Drilldown: CardReleases

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CardReleases > Subtypes: Man & Strength: 6-7 & SiteNum: 4-5

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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)
TaggedGameText:
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 raider tokens to a card that already has a raider token on it. (1)
· Corsair. To play, spot a raider Man.
Shadow: Exert this minion to play a raider support area possession from your draw deck. (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.
At the start of each skirmish involving this minion, you may remove twilight3 to wound a companion or ally he is skirmishing. (1)
· Southron. Ambush twilight1.
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 twilight2. While you can spot a Southron, this minion’s twilight cost is -2. (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) · The fellowship's current site gains plains. (1) · This minion is strength +1 for each men minion stacked on each men possession.
At the start of your maneuver phase, you may play a minion stacked on a men possession as if from hand. (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)
· While you control a site, this minion is an archer. (1)
FormattedGameText:
'''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)
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