Drilldown: CardReleases

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CardReleases > Subset : E or M & Subtypes: None

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None (31) · Trading Card Game (4)
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None (20) · Archer. The twilight cost of each Shadow event and Shadow condition is +1 for each unbound Hobbit you can spot (limit +2). (1) · At the start of each of your turns, you may heal another Elf. Fellowship: Exert Galadriel twice to play the fellowship's next site if it is a forest (replacing opponent's site if necessary). (1) · Bearer must be a ranger. This weapon may be borne in addition to 1 other hand weapon. Skirmish: If bearer is skirmishing a Nazgul, discard this possession to make bearer strength +3 and damage +2. (1) · Corsair. Each time this minion is assigned to a skirmish, if you can spot another corsair, you may discard a possession to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Damage +1. Fellowship: If the twilight pool has fewer than 2 twilight tokens, add (2) to place a card from hand beneath your draw deck. (1) · Fellowship: Exert Sam and another companion to remove a burden. Response: If Frodo dies, make Sam the Ring-bearer (resistance 5). (1) · Gollum is strength +1 for each burden. Each times Gollum wins a skirmish, you may add a burden. (1) · Maneuver: Exert a [SAURON] minion to make the Free Peoples player discard a card at random from his or her hand. (1) · Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Fellowship: If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 cards at random from an opponent's hand. Discard one and replace the other. (1) · Plays to your support area. Each Elf ally whose home is site 6 is strength +1. Maneuver: If an opponent has at least 7 cards in hand, exert Galadriel to look at 2 of those cards at random. Discard one and replace the other. (1) · Ranger. Hunter 1. While you can spot 2 [GONDOR] rangers, Madril is twilight cost -2. At the start of the maneuver phase, you may spot a threat to make each minion's site number +1 until the regroup phase. (1) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Maneuver: Exert Saruman to make an Uruk-hai fierce until the regroup phase. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound. (1) · Skirmish: Make an Uruk-hai strength +2, or spot 5 companions to make an Uruk-hai strength +3 (and fierce until the regroup phase). (1) · Spell. Spot a [GANDALF] Wizard to search a Shadow player's discard pile and choose a minion, then return that minion to its owner's hand. If you do, you may reveal that Shadow player's hand and discard a minion found there. (1) · Spell. Weather. To play, exert a [ISENGARD] minion. Plays on a site. No player may play skirmish events or use skirmish special abilities during skirmishes at this site. Discard this condition at the end of the turn. (1) · Spot an [ORC] archer minion to add 2 to the minion archery total. If you do, you may add an additional 2 to the minion archery total for each follower you can spot. (1) · Tale. Each time a non-[WRAITH] minion is played, you may spot a Man to put a [GONDOR] token here. Maneuver: Remove 3 [GONDOR] tokens from here to spot a minion. That minion cannot be assigned to a skirmish until the regroup phase. Any Shadow player may remove (2) to prevent this. (1) · To play, spot Gandalf. Fellowship: Exert Ottar and discard a card from hand to draw a card. (1)
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