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Drilldown: CardReleases
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Title:
Desert Spearman (2)
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Black Rider (2)
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Fletcher of Harad (2)
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Morgul Tormentor (2)
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Desert Soldier (2)
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Brawling Uruk (2)
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Covetous Uruk (2)
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Watchful Orc (2)
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Uruk-hai Raiding Party (2)
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White Hand Attacker (2)
Other values:
Advance Marauder
Advance Regular
Advancing Uruk
Agents of Orthanc
Aragorn
Assault Commander
Assault Denizen
Barbaric Uruk
Battlefield Recruit
Black Land Commander
Black Land Observer
Black Land Runner
Black Land Spy
Bloodthirsty Uruk
Bold Easterling
Candle Corpses
Cirith Ungol Guard
Cirith Ungol Patroller
Cirith Ungol Scavenger
Cirith Ungol Sentry
Cirith Ungol Soldier
Cirith Ungol Warrior
Cirith Ungol Watchman
Column of Easterlings
Corsair Buccaneer
Corsair Freebooter
Corsair Marauder
Corsair Ruffian
Cruel Dunlending
Cutthroat Orc
Denizen of Khazad-dûm
Desert Fighter
Desert Nomad
Desert Scout
Desert Villain
Dunlending Brawler
Dunlending Brigand
Dunlending Looter
Dunlending Pillager
Dunlending Rampager
Dunlending Robber
Dunlending Warrior
Dunlending Zealot
Easterling Aggressor
Easterling Assailant
Easterling Banner-bearer
Easterling Blademaster
Easterling Dispatcher
Easterling Footman
Easterling Guard
Easterling Herald
Easterling Infantry
Easterling Lieutenant
Easterling Ransacker
Easterling Runner
Easterling Scout
Easterling Sergeant
Easterling Shield Wall
Easterling Trooper
Elite Archer
Entranced Uruk
Entrapping Orc
Fat Spider
Fearsome Dunlending
Feral Uruk
Following Uruk
Foraging Orc
Forest Guardian
Frenzied Orc
Furious Hillman
Furious Uruk
Gate Sentry
Gimli
Goblin Aggressor
Goblin Reinforcements
Goblin Scavengers
Gorgoroth Agitator
Gorgoroth Attacker
Gorgoroth Axeman
Gorgoroth Breaker
Gorgoroth Engineer
Gorgoroth Garrison
Gorgoroth Looter
Gorgoroth Sapper
Gorgoroth Soldier
Grousing Hillman
Gwaihir
Half-troll of Far Harad
Harrying Hillman
Hillman Band
Hillman Tribe
Howling Orc
Hunting Herdsman
Invading Haradrim
Isengard Artisan
Isengard Retainer
Isengard Rider
Isengard Smith
Lookout Uruk
Merciless Berserker
Merciless Dunlending
Mordor Assassin
Mordor Brute
Mordor Fiend
Mordor Guard
Mordor Pillager
Mordor Regular
Mordor Veteran
Mordor Warrior
Mordor Wretch
Morgul Ambusher
Morgul Banner-bearer
Morgul Creeper
Morgul Cur
Morgul Hunter
Morgul Lurker
Morgul Patrol
Morgul Skirmisher
Morgul Spawn
Morgul Squealer
Moria Archer Troop
Moria Skirmishers
Mountain Orc
Mûmak Rider
Murderous Uruk
Old Tomnoddy
Orc Ambush Troop
Orc Captain
Orc Destroyer
Orc Fighter
Orc Footman
Orc Hunters
Orc Inquisitor
Orc Officer
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Orc Reaper
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Orkish Worker
Patroller of Haradrim
Picket Denizen
Rapt Hillman
Ringwraith in Twilight
Ruffian
Savage Southron
Scavenging Goblins
Scouting Orc
Sentinel Uruk
Shadow of the Wood
Southron Assassin
Southron Bandit
Southron Brigand
Southron Chieftain
Southron Fanatic
Southron Murderer
Southron Savage
Southron Sentry
Southron Thief
Southron Traveler
Southron Wanderer
Squad of Haradrim
Squint-eyed Southerner
Stampeding Savage
Sunland Guard
Sunland Trooper
Sunland Warrior
Swarming Hillman
Swarming Uruk
Swarthy Bree-lander
Troop of Uruk-hai
Uruk Aggressor
Uruk Brood
Uruk Chaser
Uruk Crossbow Troop
Uruk Defender
Uruk Distractor
Uruk Engineer
Uruk Fanatic
Uruk Fighter
Uruk Guard
Uruk Infantry
Uruk Invader
Uruk Lieutenant
Uruk Pikeman
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Uruk Searcher
Uruk Shaman
Uruk Slayer
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Uruk Trooper
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Uruk Village Assassin
Uruk Warrior
Uruk-hai Healer
Uruk-hai Marauder
Uruk-hai Patrol
Uruk-hai Scout
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Vicious Dunlending
Vicious Uruk
Wandering Hillman
Warrior of Dunland
Watchman Uruk
White Hand Enforcer
White Hand Guard
White Hand Intruder
White Hand Invader
White Hand Mystic
White Hand Taskmaster
White Hand Traveler
White Hand Trooper
Wild Man of Dunland
Wisp of Pale Sheen
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Subtitle:
None
(252)
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Dwarven Delegate (1)
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Estel (1)
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Lord of Eagles (1)
Subtypes:
Dwarf (1)
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Eagle (1)
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Ent (2)
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Half-troll (1)
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Man (81)
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Nazgul (3)
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Orc (93)
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Spider (2)
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Uruk-hai (69)
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Wraith (2)
TwilightCost:
1 - 3 (7)
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3 - 4 (176)
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4 - 6 (72)
Strength:
8 (131)
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9 (124)
StrengthMod:
None
(255)
Vitality:
1 (19)
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2 (178)
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3 (54)
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4 (4)
VitalityMod:
None
(255)
SiteNum:
None
(4)
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2 (2)
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3 (17)
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4 (123)
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5 (78)
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6 (31)
SiteNumMod:
None
(255)
Resistance:
None
(254)
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6 (1)
ResistanceMod:
None
(255)
CanBearRing:
None
(252)
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No (3)
Signet:
None
(1)
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Gandalf (1)
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None (253)
Block:
None (255)
ShadowNum:
None
(255)
ArrowDir:
None
(1)
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None (254)
GameText:
None
(5)
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Damage +1. (4)
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Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (4)
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Easterling. Skirmish: Exert this minion to make him damage +1. (2)
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Shadow: Spot a possession to make this minion fierce until the regroup phase. (2)
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Damage +1. This minion is strength +1 for each possession you spot. (2)
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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)
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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)
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Easterling. Each time this minion is assigned to an unbound companion, you may exert him to add a burden. (2)
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Damage +1. Regroup: Stack this minion on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -1. (2)
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Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (2)
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While this minion is at a plains site, it is an archer. While you can spot 6 companions, each [MEN] minion is an archer. (2)
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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)
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Easterling. While you can spot 3 burdens, this minion is fierce and damage +1. (2)
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Tracker. Fierce. During a fierce skirmish involving this minion, it is strength +2. (2)
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Southron. At the start of each skirmish involving this minion, you may remove (1) to add a threat. (2)
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Fierce. This minion is strength +1 for each companion you can spot. (2)
Other values:
Ambush (1). When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance -1 until the end of the turn.
Ambush (1). While this minion is at a plains site, it gains an additional ambush (1).
Archer. When you play this minion to a battleground or plains site, you may spot another [MEN] minion to discard a possession from play.
Archer. When you play this minion, you may place an [ISENGARD] token on a machine.
Archer. While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
Archer. While you can spot another [MORIA] archer, add 1 to the minion archery total.
Assignment: Assign this minion to an unbound companion who has resistance 4 or less.
Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
At the start of each assignment phase, if you can spot more companions than minions, you may remove (2) to play an [ORC] Orc from your discard pile.
At the start of the maneuver phase, you may remove (2) to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit -1 this turn.
At the start of the regroup phase, the Free People?s player may liberate a site. You may spot 3 Men to prevent this. Maneuver: Spot another [MEN] Man and exert this minion to take control of a site.
Besieger. Archery: Exert this minion or stack it on a site you control to make the fellowship archery total -2.
Besieger. Fierce. Shadow: Exert this minion and spot another [SAURON] minion to control a site. If you cannot spot 3 Free Peoples cultures, the Free Peoples player may exert a companion to prevent this.
Besieger. Regroup: Discard 2 cards from hand to stack a [SAURON] Orc on a site you control (or discard 1 card from hand if that Orc is a besieger).
Besieger. Response: If a besieger is about to take a wound, discard 2 cards from hand to prevent it.
Besieger. Shadow: Discard 2 cards from hand to play a [SAURON] Orc stacked on a site you control (discard 1 card from hand instead if that Orc is a besieger).
Besieger. Skirmish: Discard this minion to make a [SAURON] minion strength +1 for each site you control (or +2 if you have initiative).
Besieger. To play, spot a [SAURON] Orc. When you play this minion, if you can spot another besieger, you may add a threat for each companion over 4. Shadow: Remove a threat to play a [SAURON] engine from your discard pile.
Besieger. When you play this minion from a site you control, add 2 threats.
Besieger. When you play this minion from a site you control, add a burden for each site you control.
Besieger. When you play this minion, you may remove a burden to play a besieger stacked on a site you control.
Corsair. When you play this minion, if you can spot another corsair, you may discard a possession to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove 2 culture tokens to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove a threat to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may spot another corsair and discard the top card of the Free Peoples player's draw deck to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Damage +1(or damage +2 while you control a site).
Damage +1. A character skirmishing this minion does not gain strength bonuses from weapons.
Damage +1. Assignment: Exert this minion and spot a companion to prevent the opponent from assigning that companion to this minion.
Damage +1. Assignment: Make the Free Peoples player assign this minion to an unwounded companion.
Damage +1. At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot.
Damage +1. At the start of each skirmish involving this minion, you may draw a card for each wound on a character it is skirmishing.
Damage +1. At the start of the maneuver phase, you may spot another [URUK-HAI] minion and remove 3 [URUK-HAI] tokens to take control of a site or discard a follower.
Damage +1. Each character skirmishing this minion looses all strength bonuses from weapons.
Damage +1. Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.
Damage +1. Each time this minion wins a skirmish, if you do not control a site, you may take control of a site.
Damage +1. Each time this minion wins a skirmish, the Free Peoples player must discard the top 2 cards of his draw deck.
Damage +1. If there are at least 3 cards in the dead pile, this minion is fierce.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time your [URUK-HAI] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Possessions borne by this minion cannot be discarded by Free Peoples cards.
Damage +1. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If an [URUK-HAI] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that.
Damage +1. Maneuver: Remove (2) to heal an Uruk-hai.
Damage +1. Maneuver: Spot 5 companions to make this minion fierce until the regroup phase.
Damage +1. Maneuver: Spot 6 companions to make this minion fierce until the regroup phase.
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.)
Damage +1. Muster. (At the start of the regroup phase, you may discard a card from hand to draw a card.) When you cannot spot another [URUK-HAI] minion, discard this minion.
Damage +1. Response: If an [URUK-HAI] minion is about to take a wound, exert this minion to prevent that wound.
Damage +1. Shadow: Exert this minion and spot a Free Peoples condition to make an unbound companion resistance -1 for each card that has the same card title as that condition.
Damage +1. Shadow: Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2.
Damage +1. Shadow: Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot.
Damage +1. Skirmish: Exert this minion at a battleground to make another Uruk-hai strength +2.
Damage +1. Skirmish: If this minion is not assigned to a skirmish, you may exert it to discard a possession borne by a companion skirmishing another [URUK-HAI] minion.
Damage +1. Skirmish: Remove (1) to make this minion strength +1 (limit +3).
Damage +1. Skirmish: Remove (2) to make this minion strength +1 for each other Uruk-hai you spot.
Damage +1. Skirmish: Spot 2 other [URUK-HAI] minions and remove (2) to make this minion strength +1 and damage +1.
Damage +1. The fellowship's current site gains battleground.
Damage +1. The twilight cost of this minion is -1 for each site you control.
Damage +1. This minion is strength +1 for each Free Peoples culture token you can spot.
Damage +1. This minion is strength +1 for each other Uruk-hai you can spot.
Damage +1. This minion is twilight cost -1 for each companion who has resistance 2 or less.
Damage +1. When you play this minion at a battleground site, you may draw a card.
Damage +1. When you play this minion, exert a companion for each site you control.
Damage +1. When you play this minion, you may liberate a site to add (X) where X is the Shadow number of the liberated site.
Damage +1. When you play this minion, you may place an [ISENGARD] token on a machine.
Damage +1. When you play this minion, you may spot Saruman to add (2).
Damage +1. When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship's current site gains that keyword until the end of the turn.
Damage +1. When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost -2.
Damage +1. While an ally is in the dead pile, this minion is strength +3 and fierce.
Damage +1. While at a battleground, this minion is strength +2.
Damage +1. While this minion is assigned to a skirmish, each companion and Free Peoples possession loses its special abilities.
Damage +1. While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control.
Damage +1. While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less).
Damage +1. While you can spot 3 possessions, this minion is fierce.
Damage +1. While you can spot a companion of strength 10 or more, this minion is strength +2. Regroup: Exert 4 [URUK-HAI] minions (or discard 3 [URUK-HAI] minions) to take control of a site.
Damage +1. While you can spot an exhausted companion, this minion is strength +3.
Damage +1. While you can spot another [URUK-HAI] minion assigned to a skirmish, this minion cannot take wounds.
Damage +3. Gimli may bear an additional hand weapon. At an underground site, Gimli's twilight cost is -2. While skirmishing an Orc, Gimli is strength +2. Response: If Gimli wins a skirmish, exert him to replace an unbound companion assigned to a skirmish.
Each companion skirmishing this minion loses all damage and strength bonuses from possessions.
Each roaming [SAURON] minion is fierce.
Each time a [SAURON] Orc overwhelms a companion, add 3 burdens.
Each time the fellowship moves, you may spot another [DUNLAND] Man to take control of a site.
Each time the Free Peoples player assigns this minion to a skirmish, add (1) for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to skirmish a companion who has resistance 5 or less, exert that companion.
Each time this minion wins a skirmish, if it is mounted, exert a companion. Shadow: Exert 3 [ORC] minions and spot an [ORC] mount to discard a condition.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion.
Each time this minion wins a skirmish, you may exert him twice to wound a companion.
Each time this minion wins a skirmish, you may exert it to discard a possession borne by a character this minion is skirmishing.
Each time this minion wins a skirmish, you may make him strength +2 and fierce until the regroup phase.
Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand; his twilight cost is -2. That Man is fierce and damage +1 until the regroup phase.
Each time this minion wins a skirmish, you may spot another [DUNLAND] minion to take control of a site.
Each time you play an [ORC] mount, you may draw a card. Assignment: If this minion is mounted, exert it twice to assign it to a companion of strength 9 or more.
Each time you play this minion, you may spot another [ORC] minion to exert a companion for each Free Peoples culture you can spot over 2.
Each [SAURON] Orc bearing a possession cannot take wounds (except during skirmish phases).
Easterling. Maneuver: If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
Easterling. Maneuver: If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
Easterling. Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
Easterling. Skirmish: Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
Enduring. Each time the Free Peoples player assigns this minion to a companion, you may spot another [WRAITH] Wraith and remove (2) to wound that companion.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Skirmish: Exert this minion to make an [URUK-HAI] hunter minion strength +2.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). When you play this minion, you may spot another [URUK-HAI] minion to add a threat for each Free Peoples culture you can spot.
Fierce. Hunter 1. Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt.
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile.
Fierce. While this minion is assigned to a skirmish, each hunter companion loses its special abilities and skirmish events may not be played in those companions skirmishes.
For each companion you can spot, this minion is strength +1.
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) Shadow: Exert this minion to play an [URUK-HAI] hunter at twilight cost -2.
Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) This minion is strength +3 for each follower you can spot.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a companion loses a skirmish involving a [MEN] minion, add (2).
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If a [MEN] minion is about to take a wound in a skirmish, exert this minion and remove (1) to prevent that.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If another [ORC] minion is about to take a wound, exert this minion to prevent that.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Discard this minion to make a [MEN] minion strength +4.
Lurker. (Skirmishes involving lurker minions must be resolved before any others.) Each time an [ORC] minion is killed in a skirmish, you may make this minion strength +2 until the regroup phase.
Maneuver: Discard this minion and X minions stacked on a [MEN] possession to play a [MEN] minion from your discard pile. That minion is twilight cost -X.
Maneuver: Exert this minion and discard your [SAURON] condition to make the Free Peoples player discard the top 2 cards from his or her draw deck.
Maneuver: Exert this minion to play a [MEN] minion (or 2 if you spot 6 companions) from a [MEN] possession as if from hand.
Maneuver: Exert this minion twice and spot another [SAURON] minion to discard a condition.
Maneuver: If the Free People?s player has at least 1 site in his or her adventure deck, exert 2 [MEN] Men to randomly choose a site from that deck. Replace the fellowship?s current site with that site.
Maneuver: Remove (3) to exert a Hobbit (except the Ring-bearer).
Maneuver: Spot a [MEN] possession and discard this minion from play to make each [MEN] minion you spot strength +2 until the start of the regroup phase.
Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion.
Regroup: Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
Regroup: Exert this minion to make the Free Peoples player wound a companion.
Regroup: Spot a [SAURON] condition and exert this minion to take control of a site.
Regroup: Spot another [MEN] minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit -1 for this turn.
Response: If a companion is overwhelmed during a skirmish involving a [SAURON] Orc, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).
Response: If the Free Peoples player plays an event, spot another [MEN] Man and discard this minion from play to cancel that event.
Shadow: Discard this minion to play a [WRAITH] minion from your discard pile. Shadow: Spot 6 companions and discard this minion to play up to 2 [WRAITH] minions from your draw deck; their twilight costs are each -1.
Shadow: Exert this minion and spot another [ORC] minion to add (X), where X is the number of the current region.
Shadow: Exert this minion to add (1).
Shadow: Exert this minion to add (X), where X is the current site's Shadow number.
Shadow: Exert this minion, spot another [MEN] minion, and remove a culture token to reinforce a [MEN] token.
Shadow: If you cannot spot another minion and there are 3 or fewer twilight tokens, add (3) (or (5) if this minion is roaming).
Shadow: Remove (3) and spot 3 [SAURON] Orcs to draw a card.
Shadow: Spot 4 Free Peoples cultures and exert another [SAURON] minion twice to add (3) and draw a card.
Skirmish: Discard a card from hand to make a companion skirmishing this minion strength -1 for each other [SAURON] Orc you spot (limit -3).
Skirmish: Discard this minion to make a minion strength +2.
Skirmish: Discard this minion to make another [SAURON] Orc strength +4.
Skirmish: Exert 3 [SAURON] Orcs to add 3 threats. When this minion is discarded, remove 3 threats.
Skirmish: Exert this minion and spot another [SAURON] minion to add a threat.
Skirmish: Exert this minion to make a roaming [SAURON] minion strength +3.
Skirmish: Exert this minion to wound a character he is skirmishing.
Skirmish: Exert this minion to wound a companion it is skirmishing.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion damage +1.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion fierce until the regroup phase.
Skirmish: Remove 3 threats to make a [SAURON] minion strength +8.
Southron. Ambush (1). Assignment: Exert this minion and spot 5 companions to assign this minion to the Ringbearer. The Free Peoples player may add (4) to prevent this.
Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character.
Southron. Ambush (2). Response: If a Southron is about to take a wound, remove (3) to prevent that wound.
Southron. Archer. Archery: Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
Southron. Archery: Spot another [RAIDER] Man, spot 6 companions, and remove a threat to exert a companion.
Southron. Each time a companion or ally loses a skirmish involving a Southron, you may remove (1) to make the Free Peoples player wound a Ring-bound companion.
Southron. Each time a Man is assigned to skirmish this minion, wound that Man.
Southron. Maneuver: Exert this minion to add (2) for each site you control.
Southron. Maneuver: Exert this minion to add (5). The Free Peoples player may add a threat to prevent this.
Southron. Shadow: Remove (3) and spot 3 [RAIDER] Men to make one of those Men damage +1 until the regroup phase.
Southron. To play, spot a [RAIDER] Man. Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
Southron. While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce.
Southron. While you can spot 2 threats, this minion is damage +1.
This companion is twilight cost -1 for each [GANDALF] companion you can spot. Fellowship: Place this companion in the dead pile to remove (5).
This minion is strength +1 for each companion who has resistance 5 or less.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: Spot X [MEN] minions stacked on a [MEN] possession and discard this minion to add (X).
To play, spot a [MEN] Man. While you can spot a companion of strength 10 or more, this minion is strength +3. Maneuver: Remove 2 burdens or 2 threats to control a site.
To play, spot an [ORC] Orc. While you can spot more sites on the adventure path than minions, this minion is strength +5.
To play, spot Gandalf.Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet.Regroup: Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile.
Tracker. Fierce. While skirmishing a character bearing a search card, this minion is strength +2 and damage +1.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Skirmish: Exert this minion to wound a character it is skirmishing.
Tracker. The site number of each [SAURON] Orc is -1. While you have initiative, this minion is strength +8.
Tracker.While you can spot an exhausted companion, this minion is an archer.While you can spot 3 exhausted companions, this minion is strength +3.
Twilight. Regroup: Spot another [SAURON] or twilight minion and discard this minion to add a burden.
Twilight.This minion is strength +1 for each wound on the Ring-bearer.At the start of the maneuver phase, you may exert this minion to make it fierce until the regroup phase. The Free Peoples player may exert the Ring-bearer to prevent this.
Unhasty. Assignment: Exert an unbound Hobbit or discard 2 cards from hand to allow this companion to skirmish.
Warg-rider. While this minion is not exhausted, he is fierce.
When this minion is discarded from play, you may spot a companion who has resistance 4 or less to shuffle this minion into your draw deck.
When this minion wins a skirmish, you may stack him on a site you control. Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
When you play Aragorn, you may take an [elven] ally with a twilight cost of 2 or less into hand from your draw deck.Skirmish: Discard an [elven] skirmish event from hand to make Aragorn strength +2.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may heal a [MORIA] minion.
When you play this minion, you may make the Free Peoples player discard a card at random from hand.
When you play this minion, you may play a weapon from your discard pile on your [MORIA] Orc.
When you play this minion, you may play an [ORC] weapon from your discard pile on your [ORC] Orc.
When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn.
When you play this minion, you may spot 2 other [MEN] Men to add (1) for each possession you spot.
When you play this minion, you may spot 4 [Dwarven] followers to exhaust a [Dwarven] companion. Maneuver: Spot 7 companions and remove [2] to wound a companion (except Bilbo).
When you play this minion, you may spot a companion who has resistance 4 or less to prevent that companion from being assigned to this minion until the regroup phase.
When you play this minion, you may spot a [SAURON] condition to draw a card for each site you control (limit 3).
When you play this minion, you may spot an [ORC] condition to add a threat. While you can spot a companion of strength 10 or more, this minion is strength +3.
When you play this minion, you may spot an [ORC] possession to add a threat. While you can spot a companion of strength 13 or more, this minion is strength +7.
When you play this minion, you may spot another [ORC] minion and a companion who has resistance 3 or less to add (2).
When you play this minion, you may spot another [ORC] minion to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may spot another [ORC] minion to reveal the top card of the Free Peoples player's deck. If it is a Shadow card, add (X), where X is its twilight cost.
While at a battleground, this minion is strength +2.
While the fellowship is at a battleground or underground site, this minion cannot take wounds in the archery phase.
While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and an archer.
While this minion bears a weapon, he is strength +2.
While this minion is at a battleground site, it is strength +1 and damage +1.
While this minion is at an underground site, each character skirmishing it is strength -2. While you can spot 6 companions, each character skirmishing an [ORC] minion is strength -2.
While this minion is at an underground site, it is strength +2.
While this minion is bearing a possession, each [ORC] minion is strength +1.
While this minion is exhausted, each unbound companion is resistance -1 (or -2 if the fellowship is at a battleground site).
While you can spot 3 burdens, the minion archery total is +2.
While you can spot 3 threats, the minion archery total is +2.
While you can spot 6 companions and another [SAURON] Orc, this minion is strength +9 and fierce.
While you can spot a companion of strength 12 or more, this minion is strength +5. Skirmish: Remove 2 threats to make a character skirmishing this minion strength -2.
While you can spot a follower attached to a companion, each [ORC] minion is strength +2.
While you can spot a Free Peoples culture token, each minion that has the title Orc Reaper is strength +2.
While you can spot a Nazgul, the Free Peoples player must exert a companion to assign this minion to a skirmish.
While you can spot a Nazgul, this minion is strength +2.
While you can spot another [MEN] minion, this minion is strength +2 for each companion assigned to a skirmish.
While you control a site, this minion is strength +3 and fierce.
While you have initiative, the minion archery total is +2.
Search
TaggedGameText:
None
(5)
·
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)
·
Damage +1.
(2)
·
Easterling.
Skirmish:
Exert this minion to make him
damage +1
. (2)
·
Southron.
At the start of each skirmish involving this minion, you may remove
twilight1
to add a threat. (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)
·
Southron.
At the start of each skirmish involving this minion, you may remove
twilight3
to wound a companion or ally he is skirmishing. (2)
·
Damage +1
.
This minion is strength +1 for each possession you spot. (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)
·
While this minion is at a plains site, it is an
Archer.
While you can spot 6 companions, each
men
minion is an
Archer.
(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)
·
Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (2)
·
Shadow:
Spot a possession to make this minion fierce until the regroup phase. (2)
Other values:
<keyword>Ambush</keyword> <symbol>twilight1</symbol>. When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance –1 until the end of the turn.
<keyword>Ambush</keyword> <symbol>twilight1</symbol>. While this minion is at a plains site, it gains an additional ambush <symbol>twilight1</symbol>.
<keyword>Archer.</keyword> <br>When you play this minion, you may place an <symbol>isengard</symbol> token on a machine.
<keyword>Archer.</keyword> <br>While you can spot another <symbol>moria</symbol> archer, add 1 to the minion archery total.
<keyword>Archer.</keyword> <br>When you play this minion to a battleground or plains site, you may spot another <symbol>men</symbol> minion to discard a possession from play.
<keyword>Archer.</keyword><br>While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
<keyword>Assignment:</keyword> Assign this minion to an unbound companion who has resistance 4 or less.
<keyword>Assignment:</keyword> Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
<keyword>Besieger.</keyword> <br><keyword>Archery:</keyword> Exert this minion or stack it on a site you control to make the fellowship archery total –2.
<keyword>Besieger.</keyword> <br><keyword>Regroup:</keyword> Discard 2 cards from hand to stack a <symbol>sauron</symbol> Orc on a site you control (or discard 1 card from hand if that Orc is a besieger).
<keyword>Besieger.</keyword> <br><keyword>Response:</keyword> If a besieger is about to take a wound, discard 2 cards from hand to prevent it.
<keyword>Besieger.</keyword> <br><keyword>Shadow:</keyword> Discard 2 cards from hand to play a <symbol>sauron</symbol> Orc stacked on a site you control (discard 1 card from hand instead if that Orc is a besieger).
<keyword>Besieger.</keyword> <br><keyword>Skirmish:</keyword> Discard this minion to make a <symbol>sauron</symbol> minion strength +1 for each site you control (or +2 if you have initiative).
<keyword>Besieger.</keyword> <br>To play, spot a <symbol>sauron</symbol> Orc. <br>When you play this minion, if you can spot another besieger, you may add a threat for each companion over 4. <br><keyword>Shadow:</keyword> Remove a threat to play a <symbol>sauron</symbol> engine from your discard pile.
<keyword>Besieger.</keyword> <br>When you play this minion from a site you control, add 2 threats.
<keyword>Besieger.</keyword> <br>When you play this minion from a site you control, add a burden for each site you control.
<keyword>Besieger.</keyword> <br>When you play this minion, you may remove a burden to play a besieger stacked on a site.
<keyword>Besieger.</keyword> <keyword>Fierce.</keyword> <br><keyword>Shadow:</keyword> Exert this minion and spot another <symbol>sauron</symbol> minion to control a site. If you cannot spot 3 Free Peoples cultures, the Free Peoples player may exert a companion to prevent this.
<keyword>Corsair.</keyword> <br>When you play this minion, if you can spot another corsair, you may discard a possession to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may remove 2 culture tokens to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may remove a threat to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may spot another Corsair and discard the top card of the Free Peoples player's draw deck to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Damage +1. </keyword>
<keyword>Damage +1. <br>Assignment:</keyword> Make the Free Peoples player assign this minion to an unwounded companion.
<keyword>Damage +1. Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i><br>Each time your <symbol>urukhai</symbol> minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead.
<keyword>Damage +1. Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i><br>Possessions borne by this minion cannot be discarded by Free Peoples cards.
<keyword>Damage +1. Muster.</keyword> <i>(At the start of the regroup phase, you may discard a card from hand to draw a card.)</i> <br>When you cannot spot another <symbol>urukhai</symbol> minion, discard this minion.
<keyword>Damage +1.</keyword> <br><keyword>Regroup:</keyword> Stack this minion on a site you control. <br><keyword>Shadow:</keyword> If stacked on a site you control, play this minion. Its twilight cost is -1.
<keyword>Damage +1.</keyword> <br><keyword>Shadow:</keyword> Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot.
<keyword>Damage +1.</keyword> <br>Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.
<keyword>Damage +1.</keyword> <br>The twilight cost of this minion is -1 for each site you control.
<keyword>Damage +1.</keyword> <br>When you play this minion, you may spot Saruman to add <symbol>twilight2</symbol>.
<keyword>Damage +1.</keyword> <br>While an ally is in the dead pile, this minion is strength +3 and <keyword>fierce.</keyword>
<keyword>Damage +1.</keyword> (or <keyword>damage +2</keyword> while you control a site).
<keyword>Damage +1.</keyword> <br>At the start of each skirmish involving this minion, you may draw a card for each wound on a character it is skirmishing.
<keyword>Damage +1.</keyword> <br>Each character skirmishing this minion loses all strength bonuses from weapons.
<keyword>Damage +1.</keyword> <br>While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less).
<keyword>Damage +1.</keyword> <keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <br><keyword>Response:</keyword> If a <symbol>urukhai</symbol> minion is about to take a wound in a skirmish, exert or discard this minion to prevent that.
<keyword>Damage +1.</keyword> <keyword>Muster.</keyword> (At the start of the regroup phase, you may discard a card from hand to draw a card.)
<keyword>Damage +1.</keyword> The fellowship's current site gains battleground.
<keyword>Damage +1.</keyword> When you play this minion at a battleground site, you may draw a card.
<keyword>Damage +1.</keyword> While this minion is assigned to a skirmish, each companion and Free Peoples possession loses its special abilities.
<keyword>Damage +1.</keyword> While you can spot 3 possessions, this minion is <keyword>fierce.</keyword>
<keyword>Damage +1.</keyword> While you can spot an exhausted companion, this minion is strength +3.
<keyword>Damage +1.</keyword> While you can spot another <symbol>urukhai</symbol> minion assigned to a skirmish, this minion cannot take wounds.
<keyword>Damage +1.</keyword><br><keyword>Regroup:</keyword> Stack this minion on a site you control.<br><keyword>Shadow:</keyword> If stacked on a site you control, play this minion. Its twilight cost is -1.
<keyword>Damage +1.</keyword><br><keyword>Response:</keyword> If an <symbol>urukhai</symbol> minion is about to take a wound, exert this minion to prevent that wound.
<keyword>Damage +1.</keyword><br><keyword>Skirmish:</keyword> Exert this minion at a battleground to make another Uruk-hai strength +2.
<keyword>Damage +1.</keyword><br><keyword>Skirmish:</keyword> Spot 2 other <symbol>urukhai</symbol> minions and remove <symbol>twilight2</symbol> to make this minion strength +1 and <keyword>damage +1</keyword>.
<keyword>Damage +1.</keyword><br>At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot.
<keyword>Damage +1.</keyword><br>Each time this minion wins a skirmish, if you do not control a site, you may take control of a site.
<keyword>Damage +1.</keyword><br>If there are at least 3 cards in the dead pile, this minion is <keyword>fierce.</keyword>
<keyword>Damage +1.</keyword><br>This minion is strength +1 for each Free Peoples culture token you can spot.
<keyword>Damage +1.</keyword><br>This minion is twilight cost –1 for each companion who has resistance 2 or less.
<keyword>Damage +1.</keyword><br>When you play this minion, exert a companion for each site you control.
<keyword>Damage +1.</keyword><br>When you play this minion, you may liberate a site to add <symbol>twilightX</symbol>, where X is the Shadow number of the liberated site.
<keyword>Damage +1.</keyword><br>When you play this minion, you may place an <symbol>isengard</symbol> token on a machine.
<keyword>Damage +1.</keyword><br>When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship’s current site gains that keyword until the end of the turn.
<keyword>Damage +1.</keyword><br>When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost –2.
<keyword>Damage +1.</keyword><br>While at a battleground, this minion is strength +2.
<keyword>Damage +1.</keyword><br>While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control.
<keyword>Damage +1.<br>Shadow:</keyword> Exert this minion and spot a Free Peoples condition to make an unbound companion resistance –1 for each card that has the same card title as that condition.
<keyword>Damage +1.<br>Skirmish:</keyword> If this minion is not assigned to a skirmish, you may exert it to discard a possession borne by a companion skirmishing another <symbol>urukhai</symbol> minion.
<keyword>Damage +1</keyword>. <br>(When this minion wins a skirmish, add 1 extra wound to the defender.)
<keyword>Damage +1</keyword>. <br><keyword>Assignment:</keyword> Exert this minion and spot a companion to prevent the opponent from assigning that companion to this minion.
<keyword>Damage +1</keyword>. <br><keyword>Maneuver:</keyword> Remove <symbol>twilight2</symbol> to heal an Uruk-hai.
<keyword>Damage +1</keyword>. <br><keyword>Maneuver:</keyword> Spot 5 companions to make this minion <keyword>fierce</keyword> until the regroup phase.
<keyword>Damage +1</keyword>. <br><keyword>Maneuver:</keyword> Spot 6 companions to make this minion <keyword>fierce</keyword> until the regroup phase.
<keyword>Damage +1</keyword>. <br><keyword>Skirmish:</keyword> Remove <symbol>twilight1</symbol> to make this minion strength +1 (limit +3).
<keyword>Damage +1</keyword>. <br><keyword>Skirmish:</keyword> Remove <symbol>twilight2</symbol> to make this minion strength +1 for each other Uruk-hai you spot.
<keyword>Damage +1</keyword>. <br>A character skirmishing this minion does not gain strength bonuses from weapons.
<keyword>Damage +1</keyword>. <br>Each time this minion wins a skirmish, the Free Peoples player must discard the top 2 cards of his or her draw deck.
<keyword>Damage +1</keyword>. <br>This minion is strength +1 for each other Uruk-hai you can spot.
<keyword>Damage +1</keyword>.<br><keyword>Shadow:</keyword> Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2.
<keyword>Damage +1</keyword>.<br>At the start of the maneuver phase, you may spot another <symbol>urukhai</symbol> minion and remove 3 <symbol>urukhai</symbol> tokens to take control of a site or discard a follower.
<keyword>Damage +1</keyword>.<br>While you can spot a companion of strength 10 or more, this minion is strength +2.<br><keyword>Regroup:</keyword> Exert 4 <symbol>urukhai</symbol> minions (or discard 3 <symbol>urukhai</symbol> minions) to take control of a site.
<keyword>Damage +3.</keyword><br>Gimli may bear an additional hand weapon.<br>At an underground site, Gimli's twilight cost is -2.<br>While skirmishing an Orc, Gimli is strength +2.<br><keyword>Response:</keyword> If Gimli wins a skirmish, exert him to replace an unbound companion assigned to a skirmish.
<keyword>Easterling.</keyword> <br><keyword>Maneuver:</keyword> If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
<keyword>Easterling.</keyword> <br><keyword>Maneuver:</keyword> If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
<keyword>Easterling.</keyword> <br><keyword>Skirmish:</keyword> If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
<keyword>Easterling.</keyword> <br><keyword>Skirmish:</keyword> Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
<keyword>Easterling.</keyword> <br>Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
<keyword>Easterling.</keyword> <br>While you can spot 3 burdens, this minion is <keyword>fierce</keyword> and <keyword>damage +1.</keyword>
<keyword>Easterling.</keyword> Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
<keyword>Easterling.</keyword><br>While you can spot 3 burdens, this minion is <keyword>fierce</keyword> and <keyword>damage +1.</keyword>
<keyword>Enduring.</keyword><br> Each time the Free Peoples player assigns this minion to a companion, you may spot another <symbol>wraith</symbol> Wraith and remove <symbol>twilight2</symbol> to wound that companion.
<keyword>Fierce. Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br><keyword>Skirmish:</keyword> Exert this minion to make an <symbol>urukhai</symbol> hunter minion strength +2.
<keyword>Fierce. Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br>When you play this minion, you may spot another <symbol>urukhai</symbol> minion to add a threat for each Free Peoples culture you can spot.
<keyword>Fierce. Hunter 1.</keyword><br>Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
<keyword>Fierce.</keyword> <br>This minion is strength +1 for each companion you can spot.
<keyword>Fierce.</keyword><br> This minion is strength +1 for each companion you can spot.
<keyword>Fierce.</keyword><br>While this minion is assigned to a skirmish, each hunter companion loses its special abilities and skirmish events can not be played in those companions' skirmishes.
<keyword>Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br><keyword>Shadow:</keyword> Exert this minion to play an <symbol>urukhai</symbol> hunter at twilight cost -2.
<keyword>Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br>This minion is strength +3 for each follower you can spot.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <br><keyword>Response:</keyword> If a <symbol>men</symbol> minion is about to take a wound in a skirmish, exert this minion and remove <symbol>twilight1</symbol> to prevent that.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <br><keyword>Skirmish:</keyword> Discard this minion to make a <symbol>men</symbol> minion strength +4.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i> <br>Each time a companion loses a skirmish involving a <symbol>men</symbol> minion, add <symbol>twilight2</symbol>.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i><br><keyword>Response:</keyword> If another <symbol>orc</symbol> minion is about to take a wound, exert this minion to prevent that.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved before any others.)</i><br>Each time an <symbol>orc</symbol> minion is killed in a skirmish, you may make this minion strength +2 until the regroup phase.
<keyword>Maneuver:</keyword> Discard this minion and X minions stacked on a <symbol>men</symbol> possession to play a <symbol>men</symbol> minion from your discard pile. That minion is twilight cost -X.
<keyword>Maneuver:</keyword> Exert this minion and discard your <symbol>sauron</symbol> condition to make the Free Peoples player discard the top 2 cards from his or her draw deck.
<keyword>Maneuver:</keyword> Exert this minion to play a <symbol>men</symbol> minion (or 2 if you spot 6 companions) from a <symbol>men</symbol> possession as if from hand.
<keyword>Maneuver:</keyword> Exert this minion twice and spot another <symbol>sauron</symbol> minion to discard a condition.
<keyword>Maneuver:</keyword> If the Free People’s player has at least 1 site in his or her adventure deck, exert 2 <symbol>men</symbol> Men to randomly choose a site from that deck. Replace the fellowship’s current site with that site.
<keyword>Maneuver:</keyword> Remove <symbol>twilight3</symbol> to exert a Hobbit (except the Ring-bearer).
<keyword>Maneuver:</keyword> Spot a <symbol>men</symbol> possession and discard this minion from play to make each <symbol>men</symbol> minion you spot strength +2 until the start of the regroup phase.
<keyword>Regroup:</keyword> Discard an <symbol>isengard</symbol> Orc to make the Free Peoples player wound a companion.
<keyword>Regroup:</keyword> Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
<keyword>Regroup:</keyword> Exert this minion to make the Free Peoples player wound a companion.
<keyword>Regroup:</keyword> Spot a <symbol>sauron</symbol> condition and exert this minion to take control of a site.
<keyword>Regroup:</keyword> Spot another <symbol>men</symbol> minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit –1 for this turn.
<keyword>Response:</keyword> If a companion is overwhelmed during a skirmish involving a <symbol>sauron</symbol> Orc, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).
<keyword>Response:</keyword> If the Free Peoples player plays an event, spot another <symbol>men</symbol> Man and discard this minion from play to cancel that event.
<keyword>Shadow:</keyword> Discard this minion to play a <symbol>wraith</symbol> minion from your discard pile. <br><keyword>Shadow:</keyword> Spot 6 companions and discard this minion to play up to 2 <symbol>wraith</symbol> minions from your draw deck; their twilight costs are each –1.
<keyword>Shadow:</keyword> Exert this minion and spot another <symbol>orc</symbol> minion to add <symbol>twilightX</symbol>, where X is the number of the current region.
<keyword>Shadow:</keyword> Exert this minion to add <symbol>twilight1</symbol>.
<keyword>Shadow:</keyword> Exert this minion to add <symbol>twilightX</symbol>, where X is the current site's Shadow number.
<keyword>Shadow:</keyword> Exert this minion, spot another <symbol>men</symbol> minion, and remove a culture token to reinforce a <symbol>men</symbol> token.
<keyword>Shadow:</keyword> If you cannot spot another minion and there are 3 or fewer twilight tokens, add <symbol>twilight3</symbol> (or <symbol>twilight5</symbol>if this minion is roaming).
<keyword>Shadow:</keyword> Remove <symbol>twilight3</symbol> and spot 3 <symbol>sauron</symbol> Orcs to draw a card.
<keyword>Shadow:</keyword> Spot 4 Free Peoples cultures and exert another <symbol>sauron</symbol> minion twice to add <symbol>twilight3</symbol> and draw a card.
<keyword>Skirmish:</keyword> Discard a card from your hand to make a companion skirmishing this minion strength –1 for each other <symbol>sauron</symbol> Orc you spot (limit –3).
<keyword>Skirmish:</keyword> Discard this minion to make a minion strength +2.
<keyword>Skirmish:</keyword> Discard this minion to make another <symbol>sauron</symbol> Orc strength +4.
<keyword>Skirmish:</keyword> Exert 3 <symbol>sauron</symbol> Orcs to add 3 threats. <br>When this minion is discarded, remove 3 threats.
<keyword>Skirmish:</keyword> Exert this minion and spot another <symbol>sauron</symbol> minion to add a threat.
<keyword>Skirmish:</keyword> exert this minion to make a roaming <symbol>sauron</symbol> minion strength +3.
<keyword>Skirmish:</keyword> Exert this minion to wound a character he is skirmishing.
<keyword>Skirmish:</keyword> Exert this minion to wound a companion it is skirmishing.
<keyword>Skirmish:</keyword> If this minion is not assigned to a skirmish, you may exert him to make another <symbol>men</symbol> minion <keyword>damage +1</keyword>.
<keyword>Skirmish:</keyword> If this minion is not assigned to a skirmish, you may exert him to make another <symbol>men</symbol> minion <keyword>fierce</keyword> until the regroup phase.
<keyword>Skirmish:</keyword> Remove 3 threats to make a <symbol>sauron</symbol>minion strength +8.
<keyword>Southron.</keyword> <br><keyword>Maneuver:</keyword> Exert this minion to add <symbol>twilight2</symbol> for each site you control.
<keyword>Southron.</keyword> <br>Each time a companion or ally loses a skirmish involving a Southron, you may remove <symbol>twilight1</symbol> to make the Free Peoples player wound a Ring-bound companion.
<keyword>Southron.</keyword> <br><keyword>Archery:</keyword> Spot another <symbol>raider</symbol> Man, spot 6 companions, and remove a threat to exert a companion.
<keyword>Southron.</keyword> <br><keyword>Maneuver:</keyword> Exert this minion to add <symbol>twilight5</symbol>. The Free Peoples player may add a threat to prevent this.
<keyword>Southron.</keyword> <br><keyword>Shadow:</keyword> Remove <symbol>twilight3</symbol> and spot 3 <symbol>raider</symbol> Men to make one of those Men <keyword>damage +1</keyword> until the regroup phase.
<keyword>Southron.</keyword> <br>Each time a Man is assigned to skirmish this minion, wound that Man.
<keyword>Southron.</keyword> <br>While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and <keyword>fierce.</keyword>
<keyword>Southron.</keyword> <br>While you can spot 2 threats, this minion is <keyword>damage +1</keyword>.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol>. <br>When the Free Peoples player assigns this minion to a character and you have initiative, wound that character.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol>.<br><keyword>Assignment:</keyword> Exert this minion and spot 5 companions to assign this minion to the Ring-bearer. <br>The Free Peoples player may add <symbol>twilight4</symbol> to prevent this.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight2</symbol><keyword>.</keyword><br><keyword>Response:</keyword> If a Southron is about to take a wound, remove <symbol>twilight3</symbol> to prevent that wound.
<keyword>Southron.</keyword> <keyword>Archer.</keyword><br><keyword>Archery:</keyword> Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
<keyword>Southron.</keyword> To play, spot a <symbol>raider</symbol> Man. <br>Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
<keyword>Tracker.</keyword> <br>The site number of each <symbol>sauron</symbol> Orc is –1. <br>While you have initiative, this minion is strength +8.
<keyword>Tracker.</keyword> <keyword>Fierce.</keyword> <br>During a fierce skirmish involving this minion, it is strength +2.
<keyword>Tracker.</keyword> <keyword>Fierce.</keyword> <br>During a <keyword>fierce</keyword> skirmish involving this minion, it is strength +2.
<keyword>Tracker.</keyword> <keyword>Fierce.</keyword><br>While skirmishing a character bearing a search card, this minion is strength +2 and <keyword>damage +1</keyword>.
<keyword>Tracker.</keyword><br>The roaming penalty for each <symbol>sauron</symbol> minion you play is -1. <br><keyword>Skirmish:</keyword> Exert this minion to wound a character it is skirmishing.
<keyword>Tracker</keyword>.<br>While you can spot an exhausted companion, this minion is an <keyword>archer</keyword>.<br>While you can spot 3 exhausted companions, this minion is strength +3.
<keyword>Twilight.</keyword> <keyword>Regroup:</keyword> Spot another <symbol>sauron</symbol> or twilight minion and discard this minion to add a burden.
<keyword>Twilight</keyword>.<br>This minion is strength +1 for each wound on the Ring-bearer.<br>At the start of the maneuver phase, you may exert this minion to make it <keyword>fierce</keyword> until the regroup phase. The Free Peoples player may exert the Ring-bearer to prevent this.
<keyword>Unhasty.</keyword><br><keyword>Assignment:</keyword> Exert an unbound Hobbit or discard 2 cards from hand to allow this companion to skirmish.
<keyword>Warg-rider.</keyword><br>While this minion is not exhausted, he is <keyword>fierce.</keyword>
At the start of each assignment phase, if you can spot more companions than minions, you may remove <symbol>twilight2</symbol> to play an <symbol>orc</symbol> Orc from your discard pile.
At the start of the maneuver phase, you may remove <symbol>twilight2</symbol> to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn.
At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this.<br><keyword>Maneuver:</keyword> Spot another <symbol>men</symbol> Man and exert this minion to take control of a site.
Each <symbol>sauron</symbol> Orc bearing a possession cannot take wounds (except during skirmish phases).
Each companion skirmishing this minion loses all damage and strength bonuses from possessions.
Each roaming <symbol>sauron</symbol> minion is <keyword>fierce.</keyword>
Each time a <symbol>sauron</symbol> Orc overwhelms a companion, add 3 burdens.
Each time the fellowship moves, you may spot another <symbol>dunland</symbol> Man to take control of a site.
Each time the Free Peoples player assigns this minion to a skirmish, add <symbol>twilight1</symbol> for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to skirmish a companion who has resistance 5 or less, exert that companion.
Each time this minion wins a skirmish, if it is mounted, exert a companion.<br><keyword>Shadow:</keyword> Exert 3 <symbol>orc</symbol> minions and spot an <symbol>orc</symbol> mount to discard a condition.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion.
Each time this minion wins a skirmish, you may exert him twice to wound a companion.
Each time this minion wins a skirmish, you may exert it to discard a possession borne by a character this minion is skirmishing.
Each time this minion wins a skirmish, you may make him strength +2 and <keyword>fierce</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may play a <symbol>dunland</symbol> Man from hand; his twilight cost is -2. That Man is <keyword>fierce</keyword> and <keyword>damage +1</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may spot another <symbol>dunland</symbol> minion to take control of a site.
Each time you play an<symbol>orc</symbol>mount, you may draw a card.<br><keyword>Assignment:</keyword> If this minion is mounted, exert it twice to assign it to a companion of strength 9 or more.
Each time you play this minion, you may spot another <symbol>orc</symbol> minion to exert a companion for each Free Peoples culture you can spot over 2.
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt.
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile.
For each companion you can spot, this minion is strength +1.
This companion is twilight cost -1 for each <symbol>gandalf</symbol> companion you can spot.<br><keyword>Fellowship:</keyword> Place this companion in the dead pile to remove <symbol>twilight5</symbol>.
This minion is strength +1 for each companion who has resistance 5 or less.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +2 and <keyword>damage +1</keyword> for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each <symbol>men</symbol> possession with a <symbol>men</symbol> minion stacked on it.<br><keyword>Maneuver:</keyword> Spot X <symbol>men</symbol> minions stacked on a <symbol>men</symbol> possession and discard this minion to add <symbol>twilightX</symbol>.
To play, spot a <symbol>men</symbol> Man.<br>While you can spot a companion of strength 10 or more, this minion is strength +3.<br><keyword>Maneuver:</keyword> Remove 2 burdens or 2 threats to control a site.
To play, spot an <symbol>orc</symbol> Orc.<br>While you can spot more sites on the adventure path than minions, this minion is strength +5.
To play, spot Gandalf.<br>Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet.<br><keyword>Regroup</keyword>: Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile.
When this minion is discarded from play, you may spot a companion who has resistance 4 or less to shuffle this minion into your draw deck.
When this minion wins a skirmish, you may stack him on a site you control. <br><keyword>Shadow:</keyword> If stacked on a site you control, play this minion. His twilight cost is -2.
When you play Aragorn, you may take an <symbol>elven</symbol> ally with a twilight cost of 2 or less into hand from your draw deck.<br><keyword>Skirmish</keyword>: Discard an <symbol>elven</symbol> skirmish event from hand to make Aragorn strength +2.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may heal a <symbol>moria</symbol> minion.
When you play this minion, you may make the Free Peoples player discard a card at random from hand.
When you play this minion, you may play a weapon from your discard pile on your <symbol>moria</symbol> Orc.
When you play this minion, you may play an <symbol>orc</symbol> weapon from your discard pile on your <symbol>orc</symbol> Orc.
When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn.
When you play this minion, you may spot 2 other <symbol>men</symbol> Men to add<symbol>twilight1</symbol> for each possession you spot.
When you play this minion, you may spot 4 [Dwarven] followers to exhaust a [Dwarven] companion. Maneuver: Spot 7 companions and remove [2] to wound a companion (except Bilbo).
When you play this minion, you may spot a <symbol>sauron</symbol> condition to draw a card for each site you control (limit 3).
When you play this minion, you may spot a companion who has resistance 4 or less to prevent that companion from being assigned to this minion until the regroup phase.
When you play this minion, you may spot an <symbol>orc</symbol> condition to add a threat.<br>While you can spot a companion of strength 10 or more, this minion is strength +3.
When you play this minion, you may spot an <symbol>orc</symbol> possession to add a threat.<br>While you can spot a companion of strength 13 or more, this minion is strength +7.
When you play this minion, you may spot another <symbol>orc</symbol> minion and a companion who has resistance 3 or less to add <symbol>twilight2</symbol>.
When you play this minion, you may spot another <symbol>orc</symbol> minion to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may spot another <symbol>orc</symbol> minion to reveal the top card of the Free Peoples player's deck. If it is a Shadow card, add <symbol>twilightX</symbol>, where X is its twilight cost.
While at a battleground, this minion is strength +2.
While the fellowship is at a battleground or underground site, this minion cannot take wounds in the archery phase.
While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and an <keyword>archer</keyword>.
While this minion bears a weapon, he is strength +2.
While this minion is at a battleground site, it is strength +1 and <keyword>Damage +1.</keyword>
While this minion is at an underground site, each character skirmishing it is strength –2. While you can spot 6 companions, each character skirmishing an <symbol>orc</symbol> minion is strength –2.
While this minion is at an underground site, it is strength +2.
While this minion is bearing a possession, each <symbol>orc</symbol> minion is strength +1.
While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site).
While you can spot 3 burdens, the minion archery total is +2.
While you can spot 3 threats, the minion archery total is +2.
While you can spot 6 companions and another <symbol>sauron</symbol> Orc, this minion is strength +9 and fierce.
While you can spot a companion of strength 12 or more, this minion is strength +5.<br><keyword>Skirmish:</keyword> Remove 2 threats to make a character skirmishing this minion strength –2.
While you can spot a follower attached to a companion, each <symbol>orc</symbol> minion is strength +2.
While you can spot a Free Peoples culture token, each minion that has the title Orc Reaper is strength +2.
While you can spot a Nazgûl, the Free Peoples player must exert a companion to assign this minion to a skirmish.
While you can spot a Nazgûl, this minion is strength +2.
While you can spot another <symbol>men</symbol> minion, this minion is strength +2 for each companion assigned to a skirmish.
While you control a site, this minion is strength +3 and <keyword>fierce</keyword>.
While you have initiative, the minion archery total is +2.
Search
FormattedGameText:
None
(5)
·
While this minion is at a plains site, it is an '''Archer.''' While you can spot 6 companions, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is an '''Archer.''' (2)
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'''Shadow:''' Spot a possession to make this minion fierce until the regroup phase. (2)
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'''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)
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'''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)
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'''Southron.''' At the start of each skirmish involving this minion, you may remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to add a threat. (2)
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'''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)
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'''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (2)
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'''Damage +1.''' (2)
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Each time the Free Peoples player assigns this minion to skirmish an unwounded companion, he or she must add a burden or discard a card from hand. (2)
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'''Damage +1'''. This minion is strength +1 for each possession you spot. (2)
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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)
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'''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)
Other values:
'''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance –1 until the end of the turn.
'''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]].
'''Archer.''' While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
'''Archer.''' When you play this minion to a battleground or plains site, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to discard a possession from play.
'''Archer.''' 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.
'''Archer.''' While you can spot another [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] archer, add 1 to the minion archery total.
'''Assignment:''' Assign this minion to an unbound companion who has resistance 4 or less.
'''Assignment:''' Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
'''Besieger.''' '''Archery:''' Exert this minion or stack it on a site you control to make the fellowship archery total –2.
'''Besieger.''' '''Regroup:''' Discard 2 cards from hand to stack a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc on a site you control (or discard 1 card from hand if that Orc is a besieger).
'''Besieger.''' '''Response:''' If a besieger is about to take a wound, discard 2 cards from hand to prevent it.
'''Besieger.''' '''Shadow:''' Discard 2 cards from hand to play a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc stacked on a site you control (discard 1 card from hand instead if that Orc is a besieger).
'''Besieger.''' '''Skirmish:''' Discard this minion to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion strength +1 for each site you control (or +2 if you have initiative).
'''Besieger.''' To play, spot a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc. When you play this minion, if you can spot another besieger, you may add a threat for each companion over 4. '''Shadow:''' Remove a threat to play a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] engine from your discard pile.
'''Besieger.''' When you play this minion from a site you control, add 2 threats.
'''Besieger.''' When you play this minion from a site you control, add a burden for each site you control.
'''Besieger.''' When you play this minion, you may remove a burden to play a besieger stacked on a site.
'''Besieger.''' '''Fierce.''' '''Shadow:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion to control a site. If you cannot spot 3 Free Peoples cultures, the Free Peoples player may exert a companion to prevent this.
'''Corsair.''' When you play this minion, if you can spot another corsair, you may discard a possession 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.
'''Corsair.''' When you play this minion, you may remove 2 culture tokens 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.
'''Corsair.''' When you play this minion, you may remove a threat 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.
'''Corsair.''' When you play this minion, you may spot another Corsair and discard the top card of the Free Peoples player's draw deck 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.
'''Damage +1'''. '''Shadow:''' Exert this minion to exert X companions and add X threats, where X is the number of Free Peoples cultures you spot over 2.
'''Damage +1'''. At the start of the maneuver phase, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion and remove 3 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] tokens to take control of a site or discard a follower.
'''Damage +1'''. While you can spot a companion of strength 10 or more, this minion is strength +2. '''Regroup:''' Exert 4 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions (or discard 3 [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions) to take control of a site.
'''Damage +1'''. '''Assignment:''' Exert this minion and spot a companion to prevent the opponent from assigning that companion to this minion.
'''Damage +1'''. '''Maneuver:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to heal an Uruk-hai.
'''Damage +1'''. '''Maneuver:''' Spot 5 companions to make this minion '''fierce''' until the regroup phase.
'''Damage +1'''. '''Maneuver:''' Spot 6 companions to make this minion '''fierce''' until the regroup phase.
'''Damage +1'''. '''Skirmish:''' Remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion strength +1 (limit +3).
'''Damage +1'''. '''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion strength +1 for each other Uruk-hai you spot.
'''Damage +1'''. (When this minion wins a skirmish, add 1 extra wound to the defender.)
'''Damage +1'''. A character skirmishing this minion does not gain strength bonuses from weapons.
'''Damage +1'''. Each time this minion wins a skirmish, the Free Peoples player must discard the top 2 cards of his or her draw deck.
'''Damage +1'''. This minion is strength +1 for each other Uruk-hai you can spot.
'''Damage +1. Shadow:''' Exert this minion and spot a Free Peoples condition to make an unbound companion resistance –1 for each card that has the same card title as that condition.
'''Damage +1. Skirmish:''' If this minion is not assigned to a skirmish, you may exert it to discard a possession borne by a companion skirmishing another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion.
'''Damage +1. Assignment:''' Make the Free Peoples player assign this minion to an unwounded companion.
'''Damage +1. '''
'''Damage +1. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time your [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to be killed in a skirmish, you may place that minion on the bottom of your draw deck instead.
'''Damage +1. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Possessions borne by this minion cannot be discarded by Free Peoples cards.
'''Damage +1. Muster.''' ''(At the start of the regroup phase, you may discard a card from hand to draw a card.)'' When you cannot spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion, discard this minion.
'''Damage +1.''' '''Regroup:''' Stack this minion on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. Its twilight cost is -1.
'''Damage +1.''' '''Response:''' If an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound, exert this minion to prevent that wound.
'''Damage +1.''' '''Skirmish:''' Exert this minion at a battleground to make another Uruk-hai strength +2.
'''Damage +1.''' '''Skirmish:''' Spot 2 other [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minions and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion strength +1 and '''damage +1'''.
'''Damage +1.''' At the start of each assignment phase, you may heal an Uruk-hai for each companion you can spot.
'''Damage +1.''' Each time this minion wins a skirmish, if you do not control a site, you may take control of a site.
'''Damage +1.''' If there are at least 3 cards in the dead pile, this minion is '''fierce.'''
'''Damage +1.''' This minion is strength +1 for each Free Peoples culture token you can spot.
'''Damage +1.''' This minion is twilight cost –1 for each companion who has resistance 2 or less.
'''Damage +1.''' When you play this minion, exert a companion for each site you control.
'''Damage +1.''' When you play this minion, you may liberate a site to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is the Shadow number of the liberated site.
'''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.
'''Damage +1.''' When you play this, choose one of the following keywords: battleground, mountain, plains, or underground. The fellowship’s current site gains that keyword until the end of the turn.
'''Damage +1.''' When you play this, you may spot a companion who has resistance 0 to make this minion twilight cost –2.
'''Damage +1.''' While at a battleground, this minion is strength +2.
'''Damage +1.''' While this minion is assigned to a skirmish, each site on the adventure path gains each terrain keyword from each site you control.
'''Damage +1.''' At the start of each skirmish involving this minion, you may draw a card for each wound on a character it is skirmishing.
'''Damage +1.''' Each character skirmishing this minion loses all strength bonuses from weapons.
'''Damage +1.''' While this minion is skirmishing an exhausted companion, this minion is strength +3 (or +5 if that companion has resistance 4 or less).
'''Damage +1.''' '''Regroup:''' Stack this minion on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. Its twilight cost is -1.
'''Damage +1.''' '''Shadow:''' Exert this minion to play an Uruk-hai; its twilight cost is -1 for each other Uruk-hai you can spot.
'''Damage +1.''' Each time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.
'''Damage +1.''' The twilight cost of this minion is -1 for each site you control.
'''Damage +1.''' When you play this minion, you may spot Saruman to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Damage +1.''' While an ally is in the dead pile, this minion is strength +3 and '''fierce.'''
'''Damage +1.''' '''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Response:''' If a [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion is about to take a wound in a skirmish, exert or discard this minion to prevent that.
'''Damage +1.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.)
'''Damage +1.''' (or '''damage +2''' while you control a site).
'''Damage +1.''' The fellowship's current site gains battleground.
'''Damage +1.''' When you play this minion at a battleground site, you may draw a card.
'''Damage +1.''' While this minion is assigned to a skirmish, each companion and Free Peoples possession loses its special abilities.
'''Damage +1.''' While you can spot 3 possessions, this minion is '''fierce.'''
'''Damage +1.''' While you can spot an exhausted companion, this minion is strength +3.
'''Damage +1.''' While you can spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion assigned to a skirmish, this minion cannot take wounds.
'''Damage +3.'''<br>Gimli may bear an additional hand weapon.<br>At an underground site, Gimli's twilight cost is -2.<br>While skirmishing an Orc, Gimli is strength +2.<br>'''Response:''' If Gimli wins a skirmish, exert him to replace an unbound companion assigned to a skirmish.
'''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.'''
'''Easterling.''' '''Maneuver:''' If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
'''Easterling.''' '''Maneuver:''' If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
'''Easterling.''' '''Skirmish:''' If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
'''Easterling.''' '''Skirmish:''' Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
'''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
'''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.'''
'''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
'''Enduring.''' Each time the Free Peoples player assigns this minion to a companion, you may spot another [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] Wraith and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to wound that companion.
'''Fierce. Hunter 1.''' Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
'''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' '''Skirmish:''' Exert this minion to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter minion strength +2.
'''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' When you play this minion, you may spot another [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion to add a threat for each Free Peoples culture you can spot.
'''Fierce.''' This minion is strength +1 for each companion you can spot.
'''Fierce.''' While this minion is assigned to a skirmish, each hunter companion loses its special abilities and skirmish events can not be played in those companions' skirmishes.
'''Fierce.''' This minion is strength +1 for each companion you can spot.
'''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' '''Shadow:''' Exert this minion to play an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter at twilight cost -2.
'''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This minion is strength +3 for each follower you can spot.
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Response:''' If another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is about to take a wound, exert this minion to prevent that.
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time a companion loses a skirmish involving a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved before any others.)'' Each time an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is killed in a skirmish, you may make this minion strength +2 until the regroup phase.
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Response:''' If a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is about to take a wound in a skirmish, exert this minion and remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent that.
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Discard this minion to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +4.
'''Maneuver:''' Discard this minion and X minions stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile. That minion is twilight cost -X.
'''Maneuver:''' Exert this minion and discard your [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] condition to make the Free Peoples player discard the top 2 cards from his or her draw deck.
'''Maneuver:''' Exert this minion to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion (or 2 if you spot 6 companions) from a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand.
'''Maneuver:''' Exert this minion twice and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion to discard a condition.
'''Maneuver:''' If the Free People’s player has at least 1 site in his or her adventure deck, exert 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to randomly choose a site from that deck. Replace the fellowship’s current site with that site.
'''Maneuver:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to exert a Hobbit (except the Ring-bearer).
'''Maneuver:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion from play to make each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion you spot strength +2 until the start of the regroup phase.
'''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.
'''Regroup:''' Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
'''Regroup:''' Exert this minion to make the Free Peoples player wound a companion.
'''Regroup:''' Spot a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] condition and exert this minion to take control of a site.
'''Regroup:''' Spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit –1 for this turn.
'''Response:''' If a companion is overwhelmed during a skirmish involving a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc, remove a threat to assign this minion to the Ring-bearer (even if the Ring-bearer is already assigned).
'''Response:''' If the Free Peoples player plays an event, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and discard this minion from play to cancel that event.
'''Shadow:''' Discard this minion to play a [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] minion from your discard pile. '''Shadow:''' Spot 6 companions and discard this minion to play up to 2 [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] minions from your draw deck; their twilight costs are each –1.
'''Shadow:''' Exert this minion and spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is the number of the current region.
'''Shadow:''' Exert this minion to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Shadow:''' Exert this minion to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is the current site's Shadow number.
'''Shadow:''' Exert this minion, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, and remove a culture token to reinforce a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token.
'''Shadow:''' If you cannot spot another minion and there are 3 or fewer twilight tokens, add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (or [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]if this minion is roaming).
'''Shadow:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot 3 [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orcs to draw a card.
'''Shadow:''' Spot 4 Free Peoples cultures and exert another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion twice to add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and draw a card.
'''Skirmish:''' Discard a card from your hand to make a companion skirmishing this minion strength –1 for each other [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc you spot (limit –3).
'''Skirmish:''' Discard this minion to make a minion strength +2.
'''Skirmish:''' Discard this minion to make another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc strength +4.
'''Skirmish:''' Exert 3 [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orcs to add 3 threats. When this minion is discarded, remove 3 threats.
'''Skirmish:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion to add a threat.
'''Skirmish:''' exert this minion to make a roaming [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion strength +3.
'''Skirmish:''' Exert this minion to wound a character he is skirmishing.
'''Skirmish:''' Exert this minion to wound a companion it is skirmishing.
'''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''damage +1'''.
'''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''fierce''' until the regroup phase.
'''Skirmish:''' Remove 3 threats to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]]minion strength +8.
'''Southron.''' '''Archery:''' Spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man, spot 6 companions, and remove a threat to exert a companion.
'''Southron.''' '''Maneuver:''' Exert this minion to add [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The Free Peoples player may add a threat to prevent this.
'''Southron.''' '''Shadow:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot 3 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men to make one of those Men '''damage +1''' until the regroup phase.
'''Southron.''' Each time a Man is assigned to skirmish this minion, wound that Man.
'''Southron.''' While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and '''fierce.'''
'''Southron.''' While you can spot 2 threats, this minion is '''damage +1'''.
'''Southron.''' '''Maneuver:''' Exert this minion to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each site you control.
'''Southron.''' Each time a companion or ally loses a skirmish involving a Southron, you may remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make the Free Peoples player wound a Ring-bound companion.
'''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Assignment:''' Exert this minion and spot 5 companions to assign this minion to the Ring-bearer. The Free Peoples player may add [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent this.
'''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.
'''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]'''.''' '''Response:''' If a Southron is about to take a wound, remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent that wound.
'''Southron.''' '''Archer.''' '''Archery:''' Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
'''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
'''Tracker'''. While you can spot an exhausted companion, this minion is an '''archer'''. While you can spot 3 exhausted companions, this minion is strength +3.
'''Tracker.''' The roaming penalty for each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion you play is -1. '''Skirmish:''' Exert this minion to wound a character it is skirmishing.
'''Tracker.''' The site number of each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc is –1. While you have initiative, this minion is strength +8.
'''Tracker.''' '''Fierce.''' While skirmishing a character bearing a search card, this minion is strength +2 and '''damage +1'''.
'''Tracker.''' '''Fierce.''' During a '''fierce''' skirmish involving this minion, it is strength +2.
'''Tracker.''' '''Fierce.''' During a fierce skirmish involving this minion, it is strength +2.
'''Twilight'''. This minion is strength +1 for each wound on the Ring-bearer. At the start of the maneuver phase, you may exert this minion to make it '''fierce''' until the regroup phase. The Free Peoples player may exert the Ring-bearer to prevent this.
'''Twilight.''' '''Regroup:''' Spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] or twilight minion and discard this minion to add a burden.
'''Unhasty.''' '''Assignment:''' Exert an unbound Hobbit or discard 2 cards from hand to allow this companion to skirmish.
'''Warg-rider.''' While this minion is not exhausted, he is '''fierce.'''
At the start of each assignment phase, if you can spot more companions than minions, you may remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc from your discard pile.
At the start of the maneuver phase, you may remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn.
At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this. '''Maneuver:''' Spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and exert this minion to take control of a site.
Each companion skirmishing this minion loses all damage and strength bonuses from possessions.
Each roaming [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion is '''fierce.'''
Each time a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc overwhelms a companion, add 3 burdens.
Each time the fellowship moves, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man to take control of a site.
Each time the Free Peoples player assigns this minion to a skirmish, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to skirmish a companion who has resistance 5 or less, exert that companion.
Each time this minion wins a skirmish, if it is mounted, exert a companion. '''Shadow:''' Exert 3 [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minions and spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount to discard a condition.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may exert him twice to add a doubt. Regroup: If this minion is not mounted, exert him to make the Free Peoples player wound a companion.
Each time this minion wins a skirmish, you may exert him twice to wound a companion.
Each time this minion wins a skirmish, you may exert it to discard a possession borne by a character this minion is skirmishing.
Each time this minion wins a skirmish, you may make him strength +2 and '''fierce''' until the regroup phase.
Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase.
Each time this minion wins a skirmish, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] minion to take control of a site.
Each time you play an[[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]]mount, you may draw a card. '''Assignment:''' If this minion is mounted, exert it twice to assign it to a companion of strength 9 or more.
Each time you play this minion, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to exert a companion for each Free Peoples culture you can spot over 2.
Each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc bearing a possession cannot take wounds (except during skirmish phases).
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt.
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile.
For each companion you can spot, this minion is strength +1.
This companion is twilight cost -1 for each [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] companion you can spot. '''Fellowship:''' Place this companion in the dead pile to remove [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
This minion is strength +1 for each companion who has resistance 5 or less.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +2 and '''damage +1''' for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession with a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on it. '''Maneuver:''' Spot X [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man. While you can spot a companion of strength 10 or more, this minion is strength +3. '''Maneuver:''' Remove 2 burdens or 2 threats to control a site.
To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc. While you can spot more sites on the adventure path than minions, this minion is strength +5.
To play, spot Gandalf. Each time the fellowship moves to an opponent's site, you may heal a companion with the Gandalf signet. '''Regroup''': Discard Gwaihir to make the move limit for this turn +1; the Shadow player may take up to 2 Shadow cards into hand from their discard pile.
When this minion is discarded from play, you may spot a companion who has resistance 4 or less to shuffle this minion into your draw deck.
When this minion wins a skirmish, you may stack him on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. His twilight cost is -2.
When you play Aragorn, you may take an [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] ally with a twilight cost of 2 or less into hand from your draw deck. '''Skirmish''': Discard an [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] skirmish event from hand to make Aragorn strength +2.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may heal a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] minion.
When you play this minion, you may make the Free Peoples player discard a card at random from hand.
When you play this minion, you may play a weapon from your discard pile on your [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] Orc.
When you play this minion, you may play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] weapon from your discard pile on your [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc.
When you play this minion, you may play the fellowship's next site (replacing opponent's site if necessary). Shadow: Exert this minion twice to make each site on the adventure path gain battleground, mountain, forest or underground until the end of the turn.
When you play this minion, you may spot 2 other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to add[[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each possession you spot.
When you play this minion, you may spot 4 [Dwarven] followers to exhaust a [Dwarven] companion. Maneuver: Spot 7 companions and remove [2] to wound a companion (except Bilbo).
When you play this minion, you may spot a companion who has resistance 4 or less to prevent that companion from being assigned to this minion until the regroup phase.
When you play this minion, you may spot a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] condition to draw a card for each site you control (limit 3).
When you play this minion, you may spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] condition to add a threat. While you can spot a companion of strength 10 or more, this minion is strength +3.
When you play this minion, you may spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] possession to add a threat. While you can spot a companion of strength 13 or more, this minion is strength +7.
When you play this minion, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion and a companion who has resistance 3 or less to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
When you play this minion, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to reveal the top card of the Free Peoples player's deck. If it is a Shadow card, add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]], where X is its twilight cost.
While at a battleground, this minion is strength +2.
While the fellowship is at a battleground or underground site, this minion cannot take wounds in the archery phase.
While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and an '''archer'''.
While this minion bears a weapon, he is strength +2.
While this minion is at a battleground site, it is strength +1 and '''Damage +1.'''
While this minion is at an underground site, each character skirmishing it is strength –2. While you can spot 6 companions, each character skirmishing an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is strength –2.
While this minion is at an underground site, it is strength +2.
While this minion is bearing a possession, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is strength +1.
While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site).
While you can spot 3 burdens, the minion archery total is +2.
While you can spot 3 threats, the minion archery total is +2.
While you can spot 6 companions and another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc, this minion is strength +9 and fierce.
While you can spot a companion of strength 12 or more, this minion is strength +5. '''Skirmish:''' Remove 2 threats to make a character skirmishing this minion strength –2.
While you can spot a follower attached to a companion, each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion is strength +2.
While you can spot a Free Peoples culture token, each minion that has the title Orc Reaper is strength +2.
While you can spot a Nazgûl, the Free Peoples player must exert a companion to assign this minion to a skirmish.
While you can spot a Nazgûl, this minion is strength +2.
While you can spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, this minion is strength +2 for each companion assigned to a skirmish.
While you control a site, this minion is strength +3 and '''fierce'''.
While you have initiative, the minion archery total is +2.
Search
Lore:
None
(36)
·
The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2)
·
Attacking in swarming hordes, the Uruk-hai close with the enemy rapidly to make weapons useless. (2)
·
Makers of bows and arrows have a strong trade for the raiders of Harad. (2)
·
They are trained to parry the swords of their enemies. (2)
·
Some Orcs go beyond savagery, taking pleasure in the suffering of their enemies. (2)
·
“‘The Orcs have often plundered Moria; there is nothing left in the upper halls.'” (2)
Other values:
"'...he was waylaid by the Orcs of the Mountains, and almost all his folk were slain.'"
"'I gave Hope to the Dúnedain, I have kept no hope for myself.'"
"'Many Elves and many mighty Men, and many of their friends, had perished in the war.'"
"'The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'"
"...legions of Haradrim from the South..."
"...the West is no longer safe."
"It works for him!"
"March to Helm's Deep!"
"There will be no dawn for men."
"We will fight for you!"
"You will taste man flesh."
...bred for battle in the southern reaches ofHaradwaith....
A bloodthirsty bellow from a huge Uruk can win a skirmish before it begins.
A foe who is willing to kill or die outright is a foe to be feared indeed.
A man of Dunland, this outlaw was a prized agent of Saruman and a spy for the Witch-king.
A swath of terror cut across the fields of Rohan.
Accustomed as they are to traveling afoot, Dunlending mobs can strike quickly, without warning.
Acquiring more territories only increases the rage of the Dunlendings.
Advanced Uruk scouts search for enemy weaknesses.
An incarnation of savagery was Ghynóh the Cruel.
An Orc acts when the taskmaster promises reward or the whip.
An Uruk is disarmed only when it hurls its weapon.
Armored Easterlings protect their commanders from enemy assaults.
As in years past, the Dunlendings marched in force to the west.
As they overrun the lands of the Free Peoples, the forces of the Shadow destroy all available resources.
Bands of Uruks crossed the plains of Rohan.
Bolts from the Uruk crossbows shattered the shields of the defenders.
Bred for battle, Sauron's soldiers live for the thrill of the fight – and the spoils of victory.
Bred for endurance, the Uruk-hai pursue their foes tirelessly.
Bred in dark sorcery.
Burning with a rage stoked by Saruman, the Wild Hillmen made the Rohirrim villagers suffer.
Choice of terrain is important when engaging the enemy.
Cruel questioners of Mordor tore the secret from poor Gollum, that Sauron's most prized possession once again was found.
Deep in the Isengard pits, Orcs tended the mud from which the Uruk-hai were pulled from.
Despite intensive training, the smell of blood still enraged the Uruk warriors.
Disarming strikes are common among the tactics of the Men of Harad.
Dunlendings take delight in destruction.
Enraged by Sauron, the frenzied Orcs streamed to the battlefields.
Fear is a potent weapon in the hands of an Uruk-hai.
Frodo's quest could be undone with one glance.
Frontline minions drew the fire of parapet archers.
Hunters are valuable members of Dunlending tribes.
In battle, Easterlings surprise their foes with a great number of different techniques.
In Harad, death is often swift, but seldom painless.
Larger Orcs are strong enough to run for many miles, and can tire out their prey before attacking.
Like a machine of Saruman, his minions are created for one purpose – killing.
Like pack animals, the Uruk-hai find strength in numbers.
Long spears are used by Southrons to attack while riding desert beasts.
Losses served only to enrage the besiegers.
Men of Harad were used to long journeys.
Minions of Orthanc shared their master's fascination with machines.
More enemies seem only to further fuel their rage.
Most of the Goblin arrows flew harmlessly into the chasm, but there were so many!
No village pitchfork could provide defense against the rages of the Wild Men.
Not stealth or cunning, but strength and ferocity are the weapons of Saruman's army of abominations.
Only in combat is an Uruk-hai truly fulfilling its purpose.
Only the best marksmen can keep their aim true as they are carried along by the great beasts of the Haradrim.
Orcs must always watch for attacks from their enemies...and from their own.
Orcs relish the kill more than the fight itself, and will often rush to engage a weakened foe.
Orcs were kept in check by the light of the Sun.
Pain. Pain was part of each Orc's life.
Pickets guarded the borders of the Southron encampment.
Powerful and fearless, Uruk-hai warriors are not intimidated by the weapons or numbers of their enemies.
Quick to contain their fleeing victims, the Orkish riders were always feared.
Restoratives were in short supply within the ranks of the White Hand.
Roving in mindless mobs, the Dunlendings destroyed many Rohirrim homesteads.
Saruman's Orcs labor day and night to provide him with the resources he needs to wage war.
Saruman's Uruk army trained in formation tactics.
Sauron's hatred lives in the hearts of his minions.
Small, harassing bands of Haradrim skirmishers make moving troops difficult.
Some desert warriors have no allegiance and work for any faction that will pay them.
Some Orcs have learned basic tracking skills.
Sometimes called the Men of Rhûn, the Easterlings hated Gondor for her riches.
Stirred by the Dark Lord, the fullness of Southron cruelty was leveled at the people of Gondor.
The cruel Men of Harad slaughter the weak and infirm during their raids on Gondor.
The cunning Ambushes of the Orc armies rely upon scouts first finding the enemy.
The defenses of the Hornburg were exploited, exposing their weakest points.
The Hillmen are always searching for lands to conquer.
The key to coordinating the columns of the Easterling army is their use of swift couriers.
The men of Rhûn's preparation for battle was second to none.
The merciless deserts of Haradwaith breed equally merciless fighters.
The military training of the Easterlings is evident in their marching formations.
The open plain affords no shelter, no defense against the Dunlendings.
The Orcs of Mordor extended the will of Sauron to control the weak Men of the East.
The Orcs of Mordor, heartened by the promise of blood and plunder, are dangerous foes in battle.
The smell of human flesh is often enough to frenzy an Orc warrior.
The Southrons are skilled at fighting in many different kinds of terrain.
The spiny helms forged by the Orcs of Moria can inflict as much damage as their scimitars.
The Uruk-hai army stopped and growled in anticipation of the upcoming battle.
The Uruk-hai attack with such ferocity that their victims find no way to strike back.
The Uruk-hai troop snuck along through the forest following the three boats carrying the Fellowship.
The Uruk-hai... resilient... imposing...
The Uruks were tireless in the pursuit of their prey.
Their lust for Man-flesh allowed Saruman to bend the Uruk-hai to his will.
Theories and tactics of warfare were tested upon the battlefields of Middle-earth.
They prepare for the last war.
They were wicked men.
Though Dunlendings are by no means cowardly, their prowess in battle seems to manifest more as victory grows more assured.
Though most Orcs are small in stature, seldom can one be found without another nearby.
Thousands of Uruk-hai came to take the Hornburg.
Tight columns allow Easterlings to protect each other.
To kill and destroy was the mission of the wild hillmen.
To sense weakness is to assume victory.
Trained Easterling fighters formed ranks of axes and spears to charge the knights of Gondor.
Trained Uruk-hai operated Saruman's siege engines at Helm's Deep.
Treebeard's call to the Ent Moot could not be refused.
Under the banner of the white hand, they came in great numbers.
Under the cover of darkness the Orcs came.
Uruk shamans know the arts of healing as well as those of battle.
Uruk-hai leaders gain savagery from their following hordes to maintain the rule of the strong.
Uruks are trained to safeguard their commanders.
Veteran bowmen are highly valued in the kingdoms of the South.
Victims of the Dunlendings receive no quarter.
Vile villain of all that opposed his master.
When commanded to, Orcs could travel great distances with great speed.
White Hand warriors fell to evil deeds with a passion.
With speed and numbers, these feared riders were not easily avoided.
Wounds do not always remove the Uruk-hai from their assault.
“...a braying of horns... shook the very stones and stunned men's ears.”
“...a harsh laugh and the tread of many feet on the ground below.”
“...a secret folk, unfriendly to the Dúnedain, hating the Rohirrim.”
“...all the hills and rocks about the Morannon were filled with hidden foes....”
“...and the shadowy defile beyond was bored and tunnelled by teeming broods of evil things.”
“...armies that had encamped before his Gate by night and now marched in to swell his mounting power.”
“...but the sun now climbing towards the South was veilded in the reeks of Mordor....”
“...deafening, roaring in his ears, the crash of the feet and the rending clamour of the Orcs before him.”
“...far away from hidden holds and outposts in the hills came answering calls....”
“...here and there they twisted like ghostly sheets unfurled by hidden hands.”
“...it was of a small breed...with wide and snuffling nostrils: evidently a tracker of some kind.”
“...like a storm upon the plain and a thunder in the mountains.”
“...new foes came swirling behind....”
“...not even the black shadows, lying deep where the red glow could not reach, would shield him long from the night-eyed orcs.”
“...swart, slant-eyed, with thick legs and large hands.”
“...the Dunlendings raided often over the Isen.”
“...the first assault crashed into them.”
“...the strength of the rebels in Umbar was a great peril to Gondor....”
“...the sweet grass of Rohan had been bruised and blackened as they passed.”
“...their purpose was only to test the strength of the defence and to keep the men of Gondor busy in many places.”
“...this stronghold had been built not to keep enemies out of Mordor, but to keep them in.”
“...treachery had yielded up the Tower to the Lord of the Ringwraiths, and now for long years it had been held by evil things.”
“...unfriendly to the Dúnedain, hating the Rohirrim.”
“A moment they hesitated, and then on they came.”
“A noise of tramping feet and harsh shouts: Orcs were coming up to the Cleft from the far side....”
“But there was one... who stood looking at them with a knowing and half-mocking expression that made them feel very uncomfortable.”
“Drums rolled and fires leaped up.”
“Grond! Grond! Grond!”
“In it there was a single gate of iron, and upon its battlement sentinels paced unceasingly.”
“In vain men shook their fists at the pitiless foes that swarmed before the Gate.”
“March to Helm's Deep! Leave none alive!”
“North amid the noisome pits lay the first of the great heaps and hills of slag....”
“On they came, reckless of their loss as they approached....”
“Orcs were multiplying again in the mountains.”
“Rohan, my Lord, is ready to fall.”
“Sam looked up towards the orc-tower, and suddenly from its narrow windows lights stared out like small red eyes.”
“Sauron had taken the proffered bait in jaws of steel.”
“So great an army had never issued from that vale since the days of Isildur's might....”
“The dark tide flowed up to the walls from cliff to cliff.”
“The drums rolled and rattled.”
“The hobbits were left with the Isengarders: a grim dark band...of large, swart, slant-eyed Orcs with great bows and short broad-bladed swords.”
“The onslaught of Mordor broke like a wave on the beleaguered hills....”
“The sun gleamed red....”
“There came a long rolling of great drums like thunder in the mountains....”
“These are Uruk-hai. Their armor is thick and their shields broad.”
“These were a remnant of the peoples that had dwelt in the vales of the White Mountains in ages past.”
“They wavered, broke, and fled back; and then charged again, broke and charged again; and each time, like the incoming sea, they halted at a higher point.”
“Umbar remained at war with Gondor for many lives of men....”
“‘...a great fleet drawing near to the mouths of Anduin....'”
“‘...a ruined and terrible form of life.'”
“‘...do they just live on foul air and poison?'”
“‘...the Eagles of the mountain went far and wide, and they saw many things: the gathering of wolves and the mustering of Orcs....'”
“‘...the fear of him has passed before him over the River.'”
“‘A message came: “Nazgûl uneasy. Spies feared on stairs. Double vigiliance. Patrol to head of Stairs.'””
“‘Already they are scaling the bank at many points, thick as marching ants.'”
“‘By our blood... we swear to fight for you....'”
“‘Easterlings... have passed through the Black Gate....'”
“‘Fear, the City is rank with it.'”
“‘He does not see the caverns hidden deep beneath this tower... nor does he know what is growing there.'”
“‘He has taken Orcs into his service, and Wolf-riders, and evil Men....'”
“‘How long is it since Saruman bought you?'”
“‘Imagine, Gandalf, an army – born from the earth of Isengard.'”
“‘Kill all in your path!'”
“‘Many evil things there are that your strong walls and bright swords do not stay.'”
“‘No other folk make such a trampling....'”
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.'”
“‘Not nice; very cruel wicked Men they look.'”
“‘Now we'll have to leg it double quick.'”
“‘Run, curse you! Run while night lasts!'”
“‘Some of the Southrons have broken from the trap and are flying from the road.'”
“‘The nameless enemy has arisen again....'”
“‘The Nine are abroad again. They have crossed the River secretly and are moving westward. They have taken the guise of riders in black.'”
“‘The road may lead to Moria, but how can we hope that it will lead through Moria....'”
“‘The time of the Orc has come.'”
“‘They do not see what lies ahead / When Sun has failed and Moon is dead.'”
“‘They hold the northward road; and many have passed on into Anórien. The Rohirrim cannot come.'”
“‘They hold the northward road; and many have passed on into Anórien.'”
“‘They swarmed across like beetles.'”
“‘They will not quail at the sun... the wild men of the hills.'”
“‘This was a rich vale and had many homesteads. Alas for my folk!'”
“‘We are the servants of Saruman the Wise....'”
“‘We are the Uruk-hai; we do not stop the fight for night or day, for fair weather or for storm.'”
“‘We come to kill, by sun or moon.'”
“‘We don't have a moment! Come nightfall these hills will swarm with Orcs!'”
“‘We keep off strangers and the foolhardy; and we train and we teach, we walk and we weed.'”
“‘We shall have some fun later.'”
“‘We will fight....'”
“‘Why don't we search them and find out?'”
“‘Wolves and orcs were housed in Isengard, for Saruman was mustering a great force....'”
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Gallery: ImageFilename
Gallery: PortraitFilename
D
Data:Advance Marauder (10C76)/Data
Data:Advance Regular (10C77)/Data
Data:Advancing Uruk (12C134)/Data
Data:Agents of Orthanc (6R57)/Data
Data:Aragorn, Estel (V1 19)/Data
Data:Assault Commander (13R158)/Data
Data:Assault Denizen (13C159)/Data
Data:Barbaric Uruk (12U135)/Data
Data:Battlefield Recruit (15S95)/Data
Data:Black Land Commander (15C100)/Data
Data:Black Land Observer (15C101)/Data
Data:Black Land Runner (15C103)/Data
Data:Black Land Spy (15C105)/Data
Data:Black Rider (0P20)/Data
Data:Black Rider (12U161)/Data
Data:Bloodthirsty Uruk (11S178)/Data
Data:Bold Easterling (15C73)/Data
Data:Brawling Uruk (11R179)/Data
Data:Brawling Uruk (11RF15)/Data
Data:Candle Corpses (16R2)/Data
Data:Cirith Ungol Guard (10C81)/Data
Data:Cirith Ungol Patroller (10U82)/Data
Data:Cirith Ungol Scavenger (10U54)/Data
Data:Cirith Ungol Sentry (10C84)/Data
Data:Cirith Ungol Soldier (10C55)/Data
Data:Cirith Ungol Warrior (10C56)/Data
Data:Cirith Ungol Watchman (10U57)/Data
Data:Column of Easterlings (11C72)/Data
Data:Corsair Buccaneer (8C53)/Data
Data:Corsair Freebooter (8C54)/Data
Data:Corsair Marauder (8R57)/Data
Data:Corsair Ruffian (10U39)/Data
Data:Covetous Uruk (0P121)/Data
Data:Covetous Uruk (15C158)/Data
Data:Cruel Dunlending (13S85)/Data
Data:Cutthroat Orc (11C113)/Data
Data:Denizen of Khazad-dum (11S115)/Data
Data:Desert Fighter (7C131)/Data
Data:Desert Nomad (7C132)/Data
Data:Desert Scout (7U134)/Data
Data:Desert Soldier (4U220)/Data
Data:Desert Soldier (7U136)/Data
Data:Desert Spearman (4C221)/Data
Data:Desert Spearman (7C137)/Data
Data:Desert Villain (7U138)/Data
Data:Dunlending Brawler (0W14)/Data
Data:Dunlending Brigand (4C10)/Data
Data:Dunlending Looter (4U11)/Data
Data:Dunlending Pillager (4U13)/Data
Data:Dunlending Rampager (5U1)/Data
Data:Dunlending Robber (4C16)/Data
Data:Dunlending Warrior (4C18)/Data
Data:Dunlending Zealot (12U62)/Data
Data:Easterling Aggressor (7C139)/Data
Data:Easterling Assailant (7C140)/Data
Data:Easterling Banner-bearer (12U63)/Data
Data:Easterling Blademaster (7C142)/Data
Data:Easterling Dispatcher (17U42)/Data
Data:Easterling Footman (7R143)/Data
Data:Easterling Guard (4C226)/Data
Data:Easterling Herald (0W22)/Data
Data:Easterling Infantry (4C227)/Data
Data:Easterling Lieutenant (4C228)/Data
Data:Easterling Ransacker (7C144)/Data
Data:Easterling Runner (13C90)/Data
Data:Easterling Scout (15C77)/Data
Data:Easterling Sergeant (7U146)/Data
Data:Easterling Shield Wall (11C76)/Data
Data:Easterling Trooper (4U230)/Data
Data:Elite Archer (4U232)/Data
Data:Entranced Uruk (13C163)/Data
Data:Entrapping Orc (11C120)/Data
Data:Fat Spider (31S151)/Data
Data:Fearsome Dunlending (11C79)/Data
Data:Feral Uruk (11S183)/Data
Data:Fletcher of Harad (11R81)/Data
Data:Fletcher of Harad (11RF9)/Data
Data:Following Uruk (15U160)/Data
Data:Foraging Orc (11C121)/Data
Data:Forest Guardian (5C17)/Data
Data:Frenzied Orc (11C122)/Data
Data:Furious Hillman (14R10)/Data
Data:Furious Uruk (11R186)/Data
Data:Gate Sentry (6C102)/Data
Data:Gimli, Dwarven Delegate (0W15)/Data
Data:Goblin Aggressor (12C87)/Data
Data:Goblin Reinforcements (2C63)/Data
Data:Goblin Scavengers (1C179)/Data
Data:Gorgoroth Agitator (8U94)/Data
Data:Gorgoroth Attacker (7U270)/Data
Data:Gorgoroth Axeman (7U271)/Data
Data:Gorgoroth Breaker (8U97)/Data
Data:Gorgoroth Engineer (7U272)/Data
Data:Gorgoroth Garrison (7C273)/Data
Data:Gorgoroth Looter (8U98)/Data
Data:Gorgoroth Sapper (7C277)/Data
Data:Gorgoroth Soldier (7U278)/Data
Data:Grousing Hillman (15C82)/Data
Data:Gwaihir, Lord of Eagles (V1 15)/Data
Data:Half-troll of Far Harad (14R12)/Data
Data:Harrying Hillman (12R69)/Data
Data:Hillman Band (4C21)/Data
Data:Hillman Tribe (4C25)/Data
Data:Howling Orc (13S109)/Data
Data:Hunting Herdsman (15C83)/Data
Data:Invading Haradrim (11C86)/Data
Data:Isengard Artisan (6C65)/Data
Data:Isengard Retainer (3U57)/Data
Data:Isengard Rider (5C53)/Data
Data:Isengard Smith (3U60)/Data
Data:Lookout Uruk (11S193)/Data
Data:Merciless Berserker (15R165)/Data
Data:Merciless Dunlending (13C96)/Data
Data:Mordor Assassin (7R284)/Data
Data:Mordor Brute (10C90)/Data
Data:Mordor Fiend (10C91)/Data
Data:Mordor Guard (7C287)/Data
Data:Mordor Pillager (10U92)/Data
Data:Mordor Regular (7C288)/Data
Data:Mordor Veteran (7U292)/Data
Data:Mordor Warrior (7U293)/Data
Data:Mordor Wretch (10U93)/Data
Data:Morgul Ambusher (8C74)/Data
Data:Morgul Banner-bearer (10C62)/Data
Data:Morgul Creeper (8C75)/Data
Data:Morgul Cur (7C189)/Data
Data:Morgul Hunter (1R256)/Data
Data:Morgul Lurker (8C76)/Data
Data:Morgul Patrol (0W24)/Data
Data:Morgul Skirmisher (1U257)/Data
Data:Morgul Spawn (7C200)/Data
Data:Morgul Squealer (8R77)/Data
Data:Morgul Tormentor (0P92)/Data
Data:Morgul Tormentor (12U90)/Data
Data:Moria Archer Troop (2U67)/Data
Data:Moria Skirmishers (0W21)/Data
Data:Mountain Orc (11C129)/Data
Data:Mumak Rider (12R74)/Data
Data:Murderous Uruk (11C195)/Data
Data:Old Tomnoddy (31S153)/Data
Data:Orc Ambush Troop (V1 48)/Data
Data:Orc Captain (5R103)/Data
Data:Orc Destroyer (7C299)/Data
Data:Orc Fighter (5U105)/Data
Data:Orc Footman (12C93)/Data
Data:Orc Hunters (1U267)/Data
Data:Orc Inquisitor (1C268)/Data
Data:Orc Officer (7U302)/Data
Data:Orc Rager (7C304)/Data
Data:Orc Reaper (13C116)/Data
Data:Orc Sapper (12U94)/Data
Data:Orc Savage (7U305)/Data
Data:Orc Scouting Band (1U270)/Data
Data:Orc Stalker (7U307)/Data
Data:Orc Swordsman (3C98)/Data
Data:Orc Taskmaster (2C90)/Data
Data:Orc Warrior (3C101)/Data
Data:Orkish Aggressor (18C85)/Data
Data:Orkish Assassin (17C72)/Data
Data:Orkish Breeder (18C87)/Data
Data:Orkish Cavalry (17R74)/Data
Data:Orkish Defender (18C88)/Data
Data:Orkish Dreg (17C75)/Data
Data:Orkish Flanker (17C77)/Data
Data:Orkish Marauder (30S38)/Data
Data:Orkish Pursuer (32S242)/Data
Data:Orkish Runner (17C83)/Data
Data:Orkish Scout (17R84)/Data
Data:Orkish Skirmisher (18C90)/Data
Data:Orkish Worker (11R133)/Data
Data:Patroller of Haradrim (11C93)/Data
Data:Picket Denizen (13S118)/Data
Data:Rapt Hillman (15U90)/Data
Data:Ringwraith in Twilight (V1 40)/Data
Data:Ruffian (18C72)/Data
Data:Savage Southron (15U92)/Data
Data:Scavenging Goblins (12C102)/Data
Data:Scouting Orc (15C116)/Data
Data:Sentinel Uruk (11C201)/Data
Data:Shadow of the Wood (15U35)/Data
Data:Southron Assassin (4R246)/Data
Data:Southron Bandit (7U160)/Data
Data:Southron Brigand (7C161)/Data
Data:Southron Chieftain (7R163)/Data
Data:Southron Fanatic (10C49)/Data
Data:Southron Murderer (13U98)/Data
Data:Southron Savage (10C50)/Data
Data:Southron Sentry (4U253)/Data
Data:Southron Thief (7U168)/Data
Data:Southron Traveler (5C76)/Data
Data:Southron Wanderer (4C258)/Data
Data:Squad of Haradrim (11U99)/Data
Data:Squint-eyed Southerner (18C74)/Data
Data:Stampeding Savage (17C53)/Data
Data:Sunland Guard (17C55)/Data
Data:Sunland Trooper (17C59)/Data
Data:Sunland Warrior (17C60)/Data
Data:Swarming Hillman (14R11)/Data
Data:Swarming Uruk (11C203)/Data
Data:Swarthy Bree-lander (11C101)/Data
Data:Troop of Uruk-hai (1R143)/Data
Data:Uruk Aggressor (13C168)/Data
Data:Uruk Brood (1C145)/Data
Data:Uruk Chaser (4C181)/Data
Data:Uruk Crossbow Troop (4U182)/Data
Data:Uruk Defender (4C184)/Data
Data:Uruk Distractor (13U170)/Data
Data:Uruk Engineer (5C61)/Data
Data:Uruk Fanatic (4C185)/Data
Data:Uruk Fighter (1C146)/Data
Data:Uruk Guard (1R147)/Data
Data:Uruk Infantry (15U175)/Data
Data:Uruk Invader (13R171)/Data
Data:Uruk Lieutenant (1R148)/Data
Data:Uruk Pikeman (12C153)/Data
Data:Uruk Rager (1C150)/Data
Data:Uruk Ravager (3U75)/Data
Data:Uruk Regular (4C192)/Data
Data:Uruk Reserve (13C173)/Data
Data:Uruk Runner (4C193)/Data
Data:Uruk Searcher (4U194)/Data
Data:Uruk Shaman (1C152)/Data
Data:Uruk Slayer (1U153)/Data
Data:Uruk Stalker (4C197)/Data
Data:Uruk Stormer (4C198)/Data
Data:Uruk Trooper (4R199)/Data
Data:Uruk Veteran (4U201)/Data
Data:Uruk Village Assassin (15C176)/Data
Data:Uruk Warrior (1C156)/Data
Data:Uruk-hai Healer (14R14)/Data
Data:Uruk-hai Marauder (4C204)/Data
Data:Uruk-hai Patrol (4C206)/Data
Data:Uruk-hai Raiding Party (1C158)/Data
Data:Uruk-hai Raiding Party (4C207)/Data
Data:Uruk-hai Scout (14R15)/Data
Data:Uruk-hai Troop (12R157)/Data
Data:Vicious Dunlending (13S100)/Data
Data:Vicious Uruk (12U158)/Data
Data:Wandering Hillman (15U94)/Data
Data:Warrior of Dunland (11C103)/Data
Data:Watchful Orc (11R143)/Data
Data:Watchful Orc (30S41)/Data
Data:Watchman Uruk (11C206)/Data
Data:White Hand Attacker (17C120)/Data
Data:White Hand Attacker (18C124)/Data
Data:White Hand Enforcer (17C125)/Data
Data:White Hand Guard (17C126)/Data
Data:White Hand Intruder (17C127)/Data
Data:White Hand Invader (17C128)/Data
Data:White Hand Mystic (18C128)/Data
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