Drilldown: CardReleases

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CardReleases > SiteNum: 2-5 & ArrowDir: Left

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At the start of the regroup phase, the Free Peoples player must add 3 threats or choose an opponent who may take control of a site. (1) · Battleground. Each companion and minion bearing a hand weapon is strength +2. (1) · Battleground. Shadow: Play Saruman from your draw deck. (1) · Battleground. The fellowship archery total is +1. The minion archery total is -1. (1) · Battleground. While you can spot Aragorn, the Shadow number of Hornburg Courtyard is -2. (1) · Each Nazgul at Weathertop is fierce. (1) · Each Nazgul's twilight cost is -1. (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) · Each [DUNLAND] Man may not take wounds during the archery phase. (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. 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) · Plains. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens. (1) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Battleground. The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each time the Free Peoples player assigns a companion or ally to a skirmish, add (1). (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. If the Shadow has initiative, the Shadow number of this site is +3. (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) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Buckleberry Ferry. (1) · Sanctuary. Fellowship: Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (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. Shadow: Play The Balrog from your draw deck or hand; The Balrog's twilight cost is -6. (1) · When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1) · Wounds cannot be prevented or healed. Burdens cannot be removed. (1)
TaggedGameText:
Battleground. Shadow: Play Saruman from your draw deck. (1) · Battleground. Each companion and minion bearing a hand weapon is strength +2. (1) · Battleground. The fellowship archery total is +1. The minion archery total is ?-1. (1) · Battleground. While you can spot Aragorn, the Shadow number of Hornburg Courtyard is -2. (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. 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) · Plains. Battleground. Each time an Uruk-hai is played, that minion must exert. (1) · Plains. Battleground. The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3. (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. At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · Plains. At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens. (1) · Plains. Each time a minion is played, the Free Peoples player discards a card from hand. (1) · Plains. Each time the Free Peoples player assigns a companion or ally to a skirmish, add twilight1. (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. If the Shadow has initiative, the Shadow number of this site is +3. (1) · River. While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · Sanctuary. Fellowship: Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (1) · Shadow: If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · Underground. Shadow: Play The Balrog from your draw deck or hand; The Balrog’s twilight cost is -6. (1) · At the start of the regroup phase, the Free Peoples player must add 3 threats or choose an opponent who may take control of a site. (1) · Each dunland Man may not take wounds during the archery phase. (1) · Each Nazgûl at Weathertop is fierce. (1) · Each Nazgûl’s twilight cost is -1. (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) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1) · Wounds cannot be prevented or healed. Burdens cannot be removed. (1)
FormattedGameText:
'''Battleground.''' '''Shadow:''' Play Saruman from your draw deck. (1) · '''Battleground.''' Each companion and minion bearing a hand weapon is strength +2. (1) · '''Battleground.''' The fellowship archery total is +1. The minion archery total is ?-1. (1) · '''Battleground.''' While you can spot Aragorn, the Shadow number of Hornburg Courtyard is -2. (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.''' 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) · '''Plains.''' '''Battleground.''' Each time an Uruk-hai is played, that minion must exert. (1) · '''Plains.''' '''Battleground.''' The twilight cost of the first Uruk-hai played at Deep of Helm each turn is -3. (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.''' At the start of each fellowship phase, heal up to 3 wounds from companions. (1) · '''Plains.''' At the start of the maneuver phase, the Free Peoples player must discard his or her hand or add 2 burdens. (1) · '''Plains.''' Each time a minion is played, the Free Peoples player discards a card from hand. (1) · '''Plains.''' Each time the Free Peoples player assigns a companion or ally to a skirmish, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Plains.''' If the Shadow has initiative, minions are not roaming. (1) · '''Plains.''' If the Shadow has initiative, the Shadow number of this site is +3. (1) · '''River.''' While only Hobbits are in the fellowship, there are no assignment and skirmish phases at Bucklebury Ferry. (1) · '''Sanctuary.''' '''Fellowship:''' Exert 3 companions with the Gandalf signet to play an unbound companion from your dead pile. (1) · '''Shadow:''' If the Shadow has initiative, spot your minion to make the move limit for this turn –1. (1) · '''Underground.''' '''Shadow:''' Play The Balrog from your draw deck or hand; The Balrog’s twilight cost is -6. (1) · At the start of the regroup phase, the Free Peoples player must add 3 threats or choose an opponent who may take control of a site. (1) · Each Nazgûl at Weathertop is '''fierce.''' (1) · Each Nazgûl’s twilight cost is -1. (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 [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] card). (1) · Each [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man may not take wounds during the archery phase. (1) · The roaming penalty for each Nazgûl you play to Bree Streets is -2. (1) · When the fellowship moves to this site, add 3 threats. When the fellowship moves from this site, remove 3 threats. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1) · Wounds cannot be prevented or healed. Burdens cannot be removed. (1)
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