Drilldown: CardReleases

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CardReleases > ShadowNum: 2

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At the start of your fellowship phase, you may exert a [ROHAN] Man to play a [ROHAN] mount from your draw deck. (1) · Battleground. Each character bearing a hand weapon is strength +2. (1) · Battleground. When the fellowship moves from this site, the Free Peoples player may spot 3 burdens to remove a burden. (1) · Dwelling. When the fellowship moves from this site, wound each minion that is not a lurker. (1) · Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a [gandalf] card). (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (2) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Regroup: Exert your Gollum or your Smeagol to play the fellowship's next site. (1) · Mountain. At the start of your fellowship phase, you may exert a Dwarf to play a [DWARF] possession from your draw deck. (1) · Mountain. Culture tokens cannot be added, removed, or reinforced. (1) · Mountain. Each card that is about to be placed into the discard pile is removed from the game instead. (1) · Mountain. Shadow: Spot a [ISENGARD] minion to play a weather card from your draw deck (limit one per turn). (1) · Mountain. The twilight cost of each companion and ally played at Ered Nimrais is +3. (1) · Plains. Each hunter character is strength +1. (1) · Plains. Each unbound companion skirmishing more than 1 minion is strength +3. (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · Plains. Shadow: Spot 3 [ISENGARD] trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · Plains. Skirmish: Exert your Man (except an enduring Man) to make him or her damage +1. (1) · River. Each character is strength +1 for each card borne by that character. (1) · River. When the fellowship moves to this site, each player heals each of his or her characters. (1) · Skirmish: Spot your minion and remove 2 burdens to make that minion damage +1. (1) · Underground. Each character bearing a hand weapon is damage +1. (1) · Underground. Each companion and minion bearing a hand weapon is damage +1. (1) · Underground. Each unwounded [GONDOR] Man is defender +1. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1) · Underground. The Free Peoples player may transfer Free Peoples artifacts and possessions at no twilight cost. (1) · Underground. When the fellowship moves from this site, remove (2). (1) · Underground. When the fellowship moves to Dwarrowdelf Chamber, Gimli or 2 other companions must exert. (1) · When the fellowship moves to Eregion Hills, add a burden. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
TaggedGameText:
Battleground. Each character bearing a hand weapon is strength +2. (1) · Battleground. When the fellowship moves from this site, the Free Peoples player may spot 3 burdens to remove a burden. (1) · Dwelling. When the fellowship moves from this site, wound each minion that is not a lurker. (1) · Dwelling. When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · Forest. Fellowship: Play Treebeard from your draw deck. (1) · Forest. No more than 1 minion can be assigned to each skirmish. (2) · Forest. While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · Marsh. Regroup: Exert your Gollum or your Sméagol to play the fellowship's next site. (1) · Mountain. Shadow: Spot a isengard minion to play a weather card from your draw deck (limit 1 per turn). (1) · Mountain. At the start of your fellowship phase, you may exert a Dwarf to play a dwarven possession from your draw deck. (1) · Mountain. Culture tokens cannot be added, removed, or reinforced. (1) · Mountain. Each card that is about to be placed into the discard pile is removed from the game instead. (1) · Mountain. The twilight cost of each companion and ally played at Ered Nimrais is +3. (1) · Plains. Skirmish: Exert your Man (except an enduring Man) to make him or her damage +1. (1) · Plains. Shadow: Spot 3 isengard trackers to prevent the fellowship from moving again this turn. (1) · Plains. Skirmish: Exert a companion or minion to make that character strength +2. (1) · Plains. Each hunter character is strength +1. (1) · Plains. Each unbound companion skirmishing more than 1 minion is strength +3. (1) · Plains. If the Shadow has initiative, minions are not roaming. (1) · River. Each character is strength +1 for each card borne by that character. (1) · River. When the fellowship moves to this site, each player heals each of his or her characters. (1) · Skirmish: Spot your minion and remove 2 burdens to make that minion damage +1. (1) · Underground. Each companion and minion bearing a hand weapon is damage +1. (1) · Underground. Each character bearing a hand weapon is Damage +1. (1) · Underground. Each unwounded gondor Man is defender +1. (1) · Underground. The Free Peoples player may transfer Free Peoples artifacts and possessions at no twilight cost. (1) · Underground. When the fellowship moves from this site, remove twilight2. (1) · Underground. When the fellowship moves to Dwarrowdelf Chamber, Gimli or 2 other companions must exert. (1) · At the start of your fellowship phase, you may exert a rohan Man to play a rohan mount from your draw deck. (1) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a gandalf card). (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1) · When the fellowship moves to Eregion Hills, add a burden. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
FormattedGameText:
'''Battleground.''' Each character bearing a hand weapon is strength +2. (1) · '''Battleground.''' When the fellowship moves from this site, the Free Peoples player may spot 3 burdens to remove a burden. (1) · '''Dwelling.''' When the fellowship moves from this site, wound each minion that is not a lurker. (1) · '''Dwelling.''' When the fellowship moves to this site, the Free Peoples player wounds a companion for each ally. (1) · '''Forest.''' '''Fellowship:''' Play Treebeard from your draw deck. (1) · '''Forest.''' No more than 1 minion can be assigned to each skirmish. (2) · '''Forest.''' While you can spot an unbound Hobbit at Derndingle, the move limit is +1 for this turn. (1) · '''Marsh.''' '''Regroup:''' Exert your Gollum or your Sméagol to play the fellowship's next site. (1) · '''Mountain.''' '''Shadow:''' Spot a [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to play a weather card from your draw deck (limit 1 per turn). (1) · '''Mountain.''' At the start of your fellowship phase, you may exert a Dwarf to play a [[Image:Culture_Dwarven.svg|x20px|text-bottom|link=Dwarven_Culture|class=whitebg]] possession from your draw deck. (1) · '''Mountain.''' Culture tokens cannot be added, removed, or reinforced. (1) · '''Mountain.''' Each card that is about to be placed into the discard pile is removed from the game instead. (1) · '''Mountain.''' The twilight cost of each companion and ally played at Ered Nimrais is +3. (1) · '''Plains. Skirmish:''' Exert your Man (except an enduring Man) to make him or her '''damage +1.''' (1) · '''Plains.''' '''Shadow:''' Spot 3 [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] trackers to prevent the fellowship from moving again this turn. (1) · '''Plains.''' '''Skirmish:''' Exert a companion or minion to make that character strength +2. (1) · '''Plains.''' Each hunter character is strength +1. (1) · '''Plains.''' Each unbound companion skirmishing more than 1 minion is strength +3. (1) · '''Plains.''' If the Shadow has initiative, minions are not roaming. (1) · '''River.''' Each character is strength +1 for each card borne by that character. (1) · '''River.''' When the fellowship moves to this site, each player heals each of his or her characters. (1) · '''Skirmish:''' Spot your minion and remove 2 burdens to make that minion '''damage +1'''. (1) · '''Underground.''' Each companion and minion bearing a hand weapon is '''damage +1'''. (1) · '''Underground.''' Each character bearing a hand weapon is '''Damage +1.''' (1) · '''Underground.''' Each unwounded [[Image:Culture_Gondor.svg|x28px|bottom|link=Gondor_Culture|class=whitebg]] Man is '''defender +1. ''' (1) · '''Underground.''' The Free Peoples player may transfer Free Peoples artifacts and possessions at no twilight cost. (1) · '''Underground.''' When the fellowship moves from this site, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (1) · '''Underground.''' When the fellowship moves to Dwarrowdelf Chamber, Gimli or 2 other companions must exert. (1) · At the start of your fellowship phase, you may exert a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man to play a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] mount from your draw deck. (1) · Each time a minion of strength 6 or less is played, make it strength +3 until the regroup phase (unless you can spot a [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] card). (1) · Forest. At the start of the maneuver phase, each player may play a hand weapon from his or her draw deck. (1) · Underground. River. Maneuver : Play a Shadow condition or the One Ring from your draw deck (limit once per player). (1) · When the fellowship moves to Eregion Hills, add a burden. (1) · While you can spot a ranger, the move limit is +1 for this turn. (1)
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