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.
ID:
BaseCardID:
None (1) ·
Army of Uruk-hai (1) ·
Beastly Olog-hai (1) ·
Champion Orc (2) ·
Company of Haradrim (1) ·
Desert Legion (1) ·
Dunlending Patriarch (1) ·
Easterling Army (1) ·
Easterling Host (1) ·
Force of Uruk-hai (1) ·
Gate Troll (2) ·
Goblin Patrol Troop (1) ·
Gorbag (2) ·
Gothmog (2) ·
Horde of Harad (1) ·
Lurtz (9) ·
Olog-Haï Bestial (1) ·
Pit Troll (1) ·
Primitive Savage (1) ·
Sauron (1) ·
Shagrat (3) ·
Southron Archer Legion (1) ·
Southron Captain (1) ·
Stampeding Madman (1) ·
Stampeding Ransacker (1) ·
Sunland Weaponmaster (1) ·
Troll of the Deep (1) ·
White Hand Aggressor (1)
None (2) ·
Archer. Damage +1. Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase. Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (2) ·
Archer. Damage +1. Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) ·
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
Archer. Damage +1. Response: If Lurtz is about to take a wound or be exerted, remove (2) (or exert another Uruk-hai) to prevent that wound or exertion. (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) ·
Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) ·
Damage +1. Each time Lurtz wins a skirmish, the Free People?s player must exert X companions, where X is the current region number. (2) ·
Damage +1. Each time Shagrat loses a skirmish, you may exert a character. (1) ·
Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another [URUK-HAI] card to make the Free Peoples player draw a card instead. (1) ·
Damage +1. Fierce. To play, spot an [ORC] minion. Assignment: Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (1) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) While you can spot 7 possessions, Shagrat is fierce and cannot take wounds (except during skirmish phases). (2) ·
Damage +1. While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
Degats +1. Acharne. Pour jouer, designez un seide [ORC]. Affectation : Affaiblissez ce seide pour l'affecter a un compagnon qui detient un artefact. Le joueur des Peuples Libres peut defausser un artefact en jeu pour prevenir ceci. (1) ·
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this. (1) ·
Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) ·
Fierce. While you can spot a Troll, Gate Troll's twilight cost is -4. For each other [SAURON] minion you can spot, this minion is strength +1. (2) ·
Hunter 2. (While skirmishing a non-hunter character, this character is strength +2.) To play, spot an [ORC] Orc. When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this. (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.) Skirmish: Exert Easterling Host and make it strength -2 until the regroup phase to make each other [MEN] minion strength +1 until the regroup phase. (1) ·
Southron. Ambush (1). While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is fierce. While you can spot 6 burdens, this minion is damage +1. (1) ·
Southron. Archer. Archery: Remove (3) to add 1 to the minion archery total for each companion over 4 (limit +4). (1) ·
Southron. Regroup: Remove (9) and spot antother Southron to make the move limit -1 for this turn ( to a minimum of 1 ). (1) ·
Southron. While you can spot 4 threats, this minion is damage +2. (1) ·
To play, spot 2 [MEN] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) ·
To play, spot 2 [MEN] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) ·
To play, spot 2 [MEN] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) ·
To play, spot an [ORC] Orc. Skirmish: Remove a threat to make an [ORC] minion strength +2. (1) ·
Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2.) (2) ·
When you play this, you may spot another [MEN] minion to make this minion twilight cost -1 for each wound on the Ring-bearer. While each companion is wounded, this minion is fierce. (1) ·
While this minion is at a battleground site, it is fierce. (1) ·
While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) ·
While you have initiative, each [WRAITH] minion is an archer. (1)
None (2) ·
Archer. Damage +1.
Response : If Lurtz is about to take a wound or be exerted, remove twilight2 (or exert another Uruk-hai) to prevent that wound or exertion. (1) ·
Archer. Damage +1.
Maneuver: Spot 6 companions to make Lurtz fierce until the regroup phase.
Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (1) ·
Archer. Damage +1. Maneuver:
Spot 6 companions to make Lurtz fierce until the regroup phase.
Assignment: Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (1) ·
Archer. Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
Archer. Damage +1 .
Maneuver: Spot another Uruk-hai to make Lurtz fierce until the regroup phase. (2) ·
Besieger.
When you play Gothmog, the Free Peoples player must wound a companion for each site you control.
While you control a site, Gothmog isfierce. (1) ·
Damage +1. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
While you can spot 7 possessions, Shagrat isfierce and cannot take wounds (except during skirmish phases). (2) ·
Damage +1.
Each time Shagrat loses a skirmish, you may exert a character. (1) ·Damage +1. Fierce. To play, spot an orc minion. Assignment: Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (2) ·
Damage +1. Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) ·
Damage +1. Each time this minion is about to take a wound at a battleground site, you may spot another urukhai card to make the Free Peoples player draw a card instead. (1) ·
Damage +1.
While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·Damage +1 .
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) ·
Fierce. While you can spot a Troll, Gate Troll’s twilight cost is –4. For each other sauron minion you can spot, this minion is strength +1. (2) ·
Hunter 2 . (While skirmishing a non-hunter character, this character is strength +2.)
To play, spot anorc Orc.
When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this. (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.) Skirmish: Exert Easterling Host and make it strength –2 until the regroup phase to make each other men minion strength +1 until the regroup phase. (1) ·
Southron.
While you can spot 4 threats, this minion is damage +2. (1) ·Southron. Ambush. twilight1
While you can spot 4 burdens, this minion is strength +5.
While you can spot 5 burdens, this minion isfierce.
While you can spot 6 burdens, this minion isdamage +1. (1) ·
Southron. Archer. Archery: Remove twilight3 to add 1 to the minion archery total for each companion over 4 (limit +4). (1) ·
Southron.
Regroup: Remove twilight9 and spot another Southron to make the move limit -1 for this turn (to a minimum of 1). (1) ·
Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.) (2) ·
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this. (1) ·
To play, spot 2 men Men.
Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) · To play, spot 2men Men.
When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) · To play, spot 2men Men.
While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) · To play, spot anorc Orc.
Skirmish : Remove a threat to make an orc minion strength +2. (1) ·
When you play this, you may spot another men minion to make this minion twilight cost –1 for each wound on the Ring-bearer.
While each companion is wounded, this minion isfierce . (1) ·
While this minion is at a battleground site, it is Fierce. (1) ·
While you can spot a companion of strength 12 or more, this minion is strength +5.
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) · While you have initiative, eachwraith minion is an archer. (1)
Spot 6 companions to make Lurtz fierce until the regroup phase.
When you play Gothmog, the Free Peoples player must wound a companion for each site you control.
While you control a site, Gothmog is
While you can spot 7 possessions, Shagrat is
Each time Shagrat loses a skirmish, you may exert a character. (1) ·
While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·
To play, spot an
When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this. (1) ·
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) ·
While you can spot 4 threats, this minion is damage +2. (1) ·
While you can spot 4 burdens, this minion is strength +5.
While you can spot 5 burdens, this minion is
While you can spot 6 burdens, this minion is
Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) · To play, spot 2
When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) · To play, spot 2
While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) · To play, spot an
While each companion is wounded, this minion is
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) · While you have initiative, each
None (1) ·
'''Archer. Damage +1.'''
'''Maneuver:''' Spot 6 companions to make Lurtz '''fierce''' until the regroup phase.
'''Assignment:''' Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (1) ·
'''Archer. Damage +1.'''
'''Response''': If Lurtz is about to take a wound or be exerted, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (or exert another Uruk-hai) to prevent that wound or exertion. (1) ·
'''Archer.''' '''Damage +1'''.
'''Maneuver:''' Spot another Uruk-hai to make Lurtz '''fierce''' until the regroup phase. (2) ·
'''Archer.''' '''Damage +1.''' '''Maneuver:'''
Spot 6 companions to make Lurtz fierce until the regroup phase.
'''Assignment:''' Exert Lurtz twice to assign it to an unbound companion. The Free Peoples player may exert that companion or add a burden to prevent this. (1) ·
'''Archer.''' '''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) Lurtz is strength +3 for each exhausted companion you can spot. (2) ·
'''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) ·
'''Damage +1'''.
Each time Lurtz wins a skirmish, the Free People’s player must exert X companions, where X is the current region number. (2) ·
'''Damage +1. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)''
While you can spot 7 possessions, Shagrat is '''fierce''' and cannot take wounds (except during skirmish phases). (2) ·
'''Damage +1.'''
While you control a site, this minion cannot take wounds, except during the skirmish phase. (1) ·
'''Damage +1.'''
Each time Shagrat loses a skirmish, you may exert a character. (1) ·
'''Damage +1.''' '''Fierce.''' To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. '''Assignment:''' Exert this minion to assign it to a companion bearing an artifact. The Free Peoples player may discard an artifact from play to prevent this. (2) ·
'''Damage +1.''' Each Free Peoples archer who has resistance 5 or less does not add to the Free Peoples archery total. (1) ·
'''Damage +1.''' Each time this minion is about to take a wound at a battleground site, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] card to make the Free Peoples player draw a card instead. (1) ·
'''Easterling.''' '''Fierce.''' '''Skirmish:''' Spot 2 burdens and exert this minion to make an Easterling strength +1. '''Skirmish:''' Spot 4 burdens and exert this minion to make an Easterling strength +2. '''Skirmish:''' Spot 6 burdens and exert this minion to make an Easterling strength +3. (1) ·
'''Fierce.''' While you can spot a Troll, Gate Troll’s twilight cost is –4. For each other [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion you can spot, this minion is strength +1. (2) ·
'''Hunter 2'''. ''(While skirmishing a non-hunter character, this character is strength +2.)''
To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc.
When you play this minion, add 2 threats. The Free Peoples player may exert the Ring-bearer to prevent this. (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.) '''Skirmish:''' Exert Easterling Host and make it strength –2 until the regroup phase to make each other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +1 until the regroup phase. (1) ·
'''Southron.'''
'''Regroup:''' Remove [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another Southron to make the move limit -1 for this turn (to a minimum of 1). (1) ·
'''Southron.'''
While you can spot 4 threats, this minion is damage +2. (1) ·
'''Southron.''' '''Ambush.''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]
While you can spot 4 burdens, this minion is strength +5.
While you can spot 5 burdens, this minion is '''fierce.'''
While you can spot 6 burdens, this minion is '''damage +1.''' (1) ·
'''Southron.''' '''Archer.''' '''Archery:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to add 1 to the minion archery total for each companion over 4 (limit +4). (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) ·
Each [Gundabad] Orc is strength +1 and fierce. Assignment: Exert Sauron to assign a [Gundabad] or [Wraith] minion to a companion (except Bilbo). The Free Peoples player may add 2 doubts or exert that companion to prevent this. (1) ·
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men.
Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion. (1) ·
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men.
When you play this minion, you may make the Free Peoples player exert a companion for each site you control. (1) ·
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men.
While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot. (1) ·
To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc.
'''Skirmish''': Remove a threat to make an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion strength +2. (1) ·
When you play this minion, you may discard 5 [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minions from play to make it strength +10 and '''fierce''' until the end of the turn.
Shadow: 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]] Orc from your discard pile. It comes into play exhausted. (1) ·
When you play this, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to make this minion twilight cost –1 for each wound on the Ring-bearer.
While each companion is wounded, this minion is '''fierce'''. (1) ·
While this minion is at a battleground site, it is '''Fierce.''' (1) ·
While you can spot a companion of strength 12 or more, this minion is strength +5.
Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site. (1) ·
While you have initiative, each [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] minion is an archer. (1)
None (7) ·
"'"Death to the Forgoil!"'" (1) ·
"'"Death to the robbers of the North!"'" (1) ·
"I don't take orders from stinking Morgul rats!" (2) ·
"It's Saruman's army! The war has started." (1) ·
"War will make corpses of us all." (1) ·
A few Orcs are veterans of single combats to settle disputes in the mountain tribes. (2) ·
Black blood. Flat feet. Scaly skin (1) ·
Despite their bloodthirsty nature, Saruman's creations form armies and fight united for him. (1) ·
Hunters Design-a-Card contest entry
Submitted by "Eomer_14" (1) · Men of the East mass soldiers into huge groups. (1) · Raiders and brigands they may be, but in force the Southron fighters are terrifying. (1) · Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) · Stones to move. Bridges to be rebuilt. (1) · The only thing scarier than a Wild Man is a Wild Man with an axe. (1) · The quick movements of Southron soldiers cut off all paths of retreat. (1) · The Uruk-hai leader walked into view on the misty hilltop beneath the dark trees. Hungry for blood. (1) · The wisdom of Dunland is passed from elder to youth. (1) · Volleys of arrows are no defense against the onslaught of Saruman's servants. (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) · “Some held that they were not Trolls, but giant Orcs...” (2) · “This was Cirith Gorgor, the Haunted Pass, the entrance to the land of the Enemy.” (1) · “You will taste man-flesh!” (2) · “‘...what the plague did you bring us here for?'” (1) · “‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) · “‘But I've heard tales of the big folk down away in the Sunlands.'” (1) · “‘If you think I'm so damaged that it's safe to flout me, you're mistaken.'” (1) · “‘Move into the City. Kill all in your path.'” (1)
Submitted by "Eomer_14" (1) · Men of the East mass soldiers into huge groups. (1) · Raiders and brigands they may be, but in force the Southron fighters are terrifying. (1) · Saruman bred this ruthless commander, whose brutality matched his own ambition, to track the Nine Walkers. (2) · Stones to move. Bridges to be rebuilt. (1) · The only thing scarier than a Wild Man is a Wild Man with an axe. (1) · The quick movements of Southron soldiers cut off all paths of retreat. (1) · The Uruk-hai leader walked into view on the misty hilltop beneath the dark trees. Hungry for blood. (1) · The wisdom of Dunland is passed from elder to youth. (1) · Volleys of arrows are no defense against the onslaught of Saruman's servants. (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) · “Some held that they were not Trolls, but giant Orcs...” (2) · “This was Cirith Gorgor, the Haunted Pass, the entrance to the land of the Enemy.” (1) · “You will taste man-flesh!” (2) · “‘...what the plague did you bring us here for?'” (1) · “‘And now... perfected. Grown beyond the height of Men – straight-limbed and strong, fearing nothing.'” (2) · “‘But I've heard tales of the big folk down away in the Sunlands.'” (1) · “‘If you think I'm so damaged that it's safe to flout me, you're mistaken.'” (1) · “‘Move into the City. Kill all in your path.'” (1)
Showing below up to 42 results in range #1 to #42.
D
- Data:Army of Uruk-hai (11R177)/Data
- Data:Beastly Olog-hai (11R108)/Data
- Data:Champion Orc (0P75)/Data
- Data:Champion Orc (11C111)/Data
- Data:Company of Haradrim (5R71)/Data
- Data:Desert Legion (4R218)/Data
- Data:Dunlending Patriarch (13U88)/Data
- Data:Easterling Army (6R78)/Data
- Data:Easterling Host (11R75)/Data
- Data:Force of Uruk-hai (11R184)/Data
- Data:Gate Troll (6R103)/Data
- Data:Gate Troll (AI) (6R128)/Data
- Data:Goblin Patrol Troop (1C177)/Data
- Data:Gorbag, Filthy Rebel (15R109)/Data
- Data:Gorbag, Filthy Rebel (15RF12)/Data
- Data:Gothmog, Lieutenant of Morgul (10R88)/Data
- Data:Gothmog, Morgul Commander (8R72)/Data
- Data:Horde of Harad (11C85)/Data
- Data:Lurtz, Halfling Hunter (0W35)/Data
- Data:Lurtz, Halfling Hunter (18R118)/Data
- Data:Lurtz, Minion of the White Wizard (11R194)/Data
- Data:Lurtz, Minion of the White Wizard (11RF16)/Data
- Data:Lurtz, Now Perfected (0P126)/Data
- Data:Lurtz, Now Perfected (15R162)/Data
- Data:Lurtz, Resilient Captain (19P33)/Data
- Data:Lurtz, Servant of Isengard (1M3)/Data
- Data:Lurtz, Servant of Isengard (1R127)/Data
- Data:Mountain-troll (15R112)/Data
- Data:Olog-Hai Bestial (0P85)/Data
- Data:Pit Troll (19P22)/Data
- Data:Primitive Savage (15R87)/Data
- Data:Sauron, The Necromancer (32B245)/Data
- Data:Shagrat, Captain of Cirith Ungol (10R99)/Data
- Data:Shagrat, Tower Captain (18R122)/Data
- Data:Shagrat, Tower Captain (18RF17)/Data
- Data:Southron Archer Legion (6R80)/Data
- Data:Southron Captain (7U162)/Data
- Data:Stampeding Madman (17C51)/Data
- Data:Stampeding Ransacker (17R52)/Data
- Data:Sunland Weaponmaster (17R61)/Data
- Data:Troll of the Deep, Cave Troll (19P23)/Data
- Data:White Hand Aggressor (17C119)/Data