Drilldown: CardReleases

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CardReleases > Subtypes: Man & TwilightCost: 1-2 & Vitality: 1

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None (1) · Ambush (1). While this minion is at a plains site, it gains an additional ambush (1). (1) · Corsair. When you play this minion, if you have initiative, you may discard an ally to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it. (1) · Each time this minion wins a skirmish, you may make him strength +2 and fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may spot another [DUNLAND] Man to take control of a site. (1) · Easterling. When you play this minion, you may spot another Easterling to add (1) for each burden (limit (4)). (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) · 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) · Maneuver: If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase. (1) · Nazgul are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground. (1) · Nazgul are twilight cost -1.Assignment: Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion. (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. (2) · Southron. Ambush (2). (2) · 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) · When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him. (2) · While skirmishing a [ROHAN] Man, this minion is strength +2. Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally. (1) · While you control 2 sites, this minion is strength +5, fierce and damage +1. (1) · While you control a site, this minion is an archer. (1)
TaggedGameText:
None (1) · Ambush twilight1. While this minion is at a plains site, it gains an additional ambush twilight1. (1) · Corsair.
When you play this minion, if you have initiative, you may discard an ally to add 2 raider tokens to a card that already has a raider token on it. (1)
· Easterling.
When you play this minion, you may spot another Easterling to add twilight1 for each burden (limit twilight4). (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)
· 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) · Maneuver: If you have initiative, discard 2 cards from hand to make the site number of a minion +2 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. (2) · Southron. Ambush twilight2. (2) · Each time this minion wins a skirmish, you may make him strength +2 and fierce until the regroup phase. (1) · Each time this minion wins a skirmish, you may spot another dunland Man to take control of a site. (1) · Nazgûl are not roaming.
The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground. (1)
· Nazgul are twilight cost -1.
Assignment: Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion. (1)
· This minion is strength +1 for each men minion stacked on each men possession.
At the start of your maneuver phase, you may play a minion stacked on a men possession as if from hand. (1)
· This minion is strength +1 for each card in the Free Peoples player's hand. (1) · When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him. (2) · While skirmishing a rohan Man, this minion is strength +2.
Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally. (1)
· While you control 2 sites, this minion is strength +5, fierce and damage +1. (1) · While you control a site, this minion is an archer. (1)
FormattedGameText:
None (1) · '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While this minion is at a plains site, it gains an additional ambush [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Corsair.''' When you play this minion, if you have initiative, you may discard an ally 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.''' When you play this minion, you may spot another Easterling to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each burden (limit [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]). (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) · '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) Each time another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion wins a skirmish, make this minion strength +3 until the regroup phase. (1) · '''Maneuver:''' If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase. (1) · '''Regroup:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion in your discard pile and discard this minion to place that minion on your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] support area possession. (1) · '''Skirmish:''' If this minion is skirmishing, discard this minion to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile. That minion is '''fierce''' until the regroup phase. (2) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · Each time this minion wins a skirmish, you may make him '''strength +2''' and '''fierce''' until the regroup phase. (1) · Each time this minion wins a skirmish, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man to take control of a site. (1) · Nazgûl are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground. (1) · Nazgul are twilight cost -1. '''Assignment''': Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion. (1) · This minion is strength +1 for each card in the Free Peoples player's hand. (1) · This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession. At the start of your maneuver phase, you may play a minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand. (1) · When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him. (2) · While skirmishing a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man, this minion is strength +2. '''Assignment:''' Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally. (1) · While you control 2 sites, this minion is strength +5, fierce and '''damage +1'''. (1) · While you control a site, this minion is an '''archer'''. (1)
Lore:
"'But you'll find maybe that more folk than old Harry at the gate will be asking you questions.'" (1) · "Argh!!" (1) · Already given to fierce passions, a warrior of Dunland quickly frenzies in the heat of battle. (1) · Easterlings came to Mordor to aid Sauron in his final assualt. (1) · Enemy formations are threatened by the spears of Easterling light troops. (1) · Hatred of the Rohirrim is passed from generation to generation. (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 strength of the hillmen was driven by passion and anger. (1) · The Wild Men will defend their territories at all costs. (1) · To kill and destroy was the mission of the wild hillmen. (1) · Vile servants of Sauron marched to their master. (1) · “...they talked now of Gondor and its ways and customs....” (1) · “...watchmen on the walls saw afar a new sight of fear, and their last hope left them.” (1) · “One or two gave Frodo a blank look and departed muttering among themselves.” (1) · “‘...as for Ferny, he would sell anything to anybody; or make mischief for amusement.'” (1) · “‘They hate us, and they are glad; for our doom seems certain to them.'” (1) · “‘They have black eyes, and long black hair, and gold rings in their ears....'” (1) · “‘They hold the northward road; and many have passed on into Anórien.'” (1) · “‘They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.'” (1) · “‘This was a rich vale and had many homesteads. Alas for my folk!'” (1) · “‘Yet there are many that cry in the Dunland tongue.'” (1)
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