Drilldown: CardReleases

From LOTR-TCG Wiki
CardReleases > Subtypes : Man or Spider & SiteNum: 5-9

Use the filters below to narrow your results.

Subset:
Revision:
ReleaseDate:
LanguageCode:
IsPhysical:
IsPlayable:
CollInfo:
IsUnique:
Subtypes: (Click arrow to add another value)
TwilightCost:
StrengthMod:
Vitality:
VitalityMod:
SiteNum:
SiteNumMod:
Resistance:
ResistanceMod:
CanBearRing:
Signet:
Block:
ShadowNum:
ArrowDir:
GameText:
Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again. (2) · Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2) · At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase. (1) · At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards. (1) · Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck. (1) · Enduring. Fierce. When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn. (1) · Enduring. Fierce. While in a fierce skirmish, Shelob is damage +1. (2) · Fierce. Each time an Orc is killed or discarded from play (except during the regroup phase), you may a Spider. Its twilight cost is -2 and strength +2 until the regroup phase. (1) · Fierce. Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and fierce until the end of turn. (2) · Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) · Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) · Fierce. The twilight cost of this minion is -1 for each Orc you spot. Skirmish: Discard an Orc to make a Spider damage +1. (1) · Fierce. When you play Shelob, you may play a [GOLLUM] possession from your draw deck. Shelob is strength +3 for each minion stacked on a [GOLLUM] possession. (1) · Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1) · Maneuver: Exert The Mouth of Sauron to play a [MEN] condition or [MEN] possession from your draw deck. (2)
TaggedGameText:
Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2) · Enduring. Fierce.
When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn. (1)
· Enduring. Fierce.
While in a fierce skirmish, Shelob is damage +1. (2)
· Fierce.
When you play Shelob, you may play a gollum possession from your draw deck.
Shelob is strength +3 for each minion stacked on a gollum possession. (1)
· Fierce. Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot.
Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and fierce until the end of turn. (2)
· Maneuver: Exert The Mouth of Sauron to play a men condition or men possession from your draw deck. (2) · Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again. (2) · At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase. (1) · At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards. (1) · Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck. (1) · Fierce. Each time an Orc is killed or discarded from play (except during the regroup phase), you may a Spider. Its twilight cost is -2 and strength +2 until the regroup phase. (1) · Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) · Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) · Fierce. The twilight cost of this minion is -1 for each Orc you spot. Skirmish: Discard an Orc to make a Spider damage +1. (1) · Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1)
FormattedGameText:
'''Assignment:''' Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.) (2) · '''Enduring.''' '''Fierce.''' When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn. (1) · '''Enduring.''' '''Fierce.''' While in a fierce skirmish, Shelob is '''damage +1'''. (2) · '''Fierce.''' When you play Shelob, you may play a [[Image:Culture_Gollum.svg|x26px|bottom|link=Gollum_Culture|class=whitebg]] possession from your draw deck. Shelob is strength +3 for each minion stacked on a [[Image:Culture_Gollum.svg|x26px|bottom|link=Gollum_Culture|class=whitebg]] possession. (1) · '''Fierce.''' Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and '''fierce''' until the end of turn. (2) · '''Maneuver:''' Exert The Mouth of Sauron to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] condition or [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession from your draw deck. (2) · Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound. (1) · Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase. (1) · Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again. (2) · At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase. (1) · At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards. (1) · Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck. (1) · Fierce. Each time an Orc is killed or discarded from play (except during the regroup phase), you may a Spider. Its twilight cost is -2 and strength +2 until the regroup phase. (1) · Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase. (1) · Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt. (1) · Fierce. The twilight cost of this minion is -1 for each Orc you spot. Skirmish: Discard an Orc to make a Spider damage +1. (1) · Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile. (1)
PromoText:

Showing below up to 22 results in range #1 to #22.

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)


View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)