Drilldown: CardReleases

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CardReleases > Strength: 6-8 & CanBearRing: None

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None (8) · Regroup: Exert this minion to make the Free Peoples player wound a companion. (2) · Damage +1.
When you play this minion, you may place an isengard token on a machine. (2)
· Damage +1.
This minion is strength +1 for each possession you spot. (2)
· Easterling.
Skirmish: Exert this minion to make him damage +1. (2)
· Enduring. Fierce.
While in a fierce skirmish, Shelob is damage +1. (2)
· Fierce. Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot.
Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and fierce until the end of turn. (2)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an urukhai minion strength +2.
Each time a companion is killed, you may heal Saruman. (2)
· Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion. (2) · Shadow: Exert this minion to add twilight1. (2) · Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · Southron.
At the start of each skirmish involving this minion, you may remove twilight3 to wound a companion or ally he is skirmishing. (2)
· Warg-rider.
While this minion is not exhausted, he is fierce. (2)
· Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again. (2) · For each sauron condition you can spot, this minion is strength +1. (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment: Exert Saruman to assign an isengard minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
· While the fellowship is in region 1, this minion is strength +4.
While the fellowship is in region 2, this minion is strength +2. (2)
· Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion. (2) · Damage +1.
Response: If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2)
· Southron. Ambush twilight1.
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2)
 
FormattedGameText:
None (7) · '''Southron.''' At the start of each skirmish involving this minion, you may remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to wound a companion or ally he is skirmishing. (2) · '''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion. (2) · '''Damage +1.''' '''Response:''' If a special ability of a companion who has resistance 5 or less is used, exert this minion to cancel its effect. (2) · '''Shadow:''' Exert this minion to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again. (2) · '''Damage +1. Fierce. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (2) · '''Warg-rider.''' While this minion is not exhausted, he is '''fierce.''' (2) · '''Damage +1.''' When you play this minion, you may place an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] token on a machine. (2) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2. Each time a companion is killed, you may heal Saruman. (2) · '''Fierce.''' Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and '''fierce''' until the end of turn. (2) · '''Damage +1'''. This minion is strength +1 for each possession you spot. (2) · '''Regroup:''' Exert this minion to make the Free Peoples player wound a companion. (2) · '''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (2) · '''Enduring.''' '''Fierce.''' While in a fierce skirmish, Shelob is '''damage +1'''. (2) · Wise. At the start of each of your turns, you may heal a Wise ally (or heal Elrond twice). Regroup: Exert Elrond twice to heal a companion. (2) · For each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] condition you can spot, this minion is strength +1. (2) · '''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. '''Assignment:''' Exert Saruman to assign an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
 
Lore:
None (59) · "Argh!!" (2) · “‘There will be no dawn for Men.'” (2) · “‘The Orcs have often plundered Moria; there is nothing left in the upper halls.'” (2) · “‘And yet we see that Sauron can torture and destroy the very hills.'” (2) · They are trained to parry the swords of their enemies. (2) · The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2) · “‘“White!” he sneered. “It serves as a beginning.”'” (2)
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