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Drilldown: CardReleases
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CardReleases
> Strength:
7-8
&
SiteNum:
4-5
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ID:
Other values:
HDG-EN31S008.0
HDG-EN31S017.0
HDG-EN31S051.0
HDG-EN31S053.0
HDG-EN32S027.0
HDG-EN32S042.0
HDG-EN32S043.0
HDG-EN32S060.0
LOTR-EN00S011.0
LOTR-EN00S095.0
LOTR-EN00S104.0
LOTR-EN00S121.0
LOTR-EN00W020.0
LOTR-EN00W021.0
LOTR-EN00W022.0
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LOTR-EN01S146.0
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LOTR-EN19S020.0
LOTR-ENV1S015.0
LOTR-ENV1S036.0
Search
BaseCardID:
Other values:
HDG-EN31S008.0
HDG-EN31S017.0
HDG-EN31S051.0
HDG-EN31S053.0
HDG-EN32S027.0
HDG-EN32S042.0
HDG-EN32S043.0
HDG-EN32S060.0
LOTR-EN00S011.0
LOTR-EN00S095.0
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LOTR-EN00W022.0
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LOTR-EN01S176.0
LOTR-EN01S179.0
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LOTR-EN02S049.0
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LOTR-EN02S066.0
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LOTR-EN17S037.0
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LOTR-EN18S129.0
LOTR-EN18S130.0
LOTR-EN19S020.0
LOTR-ENV1S015.0
LOTR-ENV1S036.0
Search
Subset:
A (1)
·
S (189)
·
W (4)
Revision:
None
(194)
ReleaseDate:
None
(194)
LanguageCode:
EN (194)
IsPhysical:
No (16)
·
Yes (178)
IsPlayable:
No (12)
·
Yes (182)
CollInfo:
None
(194)
IsUnique:
No (163)
·
Yes (31)
Title:
Saruman (16)
·
Troll’s Keyward (2)
·
Sharku (2)
·
Covetous Uruk (2)
·
White Hand Attacker (2)
·
Brawling Uruk (2)
·
Desert Spearman (2)
·
Orkish Veteran (2)
Other values:
Archer Commander
Archer of Harad
Assaulting Goblin
Band of Uruk Bowmen
Barbaric Uruk
Barbarous Orc
Black Land Commander
Black Land Observer
Black Land Spy
Bloodthirsty Uruk
Bold Easterling
Charging Uruk
Cirith Ungol Scavenger
Cirith Ungol Soldier
Column of Easterlings
Corpse Lights
Corsair Buccaneer
Corsair Freebooter
Crazed Hillman
Cruel Dunlending
Denizen of Moria
Desert Fighter
Desert Scout
Determined Uruk
Dunlending Trapper
Dunlending Zealot
Easterling Aggressor
Easterling Blademaster
Easterling Dispatcher
Easterling Herald
Easterling Infantry
Easterling Lieutenant
Easterling Runner
Easterling Sergeant
Elf Army
Elite Archer
Fat Spider
Following Uruk
Footman of Dunland
Frenzied Orc
Furious Hillman
Goblin Aggressor
Goblin Marksman
Goblin Reinforcements
Goblin Scavengers
Gorgoroth Assassin
Guard Commander
Gwaihir
Half-troll of Far Harad
Howling Orc
Huge Tentacle
Hunting Herdsman
Invading Haradrim
Isengard Artisan
Isengard Builder
Isengard Flanker
Isengard Infiltrator
Isengard Informant
Isengard Plodder
Isengard Retainer
Isengard Rider
Isengard Servant
Isengard Smith
Isengard Underling
Isengard Warrior
Mauhúr
Merciless Berserker
Merciless Dunlending
Morgul Ambusher
Morgul Banner-bearer
Morgul Creeper
Morgul Cur
Morgul Lurker
Morgul Mongrel
Morgul Ruffian
Morgul Squealer
Moria Archer Troop
Moria Menace
Moria Skirmishers
Mûmak Rider
Murderous Uruk
Old Tomnoddy
Orc Footman
Orc Miscreant
Orc Plains Runner
Orc Reaper
Orkish Aggressor
Orkish Assassin
Orkish Cavalry
Orkish Defender
Orkish Footman
Orkish Pursuer
Orkish Runner
Orkish Scout
Orkish Sneak
Orkish Traveler
Orkish Warg-master
Orthanc Warrior
Overpowering Uruk
Persistent Orc
Pitiless Orc
Radagast
Ranged Commander
Savage Southron
Scavenging Goblins
Scouting Orc
Seeking Uruk
Sentinel Uruk
Southron Bandit
Southron Fanatic
Southron Murderer
Southron Savage
Southron Thief
Southron Traveler
Southron Wanderer
Stampeding Hillsman
Stampeding Savage
Strong Tentacle
Sunland Guard
Sunland Warrior
Swarming Hillman
Swarthy Bree-lander
Swarthy Hillman
Uruk Aggressor
Uruk Crossbow Troop
Uruk Dominator
Uruk Engineer
Uruk Fighter
Uruk Infantry
Uruk Lieutenant
Uruk Pikeman
Uruk Plains Runner
Uruk Regular
Uruk Reserve
Uruk Runner
Uruk Scout
Uruk Shaman
Uruk Soldier
Uruk Spy
Uruk Stalker
Uruk Stormer
Uruk Tactician
Uruk Veteran
Uruk Village Assassin
Uruk-hai Berserker
Uruk-hai Healer
Uruk-hai Marauder
Uruk-hai Scout
Vicious Dunlending
Vile Tentacle
Wandering Hillman
Warrior of Dunland
Wary Orc
Watchful Orc
Watchman Uruk
White Hand Enforcer
White Hand Invader
White Hand Mystic
White Hand Sieger
White Hand Traveler
White Hand Vanquisher
White Hand Veteran
Wicked Spider
Wisp of Pale Sheen
Search
Subtitle:
None
(172)
·
Agent of the Dark Lord (2)
·
Black Traitor (1)
·
Coldly Still (1)
·
Curunir (1)
·
Instigator of Insurrection (2)
·
Keeper of Isengard (1)
·
Keeper of the Beast (1)
·
Lord of Eagles (1)
·
Many-coloured Wizard (1)
·
Master of Foul Folk (1)
·
Master of the White Hand (1)
·
Of Many Colours (2)
·
Rabble-rouser (1)
·
Relentless Hunter (1)
·
Servant of the Eye (2)
·
The Brown (1)
·
Vile Marauder (1)
·
Warg-captain (1)
Subtypes:
Creature (3)
·
Eagle (1)
·
Elf (1)
·
Half-troll (1)
·
Man (46)
·
Orc (66)
·
Spider (3)
·
Uruk-hai (54)
·
Wizard (17)
·
Wraith (2)
TwilightCost:
None
(1)
·
2 (25)
·
3 (129)
·
4 (37)
·
5 (1)
·
6 (1)
Strength:
7 (55)
·
8 (139)
StrengthMod:
None
(194)
Vitality:
1 (21)
·
2 (124)
·
3 (30)
·
4 (19)
VitalityMod:
None
(194)
SiteNum:
4 (134)
·
5 (60)
SiteNumMod:
None
(194)
Resistance:
None
(194)
ResistanceMod:
None
(194)
CanBearRing:
None
(194)
Signet:
None (194)
Block:
None (194)
ShadowNum:
None
(194)
ArrowDir:
None (194)
GameText:
None
(3)
·
Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (2)
·
Warg-rider. While this minion is not exhausted, he is fierce. (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)
·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Assignment: Exert Saruman to assign an [ISENGARD] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
·
Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength -1. (2)
·
Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains hunter 2. Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (2)
·
Damage +1. This minion is strength +1 for each possession you spot. (2)
·
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Saruman to make an [URUK-HAI] minion strength +2. Each time a companion is killed, you may heal Saruman. (2)
·
Regroup: Exert this minion to make the Free Peoples player wound a companion. (2)
·
Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion. (2)
Other values:
Ambush (1). While this minion is at a plains site, it gains an additional ambush (1).
Archer.
Archer. Damage +1. While you control a site, the minion archery total is +1.
Archer. Each other [MORIA] archer is strength +2.
Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase.
Archer. The twilight cost of each [ISENGARD] archer is -1. Archery: Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
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 a companion who has resistance 4 or less, the minion archery total is +1.
Archer. While you can spot another [MORIA] archer, add 1 to the minion archery total.
Assignment: Spot another [ORC] Orc to assign this minion to skirmish a non-[SHIRE] Ring-bearer. The Free Peoples player may add a burden or exert the Ring-bearer twice to discard this minion.
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion.
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.
Besieger. Assignment: Spot a [SAURON] engine or a site you control to assign this minion to an unbound companion.
Cave Troll of Moria's twilight cost is -2.
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.
Damage +1.
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 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 time a companion or ally is killed during a skirmish involving an Uruk-hai, you may take control of a site.
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.) 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. 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.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3.
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 [URUK-HAI] minion is about to take a wound, exert this minion to prevent that wound.
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 to make a companion skirmishing an [URUK-HAI] lurker minion strength -2.
Damage +1. Skirmish: Exert this minion to make it strength +1 for each [URUK-HAI] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less).
Damage +1. Skirmish: Spot 2 other [URUK-HAI] minions and remove (2) to make this minion strength +1 and damage +1.
Damage +1. The twilight cost of this minion is -1 for each site you control.
Damage +1. This minion is strength +1 for each other Uruk-hai you can spot.
Damage +1. This minion is strength +1 for each wound on a character in its skirmish.
Damage +1. To play, spot an [URUK-HAI] minion and you must control a site.
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, if you control a site, you may take an [URUK-HAI] event into hand from your discard pile.
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 make the Free Peoples player discard the top card of his draw deck.
Damage +1. When you play this minion, you may place an [ISENGARD] 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 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 the fellowship is at a forest site, the fellowship archery total is -1. Each [ELVEN] companion skirmishing 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. 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 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.
Each companion is resistance -1. Skirmish: Exert Saruman to discard a condition borne by a companion skirmishing an [URUK-HAI] minion.
Each time a mounted [ORC] minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her draw deck. Shadow: Exert bearer to play an [ORC] mount from your discard pile.
Each time an [URUK-HAI] hunter wins a skirmish, heal a different [URUK-HAI] minion. Skirmish: Exert Saruman twice to make a companion lose the hunter keyword until the start of the regroup phase.
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 about to be killed or discarded from play, you may spot another [ORC] card to place this minion on top of your draw deck instead.
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 it to discard a possession borne by a character this minion is skirmishing.
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 an [ORC] mount, you may reinforce an [ORC] token. Regroup: Exert Orkish Veteran to make the Free Peoples player wound a companion.
Each [MEN] minion bearing a possession is strength +2. Skirmish: Exert Saruman to play a [MEN] possession from your discard pile.
Each [ORC] mount is twilight cost -1. Skirmish: Remove (3) to make a mounted [ORC] Orc strength +2.
Easterling. Each time this minion is assigned to an unbound companion, you may exert him 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: Exert this minion to make him damage +1.
Easterling. Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
Easterling. While you can spot 3 burdens, this minion is fierce and damage +1.
Fierce. During a fierce skirmish involving this minion, it is strength +3 and gains hunter 1 (While skirmishing a non-hunter character, this character is strength +1.)
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.) During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot.
Fierce. Hunter 1. (While skirmishing a non-hunter character, this character is strength +1.). Assignment: Exert Mauhur to assign him to a non-hunter character (except the Ring-bearer).
Fierce. Hunter 1. Each time this minion wins a skirmish, you may exert a companion not assigned to a skirmish.
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase.
Fierce. The twilight cost of this minion is -1 for each doubt. Regroup: Discard this minion to add a doubt.
Fierce. This minion is damage +1 for each [URUK-HAI] hunter assigned to a skirmish.
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 in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less).
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.) Shadow: Exert Troll's Keyward and reveal your hand to add (1) for each [ORC] Troll revealed.
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.
Lurker. (Skirmishes involving lurker minions must be resolved before any others.) To play, spot a [MEN] minion. Assignment: Discard a [MEN] card from your hand to assign this minion to an unbound companion.
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 to play a [MEN] minion (or 2 if you spot 6 companions) from a [MEN] possession as if from hand.
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: 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 this minion from play (or exert this minion if the fellowship?s next site is an underground site) and spot another [ORC] minion to return that minion to your hand.
Regroup: Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
Regroup: Exert this minion to play an [ORC] Troll from your discard pile.
Regroup: If stacked on an [ISENGARD] card, discard this card to add (2).
Regroup: Spot a [MEN] minion in your discard pile and discard this minion to place that minion on your [MEN] support area possession.
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound
Response: If the Free Peoples player plays an event, spot another [MEN] Man and discard this minion from play to cancel that event.
Response: If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each [ISENGARD] minion you spot. Add a burden for each Shadow card discarded in this way.
Saruman may not be assigned to a skirmish. Each time the fellowship moves, the Free Peoples player must exert a companion for each [DUNLAND] Man you can spot. Skirmish: Exert Saruman to make a [DUNLAND] Man strength +2.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Each time the fellowship moves, you may heal each [ISENGARD] Orc twice. Shadow: Exert Saruman to play an [ISENGARD] possession from your discard pile.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Uruk-hai are fierce. Response: If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. When you play Saruman, you may discard a condition. Shadow: Exert Saruman to play Saruman's Staff from your discard pile.
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 (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: Spot a possession to make this minion fierce until the regroup phase.
Skirmish: Exert another [ORC] minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less).
Skirmish: Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card.
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: 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.
Skirmish: Remove (3) to make a [MORIA] Orc strength +2.
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. At the start of each skirmish involving this minion, you may remove (1) to add a threat.
Southron. Each time a Man is assigned to skirmish this minion, wound that Man.
Southron. Maneuver: Exert this minion to add (5). The Free Peoples player may add a threat to prevent this.
Southron. While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce.
Tentacle. Damage +1. When you play this minion, you may play Watcher in the Water from your draw deck. This minion may not bear possessions and is discarded if not at a marsh.
Tentacle. This minion cannot bear possessions. Discard this minion from play if not at a marsh. This minion is strength +1 for each tentacle you spot.
Tentacle. This minion may not bear possessions and is strength -4 while not at a marsh. Shadow: Discard a [moria] card from hand to make the fellowship's current site gain marsh until the end of the turn.
The fellowship's current site gains plains.
This minion is strength +1 for each hunter companion you can spot.
This minion is strength +1 for each twilight token you can spot.
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 a [URUK-HAI] minion. Each time a companion exerts, you may draw a card.
To play, spot an [ORC] minion. Regroup: Exert this minion to add a burden.
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. Damage +1. The roaming penalty for each [ISENGARD] minion you play is -1. Response: If an event is played that spots or exerts a ranger, exert this minion to cancel that event.
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 +3 and damage +1.
Twilight. Regroup: Spot another [SAURON] or twilight minion and discard this minion to add a burden.
Twilight. Skirmish: Exert this minion to make a [SAURON] or twilight minion strength +1 for each twilight minion you can spot.
Warg-rider. While Sharku is not exhausted, he is fierce. Each time you play an [ISENGARD] mount, you may make the Free Peoples player exert a companion (except a Hobbit).
Warg-rider. While Sharku is not exhausted, he is fierce. Regroup: Exert Sharku to add (1).
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 you play this minion, you may heal a [MORIA] minion.
When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4.
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 spot 2 other [MEN] Men to add (1) for each possession you spot.
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 to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may take an [ORC] event from your discard pile into hand.
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 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 +3.
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 3 wounds on the Ring-bearer, this minion is fierce and damage +1.
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, this minion is strength +2.
While you can spot a Nazgul, this minion may only take wounds during skirmish phases.
While you can spot another [ISENGARD] Orc, no player may use archery special abilities. Regroup:Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion.
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 an archer.
While you have initiative, the minion archery total is +2.
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards.
Search
TaggedGameText:
None
(3)
·
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)
·
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment:
Exert Saruman to assign an
isengard
minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
·
Lurker.
(Skirmishes involving lurker minions must be resolved after any others.)
Skirmish:
Exert Saruman to make an
urukhai
minion strength +2.
Each time a companion is killed, you may heal Saruman. (2)
·
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)
·
Regroup:
Discard an
isengard
Orc to make the Free Peoples player wound a companion. (2)
·
Damage +1. Fierce. Lurker.
(Skirmishes involving lurker minions must be resolved after any others.)
When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2)
·
Regroup:
Exert this minion to make the Free Peoples player wound a companion. (2)
·
Warg-rider.
While this minion is not exhausted, he is
fierce.
(2)
Other values:
<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> (Add 1 to the minion archery total.)
<keyword>Archer.</keyword> <br>The twilight cost of each <symbol>isengard</symbol> archer is -1. <br><keyword>Archery:</keyword> Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
<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>Each other <symbol>moria</symbol> archer is strength +2.
<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> <keyword>Damage +1.</keyword><br>While you control a site, the minion archery total is +1.
<keyword>Archer.</keyword> While you can spot a companion who has resistance 4 or less, the minion archery total is +1.
<keyword>Archer.</keyword><br>While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
<keyword>Assignment:</keyword> Spot another <symbol>orc</symbol> Orc to assign this minion to skirmish a non-<symbol>shire</symbol> Ring-bearer.<br>The Free Peoples player may add a burden or exert the Ring-bearer twice to discard this minion.
<keyword>Besieger.</keyword> <br><keyword>Assignment:</keyword> Spot a <symbol>sauron</symbol> engine or site you control to assign this minion to an unbound companion.
<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>Damage +1. </keyword>
<keyword>Damage +1. <br>Assignment:</keyword> Make the Free Peoples player assign this minion to an unwounded companion.
<keyword>Damage +1. <br>Skirmish:</keyword> Exert this minion to make it strength +1 for each <symbol>urukhai</symbol> Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less).
<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.</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>While an ally is in the dead pile, this minion is strength +3 and <keyword>fierce.</keyword>
<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> <keyword>Muster.</keyword> (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3.
<keyword>Damage +1.</keyword> When you play this minion at a battleground site, you may draw a card.
<keyword>Damage +1.</keyword> While you can spot an exhausted companion, this minion is strength +3.
<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> 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>This minion is strength +1 for each wound on a character in its skirmish.
<keyword>Damage +1.</keyword><br>To play, spot an <symbol>urukhai</symbol> minion and you must control a site.
<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, if you control a site, you may take an <symbol>urukhai</symbol> event into hand from your discard pile.
<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 the fellowship is at a forest site, the fellowship archery total is –1.<br>Each <symbol>elven</symbol> companion skirmishing 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>Skirmish:</keyword> Exert this minion to make a companion skirmishing an <symbol>urukhai</symbol> lurker minion strength –2.
<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>This minion is strength +1 for each other Uruk-hai you can spot.
<keyword>Damage +1</keyword>. <br>When you play this minion, you may make the Free Peoples player discard the top card of his or her draw deck.
<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>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> Exert this minion to make him <keyword>damage +1</keyword>.
<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>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>Fierce. Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br><keyword>Assignment:</keyword> Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer).
<keyword>Fierce. Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br>During a fierce skirmish involving this minion, it is strength +1 for each hunter 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>While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less).
<keyword>Fierce.</keyword><br>This minion is damage +1 for each <symbol>urukhai</symbol> hunter assigned to a skirmish.
<keyword>Fierce</keyword>.<br>During a fierce skirmish involving this minion, it is strength +3 and gains <keyword>hunter 1</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i>.
<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>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><keyword>Shadow:</keyword> Exert Troll’s Keyward and reveal your hand to add <symbol>twilight1</symbol> for each <symbol>orc</symbol> Troll revealed.
<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>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved before any others.)</i><br>To play, spot a <symbol>men</symbol> minion.<br><keyword>Assignment</keyword>: Discard a <symbol>men</symbol> card from your hand to assign this minion to an unbound companion.
<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 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> 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> 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 this minion from play (or exert this minion if the fellowship’s next site is an underground site) and spot another <symbol>orc</symbol> minion to return that minion to your hand.
<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 play an <symbol>orc</symbol> Troll from your discard pile.
<keyword>Regroup:</keyword> If stacked on an <symbol>isengard</symbol> card, discard this card to add <symbol>twilight2</symbol>.
<keyword>Regroup:</keyword> Spot a <symbol>men</symbol> minion in your discard pile and discard this minion to place that minion on your <symbol>men</symbol> support area possession.
<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>Response:</keyword> If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each <symbol>isengard</symbol> minion you spot. Add a burden for each Shadow card discarded in this way.
<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>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> Spot a possession to make this minion fierce until the regroup phase.
<keyword>Skirmish:</keyword> Exert another <symbol>orc</symbol> minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less).
<keyword>Skirmish:</keyword> Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card.
<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> If this minion is skirmishing, discard this minion to play a <symbol>men</symbol> minion from your discard pile. That minion is <keyword>fierce</keyword> until the regroup phase.
<keyword>Skirmish:</keyword> Remove <symbol>twilight3</symbol> to make a <symbol>moria</symbol> Orc strength +2.
<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>At the start of each skirmish involving this minion, you may remove <symbol>twilight1</symbol> to add a threat.
<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> <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>Tentacle.</keyword> <keyword>Damage +1.</keyword> <br>When you play this minion, you may play Watcher in the Water from your draw deck. <br>This minion may not bear possessions and is discarded if not at a marsh.
<keyword>Tentacle.</keyword><br>This minion cannot bear possessions.<br> Discard this minion from play if not at a marsh.<br> This minion is strength +1 for each tentacle you spot.
<keyword>Tentacle</keyword>. This minion may not bear possessions and is strength -4 while not at a marsh.<br><keyword>Shadow</keyword>: Discard a <symbol>moria</symbol> card from hand to make the fellowship's current site gain <keyword>marsh</keyword> until the end of the turn.
<keyword>Tracker.</keyword> <keyword>Damage +1.</keyword> <br>The roaming penalty for each <symbol>isengard</symbol> minion you play is -1. <br><keyword>Response:</keyword> If an event is played that spots or exerts a ranger, exert this minion to cancel that event.
<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>During a fierce skirmish involving this minion, it is strength +3 and <keyword>damage +1.</keyword>
<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> <keyword>Skirmish:</keyword> Exert this minion to make a <symbol>sauron</symbol>or twilight minion strength +1 for each twilight minion you can spot.
<keyword>Warg-rider.</keyword><br>While Sharku is not exhausted, he is <keyword>fierce.</keyword><br>Each time you play an <symbol>isengard</symbol> mount, you may make the Free Peoples player exert a companion (except a Hobbit).
<keyword>Warg-rider</keyword>. While Sharku is not exhausted, he is <keyword>fierce</keyword>. <keyword>Regroup:</keyword> Exert Sharku to add <symbol>twilight1</symbol>.
Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase.
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion.
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.
Cave Troll of Moria’s twilight cost is -2.
Each <symbol>men</symbol> minion bearing a possession is strength +2.<br><keyword>Skirmish:</keyword> Exert Saruman to play a <symbol>men</symbol> possession from your discard pile.
Each <symbol>orc</symbol> mount is twilight cost -1.<br><keyword>Skirmish:</keyword> Remove <symbol>twilight3</symbol> to make a mounted <symbol>orc</symbol> Orc strength +2.
Each companion is resistance -1.<br><keyword>Skirmish:</keyword> Exert Saruman to discard a condition borne by a companion skirmishing an <symbol>urukhai</symbol> minion.
Each time a mounted <symbol>orc</symbol> minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her deck.<br><keyword>Shadow:</keyword> Exert bearer to play an <symbol>orc</symbol> mount from your discard pile.
Each time an <symbol>urukhai</symbol> hunter wins a skirmish, heal a different <symbol>urukhai</symbol> minion.<br><keyword>Skirmish:</keyword> Exert Saruman twice to make a companion lose the <keyword>hunter</keyword> keyword until the start of the regroup phase.
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 about to be killed or discarded from play, you may spot another <symbol>orc</symbol> card to place this minion on top of your draw deck instead.
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 it to discard a possession borne by a character this minion is skirmishing.
Each time you play an <symbol>orc</symbol> mount, you may reinforce an <symbol>orc</symbol> token.<br><keyword>Regroup:</keyword> Exert Orkish Veteran to make the Free Peoples player wound a companion.
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.
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase.
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.
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound
Saruman cannot be assigned to a skirmish.<br>While you can spot 6 companions, each minion gains <keyword>hunter 2</keyword>.<br><keyword>Response:</keyword> If a hunter minion is about to take a wound, exert Saruman to prevent that.
Saruman cannot be assigned to skirmish an unwounded character.<br>While you can spot 6 companions, all minions gain hunter 2.<br><keyword>Response:</keyword> If a hunter minion is about to take a wound, exert Saruman to prevent that.
Saruman may not be assigned to a skirmish. <br>Each time the fellowship moves, the Free Peoples player must exert a companion for each <symbol>dunland</symbol> Man you can spot. <keyword>Skirmish: </keyword>Exert Saruman to make a <symbol>dunland</symbol> Man strength +2.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. <br>Uruk-hai are <keyword>fierce.</keyword> <br><keyword>Response:</keyword> If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. <br>Each time the fellowship moves, you may heal each <symbol>isengard</symbol> Orc twice. <br><keyword>Shadow:</keyword> Exert Saruman to play an <symbol>isengard</symbol> possession from your discard pile.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.<br>When you play Saruman, you may discard a condition.<br><keyword>Shadow:</keyword> Exert Saruman to play Saruman’s Staff from your discard pile.
The fellowship's current site gains plains.
This minion is strength +1 for each hunter companion you can spot.
This minion is strength +1 for each twilight token you can spot.
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 a <symbol>urukhai</symbol> minion. <br>Each time a companion exerts, you may draw a card.
To play, spot an <symbol>orc</symbol> minion. <br><keyword>Regroup:</keyword> Exert this minion to add a burden.
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 you play this minion, you may heal a <symbol>moria</symbol> minion.
When you play this minion, you may make the Free Peoples player exert a companion for each companion over 4.
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 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 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 to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may take an <symbol>orc</symbol> event from your discard pile into hand.
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 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 +3.
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 3 wounds on the Ring–bearer, this minion is fierce and <keyword>damage +1</keyword>.
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, this minion is strength +2.
While you can spot a Nazgûl, this minion may only take wounds during skirmish phases.
While you can spot another <symbol>isengard</symbol> Orc, no player may use archery special abilities. <br><keyword>Regroup:</keyword> Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion.
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 an <keyword>archer</keyword>.
While you have initiative, the minion archery total is +2.
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards.
Search
FormattedGameText:
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'''Damage +1. Fierce. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2)
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'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2. Each time a companion is killed, you may heal Saruman. (2)
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'''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion. (2)
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'''Damage +1'''. This minion is strength +1 for each possession you spot. (2)
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'''Regroup:''' Exert this minion to make the Free Peoples player wound a companion. (2)
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'''Warg-rider.''' While this minion is not exhausted, he is '''fierce.''' (2)
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Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. '''Assignment:''' Exert Saruman to assign an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
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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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'''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]]. 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.''' Each other [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] archer is strength +2.
'''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.''' The twilight cost of each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] archer is -1. '''Archery:''' Exert Ranged Commander to make the Free Peoples player wound an unbound companion; this minion does not add to the minion archery total.
'''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.
'''Archer.''' (Add 1 to the minion archery total.)
'''Archer.''' '''Damage +1.''' While you control a site, the minion archery total is +1.
'''Archer.''' While you can spot a companion who has resistance 4 or less, the minion archery total is +1.
'''Assignment:''' Spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc to assign this minion to skirmish a non-[[Image:Culture_Shire.svg|x20px|text-bottom|link=Shire_Culture|class=whitebg]] Ring-bearer. The Free Peoples player may add a burden or exert the Ring-bearer twice to discard this minion.
'''Besieger.''' '''Assignment:''' Spot a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] engine or site you control to assign this minion to an unbound companion.
'''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.
'''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'''. '''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'''. This minion is strength +1 for each other Uruk-hai you can spot.
'''Damage +1'''. When you play this minion, you may make the Free Peoples player discard the top card of his or her draw deck.
'''Damage +1. Skirmish:''' Exert this minion to make a companion skirmishing an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] lurker minion strength –2.
'''Damage +1. Assignment:''' Make the Free Peoples player assign this minion to an unwounded companion.
'''Damage +1. Skirmish:''' Exert this minion to make it strength +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] Uruk-hai you spot (or +2 for each if you can spot a companion who has resistance 3 or less).
'''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.''' '''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:''' 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.''' This minion is strength +1 for each wound on a character in its skirmish.
'''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion and you must control a site.
'''Damage +1.''' When you play this minion, exert a companion for each site you control.
'''Damage +1.''' When you play this minion, if you control a site, you may take an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] event into hand from your discard pile.
'''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 the fellowship is at a forest site, the fellowship archery total is –1. Each [[Image:Culture_Elven.svg|x24px|bottom|link=Elven_Culture|class=whitebg]] companion skirmishing 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.''' 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.''' 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.''' '''Muster.''' (At the start of the regroup phase, you may discard a card from hand to draw a card.) While this minion is skirmishing a character who has resistance 3 or less, this minion is strength +3.
'''Damage +1.''' When you play this minion at a battleground site, you may draw a card.
'''Damage +1.''' While you can spot an exhausted companion, this minion is strength +3.
'''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.'''
'''Easterling.''' '''Maneuver:''' If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
'''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''.
'''Easterling.''' '''Skirmish:''' If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
'''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
'''Fierce'''. During a fierce skirmish involving this minion, it is strength +3 and gains '''hunter 1''' ''(While skirmishing a non-hunter character, this character is strength +1.)''.
'''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.)'' '''Assignment:''' Exert Mauhúr to assign him to a non-hunter character (except the Ring-bearer).
'''Fierce. Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' During a fierce skirmish involving this minion, it is strength +1 for each hunter you can spot.
'''Fierce.''' This minion is damage +1 for each [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter assigned to a skirmish.
'''Fierce.''' While this minion is in a fierce skirmish, it is strength +7 (or +10 if it is skirmishing a companion who has resistance 4 or less).
'''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.)'' '''Shadow:''' Exert Troll’s Keyward and reveal your hand to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Troll revealed.
'''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 before any others.)'' To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. '''Assignment''': Discard a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card from your hand to assign this minion to an unbound companion.
'''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 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:''' 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:''' 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 this minion from play (or exert this minion if the fellowship’s next site is an underground site) and spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to return that minion to your hand.
'''Regroup:''' Exert this minion to discard a weapon (or all Free Peoples possessions if you can spot 5 companions).
'''Regroup:''' Exert this minion to play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Troll from your discard pile.
'''Regroup:''' If stacked on an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] card, discard this card to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Regroup:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion in your discard pile and discard this minion to place that minion on your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] support area possession.
'''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.
'''Response:''' If the Ring-bearer puts on The One Ring, exert this minion. Discard a card from the top of your draw deck for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion you spot. Add a burden for each Shadow card discarded in this way.
'''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_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:''' Spot a possession to make this minion fierce until the regroup phase.
'''Skirmish:''' Exert another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion to make this minion strength +2 (or +4 if this minion is skirmishing a companion who has resistance 4 or less).
'''Skirmish:''' Exert this minion to make the Free Peoples player shuffle his or her draw deck and reveal the top card of that draw deck. Make this minion strength +X, where X is the twilight cost of the revealed card.
'''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:''' 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.
'''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] Orc strength +2.
'''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.''' 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.
'''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.''' '''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.
'''Tentacle'''. This minion may not bear possessions and is strength -4 while not at a marsh. '''Shadow''': Discard a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] card from hand to make the fellowship's current site gain '''marsh''' until the end of the turn.
'''Tentacle.''' This minion cannot bear possessions. Discard this minion from play if not at a marsh. This minion is strength +1 for each tentacle you spot.
'''Tentacle.''' '''Damage +1.''' When you play this minion, you may play Watcher in the Water from your draw deck. This minion may not bear possessions and is discarded if not at a marsh.
'''Tracker.''' '''Damage +1.''' The roaming penalty for each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion you play is -1. '''Response:''' If an event is played that spots or exerts a ranger, exert this minion to cancel that event.
'''Tracker.''' '''Fierce.''' During a fierce skirmish involving this minion, it is strength +3 and '''damage +1.'''
'''Tracker.''' '''Fierce.''' During a '''fierce''' skirmish involving this minion, it is strength +2.
'''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.
'''Twilight.''' '''Skirmish:''' Exert this minion to make a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]]or twilight minion strength +1 for each twilight minion you can spot.
'''Warg-rider'''. While Sharku is not exhausted, he is '''fierce'''. '''Regroup:''' Exert Sharku to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Warg-rider.''' While Sharku is not exhausted, he is '''fierce.''' Each time you play an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] mount, you may make the Free Peoples player exert a companion (except a Hobbit).
Archer. Maneuver: If you can spot more minions than companions, exert Elf Army to allow it to participate in archery fire and skirmishes until the regroup phase.
At site 9, each Orc is an archer. Regroup: Discard an Orc to make the Free Peoples player wound a companion.
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.
Cave Troll of Moria’s twilight cost is -2.
Each companion is resistance -1. '''Skirmish:''' Exert Saruman to discard a condition borne by a companion skirmishing an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion.
Each time a mounted [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion wins a skirmish, you may make the Free Peoples player place a card from his or her hand on top of his or her deck. '''Shadow:''' Exert bearer to play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount from your discard pile.
Each time an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] hunter wins a skirmish, heal a different [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. '''Skirmish:''' Exert Saruman twice to make a companion lose the '''hunter''' keyword until the start of the regroup phase.
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 about to be killed or discarded from play, you may spot another [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] card to place this minion on top of your draw deck instead.
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 it to discard a possession borne by a character this minion is skirmishing.
Each time you play an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount, you may reinforce an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] token. '''Regroup:''' Exert Orkish Veteran to make the Free Peoples player wound a companion.
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 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion bearing a possession is strength +2. '''Skirmish:''' Exert Saruman to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession from your discard pile.
Each [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] mount is twilight cost -1. '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a mounted [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] Orc strength +2.
Fierce. Skirmish: Discard an Orc to make a Spider strength +3 (or +5 if you spot 6 companions) until the regroup phase.
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.
Response: If another Orc is about to take a wound at a battleground, exert this minion to prevent that wound
Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains '''hunter 2'''. '''Response:''' If a hunter minion is about to take a wound, exert Saruman to prevent that.
Saruman cannot be assigned to skirmish an unwounded character. While you can spot 6 companions, all minions gain hunter 2. '''Response:''' If a hunter minion is about to take a wound, exert Saruman to prevent that.
Saruman may not be assigned to a skirmish. Each time the fellowship moves, the Free Peoples player must exert a companion for each [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man you can spot. '''Skirmish: '''Exert Saruman to make a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man strength +2.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. When you play Saruman, you may discard a condition. '''Shadow:''' Exert Saruman to play Saruman’s Staff from your discard pile.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Each time the fellowship moves, you may heal each [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc twice. '''Shadow:''' Exert Saruman to play an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] possession from your discard pile.
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Uruk-hai are '''fierce.''' '''Response:''' If an Uruk-hai is about to take a wound, exert Saruman to prevent that wound.
The fellowship's current site gains plains.
This minion is strength +1 for each hunter companion you can spot.
This minion is strength +1 for each twilight token you can spot.
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 a [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each time a companion exerts, you may draw a card.
To play, spot an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] minion. '''Regroup:''' Exert this minion to add a burden.
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 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 exert a companion for each companion over 4.
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 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 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 to replace the fellowship's current site with an underground site from your adventure deck.
When you play this minion, you may take an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] event from your discard pile into hand.
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 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 +3.
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 3 wounds on the Ring–bearer, this minion is fierce and '''damage +1'''.
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, this minion is strength +2.
While you can spot a Nazgûl, this minion may only take wounds during skirmish phases.
While you can spot another [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc, no player may use archery special abilities. '''Regroup:''' Exert this minion and spot 3 wounds on the Ring-bearer to exert every companion.
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 an '''archer'''.
While you have initiative, the minion archery total is +2.
Wise. Fellowship: Play Gandalf from your discard pile to make the move limit for this turn +1. Choose an opponent who may draw 2 cards.
Search
Lore:
None
(27)
·
"Argh!!" (2)
·
“‘There will be no dawn for Men.'” (2)
·
“‘The Orcs have often plundered Moria; there is nothing left in the upper halls.'” (2)
·
They are trained to parry the swords of their enemies. (2)
·
The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2)
·
“‘“White!” he sneered. “It serves as a beginning.”'” (2)
Other values:
"'He has claimed lordship over all this land...'"
"'Many Elves and many mighty Men, and many of their friends, had perished in the war.'"
"'They have a blasting fire, and with it they took the wall.'"
"...it was pale-green and luminous and wet."
"A new power is rising. Its victory is at hand."
"Take back what they stole from you!"
"There will be no dawn for men."
"To War!"
"War is brewing. The mountains are fair teeming with goblins."
"We will fight for you!"
"You will taste man flesh."
...bred for battle in the southern reaches ofHaradwaith....
A swath of terror cut across the fields of Rohan.
A wary eye on the mission could undo the quest.
Advanced Uruk scouts search for enemy weaknesses.
Already given to fierce passions, a warrior of Dunland quickly frenzies in the heat of battle.
An enemy can do little worse to an Orc than what it would willingly have done to itself.
As their prey grows tired, the Uruks gain the advantage.
As they overrun the lands of the Free Peoples, the forces of the Shadow destroy all available resources.
Bolts from the Uruk crossbows shattered the shields of the defenders.
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.
Enraged by Sauron, the frenzied Orcs streamed to the battlefields.
Fiercely tribal, rival Orc bands unite only against a more hated enemy.
Forward Uruk troops caught the fellowship unaware.
Frodo's quest could be undone with one glance.
Goatskins full of blood poured upon berserkers before battle instill their bloodlust.
Hand-picked Uruks led Saruman's crossbowmen.
Haradrim bowmen pick off stragglers who rout after losing a battle.
His traps catch men as well as beasts.
Hunters are valuable members of Dunlending tribes.
Hunters Design-a-Card contest entry<br> Submitted by "lyonscc"
In Harad, death is often swift, but seldom painless.
Like a machine of Saruman, his minions are created for one purpose – killing.
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 Sharku commanded enough respect to control Saruman's warg-riders.
Only the best marksmen can keep their aim true as they are carried along by the great beasts of the Haradrim.
Orcs attacked in sunlight only when absolutely necessary.
Orcs must always watch for attacks from their enemies...and from their own.
Orcs were kept in check by the light of the Sun.
Restoratives were in short supply within the ranks of the White Hand.
Roving in mindless mobs, the Dunlendings destroyed many Rohirrim homesteads.
Saruman dispatched his trusted Orcs to aid in the sack of Rohan.
Saruman unleashed the remaining minions to ravage the countryside of Rohan.
Saruman's Uruk-hai band together as an extremely effective fighting unit.
Saruman's workers would exploit any resource to prepare for the coming battle.
Select warriors had been tasked with advancing the assault beyond the Deeping Wall.
Sharku used his warg-riders to scout and defend.
Skin as dark as wood that has been charred by flame.
Some desert warriors have no allegiance and work for any faction that will pay them.
Some Orcs have learned basic tracking skills.
Some remained in Isengard to propel the war machine.
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.
Taking the high ground provides a better field of fire.
Tending the Cave Troll is a task neither envied or respected within the tribes of Moria.
The cruel Men of Harad slaughter the weak and infirm during their raids on Gondor.
The defenses of the Hornburg were exploited, exposing their weakest points.
The flood of Uruk-hai storming the Deeping Wall seemed to be unstoppable.
The Great Orc race revels in its ability to overwhelm an enemy.
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 attacked the Alliance, rushing across the field that separated the armies.
The servants of Isengard worked tirelessly to spread the influence of their master.
The Southrons are skilled at fighting in many different kinds of terrain.
The Uruk-hai army stopped and growled in anticipation of the upcoming battle.
The Uruk-hai bred by Saruman are stronger and more fell than Orcs of Mordor.
The Uruk-hai trained to engage the enemy in its own territory.
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.
The vast tunnels of Khazad-dûm are the veins through which a foul Orc ichor can flow unchecked.
The Wild Men will defend their territories at all costs.
Their commander led the Goblin bowmen to the highest rise across the gap.
Their lust for Man-flesh allowed Saruman to bend the Uruk-hai to his will.
Their savage war bands move swiftly across flat terrain.
There is not much that is fouler than Orcs.
They feared their master more than any enemy.
They make short work of the weak.
They prepare for the last war.
They were wicked men.
Though shorter than a Man, the Troll's Keyward is a deadly adversary.
Trained Uruk-hai operated Saruman's siege engines at Helm's Deep.
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.
With speed and numbers, these feared riders were not easily avoided.
“...a harsh laugh and the tread of many feet on the ground below.”
“...armies that had encamped before his Gate by night and now marched in to swell his mounting power.”
“...it was of a small breed...with wide and snuffling nostrils: evidently a tracker of some kind.”
“...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 strength of the rebels in Umbar was a great peril to Gondor....”
“...they could endure the Sun, so long as the will of Sauron held sway over them.”
“...unfriendly to the Dúnedain, hating the Rohirrim.”
“...while the less stout-hearted quailed and wept.”
“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....”
“Arrows fell among them. One struck Frodo and sprang back. Another pierced Gandalf's hat and stuck there like a black feather.”
“But there was one... who stood looking at them with a knowing and half-mocking expression that made them feel very uncomfortable.”
“Curses they heeded not, nor understood the tongues of western men...”
“His broad flat face was swart, his eyes were like coals, and his tongue was red....”
“March to Helm's Deep! Leave none alive!”
“On they came, reckless of their loss as they approached....”
“One came wriggling over the threshold...”
“Out from the water a long sinuous tentacle had crawled; it was pale-green and luminous and wet.”
“Rohan, my Lord, is ready to fall.”
“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 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 old wound throbbed with pain and a great chill spread towards Frodo's heart.”
“These are Uruk-hai. Their armor is thick and their shields broad.”
“They kept no order... yet their speed was very great.”
“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.”
“‘...a great fleet drawing near to the mouths of Anduin....'”
“‘...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....'”
“‘...we must have power, power to order all things as we will, for that good which only the Wise can see.'”
“‘Easterlings... have passed through the Black Gate....'”
“‘Fear, the City is rank with it.'”
“‘He has taken Orcs into his service, and Wolf-riders, and evil Men....'”
“‘I tried once; but you cannot reach them. Only shapes to see, perhaps, not to touch.'”
“‘Kill all in your path!'”
“‘No other folk make such a trampling....'”
“‘Rest while you can! We'll find a use for your legs before long.'”
“‘Run! Or you'll never see your beloved holes again!'”
“‘Run, curse you! Run while night lasts!'”
“‘Send out your warg-riders.'”
“‘Some of the trees they just cut down and leave to rot – orc-mischief that....'”
“‘The road may lead to Moria, but how can we hope that it will lead through Moria....'”
“‘The time of the Orc has come.'”
“‘There is evil afoot in Isengard, and the West is no longer safe.'”
“‘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.'”
“‘They swarmed across like beetles.'”
“‘They were all singing with harsh voices, and laughing, making a hideous din.'”
“‘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 shall have some fun later.'”
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Data:Archer Commander (2R49)/Data
Data:Archer of Harad (11U67)/Data
Data:Assaulting Goblin (32S227)/Data
Data:Band of Uruk Bowmen (4U138)/Data
Data:Barbaric Uruk (12U135)/Data
Data:Barbarous Orc (11C107)/Data
Data:Black Land Commander (15C100)/Data
Data:Black Land Observer (15C101)/Data
Data:Black Land Spy (15C105)/Data
Data:Bloodthirsty Uruk (11S178)/Data
Data:Bold Easterling (15C73)/Data
Data:Brawling Uruk (11R179)/Data
Data:Brawling Uruk (11RF15)/Data
Data:Charging Uruk (15C156)/Data
Data:Cirith Ungol Scavenger (10U54)/Data
Data:Cirith Ungol Soldier (10C55)/Data
Data:Column of Easterlings (11C72)/Data
Data:Corpse Lights (6C99)/Data
Data:Corsair Buccaneer (8C53)/Data
Data:Corsair Freebooter (8C54)/Data
Data:Covetous Uruk (0P121)/Data
Data:Covetous Uruk (15C158)/Data
Data:Crazed Hillman (12C60)/Data
Data:Cruel Dunlending (13S85)/Data
Data:Denizen of Moria (11S116)/Data
Data:Desert Fighter (7C131)/Data
Data:Desert Scout (7U134)/Data
Data:Desert Spearman (4C221)/Data
Data:Desert Spearman (7C137)/Data
Data:Determined Uruk (11R181)/Data
Data:Dunlending Trapper (13U89)/Data
Data:Dunlending Zealot (12U62)/Data
Data:Easterling Aggressor (7C139)/Data
Data:Easterling Blademaster (7C142)/Data
Data:Easterling Dispatcher (17U42)/Data
Data:Easterling Herald (0W22)/Data
Data:Easterling Infantry (4C227)/Data
Data:Easterling Lieutenant (4C228)/Data
Data:Easterling Runner (13C90)/Data
Data:Easterling Sergeant (7U146)/Data
Data:Elf Army (31HD8)/Data
Data:Elite Archer (4U232)/Data
Data:Fat Spider (31S151)/Data
Data:Following Uruk (15U160)/Data
Data:Footman of Dunland (11S82)/Data
Data:Frenzied Orc (11C122)/Data
Data:Furious Hillman (14R10)/Data
Data:Goblin Aggressor (12C87)/Data
Data:Goblin Marksman (1C176)/Data
Data:Goblin Reinforcements (2C63)/Data
Data:Goblin Scavengers (1C179)/Data
Data:Gorgoroth Assassin (8R95)/Data
Data:Guard Commander (1R186)/Data
Data:Gwaihir, Lord of Eagles (V1 15)/Data
Data:Half-troll of Far Harad (14R12)/Data
Data:Howling Orc (13S109)/Data
Data:Huge Tentacle (2R66)/Data
Data:Hunting Herdsman (15C83)/Data
Data:Invading Haradrim (11C86)/Data
Data:Isengard Artisan (6C65)/Data
Data:Isengard Builder (6U66)/Data
Data:Isengard Flanker (5C52)/Data
Data:Isengard Infiltrator (13U165)/Data
Data:Isengard Informant (13U110)/Data
Data:Isengard Plodder (6C69)/Data
Data:Isengard Retainer (3U57)/Data
Data:Isengard Rider (5C53)/Data
Data:Isengard Servant (3U58)/Data
Data:Isengard Smith (3U60)/Data
Data:Isengard Underling (11C125)/Data
Data:Isengard Warrior (3U61)/Data
Data:Mauhur, Relentless Hunter (15S164)/Data
Data:Merciless Berserker (15R165)/Data
Data:Merciless Dunlending (13C96)/Data
Data:Morgul Ambusher (8C74)/Data
Data:Morgul Banner-bearer (10C62)/Data
Data:Morgul Creeper (8C75)/Data
Data:Morgul Cur (7C189)/Data
Data:Morgul Lurker (8C76)/Data
Data:Morgul Mongrel (7C194)/Data
Data:Morgul Ruffian (7C198)/Data
Data:Morgul Squealer (8R77)/Data
Data:Moria Archer Troop (2U67)/Data
Data:Moria Menace (15U111)/Data
Data:Moria Skirmishers (0W21)/Data
Data:Mumak Rider (12R74)/Data
Data:Murderous Uruk (11C195)/Data
Data:Old Tomnoddy (31S153)/Data
Data:Orc Footman (12C93)/Data
Data:Orc Miscreant (11C131)/Data
Data:Orc Plains Runner (13S114)/Data
Data:Orc Reaper (13C116)/Data
Data:Orkish Aggressor (18C85)/Data
Data:Orkish Assassin (17C72)/Data
Data:Orkish Cavalry (17R74)/Data
Data:Orkish Defender (18C88)/Data
Data:Orkish Footman (17C78)/Data
Data:Orkish Pursuer (32S242)/Data
Data:Orkish Runner (17C83)/Data
Data:Orkish Scout (17R84)/Data
Data:Orkish Sneak (18C91)/Data
Data:Orkish Traveler (17C85)/Data
Data:Orkish Veteran (17R86)/Data
Data:Orkish Veteran (32S243)/Data
Data:Orkish Warg-master (17R87)/Data
Data:Orthanc Warrior (4C165)/Data
Data:Overpowering Uruk (11U197)/Data
Data:Persistent Orc (11R134)/Data
Data:Pitiless Orc (12U99)/Data
Data:Radagast, The Brown (31HH17)/Data
Data:Ranged Commander (4R169)/Data
Data:Saruman, Agent of the Dark Lord (0P95)/Data
Data:Saruman, Agent of the Dark Lord (12S144)/Data
Data:Saruman, Black Traitor (4R173)/Data
Data:Saruman, Coldly Still (17S48)/Data
Data:Saruman, Curunir (17S115)/Data
Data:Saruman, Instigator of Insurrection (0W36)/Data
Data:Saruman, Instigator of Insurrection (17R37)/Data
Data:Saruman, Keeper of Isengard (3R68)/Data
Data:Saruman, Many-coloured Wizard (0W20)/Data
Data:Saruman, Master of Foul Folk (5R56)/Data
Data:Saruman, Master of the White Hand (17R116)/Data
Data:Saruman, Of Many Colours (0P104)/Data
Data:Saruman, Of Many Colours (12R54)/Data
Data:Saruman, Rabble-rouser (4R33)/Data
Data:Saruman, Servant of the Eye (0P11)/Data
Data:Saruman, Servant of the Eye (3C69)/Data
Data:Savage Southron (15U92)/Data
Data:Scavenging Goblins (12C102)/Data
Data:Scouting Orc (15C116)/Data
Data:Seeking Uruk (15C169)/Data
Data:Sentinel Uruk (11C201)/Data
Data:Sharku, Vile Marauder (6R74)/Data
Data:Sharku, Warg-captain (5R58)/Data
Data:Southron Bandit (7U160)/Data
Data:Southron Fanatic (10C49)/Data
Data:Southron Murderer (13U98)/Data
Data:Southron Savage (10C50)/Data
Data:Southron Thief (7U168)/Data
Data:Southron Traveler (5C76)/Data
Data:Southron Wanderer (4C258)/Data
Data:Stampeding Hillsman (17C50)/Data
Data:Stampeding Savage (17C53)/Data
Data:Strong Tentacle (19P20)/Data
Data:Sunland Guard (17C55)/Data
Data:Sunland Warrior (17C60)/Data
Data:Swarming Hillman (14R11)/Data
Data:Swarthy Bree-lander (11C101)/Data
Data:Swarthy Hillman (15C93)/Data
Data:Troll's Keyward (1R199)/Data
Data:Troll's Keyward, Keeper of the Beast (12R105)/Data
Data:Uruk Aggressor (13C168)/Data
Data:Uruk Crossbow Troop (4U182)/Data
Data:Uruk Dominator (12S152)/Data
Data:Uruk Engineer (5C61)/Data
Data:Uruk Fighter (1C146)/Data
Data:Uruk Infantry (15U175)/Data
Data:Uruk Lieutenant (1R148)/Data
Data:Uruk Pikeman (12C153)/Data
Data:Uruk Plains Runner (4C189)/Data
Data:Uruk Regular (4C192)/Data
Data:Uruk Reserve (13C173)/Data
Data:Uruk Runner (4C193)/Data
Data:Uruk Scout (2C47)/Data
Data:Uruk Shaman (1C152)/Data
Data:Uruk Soldier (1C154)/Data
Data:Uruk Spy (1R155)/Data
Data:Uruk Stalker (4C197)/Data
Data:Uruk Stormer (4C198)/Data
Data:Uruk Tactician (13C175)/Data
Data:Uruk Veteran (4U201)/Data
Data:Uruk Village Assassin (15C176)/Data
Data:Uruk-hai Berserker (5U63)/Data
Data:Uruk-hai Healer (14R14)/Data
Data:Uruk-hai Marauder (4C204)/Data
Data:Uruk-hai Scout (14R15)/Data
Data:Vicious Dunlending (13S100)/Data
Data:Vile Tentacle (V1 36)/Data
Data:Wandering Hillman (15U94)/Data
Data:Warrior of Dunland (11C103)/Data
Data:Wary Orc (18U93)/Data
Data:Watchful Orc (11R143)/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 Invader (17C128)/Data
Data:White Hand Mystic (18C128)/Data
Data:White Hand Sieger (18C129)/Data
Data:White Hand Traveler (18U130)/Data
Data:White Hand Vanquisher (17C134)/Data
Data:White Hand Veteran (17R135)/Data
Data:Wicked Spider (32S160)/Data
Data:Wisp of Pale Sheen (6C108)/Data
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