Drilldown: CardReleases

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CardReleases > TwilightCost: 2-3 & Vitality: 1 & SiteNum: 4-5

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None (1) · Ambush (1). While this minion is at a plains site, it gains an additional ambush (1). (1) · Archer. (2) · Archer. When you play this minion, you may spot 3 [Dwarven] companions to add a doubt. The Free Peoples player may wound Bilbo to prevent this. (1) · Archer. While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes. (1) · Archer. While you can spot a companion who has resistance 4 or less, the minion archery total is +1. (1) · Assignment: Spot another [ORC] Orc to assign this minion to skirmish a non-[SHIRE] Ring-bearer. The Free Peoples player may add a burden or exert the Ring-bearer twice to discard this minion. (1) · Damage +1. Each time this minion wins a skirmish, take control of a site. While you control a site, this minion cannot take wounds (except during the skirmish phase). (1) · Damage +1. When you play this minion, you may heal an [URUK-HAI] minion. (1) · Damage +1. When you play this minion, you may make the Free Peoples player discard the top card of his draw deck. (1) · Damage +1. While the fellowship is at a forest site, the fellowship archery total is -1. Each [ELVEN] companion skirmishing this minion is strength -2. (1) · Damage +1. While you can spot a Free Peoples culture token, this minion cannot take wounds except during skirmishes. (1) · Damage +1. While you can spot a weather condition, this minion is strength +3. (1) · Each mounted [ORC] Orc is strength +1. Shadow: discard an [ORC] card from your hand to play an [ORC] mount from your discard pile. (1) · Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (1) · Each time this minion is about to be killed or discarded from play, you may spot another [ORC] card to place this minion on top of your draw deck instead. (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) · If the fellowship has moved more than once this turn, this minion is strength +3. (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) · Regroup: Spot a [MEN] minion in your discard pile and discard this minion to place that minion on your [MEN] support area possession. (1) · Skirmish: If this minion is skirmishing, discard this minion to play a [MEN] minion from your discard pile. That minion is fierce until the regroup phase. (1) · Southron. Ambush (2). (1) · Southron. Ambush (2). Response: If a Southron is about to take a wound, remove (3) to prevent that wound. (1) · Southron. Ambush (2). While you can spot a Southron, this minion's twilight cost is - 2. (1) · Tentacle. When you play this minion, you may play a tentacle from your draw deck. This minion may not bear possessions and is discarded if not at a marsh. (1) · This minion is strength +1 for each card in the Free Peoples player's hand. (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) · Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +3 and damage +1. (1) · When you play this minion, you may discard a [DWARVEN] ally or [DWARVEN] condition. (1) · When you play this minion, you may heal a [MORIA] minion. (1) · When you play this minion, you may play a weapon from your discard pile on your [MORIA] Orc. (1) · When you play this minion, you may play an [ORC] weapon from your discard pile on your [ORC] Orc. (1) · When you play this minion, you may take an [ORC] condition from your discard pile into hand. (1) · While at an underground site, this minion is strength +2. While you can spot another [MORIA] Orc, the fellowship archery total is -1. (1) · While bearing a Goblin Spear, this minion is damage +2. (1) · While this minion is at an underground site, it cannot take wounds. (1) · While this minion is at an underground site, it is strength +3. (1) · While you can spot a Nazgul, this minion may only take wounds during skirmish phases. (1) · While you control a site, this minion is an archer. (1)
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"Argh!!" (1) · "March to Helms Deep! Leave none alive!" (1) · Already given to fierce passions, a warrior of Dunland quickly frenzies in the heat of battle. (1) · An enemy can do little worse to an Orc than what it would willingly have done to itself. (1) · Had the fellowship remained in Dimrill Dale, pursuers from Moria would have overwhelmed them. (1) · Haradrim bowmen pick off stragglers who rout after losing a battle. (1) · In Harad, death is often swift, but seldom painless. (1) · Men of Harad were used to long journeys. (1) · Saruman uses his Uruks abroad to gain information on the movements – and weaknesses – of his many enemies. (1) · Saruman uses the enemy's strength to his own advantage. (1) · Saruman's Uruk-hai band together as an extremely effective fighting unit. (1) · Skittering along the walls of Moria, Goblins attack without warning. (1) · Swift scouts track enemy movements to set up surprise attacks. (1) · The ancient enmity between Goblins and Dwarves burns brightly still. (1) · The crude arrows of the Goblins served notice of the dangers of Moria. (1) · The fury of the Eastern warriors grows in battle. (1) · The kingdoms of Harad fight countless wars and train thousands of warriors. (1) · The open plain affords no shelter, no defense against the Dunlendings. (1) · The Orcs attacked the Alliance, rushing across the field that separated the armies. (1) · The Uruk-hai trained to engage the enemy in its own territory. (1) · The vast tunnels of Khazad-dûm are the veins through which a foul Orc ichor can flow unchecked. (1) · The Wild Men will defend their territories at all costs. (1) · They did not halt until they were out of bowshot from the walls. (1) · They formed the cavalry of the Orc legions. (1) · Vile servants of Sauron marched to their master. (1) · “...a harsh laugh and the tread of many feet on the ground below.” (1) · “...orc-speech sounded at all times full of hate and anger....” (1) · “...while the less stout-hearted quailed and wept.” (1) · “...with the speed of a striking snake, he charged into the Company and thrust with his spear....” (1) · “Arrows fell among them. One struck Frodo and sprang back. Another pierced Gandalf's hat and stuck there like a black feather.” (1) · “Its fingered end had hold of Frodo's foot, and was dragging him into the water.” (1) · “One or two gave Frodo a blank look and departed muttering among themselves.” (1) · “There was a crash on the door, followed by crash after crash... How many there were the Company could not count.” (1) · “They come to destroy its people.” (1) · “‘Run! Or you'll never see your beloved holes again!'” (1) · “‘The Orcs have often plundered Moria; there is nothing left in the upper halls.'” (2) · “‘There is always a smoke rising from Isengard these days.'” (1) · “‘They hold the northward road; and many have passed on into Anórien.'” (1) · “‘We don't have a moment! Come nightfall these hills will swarm with Orcs!'” (1)
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