Drilldown: CardReleases

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CardReleases > Subtypes: Man & TwilightCost: 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) · 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) · 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) · Nazgul are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground. (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. (1) · Southron. Ambush (2). (1) · 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. (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) · 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) · 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. (1) · Southron. Ambush twilight2. (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) · Nazgûl are not roaming.
The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground. (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. (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) · '''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) · '''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. (1) · '''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (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 [[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) · 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. (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)
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