ran they heard the beat and echo of many hurrying feet behind. A shrill yell went up: they had been seen. There was a ring and clash of steel.” (1) · “I'm gonna bleed you...like a stuck pig!” (2) · “Move on! To the Gate!” (1) · “There was a horn-blast and a rush of feet, and orcs one after another leaped into the chamber.” (1) · “There was a rush of hoarse laughter, like the fall of sliding stones into a pit....” (1) · “‘...driving his slaves in madness on before.'” (1) · “‘...soon the host of Morgul will enter in at many points.'” (1) · “‘His own folk quail at him, and they would slay themselves at his bidding.'” (1) · “‘Hit me now, Sam. Hit me!'” (2) · “‘I tell you, it's no game serving down in the city.'” (1) · “‘If there's any game, me and my lads must be in it.'” (1) · “‘It seems their delight to slash and beat down growing things that are not even in their way.'” (1) · “‘Move into the City. Kill all in your path.'” (1) · “‘The enemy,' men murmured. ‘The dike is down. Here they come pouring through the breaches!'” (1) · “‘There are Orcs, very many of them.... And some are large and evil....'” (1)
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