Drilldown: CardReleases

From LOTR-TCG Wiki
CardReleases > ShadowNum: 1-2 & ArrowDir: Left

Use the filters below to narrow your results.

Subset:
Revision:
ReleaseDate:
LanguageCode:
IsPhysical:
IsPlayable:
CollInfo:
IsUnique:
Subtitle:
Subtypes:
TwilightCost:
Strength:
StrengthMod:
Vitality:
VitalityMod:
SiteNum:
SiteNumMod:
Resistance:
ResistanceMod:
CanBearRing:
Signet:
ShadowNum:
ArrowDir: (Click arrow to add another value)
GameText:
Dwelling. When the fellowship moves from this site, wound each minion that is not a lurker. (1) · Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a [gandalf] card). (1) · Forest. Each time you play a possession or artifact on your companion, draw a card. (1) · Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (2) · Forest. Stealth events may not be played. (1) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · Marsh. Regroup: Exert your Gollum or your Smeagol to play the fellowship's next site. (1) · Marsh. When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (2) · Mountain. Culture tokens cannot be added, removed, or reinforced. (1) · Plains. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Each hunter character is strength +1. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each unbound companion skirmishing more than 1 minion is strength +3. (1) · Plains. Each [MEN] minion gains ambush (1). (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. Shadow: Spot 3 [ISENGARD] trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · Plains. Skirmish: Exert your character, (except an enduring character) to make it strength +2. (1) · Plains. Skirmish: Exert your Man (except an enduring Man) to make him or her damage +1. (1) · River. Each character is strength +1 for each card borne by that character. (1) · River. When the fellowship moves to this site, discard each ally from play. (1) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Buckleberry Ferry. (1) · Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn -1. (1) · The roaming penalty for each Nazgul you play to Bree Streets is -2. (1) · Underground. Each unwounded [GONDOR] Man is defender +1. (1) · Underground. Skirmish special abilities cannot be used. (2) · While you can spot a ranger, the move limit is +1 for this turn. (1)
TaggedGameText:
Dwelling. When the fellowship moves from this site, wound each minion that is not a lurker. (1) · Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. Each time you play a possession or artifact on your companion, draw a card. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (2) · Forest. Stealth events may not be played. (1) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Regroup: Exert your Gollum or your Sméagol to play the fellowship's next site. (1) · Marsh. Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · Marsh. When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (2) · Mountain. Culture tokens cannot be added, removed, or reinforced. (1) · Plains. Skirmish: Exert your Man (except an enduring Man) to make him or her damage +1. (1) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Shadow: Spot 3 isengard trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · Plains. Skirmish: Exert your character (except an enduring character), to make it strength +2. (1) · Plains. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. Each men minion gains ambush twilight1. (1) · Plains. Each hunter character is strength +1. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each unbound companion skirmishing more than 1 minion is strength +3. (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · River. Each character is strength +1 for each card borne by that character. (1) · River. When the fellowship moves to this site, discard each ally from play. (1) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · Underground. Each unwounded gondor Man is defender +1. (1) · Underground. Skirmish special abilities cannot be used. (2) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a gandalf card). (1) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
FormattedGameText:
'''Dwelling.''' When the fellowship moves from this site, wound each minion that is not a lurker. (1) · '''Dwelling.''' When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · '''Forest.''' '''Fellowship:''' Play Treebeard from your draw deck. (1) · '''Forest.''' Each time you play a possession or artifact on your companion, draw a card. (1) · '''Forest.''' No more than 1 minion can be assigned to each skirmish. (2) · '''Forest.''' Stealth events may not be played. (1) · '''Forest.''' While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · '''Marsh.''' '''Regroup:''' Exert your Gollum or your Sméagol to play the fellowship's next site. (1) · '''Marsh.''' Each time a Hobbit moves to Midgewater Marshes, that Hobbit must exert. (1) · '''Marsh.''' When the fellowship moves to here, heal each character who has resistance 5 or more and exert each other character. (2) · '''Mountain.''' Culture tokens cannot be added, removed, or reinforced. (1) · '''Plains. Skirmish:''' Exert your Man (except an enduring Man) to make him or her '''damage +1.''' (1) · '''Plains.''' '''Battleground.''' Each time an Uruk-hai is played, that minion must exert. (1) · '''Plains.''' '''Shadow:''' Spot 3 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] trackers to prevent the fellowship from moving again this turn. (1) · '''Plains.''' '''Skirmish:''' Exert a companion or minion to make that character strength +2. (1) · '''Plains.''' '''Skirmish:''' Exert your character (except an enduring character), to make it strength +2. (1) · '''Plains.''' At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · '''Plains.''' Each hunter character is strength +1. (1) · '''Plains.''' Each time a minion is played, the Free Peoples player discards a card from hand. (1) · '''Plains.''' Each unbound companion skirmishing more than 1 minion is strength +3. (1) · '''Plains.''' Each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion gains ambush [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Plains.''' If the Shadow has initiative, minions are not roaming. (1) · '''River.''' Each character is strength +1 for each card borne by that character. (1) · '''River.''' When the fellowship moves to this site, discard each ally from play. (1) · '''River.''' While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · '''Shadow:''' If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · '''Underground.''' Each unwounded [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man is '''defender +1. ''' (1) · '''Underground.''' Skirmish special abilities cannot be used. (2) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] card). (1) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
Lore:
PromoText:

Showing below up to 34 results in range #1 to #34.

View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)


View (previous 250 | next 250) (20 | 50 | 100 | 250 | 500)