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)
Use the filters below to narrow your results.
LOTR-EN04S222.0 (1) ·
LOTR-EN04S224.0 (1) ·
LOTR-EN04S245.0 (1) ·
LOTR-EN04S248.0 (1) ·
LOTR-EN05S074.0 (1) ·
LOTR-EN07S133.0 (1) ·
LOTR-EN07S141.0 (1) ·
LOTR-EN08S058.0 (1) ·
LOTR-EN10S037.0 (1) ·
LOTR-EN11S067.0 (1) ·
LOTR-EN11S082.0 (1) ·
LOTR-EN11S098.0 (1) ·
LOTR-EN12S057.0 (1) ·
LOTR-EN12S060.0 (1) ·
LOTR-EN13S089.0 (1) ·
LOTR-EN15S093.0 (1) ·
LOTR-EN17S050.0 (1) ·
LOTR-EN17S057.0 (1) ·
LOTR-EN17S063.0 (1)
LOTR-EN04S222.0 (1) ·
LOTR-EN04S224.0 (1) ·
LOTR-EN04S245.0 (1) ·
LOTR-EN04S248.0 (1) ·
LOTR-EN05S074.0 (1) ·
LOTR-EN07S133.0 (1) ·
LOTR-EN07S141.0 (1) ·
LOTR-EN08S058.0 (1) ·
LOTR-EN10S037.0 (1) ·
LOTR-EN11S067.0 (1) ·
LOTR-EN11S082.0 (1) ·
LOTR-EN11S098.0 (1) ·
LOTR-EN12S057.0 (1) ·
LOTR-EN12S060.0 (1) ·
LOTR-EN13S089.0 (1) ·
LOTR-EN15S093.0 (1) ·
LOTR-EN17S050.0 (1) ·
LOTR-EN17S057.0 (1) ·
LOTR-EN17S063.0 (1)
Archer of Harad (1) ·
Corrupted Spy (1) ·
Corsair Boatswain (1) ·
Corsair Plunderer (1) ·
Crazed Hillman (1) ·
Desert Runner (1) ·
Desert Warrior (1) ·
Dunlending Trapper (1) ·
Easterling Attacker (1) ·
Easterling Axeman (1) ·
Footman of Dunland (1) ·
Rampaging Easterling (1) ·
Southron Archer (1) ·
Southron Bowman (1) ·
Southron Marcher (1) ·
Stampeding Hillsman (1) ·
Sunland Skirmisher (1) ·
Swarthy Hillman (1) ·
Vengeful Wild Man (1)
Archer. While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) ·
At the start of the maneuver phase, spot another [MEN] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4. (1) ·
Corsair. To play, spot a [RAIDER] Man. Shadow: Exert this minion to play a [RAIDER] support area possession from your draw deck. (1) ·
Corsair. When you play this minion, you may discard 2 cards from hand to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) ·
Easterling. Skirmish: Exert this minion to make him damage +1. (1) ·
Easterling. While you can spot 2 burdens, this minion is strength +3 and fierce. (1) ·
Fierce. While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less). (1) ·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time another [MEN] minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) ·
Lurker. (Skirmishes involving lurker minions must be resolved before any others.) To play, spot a [MEN] minion. Assignment: Discard a [MEN] card from your hand to assign this minion to an unbound companion. (1) ·
Regroup: Spot a [MEN] minion in your discard pile and discard this minion to place that minion on your [MEN] support area possession. (1) ·
Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (1) ·
Southron. Ambush (2). While you can spot a Southron, this minion's twilight cost is - 2. (1) ·
Southron. Archer. Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (1) ·
Southron. Archer. While you can spot another Southron, the minion archery total is +1 for each site you control. (1) ·
Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (1) ·
The fellowship's current site gains plains. (1) ·
This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is damage +1. While you can spot a companion who has resistance 0, this minion is fierce. (1) ·
This minion is strength +1 for each [MEN] minion stacked on each [MEN] possession. At the start of the maneuver phase, you may play a minion stacked on a [MEN] possession as if from hand. (1) ·
While you control a site, this minion is an archer. (1)
When you play this minion, you may discard 2 cards from hand to add 2
While you can spot 2 burdens, this minion is strength +3 and
While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less). (1) ·
To play, spot a
At the start of each skirmish involving this minion, you may remove
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (1) ·
While you can spot another Southron, the minion archery total is +1 for each site you control. (1) ·
At the start of your maneuver phase, you may play a minion stacked on a
While you can spot a companion who has resistance 3 or less, this minion is
While you can spot a companion who has resistance 0, this minion is
'''Archer.''' While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) ·
'''Corsair.'''
When you play this minion, you may discard 2 cards from hand to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it. (1) ·
'''Corsair.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man.
'''Shadow:''' Exert this minion to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] support area possession from your draw deck. (1) ·
'''Easterling.'''
While you can spot 2 burdens, this minion is strength +3 and '''fierce.''' (1) ·
'''Easterling.'''
'''Skirmish:''' Exert this minion to make him '''damage +1'''. (1) ·
'''Fierce.'''
While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less). (1) ·
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved before any others.)''
To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion.
'''Assignment''': Discard a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card from your hand to assign this minion to an unbound companion. (1) ·
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) Each time another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) ·
'''Regroup:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion in your discard pile and discard this minion to place that minion on your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] support area possession. (1) ·
'''Southron.'''
At the start of each skirmish involving this minion, you may remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to wound a companion or ally he is skirmishing. (1) ·
'''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (1) ·
'''Southron.''' '''Archer.'''
'''Archery:''' Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total. (1) ·
'''Southron.''' '''Archer.'''
While you can spot another Southron, the minion archery total is +1 for each site you control. (1) ·
'''Southron.''''''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While you can spot a Southron, this minion’s twilight cost is -2. (1) ·
At the start of the maneuver phase, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4. (1) ·
The fellowship's current site gains plains. (1) ·
This minion is strength +1 for each other character you can spot.
While you can spot a companion who has resistance 3 or less, this minion is '''damage +1'''.
While you can spot a companion who has resistance 0, this minion is '''fierce.''' (1) ·
This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession.
At the start of your maneuver phase, you may play a minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand. (1) ·
While you control a site, this minion is an '''archer'''. (1)
None (3) ·
"Argh!!" (1) ·
Already given to fierce passions, a warrior of Dunland quickly frenzies in the heat of battle. (1) ·
Haradrim bowmen pick off stragglers who rout after losing a battle. (1) ·
Hardy desert warriors needed little rest. (1) ·
His traps catch men as well as beasts. (1) ·
Poleaxes wielded by tall Easterling warriors cut through armor and bone. (1) ·
Promise of plunder and of the whip keep in line a lustful Corsair crew. (1) ·
The fury of the Eastern warriors grows in battle. (1) ·
The Haradrim wear cloaks and head wraps to survive the deserts of their homeland. (1) ·
The pawns of Saruman are relentless in their tasks. (1) ·
The Southron armies deploy archers to harass enemy troop formations. (1) ·
The Wild Men will defend their territories at all costs. (1) ·
Their savage war bands move swiftly across flat terrain. (1) ·
Vile servants of Sauron marched to their master. (1) ·
“...Umbar... fell into the hands of the Men of Harad.” (1) ·
“‘They have passed on to the Black Gate; but more may follow.'” (1)
Showing below up to 19 results in range #1 to #19.