Drilldown: CardReleases

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CardReleases > Subtypes: Man & Strength: 7-8 & Vitality: 2

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None (1) · Archer. When you play this minion to a battleground or plains site, you may spot another [MEN] minion to discard a possession from play. (1) · At the start of the maneuver phase, you may remove (2) to transfer a condition borne by a character to another eligible bearer. (1) · At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit -1 this turn. (1) · Corsair. When you play this minion, you may remove 2 culture tokens to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Corsair. When you play this minion, you may remove a threat to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Each time the Free Peoples player assigns this minion to a skirmish, add (1) for each Free Peoples character who has resistance 5 or less. (1) · Easterling. Each time this minion is assigned to an unbound companion, you may exert him to add a burden. (1) · Easterling. Maneuver: If you cannot spot a burden, spot another Easterling and exert this minion to add a burden. (1) · Easterling. Skirmish: Exert this minion to make him damage +1. (1) · Easterling. Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling. (1) · Easterling. While you can spot 3 burdens, this minion is fierce and damage +1. (1) · Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each follower you can spot. (1) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Discard this minion to make a [MEN] minion strength +4. (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) · Maneuver: Discard this minion and X minions stacked on a [MEN] possession to play a [MEN] minion from your discard pile. That minion is twilight cost -X. (1) · Maneuver: Exert this minion to play a [MEN] minion (or 2 if you spot 6 companions) from a [MEN] possession as if from hand. (1) · Maneuver: If the Free People?s player has at least 1 site in his or her adventure deck, exert 2 [MEN] Men to randomly choose a site from that deck. Replace the fellowship?s current site with that site. (1) · Maneuver: Spot a [MEN] possession and discard this minion from play to make each [MEN] minion you spot strength +2 until the start of the regroup phase. (1) · Response: If the Free Peoples player plays an event, spot another [MEN] Man and discard this minion from play to cancel that event. (1) · Shadow: Exert this minion, spot another [MEN] minion, and remove a culture token to reinforce a [MEN] token. (1) · Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion damage +1. (1) · Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion fierce until the regroup phase. (1) · Southron. Ambush (1). Assignment: Exert this minion and spot 5 companions to assign this minion to the Ringbearer. The Free Peoples player may add (4) to prevent this. (1) · Southron. Ambush (1). 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. Archery: Spot another [RAIDER] Man, spot 6 companions, and remove a threat to exert a companion. (1) · Southron. At the start of each skirmish involving this minion, you may remove (1) to add a threat. (1) · Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (2) · Southron. Each time a Man is assigned to skirmish this minion, wound that Man. (1) · Southron. Maneuver: Exert this minion to add (5). The Free Peoples player may add a threat to prevent this. (1) · Southron. While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce. (1) · When you play this minion, you may spot 2 other [MEN] Men to add (1) for each possession you spot. (1) · While this minion is exhausted, each unbound companion is resistance -1 (or -2 if the fellowship is at a battleground site). (1) · While you can spot another [MEN] minion, this minion is strength +2 for each companion assigned to a skirmish. (1)
TaggedGameText:
None (1) · Archer.
When you play this minion to a battleground or plains site, you may spot another men minion to discard a possession from play. (1)
· Corsair.
When you play this minion, you may remove 2 culture tokens to add 2 raider tokens to a card that already has a raider token on it. (1)
· Corsair.
When you play this minion, you may remove a threat to add 2 raider tokens to a card that already has a raider token on it. (1)
· Easterling.
Maneuver: If you cannot spot a burden, spot another Easterling and exert this minion to add a burden. (1)
· Easterling.
Skirmish: Exert this minion to make him damage +1. (1)
· Easterling.
Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling. (1)
· Easterling.
Each time this minion is assigned to an unbound companion, you may exert him to add a burden. (1)
· Easterling.
While you can spot 3 burdens, this minion is fierce and damage +1. (1)
· Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.)
This minion is strength +3 for each follower you can spot. (1)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Discard this minion to make a men minion strength +4. (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)
· Maneuver: Discard this minion and X minions stacked on a men possession to play a men minion from your discard pile. That minion is twilight cost -X. (1) · Maneuver: Exert this minion to play a men minion (or 2 if you spot 6 companions) from a men possession as if from hand. (1) · Maneuver: If the Free People’s player has at least 1 site in his or her adventure deck, exert 2 men Men to randomly choose a site from that deck. Replace the fellowship’s current site with that site. (1) · Maneuver: Spot a men possession and discard this minion from play to make each men minion you spot strength +2 until the start of the regroup phase. (1) · Response: If the Free Peoples player plays an event, spot another men Man and discard this minion from play to cancel that event. (1) · Shadow: Exert this minion, spot another men minion, and remove a culture token to reinforce a men token. (1) · Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another men minion damage +1. (1) · Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another men minion fierce until the regroup phase. (1) · Southron.
Archery: Spot another raider Man, spot 6 companions, and remove a threat to exert a companion. (1)
· Southron.
Maneuver: Exert this minion to add twilight5. The Free Peoples player may add a threat to prevent this. (1)
· Southron.
At the start of each skirmish involving this minion, you may remove twilight1 to add a threat. (1)
· Southron.
Each time a Man is assigned to skirmish this minion, wound that Man. (1)
· Southron.
While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce. (1)
· Southron. Ambush twilight1.
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (1)
· Southron. Ambush twilight1.
Assignment: Exert this minion and spot 5 companions to assign this minion to the Ring-bearer.
The Free Peoples player may add twilight4 to prevent this. (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.
At the start of each skirmish involving this minion, you may remove twilight3 to wound a companion or ally he is skirmishing. (2)
· At the start of the maneuver phase, you may remove twilight2 to transfer a condition borne by a character to another eligible bearer. (1) · At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn. (1) · Each time the Free Peoples player assigns this minion to a skirmish, add twilight1 for each Free Peoples character who has resistance 5 or less. (1) · When you play this minion, you may spot 2 other men Men to addtwilight1 for each possession you spot. (1) · While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site). (1) · While you can spot another men minion, this minion is strength +2 for each companion assigned to a skirmish. (1)
FormattedGameText:
None (1) · '''Archer.''' When you play this minion to a battleground or plains site, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to discard a possession from play. (1) · '''Corsair.''' When you play this minion, you may remove 2 culture tokens 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.''' When you play this minion, you may remove a threat 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) · '''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.''' (1) · '''Easterling.''' '''Maneuver:''' If you cannot spot a burden, spot another Easterling and exert this minion to add a burden. (1) · '''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (1) · '''Easterling.''' '''Skirmish:''' If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling. (1) · '''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden. (1) · '''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This minion is strength +3 for each follower you can spot. (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.) '''Skirmish:''' Discard this minion to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +4. (1) · '''Maneuver:''' Discard this minion and X minions stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile. That minion is twilight cost -X. (1) · '''Maneuver:''' Exert this minion to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion (or 2 if you spot 6 companions) from a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand. (1) · '''Maneuver:''' If the Free People’s player has at least 1 site in his or her adventure deck, exert 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to randomly choose a site from that deck. Replace the fellowship’s current site with that site. (1) · '''Maneuver:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion from play to make each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion you spot strength +2 until the start of the regroup phase. (1) · '''Response:''' If the Free Peoples player plays an event, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and discard this minion from play to cancel that event. (1) · '''Shadow:''' Exert this minion, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, and remove a culture token to reinforce a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token. (1) · '''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''damage +1'''. (1) · '''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''fierce''' until the regroup phase. (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. (2) · '''Southron.''' '''Archery:''' Spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man, spot 6 companions, and remove a threat to exert a companion. (1) · '''Southron.''' '''Maneuver:''' Exert this minion to add [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The Free Peoples player may add a threat to prevent this. (1) · '''Southron.''' At the start of each skirmish involving this minion, you may remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to add a threat. (1) · '''Southron.''' Each time a Man is assigned to skirmish this minion, wound that Man. (1) · '''Southron.''' While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and '''fierce.''' (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Assignment:''' Exert this minion and spot 5 companions to assign this minion to the Ring-bearer. The Free Peoples player may add [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent this. (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) · At the start of the maneuver phase, you may remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to transfer a condition borne by a character to another eligible bearer. (1) · At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn. (1) · Each time the Free Peoples player assigns this minion to a skirmish, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each Free Peoples character who has resistance 5 or less. (1) · When you play this minion, you may spot 2 other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to add[[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each possession you spot. (1) · While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site). (1) · While you can spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, this minion is strength +2 for each companion assigned to a skirmish. (1)
Lore:
None (8) · "We will fight for you!" (1) · A swath of terror cut across the fields of Rohan. (1) · Burning with a rage stoked by Saruman, the Wild Hillmen made the Rohirrim villagers suffer. (1) · His traps catch men as well as beasts. (1) · Hunters are valuable members of Dunlending tribes. (1) · Long spears are used by Southrons to attack while riding desert beasts. (1) · No village pitchfork could provide defense against the rages of the Wild Men. (1) · Only the best marksmen can keep their aim true as they are carried along by the great beasts of the Haradrim. (1) · Roving in mindless mobs, the Dunlendings destroyed many Rohirrim homesteads. (1) · Some desert warriors have no allegiance and work for any faction that will pay them. (1) · Sometimes called the Men of Rhûn, the Easterlings hated Gondor for her riches. (1) · Stirred by the Dark Lord, the fullness of Southron cruelty was leveled at the people of Gondor. (1) · The cruel Men of Harad slaughter the weak and infirm during their raids on Gondor. (1) · The key to coordinating the columns of the Easterling army is their use of swift couriers. (1) · The men of Rhûn's preparation for battle was second to none. (1) · The merciless deserts of Haradwaith breed equally merciless fighters. (1) · The military training of the Easterlings is evident in their marching formations. (1) · The Southrons are skilled at fighting in many different kinds of terrain. (1) · They prepare for the last war. (1) · They were wicked men. (1) · Veteran bowmen are highly valued in the kingdoms of the South. (1) · Victims of the Dunlendings receive no quarter. (1) · “...armies that had encamped before his Gate by night and now marched in to swell his mounting power.” (1) · “...the strength of the rebels in Umbar was a great peril to Gondor....” (1) · “...unfriendly to the Dúnedain, hating the Rohirrim.” (1) · “But there was one... who stood looking at them with a knowing and half-mocking expression that made them feel very uncomfortable.” (1) · “‘...a great fleet drawing near to the mouths of Anduin....'” (1) · “‘Easterlings... have passed through the Black Gate....'” (1)
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