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Drilldown: CardReleases
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CardReleases
> Strength:
7-8
&
SiteNum:
5-9
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ID:
Other values:
HDG-EN31S008.0
HDG-EN31S017.0
HDG-EN31S051.0
HDG-EN31S053.0
HDG-EN32S002.0
HDG-EN32S060.0
LOTR-EN00S048.0
LOTR-EN00S121.0
LOTR-EN01S146.0
LOTR-EN01S148.0
LOTR-EN01S152.0
LOTR-EN01S154.0
LOTR-EN01S155.0
LOTR-EN01S258.0
LOTR-EN01S266.0
LOTR-EN01S270.0
LOTR-EN01S271.0
LOTR-EN02S047.0
LOTR-EN02S090.0
LOTR-EN03S093.0
LOTR-EN03S099.0
LOTR-EN04S138.0
LOTR-EN04S165.0
LOTR-EN04S169.0
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LOTR-EN04S197.0
LOTR-EN04S198.0
LOTR-EN04S201.0
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LOTR-EN05S061.0
LOTR-EN05S063.0
LOTR-EN05S097.0
LOTR-EN05S099.0
LOTR-EN07S285.0
LOTR-EN07S286.0
LOTR-EN07S288.0
LOTR-EN07S296.0
LOTR-EN07S300.0
LOTR-EN07S307.0
LOTR-EN08S025.0
LOTR-EN08S026.0
LOTR-EN08S095.0
LOTR-EN10S023.0
LOTR-EN10S078.0
LOTR-EN10S082.0
LOTR-EN10S083.0
LOTR-EN10S084.0
LOTR-EN11A015.0
LOTR-EN11S178.0
LOTR-EN11S179.0
LOTR-EN11S181.0
LOTR-EN11S195.0
LOTR-EN11S197.0
LOTR-EN11S201.0
LOTR-EN11S206.0
LOTR-EN12S135.0
LOTR-EN12S152.0
LOTR-EN12S153.0
LOTR-EN13S165.0
LOTR-EN13S168.0
LOTR-EN13S173.0
LOTR-EN13S175.0
LOTR-EN14S014.0
LOTR-EN14S015.0
LOTR-EN15S156.0
LOTR-EN15S158.0
LOTR-EN15S160.0
LOTR-EN15S164.0
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LOTR-EN15S176.0
LOTR-EN17S120.0
LOTR-EN17S125.0
LOTR-EN17S128.0
LOTR-EN17S134.0
LOTR-EN17S135.0
LOTR-EN18A006.0
LOTR-EN18S034.0
LOTR-EN18S124.0
LOTR-EN18S128.0
LOTR-EN18S129.0
LOTR-EN18S130.0
LOTR-ENV1S048.0
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BaseCardID:
Other values:
HDG-EN31S008.0
HDG-EN31S017.0
HDG-EN31S051.0
HDG-EN31S053.0
HDG-EN32S002.0
HDG-EN32S060.0
LOTR-EN00S048.0
LOTR-EN00S121.0
LOTR-EN01S146.0
LOTR-EN01S148.0
LOTR-EN01S152.0
LOTR-EN01S154.0
LOTR-EN01S155.0
LOTR-EN01S258.0
LOTR-EN01S266.0
LOTR-EN01S270.0
LOTR-EN01S271.0
LOTR-EN02S047.0
LOTR-EN02S090.0
LOTR-EN03S093.0
LOTR-EN03S099.0
LOTR-EN04S138.0
LOTR-EN04S165.0
LOTR-EN04S169.0
LOTR-EN04S182.0
LOTR-EN04S189.0
LOTR-EN04S192.0
LOTR-EN04S193.0
LOTR-EN04S197.0
LOTR-EN04S198.0
LOTR-EN04S201.0
LOTR-EN04S204.0
LOTR-EN05S061.0
LOTR-EN05S063.0
LOTR-EN05S097.0
LOTR-EN05S099.0
LOTR-EN07S285.0
LOTR-EN07S286.0
LOTR-EN07S288.0
LOTR-EN07S296.0
LOTR-EN07S300.0
LOTR-EN07S307.0
LOTR-EN08S025.0
LOTR-EN08S026.0
LOTR-EN08S095.0
LOTR-EN10S023.0
LOTR-EN10S078.0
LOTR-EN10S082.0
LOTR-EN10S083.0
LOTR-EN10S084.0
LOTR-EN11A015.0
LOTR-EN11S178.0
LOTR-EN11S179.0
LOTR-EN11S181.0
LOTR-EN11S195.0
LOTR-EN11S197.0
LOTR-EN11S201.0
LOTR-EN11S206.0
LOTR-EN12S135.0
LOTR-EN12S152.0
LOTR-EN12S153.0
LOTR-EN13S165.0
LOTR-EN13S168.0
LOTR-EN13S173.0
LOTR-EN13S175.0
LOTR-EN14S014.0
LOTR-EN14S015.0
LOTR-EN15S156.0
LOTR-EN15S158.0
LOTR-EN15S160.0
LOTR-EN15S164.0
LOTR-EN15S165.0
LOTR-EN15S169.0
LOTR-EN15S175.0
LOTR-EN15S176.0
LOTR-EN17S120.0
LOTR-EN17S125.0
LOTR-EN17S128.0
LOTR-EN17S134.0
LOTR-EN17S135.0
LOTR-EN18A006.0
LOTR-EN18S034.0
LOTR-EN18S124.0
LOTR-EN18S128.0
LOTR-EN18S129.0
LOTR-EN18S130.0
LOTR-ENV1S048.0
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Subset:
A (2)
·
S (85)
Revision:
None
(87)
ReleaseDate:
None
(87)
LanguageCode:
EN (87)
IsPhysical:
No (7)
·
Yes (80)
IsPlayable:
No (6)
·
Yes (81)
CollInfo:
None
(87)
IsUnique:
No (74)
·
Yes (13)
Title:
Shelob (6)
·
Brawling Uruk (2)
·
Covetous Uruk (2)
·
White Hand Attacker (2)
Other values:
Advance Scout
Band of Uruk Bowmen
Barbaric Uruk
Bloodthirsty Uruk
Charging Uruk
Cirith Ungol Patroller
Cirith Ungol Sentinel
Cirith Ungol Sentry
Dain Ironfoot
Determined Uruk
Elf Army
Fat Spider
Following Uruk
Gate Soldier
Gate Veteran
Gorgoroth Assassin
Isengard Infiltrator
Mauhúr
Merciless Berserker
Mordor Defender
Mordor Fighter
Mordor Regular
Morgul Skulker
Morgul Slayer
Murderous Uruk
Old Tomnoddy
Orc Ambush Troop
Orc Brood
Orc Chieftain
Orc Fanatic
Orc Scouting Band
Orc Soldier
Orc Stalker
Orc Taskmaster
Orc Trooper
Orthanc Warrior
Overpowering Uruk
Radagast
Ranged Commander
Seeking Uruk
Sentinel Uruk
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
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
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Subtitle:
None
(78)
·
Eater of Light (1)
·
Her Ladyship (1)
·
Last Child of Ungoliant (2)
·
Lord of the Iron Hills (1)
·
Menace (2)
·
Relentless Hunter (1)
·
The Brown (1)
Subtypes:
Dwarf (1)
·
Elf (1)
·
Orc (18)
·
Spider (9)
·
Uruk-hai (57)
·
Wizard (1)
TwilightCost:
None
(1)
·
2 (20)
·
3 (45)
·
4 (14)
·
5 (1)
·
6 (6)
Strength:
7 (32)
·
8 (55)
StrengthMod:
None
(87)
Vitality:
1 (4)
·
2 (59)
·
3 (16)
·
4 (2)
·
8 (6)
VitalityMod:
None
(87)
SiteNum:
5 (60)
·
6 (20)
·
8 (6)
·
9 (1)
SiteNumMod:
None
(87)
Resistance:
None
(87)
ResistanceMod:
None
(87)
CanBearRing:
None
(87)
Signet:
None (87)
Block:
None (87)
ShadowNum:
None
(87)
ArrowDir:
None (87)
GameText:
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)
·
Enduring. Fierce. While in a fierce skirmish, Shelob is damage +1. (2)
·
Damage +1. (2)
·
Fierce. Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and fierce until the end of turn. (2)
·
Damage +1. This minion is strength +1 for each possession you spot. (2)
Other values:
Archer. Damage +1. While you control a site, the minion archery total is +1.
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, you may place an [ISENGARD] token on a machine.
Besieger. Assignment: Spot a [SAURON] engine or a site you control to assign this minion to an unbound companion.
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. If you can spot another [SAURON] Uruk-hai, this minion is twilight cost -1 for each possession you can spot.
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 3 possessions, this minion is fierce.
Damage +1. While you can spot a companion of strength 10 or more, this minion is strength +2. Regroup: Exert 4 [URUK-HAI] minions (or discard 3 [URUK-HAI] minions) to take control of a site.
Damage +1. While you can spot an exhausted companion, this minion is strength +3.
Enduring. Fierce. When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn.
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 Shelob, you may play a [GOLLUM] possession from your draw deck. Shelob is strength +3 for each minion stacked on a [GOLLUM] possession.
Fierce. When you play this minion, you may remove (1) to play a Spider or an Orc from your discard pile.
For each card in your hand, this minion is strength +1.
Regroup: Exert this minion to wound a companion (except the Ring-bearer).
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.
Shadow: Exert or discard this minion to make each [SAURON] minion you spot roaming until the regroup phase.
Shadow: Exert this minion to add (1).
Skirmish: Discard 3 cards from hand to make this minion strength +3.
Skirmish: Discard this minion to make another [SAURON] Orc strength +3.
Skirmish: Exert this minion and spot another [SAURON] minion and to add a threat.
Skirmish: Exert this minion and spot another [SAURON] minion to add a threat.
Skirmish: Exert this minion to wound a character he is skirmishing.
Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug).
To play, spot a [URUK-HAI] minion. Each time a companion exerts, you may draw a card.
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.
Tracker. The roaming penalty for each [SAURON] minion you play is -1. Skirmish: Exert this minion to wound a character it is skirmishing.
Tracker. The site number of each [SAURON] Orc is -1. While you have initiative, this minion is strength +8.
Tracker.While you can spot an exhausted companion, this minion is an archer.While you can spot 3 exhausted companions, this minion is strength +3.
When you play a weapon on this minion, add (2) (limit once per turn).
When you play a [SAURON] condition, you may exert this minion and remove (2) to draw a card.
When you play this minion, you may exert him and spot 6 companions to draw a card.
When you play this minion, you may shuffle up to 2 [WRAITH] cards from your discard pile into your draw deck.
While you can spot a threat and another [SAURON] Orc, the Shadow has initiative, regardless of the Free Peoples player's hand.
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.
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TaggedGameText:
Damage +1
.
This minion is strength +1 for each possession you spot. (2)
·
Enduring.
Fierce.
While in a fierce skirmish, Shelob is
damage +1
. (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)
·
Fierce.
Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot.
Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and
fierce
until the end of turn. (2)
Other values:
<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> <keyword>Damage +1.</keyword><br>While you control a site, the minion archery total is +1.
<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>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>
<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> If you can spot another <symbol>sauron</symbol> Uruk-hai, this minion is twilight cost –1 for each possession you can spot.
<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 3 possessions, this minion is <keyword>fierce.</keyword>
<keyword>Damage +1.</keyword> While you can spot an exhausted companion, this minion is strength +3.
<keyword>Damage +1.</keyword><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>Enduring.</keyword> <keyword>Fierce.</keyword> <br>When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn.
<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>When you play Shelob, you may play a <symbol>gollum</symbol> possession from your draw deck. <br>Shelob is strength +3 for each minion stacked on a <symbol>gollum</symbol> possession.
<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>Regroup:</keyword> Exert this minion to wound a companion (except the Ring-bearer).
<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> Exert or discard this minion to make each <symbol>sauron</symbol> minion you spot roaming until the regroup phase.
<keyword>Shadow:</keyword> Exert this minion to add <symbol>twilight1</symbol>.
<keyword>Skirmish:</keyword> Discard 3 cards from hand to make this minion strength +3.
<keyword>Skirmish:</keyword> Discard this minion to make another <symbol>sauron</symbol> Orc strength +3.
<keyword>Skirmish:</keyword> Exert this minion and spot another <symbol>sauron</symbol> minion and to add a threat.
<keyword>Skirmish:</keyword> Exert this minion and spot another <symbol>sauron</symbol> minion to add a threat.
<keyword>Skirmish:</keyword> Exert this minion to wound a character he is skirmishing.
<keyword>Tracker.</keyword> <br>The site number of each <symbol>sauron</symbol> Orc is –1. <br>While you have initiative, this minion is strength +8.
<keyword>Tracker.</keyword> <keyword>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>Tracker.</keyword><br>The roaming penalty for each <symbol>sauron</symbol> minion you play is -1. <br><keyword>Skirmish:</keyword> Exert this minion to wound a character it is skirmishing.
<keyword>Tracker</keyword>.<br>While you can spot an exhausted companion, this minion is an <keyword>archer</keyword>.<br>While you can spot 3 exhausted companions, this minion is strength +3.
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.
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.
For each card in your hand, this minion is strength +1.
Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug).
To play, spot a <symbol>urukhai</symbol> minion. <br>Each time a companion exerts, you may draw a card.
When you play a <symbol>sauron</symbol> condition, you may exert this minion and remove <symbol>twilight2</symbol> to draw a card.
When you play a weapon on this minion, add <symbol>twilight2</symbol> (limit once per turn).
When you play this minion, you may exert him and spot 6 companions to draw a card.
When you play this minion, you may shuffle up to 2 <symbol>wraith</symbol> cards from your discard pile into your draw deck.
While you can spot a threat and another <symbol>sauron</symbol> Orc, the Shadow has initiative, regardless of the Free Peoples player’s hand.
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:
'''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)
·
'''Enduring.''' '''Fierce.''' While in a fierce skirmish, Shelob is '''damage +1'''. (2)
·
'''Damage +1'''. This minion is strength +1 for each possession you spot. (2)
·
'''Fierce.''' Each time Shelob wins a skirmish, you may add threats up to the number of burdens you can spot. Each time Shelob wins a skirmish, you may play Gollum from your discard pile; he is strength +3 and '''fierce''' until the end of turn. (2)
Other values:
'''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.''' '''Damage +1.''' While you control a site, the minion archery total is +1.
'''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.
'''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.'''
'''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.''' If you can spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Uruk-hai, this minion is twilight cost –1 for each possession you can spot.
'''Damage +1.''' When you play this minion at a battleground site, you may draw a card.
'''Damage +1.''' While you can spot 3 possessions, this minion is '''fierce.'''
'''Damage +1.''' While you can spot an exhausted companion, this minion is strength +3.
'''Enduring.''' '''Fierce.''' When you play Shelob, if you can spot Gollum, you may spot a companion. That companion cannot be assigned to a skirmish until the end of the turn.
'''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.''' When you play Shelob, you may play a [[Image:Culture_Gollum.svg|x26px|bottom|link=Gollum_Culture|class=whitebg]] possession from your draw deck. Shelob is strength +3 for each minion stacked on a [[Image:Culture_Gollum.svg|x26px|bottom|link=Gollum_Culture|class=whitebg]] possession.
'''Regroup:''' Exert this minion to wound a companion (except the Ring-bearer).
'''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:''' Exert or discard this minion to make each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion you spot roaming until the regroup phase.
'''Shadow:''' Exert this minion to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Skirmish:''' Discard 3 cards from hand to make this minion strength +3.
'''Skirmish:''' Discard this minion to make another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc strength +3.
'''Skirmish:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion and to add a threat.
'''Skirmish:''' Exert this minion and spot another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion to add a threat.
'''Skirmish:''' Exert this minion to wound a character he is skirmishing.
'''Tracker'''. While you can spot an exhausted companion, this minion is an '''archer'''. While you can spot 3 exhausted companions, this minion is strength +3.
'''Tracker.''' The roaming penalty for each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] minion you play is -1. '''Skirmish:''' Exert this minion to wound a character it is skirmishing.
'''Tracker.''' The site number of each [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc is –1. While you have initiative, this minion is strength +8.
'''Tracker.''' '''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.
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.
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.
For each card in your hand, this minion is strength +1.
Thorin is strength +1. At the start of the regroup phase, you may discard a [Dwarven] follower to discard a minion (except Smaug).
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.
When you play a weapon on this minion, add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] (limit once per turn).
When you play a [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] condition, you may exert this minion and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to draw a card.
When you play this minion, you may exert him and spot 6 companions to draw a card.
When you play this minion, you may shuffle up to 2 [[Image:Culture_Ringwraith.svg|x22px|text-bottom|link=Ringwraith_Culture|class=whitebg]] cards from your discard pile into your draw deck.
While you can spot a threat and another [[Image:Culture_Sauron.svg|x14px|sub|link=Sauron_Culture|class=whitebg]] Orc, the Shadow has initiative, regardless of the Free Peoples player’s hand.
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
(11)
·
The Uruk-hai pillage the remains of the fallen merely to satisfy their bloodlust. (2)
·
They are trained to parry the swords of their enemies. (2)
Other values:
"'...he was waylaid by the Orcs of the Mountains, and almost all his folk were slain.'"
"'They have a blasting fire, and with it they took the wall.'"
"Never yet had any fly escaped Shelob's webs, and the greater now was her rage and hunger."
"There will be no dawn for men."
"To War!"
"You will taste man flesh."
A wary eye on the mission could undo the quest.
Advanced Uruk scouts search for enemy weaknesses.
An Orc acts when the taskmaster promises reward or the whip.
As their prey grows tired, the Uruks gain the advantage.
Bearing cruel weapons, Orcs go forth from Mordor to serve the Eye.
Bolts from the Uruk crossbows shattered the shields of the defenders.
Bred for endurance, the Uruk-hai pursue their foes tirelessly.
Forward Uruk troops caught the fellowship unaware.
Goatskins full of blood poured upon berserkers before battle instill their bloodlust.
Hand-picked Uruks led Saruman's crossbowmen.
Like a machine of Saruman, his minions are created for one purpose – killing.
Not stealth or cunning, but strength and ferocity are the weapons of Saruman's army of abominations.
Orc chieftains are the most cruel of a heartless race. Both strength and malice are needed to lead such followers.
Restoratives were in short supply within the ranks of the White Hand.
Saruman's Uruk-hai band together as an extremely effective fighting unit.
Select warriors had been tasked with advancing the assault beyond the Deeping Wall.
Sly servants of the Ringwraiths of Morgul Vale, Morgul Orcs are alert to the desires of their masters.
Taking the high ground provides a better field of fire.
The cunning Ambushes of the Orc armies rely upon scouts first finding the enemy.
The Dark Lord's power grows in unseen ways.
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 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.
Their lust for Man-flesh allowed Saruman to bend the Uruk-hai to his will.
They make short work of the weak.
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.
“...a host of orcs lurked, ready at a signal to issue forth like black ants going to war.”
“...but the sun now climbing towards the South was veilded in the reeks of Mordor....”
“...far away he saw fires spring up....”
“...for all living things were her food, and her vomit darkness.”
“...she served none but herself, drinking the blood of Elves and Men....”
“...swart, slant-eyed, with thick legs and large hands.”
“...the day-guards, evil-eyed and fell, were marching to their posts.”
“...the vomit of the maggot-folk of Mordor.”
“...they could endure the Sun, so long as the will of Sauron held sway over them.”
“...towards Mordor where the first bitter assault would come....”
“...treachery had yielded up the Tower to the Lord of the Ringwraiths, and now for long years it had been held by evil things.”
“...who only desired death for all others....”
“A moment they hesitated, and then on they came.”
“March to Helm's Deep! Leave none alive!”
“Rohan, my Lord, is ready to fall.”
“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 lines of fire became flowing torrents, file upon file of Orcs bearing flames....”
“The men of the West were trapped....”
“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 message came: “Nazgûl uneasy. Spies feared on stairs. Double vigiliance. Patrol to head of Stairs.'””
“‘Any trespasser found by the guard is to be held at the tower.'”
“‘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!'”
“‘Sauron was diminished, but not destroyed. His Ring was lost but not unmade.'”
“‘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 shall have some fun later.'”
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Timeline: ReleaseDate
Calendar: ReleaseDate
Gallery: ImageFilename
Gallery: PortraitFilename
D
Data:Advance Scout (10U78)/Data
Data:Band of Uruk Bowmen (4U138)/Data
Data:Barbaric Uruk (12U135)/Data
Data:Bloodthirsty Uruk (11S178)/Data
Data:Brawling Uruk (11R179)/Data
Data:Brawling Uruk (11RF15)/Data
Data:Charging Uruk (15C156)/Data
Data:Cirith Ungol Patroller (10U82)/Data
Data:Cirith Ungol Sentinel (10U83)/Data
Data:Cirith Ungol Sentry (10C84)/Data
Data:Covetous Uruk (0P121)/Data
Data:Covetous Uruk (15C158)/Data
Data:Dain Ironfoot, Lord of the Iron Hills (32HB2)/Data
Data:Determined Uruk (11R181)/Data
Data:Elf Army (31HD8)/Data
Data:Fat Spider (31S151)/Data
Data:Following Uruk (15U160)/Data
Data:Gate Soldier (5C97)/Data
Data:Gate Veteran (5C99)/Data
Data:Gorgoroth Assassin (8R95)/Data
Data:Isengard Infiltrator (13U165)/Data
Data:Mauhur, Relentless Hunter (15S164)/Data
Data:Merciless Berserker (15R165)/Data
Data:Mordor Defender (7C285)/Data
Data:Mordor Fighter (7R286)/Data
Data:Mordor Regular (7C288)/Data
Data:Morgul Skulker (1U258)/Data
Data:Morgul Slayer (3R93)/Data
Data:Murderous Uruk (11C195)/Data
Data:Old Tomnoddy (31S153)/Data
Data:Orc Ambush Troop (V1 48)/Data
Data:Orc Brood (7C296)/Data
Data:Orc Chieftain (1C266)/Data
Data:Orc Fanatic (7C300)/Data
Data:Orc Scouting Band (1U270)/Data
Data:Orc Soldier (1C271)/Data
Data:Orc Stalker (7U307)/Data
Data:Orc Taskmaster (2C90)/Data
Data:Orc Trooper (3R99)/Data
Data:Orthanc Warrior (4C165)/Data
Data:Overpowering Uruk (11U197)/Data
Data:Radagast, The Brown (31HH17)/Data
Data:Ranged Commander (4R169)/Data
Data:Seeking Uruk (15C169)/Data
Data:Sentinel Uruk (11C201)/Data
Data:Shelob, Eater of Light (8R25)/Data
Data:Shelob, Her Ladyship (10R23)/Data
Data:Shelob, Last Child of Ungoliant (0P48)/Data
Data:Shelob, Last Child of Ungoliant (8C26)/Data
Data:Shelob, Menace (18R34)/Data
Data:Shelob, Menace (18RF6)/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: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
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