Anonymous
Not logged in
Talk
Contributions
Create account
Log in
Search
Drilldown: CardReleases
From LOTR-TCG Wiki
Namespaces
More
More
Page actions
CardReleases
> Subtypes:
Man
&
CanBearRing:
None
Use the filters below to narrow your results.
ID:
BaseCardID:
Subset:
A (6)
·
M (1)
·
S (248)
·
W (6)
Revision:
None
(261)
·
1 (1)
ReleaseDate:
None
(261)
LanguageCode:
EN (261)
IsPhysical:
None
(1)
·
No (18)
·
Yes (242)
IsPlayable:
None
(1)
·
No (14)
·
Yes (246)
CollInfo:
None
(261)
IsUnique:
No (189)
·
Yes (72)
Title:
Gríma (10)
·
The Mouth of Sauron (4)
·
Castamir of Umbar (3)
·
Desert Spearman (2)
·
Bill Ferny (2)
·
Mûmak Commander (2)
·
Easterling Pillager (2)
·
Stampeding Chief (2)
·
Fletcher of Harad (2)
·
Harry Goatleaf (2)
·
Voice of the Desert (2)
·
Army of Haradrim (2)
·
Desert Soldier (2)
·
Bard (2)
Other values:
Agents of Orthanc
Albert Dreary
Aldor
Alfrid
Archer of Harad
Armored Easterling
Armored Easterlings
Army of Dunland
Army of Harad
Axeman of Harad
Baïn
Band of Wild Men
Barliman Butterbur
Beorn
Black Númenorean
Bold Easterling
Brutal Easterling
Chieftain of Dunland
Column of Easterlings
Company of Haradrim
Corps of Harad
Corrupted Spy
Corsair Boatswain
Corsair Brute
Corsair Buccaneer
Corsair Champion
Corsair Freebooter
Corsair Gunners
Corsair Lookout
Corsair Marauder
Corsair Plunderer
Corsair Ruffian
Courageous Easterling
Covetous Easterling
Crazed Hillman
Crooked Townsman
Cruel Dunlending
Déor
Desert Fighter
Desert Lancers
Desert Legion
Desert Lord
Desert Nomad
Desert Runner
Desert Scout
Desert Sneak
Desert Stalker
Desert Villain
Desert Warrior
Desert Wind
Detachment of Haradrim
Dunlending Arsonist
Dunlending Brawler
Dunlending Brigand
Dunlending Elder
Dunlending Footmen
Dunlending Headman
Dunlending Looter
Dunlending Madman
Dunlending Patriarch
Dunlending Pillager
Dunlending Rampager
Dunlending Ransacker
Dunlending Ravager
Dunlending Renegade
Dunlending Reserve
Dunlending Robber
Dunlending Savage
Dunlending Trapper
Dunlending Warrior
Dunlending Zealot
Easterling Aggressor
Easterling Army
Easterling Assailant
Easterling Attacker
Easterling Axeman
Easterling Banner-bearer
Easterling Berserker
Easterling Blademaster
Easterling Captain
Easterling Dispatcher
Easterling Footman
Easterling Guard
Easterling Herald
Easterling Host
Easterling Infantry
Easterling Lieutenant
Easterling Ransacker
Easterling Regiment
Easterling Runner
Easterling Scout
Easterling Sergeant
Easterling Shield Wall
Easterling Skirmisher
Easterling Sneak
Easterling Trooper
Easterling Veteran
Ecglaf
Elder of Dunland
Elite Archer
Engrossed Hillman
Enraged Herdsman
Enraged Southron
Erland
Esgaroth Volunteers
Far Harad Mercenaries
Far Harad Mercenary
Fearsome Dunlending
Ferocious Haradrim
Footman of Dunland
Force of Harad
Freca
Frenzied Dunlending
Furious Hillman
Gondorian Merchant
Grousing Hillman
Guma
Harad Standard-bearer
Haradrim Marksman
Harrying Hillman
Heavy Axeman
Hill Chief
Hill Clan
Hillman Band
Hillman Horde
Hillman Mob
Hillman Rabble
Hillman Tribe
Hlafwine
Horde of Harad
Hugin
Hunting Herdsman
Invading Haradrim
Járnsmid
Legion of Harad
Léod
Léowyn
Man of Bree
Merciless Dunlending
Mûmak Chieftain
Mûmak Rider
Mûmakil Commander
Ottar
Patroller of Haradrim
Percy
Pirate Cutthroat
Primitive Savage
Raging Dunlending
Rampaging Easterling
Rapt Hillman
Ravaging Wild Man
Regiment of Haradrim
Rohirrim Herdsman
Rohirrim Traitor
Rough Man of the South
Ruffian
Savage Southron
Sigewulf
Southron Archer
Southron Archer Legion
Southron Assassin
Southron Bandit
Southron Bowman
Southron Brigand
Southron Captain
Southron Chieftain
Southron Commander
Southron Conquerer
Southron Explorer
Southron Fanatic
Southron Fighter
Southron Intruder
Southron Invaders
Southron Leader
Southron Marcher
Southron Marksmen
Southron Murderer
Southron Runner
Southron Savage
Southron Scout
Southron Sentry
Southron Soldier
Southron Thief
Southron Traveler
Southron Troop
Southron Veterans
Southron Wanderer
Squad of Haradrim
Squint-eyed Southerner
Stampeding Hillsman
Stampeding Madman
Stampeding Ransacker
Stampeding Savage
Stampeding Shepherd
Strange-looking Men
Sunland Guard
Sunland Scout
Sunland Skirmisher
Sunland Sneak
Sunland Trooper
Sunland Warrior
Sunland Weaponmaster
Suzerain of Harad
Swarming Hillman
Swarthy Bree-lander
Swarthy Hillman
The Master
Throng of Harad
Troop of Haradrim
Unferth
Vengeful Pillager
Vengeful Primitive
Vengeful Savage
Vengeful Wild Man
Vicious Dunlending
Wandering Hillman
Warrior of Dunland
Weland
Wild Man of Dunland
Wild Men of the Hills
Wrathful Hillman
Wulf
Search
Subtitle:
None
(215)
·
Advisor to Brand (1)
·
Agent of Saruman (1)
·
Bard's Lieutenant (1)
·
Betrayer of Rohan (2)
·
Bold and Grim (1)
·
Brave Volunteer (1)
·
Chief Counselor (2)
·
Corsair Vandal (2)
·
Courageous Farmer (1)
·
Dunlending Chieftain (1)
·
Emissary from Laketown (1)
·
Entertainer From Bree (1)
·
Footman of Saruman (2)
·
Giant Among the Swertings (1)
·
Grima's Bodyguard (1)
·
Hungry Savage (1)
·
In Thrall to the Nine (1)
·
Lickspittle (1)
·
Lieutenant of Barad-dur (2)
·
Man of Laketown (1)
·
Master of Lake-Town (1)
·
Merchant from Dale (1)
·
Messenger of Mordor (2)
·
Plains Farmer (1)
·
Prancing Pony Proprietor (1)
·
Servant of Another Master (1)
·
Skin-Changer (1)
·
Smith of the Riddermark (1)
·
Soldier of Edoras (1)
·
Son of Bard (1)
·
Son of Galmod (1)
·
Southron Troop (2)
·
Swarthy Sneering Fellow (1)
·
The Bowman (2)
·
Village Farmhand (1)
·
Westfold Herdsman (1)
·
Witless Worm (1)
·
Wormtongue (1)
Subtypes:
(Click arrow to add another value)
None
· Man ·
Support Area
·
Orc
·
Standard
·
Uruk-hai
·
Skirmish
·
Hand Weapon
·
Nazgul
·
Elf
·
Hobbit
·
Dwarf
·
Wizard
·
Maneuver
·
Mount
·
Fellowship
·
Shadow
·
Regroup
·
Ranged Weapon
·
Response
Other values:
Archery
Armor
Assignment
Balrog
Bird
Box
Bracers
Brooch
Cloak
Creature
Crow
Dragon
Eagle
Ent
Gauntlets
Half-troll
Helm
Maia
Palantir
Phial
Pipe
Ring
Sanctuary
Shield
Site
Spider
Staff
Tree
Troll
Wraith
Search
TwilightCost:
None
(1)
·
1 - 2 (23)
·
2 - 3 (43)
·
3 - 4 (70)
·
4 - 5 (51)
·
5 - 11 (73)
Strength:
None
(1)
·
1 - 6 (43)
·
6 - 8 (30)
·
8 - 9 (42)
·
9 - 11 (74)
·
11 - 20 (72)
StrengthMod:
None
(261)
Vitality:
None
(1)
·
1 (44)
·
2 (112)
·
3 (90)
·
4 (14)
VitalityMod:
None
(261)
SiteNum:
None
(1)
·
1 - 3 (8)
·
3 - 4 (51)
·
4 - 6 (201)
SiteNumMod:
None
(261)
Resistance:
None
(261)
ResistanceMod:
None
(261)
CanBearRing:
(Click arrow to add another value)
None
· No ·
Yes
·
Other
Signet:
None
(1)
·
None (261)
Block:
None (261)
ShadowNum:
None
(261)
ArrowDir:
None
(1)
·
None (261)
GameText:
Southron. At the start of each skirmish involving this minion, you may remove (3) to wound a companion or ally he is skirmishing. (5)
·
None
(4)
·
While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (4)
·
Southron. Ambush (1). When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (3)
·
Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand; his twilight cost is -2. That Man is fierce and damage +1 until the regroup phase. (3)
·
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. (3)
·
Easterling. Skirmish: Exert this minion to make him damage +1. (3)
Other values:
Aid - Exert Gandalf. While Beorn is attached, he cannot be discarded by Shadow. Each time bearer wins a skirmish, you may take a [Gandalf] card from your discard pile into hand.
Ambush (1). When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance -1 until the end of the turn.
Ambush (1). While this minion is at a plains site, it gains an additional ambush (1).
Ambush (3). The move limit for this turn is +1.
Archer. Each time a Free Peoples character is killed, each of your [MEN] minions is strength +3 until the regroup phase.
Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound.
Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase.
Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again.
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. 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.
Archery: Exert Aldor and spot a villager to make the fellowship archery total +1.
Assignment: Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.)
Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase.
At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards.
At the start of the maneuver phase, if you can spot another [MEN] Man and 8 characters (or if you can spot 3 Free Peoples cultures), you may take control of a site.
At the start of the maneuver phase, spot another [MEN] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4.
At the start of the maneuver phase, you may remove (2) to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit -1 this turn.
At the start of the regroup phase, the Free People?s player may liberate a site. You may spot 3 Men to prevent this. Maneuver: Spot another [MEN] Man and exert this minion to take control of a site.
Corsair. At the start of each skirmish involving this minion, you may remove a [RAIDER] token to wound a companion he is skirmishing.
Corsair. Enduring. Fierce. Shadow: Exert Castamir of Umbar and play a corsair to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. Fierce. Skirmish: If you have initiative, remove a [RAIDER] token to discard a possession borne by a character skirmishing this minion.
Corsair. Skirmish: If you have initiative, remove a [RAIDER] token to make a corsair fierce until the regroup phase.
Corsair. To play, spot a [RAIDER] Man. Shadow: Exert this minion to play a [RAIDER] support area possession from your draw deck.
Corsair. When you play this minion, if you can spot another corsair, you may discard a possession to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, if you have initiative, you may discard an ally to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may discard 2 cards from hand to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove 2 culture tokens to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may remove a threat to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Corsair. When you play this minion, you may spot another corsair and discard the top card of the Free Peoples player's draw deck to add 2 [RAIDER] tokens to a card that already has a [RAIDER] token on it.
Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief.
Each time a Free Peoples possession is played, you may spot a [MEN] card and reveal this minion from hand to make the Free Peoples player exert a companion. While each companion is wounded, this minion is fierce.
Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck.
Each time the fellowship moves, you may spot another [DUNLAND] Man to take control of a site.
Each time the Free Peoples player assigns a companion or ally to an [ISENGARD] Man, that companion or ally must exert.
Each time the Free Peoples player assigns this minion to a skirmish, add (1) for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to a skirmish, if it is not at a plains site, remove (2) or discard this minion.
Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase.
Each time this minion is assigned to skirmish an exhausted companion, it is fierce until the regroup phase.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may make him strength +2 and fierce until the regroup phase.
Each time this minion wins a skirmish, you may make it fierce until the regroup phase.
Each time this minion wins a skirmish, you may play a [DUNLAND] Man from hand. That Man is fierce and damage +2 until the regroup phase.
Each time this minion wins a skirmish, you may spot another [DUNLAND] Man to take control of a site.
Each time this minion wins a skirmish, you may spot another [DUNLAND] minion to take control of a site.
Each time this minion wins a skirmish, you may stack a [MEN] minion from your discard pile on a [MEN] possession in your support area.
Each time this minion wins a skirmish, you may stack it on a site you control. Shadow: If stacked on a site you control, play this minion. Its twilight cost is -2.
Each unbound companion (or ally) bearing a Shadow condition is strength -1.
Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion over 5.
Easterling. Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
Easterling. Fierce. Each time Easterling Regiment wins a skirmish, you may add (1) for each burden.
Easterling. Fierce. Skirmish: Spot 2 burdens and exert this minion to make an Easterling strength +1. Skirmish: Spot 4 burdens and exert this minion to make an Easterling strength +2. Skirmish: Spot 6 burdens and exert this minion to make an Easterling strength +3.
Easterling. Fierce. Skirmish: Spot 2 burdens and remove (2) to make an Easterling strength +2. Skirmish: Spot 4 burdens and remove (2) to make an Easterling strength +3. Skirmish: Spot 6 burdens and remove (2) to make an Easterling strength +4.
Easterling. Fierce. When you play this minion, you may spot another Easterling to add a burden for each companion you spot over 5.
Easterling. Maneuver: If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
Easterling. Maneuver: If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
Easterling. Skirmish: If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
Easterling. Skirmish: Remove 2 burdens to heal another Easterling.
Easterling. Skirmish: Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
Easterling. To play, spot an Easterling. While this minion is unwounded, he is damage +2. Skirmish: Wound 2 other [RAIDER] Men to heal this minion.
Easterling. When you play this minion, you may spot another Easterling to add (1) for each burden (limit (4)).
Easterling. While you can spot 2 burdens, this minion is strength +3 and fierce.
Easterling. While you can spot 3 burdens, this minion is fierce and damage +1.
Easterling. While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce.
Fellowship: Exert Barliman Butterbur to take a [GANDALF] event into hand from your discard pile.
Fierce. Maneuver: Discard this minion and a [MEN] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8.
Fierce. Response: If another [DUNLAND] Man wins a skirmish, exert Wulf to take control of a site.
Fierce. Skirmish: Spot a site you control and remove (2) to make a [MEN] Man strength +2. Skirmish: Spot 2 sites you control and remove (2) to make a [MEN] Man strength +3. Skirmish: Spot 3 sites you control and remove (2) to make a [MEN] Man strength +4.
Fierce. The fellowship archery total is -3. Each time this minion wins a skirmish, you may spot another [Dunland] Man to take control of a site and make that Man strength +6 and fierce until the regroup phase. Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2.
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.
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion. Shadow: Exert Bill Ferny twice and spot a site you control to add (2).
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a companion loses a skirmish involving a [MEN] minion, add (2).
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a companion loses a skirmish involving a [MEN] minion, you may exert Grima to exert a companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time a Free Peoples character is killed, you may spot another [MEN] minion to exert each companion.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Each time another [MEN] minion wins a skirmish, make this minion strength +3 until the regroup phase.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Response: If a [MEN] minion is about to take a wound in a skirmish, exert this minion and remove (1) to prevent that.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Discard this minion to make a [MEN] minion strength +4.
Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Easterling Host and make it strength -2 until the regroup phase to make each other [MEN] minion strength +1 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 Grima and spot an unbound companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner's hand.
Maneuver: Exert Mumak Commander twice to exert a companion twice (except the Ring-bearer).
Maneuver: Exert The Mouth of Sauron to play a [MEN] condition or [MEN] possession from your draw deck.
Maneuver: Exert this minion to add (1) for each companion who has resistance 5 or less.
Maneuver: Exert this minion to play a [MEN] minion (or 2 if you spot 6 companions) from a [MEN] possession as if from hand.
Maneuver: Exert this minion to transfer a possession or condition borne by a character to another eligible bearer.
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: If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase.
Maneuver: Spot 4 Free Peoples cultures and exert Grima to return an unbound companion, and all cards on him or her, to their owners? hands.
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.
Nazgul are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground.
Nazgul are twilight cost -1.Assignment: Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion.
Regroup: Exert Grima to add (2). Regroup: Remove a [MEN] token to add (2). Regroup: Remove (4) to exert an unbound companion.
Regroup: Spot a [MEN] minion in your discard pile and discard this minion to place that minion on your [MEN] support area possession.
Regroup: Spot another [MEN] minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit -1 for this turn.
Response: If the Free Peoples player plays an event, spot another [MEN] Man and discard this minion from play to cancel that event.
Shadow: Exert this minion, spot another [MEN] minion, and remove a culture token to reinforce a [MEN] token.
Shadow: Spot a site you control and exert Hill Chief to draw 3 cards.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion damage +1.
Skirmish: If this minion is not assigned to a skirmish, you may exert him to make another [MEN] minion fierce until the regroup phase.
Skirmish: Remove (2) to make a lurker strength +1. Skirmish: Remove (2) to make a lurker fierce until the regroup phase. Skirmish: Remove (2) to make a lurker damage +1.
Skirmish: Remove (3) to make this minion damage +1.
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). Assignment: Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this.
Southron. Ambush (1). Maneuver: Exert this minion and spot 5 companions to make the Free Peoples player exert a companion.
Southron. Ambush (1). Maneuver: Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions.
Southron. Ambush (1). When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile.
Southron. Ambush (1). While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is fierce. While you can spot 6 burdens, this minion is damage +1.
Southron. Ambush (2).
Southron. Ambush (2). Maneuver: Exert this minion and spot 4 free peoples cultures to exert every companion.
Southron. Ambush (2). Response: If a Southron is about to take a wound, remove (3) to prevent that wound.
Southron. Ambush (2). While you can spot a Southron, this minion's twilight cost is - 2.
Southron. Archer. Ambush (1). To play, spot a Southron. Assignment: Spot 7 companions to assign this minion to the Ringbearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this.
Southron. Archer. Archery: Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total.
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. Archer. Archery: Remove (3) to add 1 to the minion archery total for each companion over 4 (limit +4).
Southron. Archer. Fierce. To play, spot a [RAIDER] Man. Archery: Exert this minion and remove a threat to make the minion archery total +1.
Southron. Archer. To play, spot a [RAIDER] Man. Menace - When you play this minion, add ten tokens to the twilight pool.
Southron. Archer. While you can spot 3 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 6 twilight tokens, all [RAIDER] Men are strength +1. While you can spot 9 twilight tokens, all [RAIDER] Men are strength +1.
Southron. Archer. While you can spot 6 twilight tokens, other [RAIDER] Men are damage +1. While you can spot 9 twilight tokens, other [RAIDER] Men are damage +1.
Southron. Archer. While you can spot another Southron, the minion archery total is +1 for each site you control.
Southron. Archer. While you can spot another [RAIDER] Man, Ring-bound companions cannot take archery wounds.
Southron. Archer. While you have initiative, the Ring-bearer cannot take wounds during the archery phase and this minion is ambush (8).
Southron. Archery: Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer).
Southron. Archery: Spot another [RAIDER] Man, spot 6 companions, and remove a threat to exert a companion.
Southron. At the start of a skirmish involving this minion, you may spot another [Raider] Man and 6 companions to discard an unbound companion this minion is skirmishing.
Southron. At the start of each skirmish involving this minion, you may remove (1) to add a threat.
Southron. At the start of each skirmish involving this minion, you may spot 6 companions and another [RAIDER] Man to discard an unbound companion this minion is skirmishing.
Southron. Each time a companion or ally loses a skirmish involving a Southron, you may remove (1) to make the Free Peoples player wound a Ring-bound companion.
Southron. Each time a Man is assigned to skirmish this minion, wound that Man.
Southron. Maneuver: Exert this minion to add (2) for each site you control.
Southron. Maneuver: Exert this minion to add (5). The Free Peoples player may add a threat to prevent this.
Southron. Regroup: Exert this minion and remove (5) to take control of a site.
Southron. Regroup: Remove (9) and spot antother Southron to make the move limit -1 for this turn ( to a minimum of 1 ).
Southron. Shadow: Remove (3) and spot 3 [RAIDER] Men to make one of those Men damage +1 until the regroup phase.
Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile.
Southron. To play, spot a [RAIDER] Man. Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
Southron. To play, spot a [RAIDER] Man. Regroup: Exert Desert Lancers twice to take control of a site.
Southron. To play, spot a [RAIDER] Man. Regroup: Exert Regiment of Haradrim twice to take control of a site.
Southron. To play, spot a [RAIDER] Man. While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed.
Southron. When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is -2.
Southron. While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and fierce.
Southron. While you can spot 2 threats, this minion is an archer. While you can spot 3 threats, this minion is fierce. While you can spot 4 threats, this minion is damage +1.
Southron. While you can spot 2 threats, this minion is damage +1.
Southron. While you can spot 4 threats, this minion is damage +2.
The fellowship's current site gains plains.
The twilight cost of this minion during a skirmish phase is -2.
The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it.
This minion is strength +1 for each card in the Free Peoples player's hand.
This minion is strength +1 for each other character you can spot.
This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is damage +1. While you can spot a companion who has resistance 0, this minion is fierce.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +1 for each [MEN] minion stacked on each [MEN] possession. At the start of the maneuver phase, you may play a minion stacked on a [MEN] possession as if from hand.
This minion is strength +1 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: spot a [MEN] possession and discard this minion from play to discard a condition.
This minion is strength +2 and damage +1 for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each [MEN] possession with a [MEN] minion stacked on it. Maneuver: Spot X [MEN] minions stacked on a [MEN] possession and discard this minion to add (X).
This minion is twilight cost -1 for each [MEN] minion stacked on a [MEN] possession.
To play, spot 2 [MEN] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion.
To play, spot 2 [MEN] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control.
To play, spot 2 [MEN] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot.
To play, spot a [DUNLAND] Man. Menace - When you play this minion, discard up to 2 Free People's possessions.
To play, spot a [MEN] card in your support area. Shadow: Exert this minion and spot a Free Peoples condition to reinforce a [MEN] token for each card you spot that has the same card title as that condition.
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 [MEN] minion. While the fellowship is in region 1, each [MEN] minion cannot take wounds. While the fellowship is in region 2, each [MEN] minion is an archer. While the fellowship is in region 3, each [MEN] minion is fierce.
To play, spot a [MEN] minion. While you can spot 5 or more culture tokens, the minion archery total is +2.
To play, spot Gandalf. Each time you play a shield, armor, helm, or hand weapon, its twilight cost is -1.
To play, spot Gandalf. Fellowship: Exert Hugin to reveal a Free Peoples card from your discard pile and place it beneath your draw deck.
To play, spot Gandalf. Fellowship: Exert Ottar to discard up to 3 cards from hand and draw an equal number of cards.
To play, spot Gandalf. Maneuver: Exert Albert Dreary to discard a [ISENGARD] or [MORIA] condition.
To play, spot Gandalf. Shadow players may not look at or reveal cards in your hand.
Toil 2. (For each [MEN] character you exert when playing this, its twilight cost is -2.)
Villager. Discard Guma if an opponent controls his home site. Fellowship: Exert Guma to heal a [ROHAN] Man.
Villager. Discard Hlafwine if an opponent controls his home site. Skirmish: Exert Hlafwine to make a [ROHAN] Man strength +2.
Villager. Discard Leod if an opponent controls his home site. Skirmish: Exert Leod to make a mounted companion strength +2.
Villager. Discard Weland if an opponent controls his home site. Fellowship: Exert Weland to heal a mounted companion.
Villager. Fellowship: Exert Ecglaf and spot 2 valiant Men to play a [ROHAN] possession from your discard pile.
Villager. Fellowship: If you have initiative, discard 2 cards from hand to heal a [ROHAN] Man.
Villager. Regroup: Exert Sigewulf and spot 5 valiant Men to discard a minion.
Villager. Skirmish: If you have initiative, discard a card from hand to make a [ROHAN] Man strength +1.
Villager. To play, spot 2 [ROHAN] Men. Regroup: Discard 3 cards from hand to remove a threat.
When this minion wins a skirmish, you may stack him on a site you control. Shadow: If stacked on a site you control, play this minion. His twilight cost is -2.
When you cannot spot another [MEN] minion, discard this minion.
When you play Freca, you may spot another [DUNLAND] Man to take control of a site. When Freca is killed, the Free Peoples player may liberate a site.
When you play Grima, you may remove (4) to exert an unbound companion. That companion cannot use special abilities until the regroup phase. Assignment: Exert Grima to assign him to an unbound companion. That companion may exert to prevent this.
When you play this minion from your draw deck or from your [MEN] possesion it is fierce until the regroup phase.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may exert it to make it fierce until the regroup phase. While you can spot 6 companions, each [MEN] minion is fierce.
When you play this minion, you may spot 2 other [DUNLAND] Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this.
When you play this minion, you may spot 2 other [MEN] Men to add (1) for each possession you spot.
When you play this, you may spot another [MEN] minion to make this minion twilight cost -1 for each wound on the Ring-bearer. While each companion is wounded, this minion is fierce.
While at a battleground, this minion is strength +2. Each mounted Man is strength +1. Regroup: Shuffle any number of your [MEN] mounts in play into your draw deck.
While skirmishing a [ROHAN] Man, this minion is strength +2. Assignment: Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
While this minion is at a battleground site, it is fierce.
While this minion is at a plains site, it is an archer. While you can spot 6 companions, each [MEN] minion is an archer.
While this minion is at a plains site, it is damage +1.
While this minion is bearing a possession, it is fierce.
While this minion is exhausted, each unbound companion is resistance -1 (or -2 if the fellowship is at a battleground site).
While this minion is skirmishing a Man, it is damage +2.
While you can spot a companion bearing an [ISENGARD] condition, this minion is strength +2.
While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site.
While you can spot a companion who has resistance 3 or less, this minion's twilight cost is -2.
While you can spot a hunter, this minion gains hunter 1. Each time this minion wins a skirmish, you may exert 2 [MEN] Men to discard a follower.
While you can spot another [MEN] minion, this minion is strength +2 for each companion assigned to a skirmish.
While you can spot more companions than minions, each [MEN] hunter is strength +2 and is an archer.
While you control 2 sites, Easterling Sneak is fierce. While you control 4 sites, each [MEN] minion is strength +1 and fierce.
While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [DUNLAND] Men is fierce. While you control 4 sites, each of your [DUNLAND] Men is damage +1.
While you control 2 sites, this minion is strength +5, fierce and damage +1.
While you control a site, this minion is an archer.
While you control a site, this minion is strength +3 and fierce.
You may play this minion any time you could play a maneuver event. When you play this minion in the maneuver phase, you may discard X [MEN] minions from play to add (X).
Search
TaggedGameText:
None
(4)
·
While the fellowship is in region 1, this minion is strength +4.
While the fellowship is in region 2, this minion is strength +2. (4)
·
Easterling.
Skirmish:
Exert this minion to make him
damage +1
. (3)
·
Southron.
Ambush
twilight1
.
When the Free Peoples player assigns this minion to a character and you have initiative, wound that character. (3)
·
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. (3)
Other values:
<keyword>Ambush</keyword> <symbol>twilight1</symbol>. When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance –1 until the end of the turn.
<keyword>Ambush</keyword> <symbol>twilight1</symbol>. While this minion is at a plains site, it gains an additional ambush <symbol>twilight1</symbol>.
<keyword>Ambush</keyword> <symbol>twilight3</symbol>. <br>The move limit for this turn is +1.
<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> Each time a Free Peoples character is killed, each of your <symbol>men</symbol> minions is strength +3 until the regroup phase.
<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>Archery:</keyword> Exert Aldor and spot a villager to make the fellowship archery total +1.
<keyword>Assignment:</keyword> Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.)
<keyword>Assignment:</keyword> Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
<keyword>Corsair.</keyword> <br><keyword>Skirmish:</keyword> If you have initiative, remove a <symbol>raider</symbol> token to make a corsair <keyword>fierce</keyword> until the regroup phase.
<keyword>Corsair.</keyword> <br>At the start of each skirmish involving this minion, you may remove a <symbol>raider</symbol> token to wound a companion he is skirmishing.
<keyword>Corsair.</keyword> <br>When you play this minion, if you can spot another corsair, you may discard a possession to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, if you have initiative, you may discard an ally 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 discard 2 cards from hand to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may remove 2 culture tokens to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may remove a threat to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <br>When you play this minion, you may spot another Corsair and discard the top card of the Free Peoples player's draw deck to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <keyword>Enduring.</keyword> <keyword>Fierce.</keyword> <br><keyword>Shadow:</keyword> Exert Castamir of Umbar and play a corsair to add 2 <symbol>raider</symbol> tokens to a card that already has a <symbol>raider</symbol> token on it.
<keyword>Corsair.</keyword> <keyword>Fierce.</keyword> <br><keyword>Skirmish:</keyword> If you have initiative, remove a <symbol>raider</symbol> token to discard a possession borne by a character skirmishing this minion.
<keyword>Corsair.</keyword> To play, spot a <symbol>raider</symbol> Man. <br><keyword>Shadow:</keyword> Exert this minion to play a <symbol>raider</symbol> support area possession from your draw deck.
<keyword>Damage +1. Fierce.</keyword><br>If you play Stampeding Chief from your hand, remove <symbol>twilight3</symbol> and spot another <symbol>men</symbol> minion or discard Stampeding Chief.
<keyword>Easterling.</keyword> <br>When you play this minion, you may spot another Easterling to add <symbol>twilight1</symbol> for each burden (limit <symbol>twilight4</symbol>).
<keyword>Easterling.</keyword> <br><keyword>Maneuver:</keyword> If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
<keyword>Easterling.</keyword> <br><keyword>Maneuver:</keyword> If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
<keyword>Easterling.</keyword> <br><keyword>Skirmish:</keyword> If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
<keyword>Easterling.</keyword> <br><keyword>Skirmish:</keyword> Remove 2 burdens to heal another <keyword>Easterling.</keyword>
<keyword>Easterling.</keyword> <br><keyword>Skirmish:</keyword> Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
<keyword>Easterling.</keyword> <br>Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
<keyword>Easterling.</keyword> <br>While you can spot 3 burdens, this minion is <keyword>fierce</keyword> and <keyword>damage +1.</keyword>
<keyword>Easterling.</keyword> <br>While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce.
<keyword>Easterling.</keyword> <keyword>Fierce.</keyword> <br>Each time Easterling Regiment wins a skirmish, you may add <symbol>twilight1</symbol> for each burden.
<keyword>Easterling.</keyword> <keyword>Fierce.</keyword> <br>When you play this minion, you may spot another Easterling to add a burden for each companion over 5.
<keyword>Easterling.</keyword> <keyword>Fierce.</keyword> <keyword>Skirmish:</keyword> Spot 2 burdens and exert this minion to make an Easterling strength +1. <keyword>Skirmish:</keyword> Spot 4 burdens and exert this minion to make an Easterling strength +2. <keyword>Skirmish:</keyword> Spot 6 burdens and exert this minion to make an Easterling strength +3.
<keyword>Easterling.</keyword> <keyword>Fierce.</keyword><br><keyword>Skirmish:</keyword> Spot 2 burdens and remove <symbol>twilight2</symbol> to make an Easterling strength +2. <br><keyword>Skirmish:</keyword> Spot 4 burdens and remove <symbol>twilight2</symbol> to make an Easterling strength +3. <br><keyword>Skirmish:</keyword> Spot 6 burdens and remove <symbol>twilight2</symbol> to make an Easterling strength +4.
<keyword>Easterling.</keyword> Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
<keyword>Easterling.</keyword> To play, spot an Easterling. <br>While this minion is unwounded, he is <keyword>damage +2</keyword>. <br><keyword>Skirmish:</keyword> Wound 2 other <symbol>raider</symbol> Men to heal this minion.
<keyword>Easterling.</keyword><br>While you can spot 2 burdens, this minion is strength +3 and <keyword>fierce.</keyword>
<keyword>Easterling.</keyword><br>While you can spot 3 burdens, this minion is <keyword>fierce</keyword> and <keyword>damage +1.</keyword>
<keyword>Fellowship:</keyword> Exert Barliman Butterbur to take a <symbol>gandalf</symbol> event into hand from your discard pile.
<keyword>Fierce. Toil 1.</keyword> <i>(For each</i> <symbol>men</symbol> <i>character you exert when playing this, its twilight cost is –1.)</i> <br>Each wounded <symbol>men</symbol> minion is strength +2.
<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><keyword>Maneuver:</keyword> Discard this minion and a <symbol>men</symbol> minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8.
<keyword>Fierce.</keyword><br><keyword>Response:</keyword> If another <symbol>dunland</symbol> Man wins a skirmish, exert Wulf to take control of a site.
<keyword>Fierce.</keyword><br>The fellowship archery total is -3<br>Each time this minion wins a skirmish, you may spot another <symbol>dunland</symbol> Man to take control of a site and make that Man strength +6 and fierce until the regroup phase.<br><keyword>Assignment:</keyword> Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
<keyword>Fierce.<br>Skirmish:</keyword> Spot a site you control and remove <symbol>twilight2</symbol> to make a <symbol>men</symbol> Man strength +2.<br><keyword>Skirmish:</keyword> Spot 2 sites you control and remove <symbol>twilight2</symbol> to make a <symbol>men</symbol> Man strength +3.<br><keyword>Skirmish:</keyword> Spot 3 sites you control and remove <symbol>twilight2</symbol> to make a <symbol>men</symbol> Man strength +4.
<keyword>Hunter 1.</keyword> <i>(While skirmishing a non-hunter character, this character is strength +1.)</i><br>This minion is strength +3 for each follower you can spot.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <br><keyword>Response:</keyword> If a <symbol>men</symbol> minion is about to take a wound in a skirmish, exert this minion and remove <symbol>twilight1</symbol> to prevent that.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <br><keyword>Skirmish:</keyword> Discard this minion to make a <symbol>men</symbol> minion strength +4.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) <keyword>Skirmish:</keyword> Exert Easterling Host and make it strength –2 until the regroup phase to make each other <symbol>men</symbol> minion strength +1 until the regroup phase.
<keyword>Lurker.</keyword> (Skirmishes involving lurker minions must be resolved after any others.) Each time another <symbol>men</symbol> minion wins a skirmish, make this minion strength +3 until the regroup phase.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i> <br>Each time a companion loses a skirmish involving a <symbol>men</symbol> minion, add <symbol>twilight2</symbol>.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i> <br>Each time a companion loses a skirmish involving a <symbol>men</symbol> minion, you may exert Gríma to exert a companion.
<keyword>Lurker.</keyword> <i>(Skirmishes involving lurker minions must be resolved after any others.)</i><br>Each time a Free Peoples character is killed, you may spot another <symbol>men</symbol> minion to exert each companion.
<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 Gríma and spot an unbound companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner’s hand.
<keyword>Maneuver:</keyword> Exert Mûmak Commander twice to exert a companion twice (except the Ring-bearer).
<keyword>Maneuver:</keyword> Exert The Mouth of Sauron to play a <symbol>men</symbol> condition or <symbol>men</symbol> possession from your draw deck.
<keyword>Maneuver:</keyword> Exert this minion to add <symbol>twilight1</symbol> for each companion who has resistance 5 or less.
<keyword>Maneuver:</keyword> Exert this minion to play a <symbol>men</symbol> minion (or 2 if you spot 6 companions) from a <symbol>men</symbol> possession as if from hand.
<keyword>Maneuver:</keyword> Exert this minion to transfer a possession or condition borne by a character to another eligible bearer.
<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> If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase.
<keyword>Maneuver:</keyword> Spot 4 Free Peoples cultures and exert Gríma to return an unbound companion, and all cards on him or her, to their owners’ hands.
<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> Exert Gríma to add <symbol>twilight2</symbol>.<br><keyword>Regroup:</keyword> Remove a <symbol>men</symbol> token to add <symbol>twilight2</symbol>.<br><keyword>Regroup:</keyword> Remove <symbol>twilight4</symbol> to exert an unbound companion.
<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>Regroup:</keyword> Spot another <symbol>men</symbol> minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit –1 for this turn.
<keyword>Response:</keyword> If the Free Peoples player plays an event, spot another <symbol>men</symbol> Man and discard this minion from play to cancel that event.
<keyword>Shadow:</keyword> 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 site you control and exert Hill Chief to draw 3 cards.
<keyword>Skirmish:</keyword> If this minion is not assigned to a skirmish, you may exert him to make another <symbol>men</symbol> minion <keyword>damage +1</keyword>.
<keyword>Skirmish:</keyword> If this minion is not assigned to a skirmish, you may exert him to make another <symbol>men</symbol> minion <keyword>fierce</keyword> until the regroup phase.
<keyword>Skirmish:</keyword> Remove <symbol>twilight2</symbol> to make a lurker strength +1. <br><keyword>Skirmish:</keyword> Remove <symbol>twilight2</symbol> to make a lurker fierce until the regroup phase. <br><keyword>Skirmish:</keyword> Remove <symbol>twilight2</symbol> to make a lurker <keyword>Damage +1.</keyword>
<keyword>Skirmish:</keyword> Remove <symbol>twilight3</symbol> to make this minion <keyword>Damage +1.</keyword>
<keyword>Southron.</keyword> <br><keyword>Maneuver:</keyword> Exert this minion to add <symbol>twilight2</symbol> for each site you control.
<keyword>Southron.</keyword> <br>At the start of each skirmish involving this minion, you may remove <symbol>twilight3</symbol> to wound a companion or ally he is skirmishing.
<keyword>Southron.</keyword> <br>Each time a companion or ally loses a skirmish involving a Southron, you may remove <symbol>twilight1</symbol> to make the Free Peoples player wound a Ring-bound companion.
<keyword>Southron.</keyword> <br><keyword>Archery:</keyword> Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer).
<keyword>Southron.</keyword> <br><keyword>Archery:</keyword> Spot another <symbol>raider</symbol> Man, spot 6 companions, and remove a threat to exert a companion.
<keyword>Southron.</keyword> <br><keyword>Maneuver:</keyword> Exert this minion to add <symbol>twilight5</symbol>. The Free Peoples player may add a threat to prevent this.
<keyword>Southron.</keyword> <br><keyword>Shadow:</keyword> Remove <symbol>twilight3</symbol> and spot 3 <symbol>raider</symbol> Men to make one of those Men <keyword>damage +1</keyword> until the regroup phase.
<keyword>Southron.</keyword> <br>At the start of a skirmish involving this minion, you may spot another <symbol>raider</symbol> Man and 6 companions to discard an unbound companion this minion is skirmishing.
<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>At the start of each skirmish involving this minion, you may remove <symbol>twilight3</symbol> to wound a companion or ally he is skirmishing.
<keyword>Southron.</keyword> <br>At the start of each skirmish involving this minion, you may spot 6 companions and another <symbol>raider</symbol> Man to discard an unbound companion this minion is skirmishing.
<keyword>Southron.</keyword> <br>Each time a Man is assigned to skirmish this minion, wound that Man.
<keyword>Southron.</keyword> <br>To play, spot a <symbol>raider</symbol> Man. <br>While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed.
<keyword>Southron.</keyword> <br>When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is –2.
<keyword>Southron.</keyword> <br>While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and <keyword>fierce.</keyword>
<keyword>Southron.</keyword> <br>While you can spot 2 threats, this minion is <keyword>damage +1</keyword>.
<keyword>Southron.</keyword> <br>While you can spot 2 threats, this minion is an archer. <br>While you can spot 3 threats, this minion is fierce. <br>While you can spot 4 threats, this minion is <keyword>damage +1</keyword>.
<keyword>Southron.</keyword> <br>While you can spot 4 threats, this minion is damage +2.
<keyword>Southron.</keyword> <keyword>Ambush.</keyword> <symbol>twilight1</symbol><br>While you can spot 4 burdens, this minion is strength +5. <br>While you can spot 5 burdens, this minion is <keyword>fierce.</keyword> <br>While you can spot 6 burdens, this minion is <keyword>damage +1.</keyword>
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol>. <br><keyword>Maneuver:</keyword> Exert this minion and spot 5 companions to make the Free Peoples player exert a companion.
<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>twilight1</symbol>.<br><keyword>Assignment:</keyword> Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol>.<br><keyword>Maneuver:</keyword> Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol><keyword>.</keyword> When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight2</symbol>.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight2</symbol>. <br><keyword>Maneuver:</keyword> Exert this minion and spot 4 Free Peoples cultures to exert every companion.
<keyword>Southron.</keyword> <keyword>Ambush</keyword> <symbol>twilight2</symbol>. <br>While you can spot a Southron, this minion’s twilight cost is -2.
<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 Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br><keyword>Archery:</keyword> Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>To play, spot a <symbol>raider</symbol> Man. <br><keyword>Menace -</keyword> When you play this minion you may make it ambush <symbol>twilight9</symbol>.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>While you can spot 3 twilight tokens, all <symbol>raider</symbol> Men are strength +1. <br>While you can spot 6 twilight tokens, all <symbol>raider</symbol> Men are strength +1. <br>While you can spot 9 twilight tokens, all <symbol>raider</symbol> Men are strength +1.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>While you can spot 6 twilight tokens, other <symbol>raider</symbol> Men are <keyword>damage +1</keyword>. <br>While you can spot 9 twilight tokens, other <symbol>raider</symbol> Men are <keyword>damage +1</keyword>.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>While you can spot another <symbol>raider</symbol> Man, Ring-bound companions cannot take archery wounds.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>While you can spot another Southron, the minion archery total is +1 for each site you control.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <br>While you have initiative, the Ring-bearer may not take wounds during the archery phase and this minion is ambush <symbol>twilight8</symbol>.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <keyword>Ambush</keyword> <symbol>twilight1</symbol><keyword>.</keyword> To play, spot a Southron.<br><keyword>Assignment:</keyword> Spot 7 companions to assign this minion to the Ring-bearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this.
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <keyword>Archery:</keyword> Remove <symbol>twilight3</symbol> to add 1 to the minion archery total for each companion over 4 (limit +4).
<keyword>Southron.</keyword> <keyword>Archer.</keyword> <keyword>Fierce.</keyword> To play, spot a <symbol>raider</symbol> Man. <br><keyword>Archery:</keyword> Exert this minion and remove a threat to make the minion archery total +1.
<keyword>Southron.</keyword> <keyword>Archer.</keyword><br><keyword>Archery:</keyword> Exert this minion to exert a companion (except the Ring-bearer); this minion does not add to the minion archery total.
<keyword>Southron.</keyword> To play, spot a <symbol>raider</symbol> Man. <br><keyword>Regroup:</keyword> Exert Desert Lancers twice to take control of a site.
<keyword>Southron.</keyword> To play, spot a <symbol>raider</symbol> Man. <br>Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
<keyword>Southron.</keyword><br><keyword>Regroup:</keyword> Exert this minion and remove <symbol>twilight5</symbol> to take control of a site.
<keyword>Southron.</keyword><br><keyword>Regroup:</keyword> Remove <symbol>twilight9</symbol> and spot another Southron to make the move limit -1 for this turn (to a minimum of 1).
<keyword>Southron.</keyword><br><keyword>Skirmish:</keyword> Remove <symbol>twilight3</symbol> to play a <symbol>raider</symbol> mount from your discard pile.
<keyword>Southron.</keyword><br>At the start of each skirmish involving this minion, you may remove <symbol>twilight3</symbol> to wound a companion or ally he is skirmishing.
<keyword>Southron.</keyword><keyword>Ambush</keyword> <symbol>twilight2</symbol>. While you can spot a Southron, this minion’s twilight cost is -2.
<keyword>Southron.</keyword>To play, spot a <symbol>raider</symbol> Man. <br><keyword>Regroup:</keyword> Exert Regiment of Haradrim twice to take control of a site.
<keyword>Toil 2.</keyword> (For each <symbol>men</symbol> character you exert when playing this, its twilight cost is –2.)
<keyword>Villager.</keyword> <br>Discard Weland if an opponent controls his home site. <br><keyword>Fellowship:</keyword> Exert Weland to heal a mounted companion.
<keyword>Villager.</keyword> <br><keyword>Fellowship:</keyword> If you have initiative, discard 2 cards from hand to heal a <symbol>rohan</symbol> Man.
<keyword>Villager.</keyword> <br><keyword>Skirmish:</keyword> If you have initiative, discard a card from hand to make a <symbol>rohan</symbol> Man strength +1.
<keyword>Villager.</keyword> <br>Discard Guma if an opponent controls his home site. <br><keyword>Fellowship:</keyword> Exert Guma to heal a <symbol>rohan</symbol> Man.
<keyword>Villager.</keyword> <br>Discard Hlafwine if an opponent controls his home site. <br><keyword>Skirmish:</keyword> Exert Hlafwine to make a <symbol>rohan</symbol> Man strength +2.
<keyword>Villager.</keyword> <br>Discard Léod if an opponent controls his home site. <br><keyword>Skirmish:</keyword> Exert Léod to make a mounted companion strength +2.
<keyword>Villager.</keyword> To play, spot 2 <symbol>rohan</symbol> Men. <br><keyword>Regroup:</keyword> Discard 3 cards from hand to remove a threat.
<keyword>Villager.</keyword><br><keyword>Fellowship:</keyword> Exert Ecglaf and spot 2 valiant Men to play a <symbol>rohan</symbol> possession from your discard pile.
<keyword>Villager.</keyword><br><keyword>Regroup:</keyword> Exert Sigewulf and spot 5 valiant Men to discard a minion.
Aid - Exert Gandalf. While Beorn is attached, he cannot be discarded by Shadow. Each time bearer wins a skirmish, you may take a [Gandalf] card from your discard pile into hand.
Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound.
Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase.
Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again.
At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase.
At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards.
At the start of the maneuver phase, if you can spot another <symbol>men</symbol> Man and 8 characters (or if you can spot 3 Free Peoples cultures), you may take control of a site
At the start of the maneuver phase, spot another <symbol>men</symbol> Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4.
At the start of the maneuver phase, you may remove <symbol>twilight2</symbol> to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn.
At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this.<br><keyword>Maneuver:</keyword> Spot another <symbol>men</symbol> Man and exert this minion to take control of a site.
Each time a Free Peoples possession is played, you may spot a <symbol>men</symbol> card and reveal this minion from hand to make the Free Peoples player exert a companion.<br>While each companion is wounded, this minion is <keyword>fierce</keyword>.
Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck.
Each time the fellowship moves, you may spot another <symbol>dunland</symbol> Man to take control of a site.
Each time the Free Peoples player assigns a companion or ally to an <symbol>isengard</symbol> Man, that companion or ally must exert.
Each time the Free Peoples player assigns this minion to a skirmish, add <symbol>twilight1</symbol> for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to a skirmish, if it is not at a plains site, remove <symbol>twilight2</symbol> or discard this minion.
Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase.
Each time this minion is assigned to skirmish an exhausted companion, it is <keyword>fierce</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may make him <keyword>strength +2</keyword> and <keyword>fierce</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may make him strength +2 and <keyword>fierce</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may make it <keyword>fierce</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may play a <symbol>dunland</symbol> Man from hand. That Man is fierce and damage +2 until the regroup phase.
Each time this minion wins a skirmish, you may play a <symbol>dunland</symbol> Man from hand; his twilight cost is -2. That Man is <keyword>fierce</keyword> and <keyword>damage +1</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may play a <symbol>dunland</symbol> Man from hand; his twilight cost is -2. That Man is <keyword>fierce</keyword> and <keyword>damage +1</keyword> until the regroup phase.
Each time this minion wins a skirmish, you may spot another <symbol>dunland</symbol> Man to take control of a site.
Each time this minion wins a skirmish, you may spot another <symbol>dunland</symbol> minion to take control of a site.
Each time this minion wins a skirmish, you may stack a <symbol>men</symbol> minion from your discard pile on a <symbol>men</symbol> possession in your support area.
Each time this minion wins a skirmish, you may stack it on a site you control. <br><keyword>Shadow:</keyword> If stacked on a site you control, play this minion. Its twilight cost is -2.
Each unbound companion (or ally) bearing a Shadow condition is strength -1.
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion.<br><keyword>Shadow:</keyword> Exert Bill Ferny twice and spot a site you control to add <symbol>twilight2</symbol>.
Nazgûl are not roaming. <br>The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground.
Nazgul are twilight cost -1.<br><keyword>Assignment</keyword>: Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion.
The fellowship's current site gains plains.
The twilight cost of this minion during a skirmish phase is –2.
The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it.
This minion is strength +1 for each <symbol>men</symbol> minion stacked on each <symbol>men</symbol> possession.<br>At the start of your maneuver phase, you may play a minion stacked on a <symbol>men</symbol> possession as if from hand.
This minion is strength +1 for each <symbol>men</symbol> possession with a <symbol>men</symbol> minion stacked on it.<br><keyword>Maneuver:</keyword> Spot a <symbol>men</symbol> possession and discard this minion from play to discard a condition.
This minion is strength +1 for each card in the Free Peoples player's hand.
This minion is strength +1 for each other character you can spot.
This minion is strength +1 for each other character you can spot. <br>While you can spot a companion who has resistance 3 or less, this minion is <keyword>damage +1</keyword>. <br>While you can spot a companion who has resistance 0, this minion is <keyword>fierce.</keyword>
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +2 and <keyword>damage +1</keyword> for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each <symbol>men</symbol> possession with a <symbol>men</symbol> minion stacked on it.<br><keyword>Maneuver:</keyword> Spot X <symbol>men</symbol> minions stacked on a <symbol>men</symbol> possession and discard this minion to add <symbol>twilightX</symbol>.
This minion is twilight cost -1 for each <symbol>men</symbol> minion stacked on a <symbol>men</symbol> possession.
To play, spot 2 <symbol>men</symbol> Men.<br>Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion.
To play, spot 2 <symbol>men</symbol> Men.<br>When you play this minion, you may make the Free Peoples player exert a companion for each site you control.
To play, spot 2 <symbol>men</symbol> Men.<br>While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot.
To play, spot a <symbol>dunland</symbol> Man. <br><keyword>Menace -</keyword> When you play this minion you may discard up to 2 Free Peoples possessions.
To play, spot a <symbol>men</symbol> card in your support area.<br><keyword>Shadow:</keyword> Exert this minion and spot a Free Peoples condition to reinforce a <symbol>men</symbol> token for each card you spot that has the same card title as that condition.
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>men</symbol> minion.<br>While the fellowship is in region 1, each <symbol>men</symbol> minion cannot take wounds.<br>While the fellowship is in region 2, each <symbol>men</symbol> minion is an <keyword>archer</keyword>.<br>While the fellowship is in region 3, each <symbol>men</symbol> minion is <keyword>fierce</keyword>.
To play, spot a <symbol>men</symbol> minion.<br>While you can spot 5 or more culture tokens, the minion archery total is +2.
To play, spot Gandalf. <br>Each time you play a shield, armor, helm, or hand weapon, its twilight cost is -1.
To play, spot Gandalf. <br>Shadow players may not look at or reveal cards in your hand.
To play, spot Gandalf. <br><keyword>Fellowship:</keyword> Exert Ottar to discard up to 3 cards from hand and draw an equal number of cards.
To play, spot Gandalf. <br><keyword>Maneuver:</keyword> Exert Albert Dreary to discard a <symbol>isengard</symbol> or <symbol>moria</symbol> condition.
To play, spot Gandalf.<br><keyword>Fellowship:</keyword> Exert Hugin to reveal a Free Peoples card from your discard pile and place it beneath your draw deck.
When this minion wins a skirmish, you may stack him on a site you control. <br><keyword>Shadow:</keyword> If stacked on a site you control, play this minion. His twilight cost is -2.
When you cannot spot another <symbol>men</symbol> minion, discard this minion.
When you play Freca, you may spot another <symbol>dunland</symbol> Man to take control of a site. <br>When Freca is killed, the Free Peoples player may liberate a site.
When you play Gríma, you may remove <symbol>twilight4</symbol> to exert an unbound companion. That companion cannot use special abilities until the regroup phase.<br> <keyword>Assignment</keyword>: Exert Gríma to assign him to an unbound companion. That companion may exert to prevent this.
When you play this minion from your draw deck or from your <symbol>men</symbol> possession, it is <keyword>fierce</keyword> until the regroup phase.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may exert it to make it fierce until the regroup phase. While you can spot 6 companions, each <symbol>men</symbol> minion is <keyword>Fierce.</keyword>
When you play this minion, you may spot 2 other <symbol>dunland</symbol> Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this.
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, you may spot another <symbol>men</symbol> minion to make this minion twilight cost –1 for each wound on the Ring-bearer.<br>While each companion is wounded, this minion is <keyword>fierce</keyword>.
While at a battleground, this minion is strength +2.<br>Each mounted Man is strength +1.<br><keyword>Regroup:</keyword> Shuffle any number of your <symbol>men</symbol> mounts in play into your draw deck.
While skirmishing a <symbol>rohan</symbol> Man, this minion is strength +2. <br><keyword>Assignment:</keyword> Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
While this minion is at a battleground site, it is <keyword>Fierce.</keyword>
While this minion is at a plains site, it is <keyword>Damage +1.</keyword>
While this minion is at a plains site, it is an <keyword>Archer.</keyword> While you can spot 6 companions, each <symbol>men</symbol> minion is an <keyword>Archer.</keyword>
While this minion is bearing a possession, it is <keyword>fierce.</keyword>
While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site).
While this minion is skirmishing a Man, it is <keyword>damage +2.</keyword>
While you can spot a companion bearing an <symbol>isengard</symbol> condition, this minion is strength +2.
While you can spot a companion of strength 12 or more, this minion is strength +5.<br>Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site.
While you can spot a companion who has resistance 3 or less, this minion's twilight cost is –2.
While you can spot a hunter, this minion gains <keyword>hunter 1</keyword>.<br>Each time this minion wins a skirmish, you may exert 2 <symbol>men</symbol> Men to discard a follower.
While you can spot another <symbol>men</symbol> minion, this minion is strength +2 for each companion assigned to a skirmish.
While you can spot more companions than minions, each <symbol>men</symbol> hunter is strength +2 and is an <keyword>archer</keyword>.
While you control 2 sites, Easterling Sneak is <keyword>fierce</keyword>. While you control 4 sites, each <symbol>men</symbol> minion is strength +1 and <keyword>fierce</keyword>.
While you control 2 sites, skip the archery phase. <br>While you control 3 sites, each of your <symbol>dunland</symbol> Men is <keyword>fierce.</keyword> <br>While you control 4 sites, each of your <symbol>dunland</symbol> Men is <keyword>damage +1.</keyword>
While you control 2 sites, this minion is strength +5, fierce and <keyword>damage +1</keyword>.
While you control a site, this minion is an <keyword>archer</keyword>.
While you control a site, this minion is strength +3 and <keyword>fierce</keyword>.
You may play this minion any time you could play a maneuver event.<br>When you play this minion in the maneuver phase, you may discard X <symbol>men</symbol> minions from play to add <symbol>twilightX</symbol>.
Search
FormattedGameText:
None
(4)
·
While the fellowship is in region 1, this minion is strength +4. While the fellowship is in region 2, this minion is strength +2. (4)
·
'''Easterling.''' '''Skirmish:''' Exert this minion to make him '''damage +1'''. (3)
·
'''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. (3)
·
'''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. (3)
Other values:
'''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. When you play this minion at a plains site, you may spot an unbound companion to make that companion resistance –1 until the end of the turn.
'''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While this minion is at a plains site, it gains an additional ambush [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Ambush''' [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The move limit for this turn is +1.
'''Archer.''' While you can spot 4 or more culture tokens, this minion cannot take wounds except during skirmishes.
'''Archer.''' When you play this minion to a battleground or plains site, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to discard a possession from play.
'''Archer.''' Each time a Free Peoples character is killed, each of your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions is strength +3 until the regroup phase.
'''Archer.''' While you can spot a companion who has resistance 4 or less, the minion archery total is +1.
'''Archery:''' Exert Aldor and spot a villager to make the fellowship archery total +1.
'''Assignment:''' Assign The Mouth of Sauron to the companion who has the highest strength. (If two or more are tied for highest, choose one.)
'''Assignment:''' Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
'''Corsair.''' '''Skirmish:''' If you have initiative, remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to make a corsair '''fierce''' until the regroup phase.
'''Corsair.''' At the start of each skirmish involving this minion, you may remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to wound a companion he is skirmishing.
'''Corsair.''' When you play this minion, if you can spot another corsair, you may discard a possession to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it.
'''Corsair.''' When you play this minion, if you have initiative, you may discard an ally 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 discard 2 cards from hand to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it.
'''Corsair.''' When you play this minion, you may remove 2 culture tokens to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it.
'''Corsair.''' When you play this minion, you may remove a threat to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it.
'''Corsair.''' When you play this minion, you may spot another Corsair and discard the top card of the Free Peoples player's draw deck to add 2 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] tokens to a card that already has a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token on it.
'''Corsair.''' '''Enduring.''' '''Fierce.''' '''Shadow:''' Exert Castamir of Umbar and play a corsair 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.''' '''Fierce.''' '''Skirmish:''' If you have initiative, remove a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] token to discard a possession borne by a character skirmishing this minion.
'''Corsair.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Shadow:''' Exert this minion to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] support area possession from your draw deck.
'''Damage +1. Fierce.''' If you play Stampeding Chief from your hand, remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion or discard Stampeding Chief.
'''Easterling.''' While you can spot 2 burdens, this minion is strength +3 and '''fierce.'''
'''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.'''
'''Easterling.''' '''Maneuver:''' If you cannot spot 2 burdens, spot another Easterling and discard a card from hand to add a burden.
'''Easterling.''' '''Maneuver:''' If you cannot spot a burden, spot another Easterling and exert this minion to add a burden.
'''Easterling.''' '''Skirmish:''' If you have initiative or you spot 3 Easterlings, discard 2 cards from hand to heal another Easterling.
'''Easterling.''' '''Skirmish:''' Remove 2 burdens to heal another '''Easterling.'''
'''Easterling.''' '''Skirmish:''' Remove a burden and exert this minion to heal another Easterling (or 2 Easterlings if you have initiative).
'''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
'''Easterling.''' While you can spot 3 burdens, this minion is '''fierce''' and '''damage +1.'''
'''Easterling.''' While you can spot 4 burdens, Heavy Axeman is strength +4 and fierce.
'''Easterling.''' When you play this minion, you may spot another Easterling to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each burden (limit [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]).
'''Easterling.''' '''Fierce.''' '''Skirmish:''' Spot 2 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +2. '''Skirmish:''' Spot 4 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +3. '''Skirmish:''' Spot 6 burdens and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make an Easterling strength +4.
'''Easterling.''' '''Fierce.''' Each time Easterling Regiment wins a skirmish, you may add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each burden.
'''Easterling.''' '''Fierce.''' When you play this minion, you may spot another Easterling to add a burden for each companion over 5.
'''Easterling.''' '''Fierce.''' '''Skirmish:''' Spot 2 burdens and exert this minion to make an Easterling strength +1. '''Skirmish:''' Spot 4 burdens and exert this minion to make an Easterling strength +2. '''Skirmish:''' Spot 6 burdens and exert this minion to make an Easterling strength +3.
'''Easterling.''' Each time this minion is assigned to an unbound companion, you may exert him to add a burden.
'''Easterling.''' To play, spot an Easterling. While this minion is unwounded, he is '''damage +2'''. '''Skirmish:''' Wound 2 other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men to heal this minion.
'''Fellowship:''' Exert Barliman Butterbur to take a [[Image:Culture_Gandalf.svg|x22px|text-bottom|link=Gandalf_Culture|class=whitebg]] event into hand from your discard pile.
'''Fierce. Skirmish:''' Spot a site you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +2. '''Skirmish:''' Spot 2 sites you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +3. '''Skirmish:''' Spot 3 sites you control and remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man strength +4.
'''Fierce. Toil 1.''' ''(For each'' [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] ''character you exert when playing this, its twilight cost is –1.)'' Each wounded [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is strength +2.
'''Fierce.''' '''Maneuver:''' Discard this minion and a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion with a twilight cost 2 or less from play to play Stampeding Chief from your draw deck. It is twilight cost -8.
'''Fierce.''' '''Response:''' If another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man wins a skirmish, exert Wulf to take control of a site.
'''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).
'''Fierce.'''<br>The fellowship archery total is -3<br>Each time this minion wins a skirmish, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] '''[[dunland_Culture|dunland]]''' Man to take control of a site and make that Man strength +6 and fierce until the regroup phase.<br>'''Assignment:''' Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
'''Hunter 1.''' ''(While skirmishing a non-hunter character, this character is strength +1.)'' This minion is strength +3 for each follower you can spot.
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time a Free Peoples character is killed, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to exert each companion.
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time a companion loses a skirmish involving a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' Each time a companion loses a skirmish involving a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, you may exert Gríma to exert a companion.
'''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.) '''Response:''' If a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is about to take a wound in a skirmish, exert this minion and remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to prevent that.
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Discard this minion to make a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +4.
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) '''Skirmish:''' Exert Easterling Host and make it strength –2 until the regroup phase to make each other [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion strength +1 until the regroup phase.
'''Lurker.''' (Skirmishes involving lurker minions must be resolved after any others.) Each time another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion wins a skirmish, make this minion strength +3 until the regroup phase.
'''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 Gríma and spot an unbound companion bearing 3 or more cards to return each Free Peoples card that companion bears to its owner’s hand.
'''Maneuver:''' Exert Mûmak Commander twice to exert a companion twice (except the Ring-bearer).
'''Maneuver:''' Exert The Mouth of Sauron to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] condition or [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession from your draw deck.
'''Maneuver:''' Exert this minion to add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each companion who has resistance 5 or less.
'''Maneuver:''' Exert this minion to play a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion (or 2 if you spot 6 companions) from a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand.
'''Maneuver:''' Exert this minion to transfer a possession or condition borne by a character to another eligible bearer.
'''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:''' If you have initiative, discard 2 cards from hand to make the site number of a minion +2 until the regroup phase.
'''Maneuver:''' Spot 4 Free Peoples cultures and exert Gríma to return an unbound companion, and all cards on him or her, to their owners’ hands.
'''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:''' Exert Gríma to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Regroup:''' Remove a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Regroup:''' Remove [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to exert an unbound companion.
'''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.
'''Regroup:''' Spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion and 2 Free Peoples characters who each have resistance 5 or less to make the move limit –1 for this turn.
'''Response:''' If the Free Peoples player plays an event, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and discard this minion from play to cancel that event.
'''Shadow:''' 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 site you control and exert Hill Chief to draw 3 cards.
'''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''damage +1'''.
'''Skirmish:''' If this minion is not assigned to a skirmish, you may exert him to make another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion '''fierce''' until the regroup phase.
'''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a lurker strength +1. '''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a lurker fierce until the regroup phase. '''Skirmish:''' Remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make a lurker '''Damage +1.'''
'''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make this minion '''Damage +1.'''
'''Southron.''' '''Regroup:''' Exert this minion and remove [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to take control of a site.
'''Southron.''' '''Regroup:''' Remove [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot another Southron to make the move limit -1 for this turn (to a minimum of 1).
'''Southron.''' '''Skirmish:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to play a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] mount from your discard pile.
'''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.
'''Southron.''' '''Archery:''' Spot 4 Free Peoples cultures and either exert this minion or remove a threat to wound a companion (except the Ring-bearer).
'''Southron.''' '''Archery:''' Spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man, spot 6 companions, and remove a threat to exert a companion.
'''Southron.''' '''Maneuver:''' Exert this minion to add [[Image:Twilight_5.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. The Free Peoples player may add a threat to prevent this.
'''Southron.''' '''Shadow:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] and spot 3 [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men to make one of those Men '''damage +1''' until the regroup phase.
'''Southron.''' At the start of a skirmish involving this minion, you may spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man and 6 companions to discard an unbound companion this minion is skirmishing.
'''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.''' 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.
'''Southron.''' At the start of each skirmish involving this minion, you may spot 6 companions and another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man to discard an unbound companion this minion is skirmishing.
'''Southron.''' Each time a Man is assigned to skirmish this minion, wound that Man.
'''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. While you can spot 6 threats, each time this minion wins a skirmish, the companion he was skirmishing is killed.
'''Southron.''' When you play this minion, you may play a mount on him from your discard pile. Its twilight cost is –2.
'''Southron.''' While the total number of other minions and twilight tokens is 3 or fewer, this minion is strength +3 and '''fierce.'''
'''Southron.''' While you can spot 2 threats, this minion is '''damage +1'''.
'''Southron.''' While you can spot 2 threats, this minion is an archer. While you can spot 3 threats, this minion is fierce. While you can spot 4 threats, this minion is '''damage +1'''.
'''Southron.''' While you can spot 4 threats, this minion is damage +2.
'''Southron.''' '''Maneuver:''' Exert this minion to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each site you control.
'''Southron.''' 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.
'''Southron.''' Each time a companion or ally loses a skirmish involving a Southron, you may remove [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to make the Free Peoples player wound a Ring-bound companion.
'''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]'''.''' When you play this minion, you may spot another Southron to play a minion with ambush from your discard pile.
'''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]]. '''Assignment:''' Spot 6 companions to assign this minion to the Ring-bearer. The Free Peoples player may discard an unbound companion to prevent this.
'''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 6 companions to make the Free Peoples player exert 2 companions.
'''Southron.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 5 companions to make the Free Peoples player exert a companion.
'''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.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. '''Maneuver:''' Exert this minion and spot 4 Free Peoples cultures to exert every companion.
'''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While you can spot a Southron, this minion’s twilight cost is -2.
'''Southron.''' '''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Southron.''' '''Ambush.''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] While you can spot 4 burdens, this minion is strength +5. While you can spot 5 burdens, this minion is '''fierce.''' While you can spot 6 burdens, this minion is '''damage +1.'''
'''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.''' '''Archer.''' '''Archery:''' Exert Desert Lord to exert a companion (except the Ring-bearer); Desert Lord does not add to the minion archery total.
'''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.''' '''Archer.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may make it ambush [[Image:Twilight_9.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Southron.''' '''Archer.''' While you can spot 3 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1. While you can spot 6 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1. While you can spot 9 twilight tokens, all [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are strength +1.
'''Southron.''' '''Archer.''' While you can spot 6 twilight tokens, other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are '''damage +1'''. While you can spot 9 twilight tokens, other [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Men are '''damage +1'''.
'''Southron.''' '''Archer.''' While you can spot another Southron, the minion archery total is +1 for each site you control.
'''Southron.''' '''Archer.''' While you can spot another [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man, Ring-bound companions cannot take archery wounds.
'''Southron.''' '''Archer.''' While you have initiative, the Ring-bearer may not take wounds during the archery phase and this minion is ambush [[Image:Twilight_8.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
'''Southron.''' '''Archer.''' '''Ambush''' [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]'''.''' To play, spot a Southron. '''Assignment:''' Spot 7 companions to assign this minion to the Ring-bearer. The Free Peoples player may make you discard a companion (except the Ring-bearer) to prevent this.
'''Southron.''' '''Archer.''' '''Archery:''' Remove [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to add 1 to the minion archery total for each companion over 4 (limit +4).
'''Southron.''' '''Archer.''' '''Fierce.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Archery:''' Exert this minion and remove a threat to make the minion archery total +1.
'''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Regroup:''' Exert Desert Lancers twice to take control of a site.
'''Southron.''' To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. Each time the Free Peoples player assigns this minion to a character, the Shadow has initiative until the end of the turn.
'''Southron.''''''Ambush''' [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. While you can spot a Southron, this minion’s twilight cost is -2.
'''Southron.'''To play, spot a [[Image:Culture_Raider.svg|x27px|bottom|link=Raider Culture|class=whitebg]] Man. '''Regroup:''' Exert Regiment of Haradrim twice to take control of a site.
'''Toil 2.''' (For each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] character you exert when playing this, its twilight cost is –2.)
'''Villager.''' '''Fellowship:''' Exert Ecglaf and spot 2 valiant Men to play a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] possession from your discard pile.
'''Villager.''' '''Regroup:''' Exert Sigewulf and spot 5 valiant Men to discard a minion.
'''Villager.''' '''Fellowship:''' If you have initiative, discard 2 cards from hand to heal a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man.
'''Villager.''' '''Skirmish:''' If you have initiative, discard a card from hand to make a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man strength +1.
'''Villager.''' Discard Guma if an opponent controls his home site. '''Fellowship:''' Exert Guma to heal a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man.
'''Villager.''' Discard Hlafwine if an opponent controls his home site. '''Skirmish:''' Exert Hlafwine to make a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man strength +2.
'''Villager.''' Discard Léod if an opponent controls his home site. '''Skirmish:''' Exert Léod to make a mounted companion strength +2.
'''Villager.''' Discard Weland if an opponent controls his home site. '''Fellowship:''' Exert Weland to heal a mounted companion.
'''Villager.''' To play, spot 2 [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Men. '''Regroup:''' Discard 3 cards from hand to remove a threat.
Aid - Exert Gandalf. While Beorn is attached, he cannot be discarded by Shadow. Each time bearer wins a skirmish, you may take a [Gandalf] card from your discard pile into hand.
Archer. Each [Esgaroth] Man bearing a weapon may participate in archery fire and skirmishes. Response: If another [Esgaroth] ally is about to take a wound, exert Percy to prevent that wound.
Archer. Maneuver: Spot Bard and exert Esgaroth Volunteers to allow Esgaroth Volunteers to participate in archery fire and skirmishes until the regroup phase.
Archer. Regroup: Exert Bard to wound a minion. If that minion is Smaug, wound it again.
At the start of each of your turns, you may heal a [Esgaroth] Man (except the Master). Maneuver: Exert Baïn to allow Bard to participate in archery fire and skirmishes until the regroup phase.
At the start of each of your turns, you may spot Bard to heal Bard and The Master. Fellowship: Exert The Master twice to discard up to 3 cards from hand and draw an equal number of cards.
At the start of the maneuver phase, if you can spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and 8 characters (or if you can spot 3 Free Peoples cultures), you may take control of a site
At the start of the maneuver phase, spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and exert this minion to add a threat. Then add an additional threat for each companion you spot over 4.
At the start of the maneuver phase, you may remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to transfer a condition borne by a character to another eligible bearer.
At the start of the regroup phase, if you can spot more Man characters than any other race, make the move limit –1 this turn.
At the start of the regroup phase, the Free People’s player may liberate a site. You may spot 3 Men to prevent this. '''Maneuver:''' Spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Man and exert this minion to take control of a site.
Each time a Free Peoples possession is played, you may spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card and reveal this minion from hand to make the Free Peoples player exert a companion. While each companion is wounded, this minion is '''fierce'''.
Each time a [Esgaroth] ally is assigned to a skirmish, exert a [Dwarven] companion. Maneuver: Heal a [Esgaroth] ally to play Alfrid from your discard pile. Skirmish: Exert Alfrid twice to play a Shadow condition from your draw deck.
Each time the fellowship moves, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man to take control of a site.
Each time the Free Peoples player assigns a companion or ally to an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Man, that companion or ally must exert.
Each time the Free Peoples player assigns this minion to a skirmish, add [[Image:Twilight_1.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] for each Free Peoples character who has resistance 5 or less.
Each time this minion is assigned to a character who has resistance 5 or less, you may discard a possession borne by that character.
Each time this minion is assigned to a skirmish, if it is not at a plains site, remove [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] or discard this minion.
Each time this minion is assigned to skirmish a character who has resistance 5 or less, it is fierce until the regroup phase.
Each time this minion is assigned to skirmish an exhausted companion, it is '''fierce''' until the regroup phase.
Each time this minion wins a skirmish, you may discard a Free Peoples possession (or 2 possessions if you spot 6 companions).
Each time this minion wins a skirmish, you may make him '''strength +2''' and '''fierce''' until the regroup phase.
Each time this minion wins a skirmish, you may make him strength +2 and '''fierce''' until the regroup phase.
Each time this minion wins a skirmish, you may make it '''fierce''' until the regroup phase.
Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand. That Man is fierce and damage +2 until the regroup phase.
Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase.
Each time this minion wins a skirmish, you may play a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man from hand; his twilight cost is -2. That Man is '''fierce''' and '''damage +1''' until the regroup phase.
Each time this minion wins a skirmish, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man to take control of a site.
Each time this minion wins a skirmish, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] minion to take control of a site.
Each time this minion wins a skirmish, you may stack a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion from your discard pile on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession in your support area.
Each time this minion wins a skirmish, you may stack it on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. Its twilight cost is -2.
Each unbound companion (or ally) bearing a Shadow condition is strength -1.
If Bill Ferny is unwounded, the Free Peoples player cannot assign him to skirmish a companion. '''Shadow:''' Exert Bill Ferny twice and spot a site you control to add [[Image:Twilight_2.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
Nazgûl are not roaming. The Free Peoples player may not assign a character to skirmish Bill Ferny. Discard Bill Ferny if underground.
Nazgul are twilight cost -1. '''Assignment''': Make the Free Peoples player assign a companion with 5 strength or more to skirmish this minion.
The fellowship's current site gains plains.
The twilight cost of this minion during a skirmish phase is –2.
The twilight cost of this minion is -2 during the skirmish phase. When you play this minion, the Free Peoples player may discard 4 cards from hand to discard it.
This minion is strength +1 for each card in the Free Peoples player's hand.
This minion is strength +1 for each other character you can spot. While you can spot a companion who has resistance 3 or less, this minion is '''damage +1'''. While you can spot a companion who has resistance 0, this minion is '''fierce.'''
This minion is strength +1 for each other character you can spot.
This minion is strength +1 for each wound on each companion he is skirmishing (or +2 for each if that companion has resistance 2 or less).
This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession. At the start of your maneuver phase, you may play a minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession as if from hand.
This minion is strength +1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession with a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on it. '''Maneuver:''' Spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion from play to discard a condition.
This minion is strength +2 and '''damage +1''' for each Free Peoples culture that you can spot over 2.
This minion is strength +2 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession with a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on it. '''Maneuver:''' Spot X [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession and discard this minion to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
This minion is twilight cost -1 for each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion stacked on a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession.
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. Each time this minion wins a skirmish and you can spot a site you control, exhaust an unbound companion.
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. When you play this minion, you may make the Free Peoples player exert a companion for each site you control.
To play, spot 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men. While this minion bears a possession, he is strength +2 for each Free Peoples culture you can spot.
To play, spot a [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man. '''Menace -''' When you play this minion you may discard up to 2 Free Peoples possessions.
To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] card in your support area. '''Shadow:''' Exert this minion and spot a Free Peoples condition to reinforce a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] token for each card you spot that has the same card title as that condition.
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_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. While the fellowship is in region 1, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion cannot take wounds. While the fellowship is in region 2, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is an '''archer'''. While the fellowship is in region 3, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is '''fierce'''.
To play, spot a [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion. While you can spot 5 or more culture tokens, the minion archery total is +2.
To play, spot Gandalf. '''Fellowship:''' Exert Hugin to reveal a Free Peoples card from your discard pile and place it beneath your draw deck.
To play, spot Gandalf. '''Fellowship:''' Exert Ottar to discard up to 3 cards from hand and draw an equal number of cards.
To play, spot Gandalf. '''Maneuver:''' Exert Albert Dreary to discard a [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] or [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] condition.
To play, spot Gandalf. Each time you play a shield, armor, helm, or hand weapon, its twilight cost is -1.
To play, spot Gandalf. Shadow players may not look at or reveal cards in your hand.
When this minion wins a skirmish, you may stack him on a site you control. '''Shadow:''' If stacked on a site you control, play this minion. His twilight cost is -2.
When you cannot spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion, discard this minion.
When you play Freca, you may spot another [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Man to take control of a site. When Freca is killed, the Free Peoples player may liberate a site.
When you play Gríma, you may remove [[Image:Twilight_4.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]] to exert an unbound companion. That companion cannot use special abilities until the regroup phase. '''Assignment''': Exert Gríma to assign him to an unbound companion. That companion may exert to prevent this.
When you play this minion from your draw deck or from your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] possession, it is '''fierce''' until the regroup phase.
When you play this minion, the Free Peoples player may discard 2 cards from hand to discard him.
When you play this minion, you may exert it to make it fierce until the regroup phase. While you can spot 6 companions, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is '''Fierce.'''
When you play this minion, you may spot 2 other [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men to take control of a site. The Free Peoples player may discard 2 cards from hand to prevent this.
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, you may spot another [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion to make this minion twilight cost –1 for each wound on the Ring-bearer. While each companion is wounded, this minion is '''fierce'''.
While at a battleground, this minion is strength +2. Each mounted Man is strength +1. '''Regroup:''' Shuffle any number of your [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] mounts in play into your draw deck.
While skirmishing a [[Image:Culture_Rohan.svg|x28px|bottom|link=Rohan_Culture|class=whitebg]] Man, this minion is strength +2. '''Assignment:''' Spot an ally to make that ally participate in skirmishes and assign this minion to skirmish that ally.
While this minion is at a battleground site, it is '''Fierce.'''
While this minion is at a plains site, it is '''Damage +1.'''
While this minion is at a plains site, it is an '''Archer.''' While you can spot 6 companions, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is an '''Archer.'''
While this minion is bearing a possession, it is '''fierce.'''
While this minion is exhausted, each unbound companion is resistance –1 (or –2 if the fellowship is at a battleground site).
While this minion is skirmishing a Man, it is '''damage +2.'''
While you can spot a companion bearing an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] condition, this minion is strength +2.
While you can spot a companion of strength 12 or more, this minion is strength +5. Each time this minion wins a skirmish, if he bears a hand weapon, you may take control of a site.
While you can spot a companion who has resistance 3 or less, this minion's twilight cost is –2.
While you can spot a hunter, this minion gains '''hunter 1'''. Each time this minion wins a skirmish, you may exert 2 [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] Men to discard a follower.
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 can spot more companions than minions, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] hunter is strength +2 and is an '''archer'''.
While you control 2 sites, Easterling Sneak is '''fierce'''. While you control 4 sites, each [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minion is strength +1 and '''fierce'''.
While you control 2 sites, skip the archery phase. While you control 3 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''fierce.''' While you control 4 sites, each of your [[Image:Culture_Dunland.svg|x25px|bottom|link=Dunland_Culture|class=whitebg]] Men is '''damage +1.'''
While you control 2 sites, this minion is strength +5, fierce and '''damage +1'''.
While you control a site, this minion is an '''archer'''.
While you control a site, this minion is strength +3 and '''fierce'''.
You may play this minion any time you could play a maneuver event. When you play this minion in the maneuver phase, you may discard X [[Image:Culture_Men.svg|x20px|text-bottom|link=Men_Culture|class=whitebg]] minions from play to add [[Image:Twilight_x.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]].
Search
Lore:
None
(48)
·
“In his eyes was the hunted look of a beast seeking some gap in the ring of his enemies.” (2)
·
Mount Doom™ Preview
King Draft Pack (2)
·
“‘...they have allied them with the Enemy, and now make a heavy stroke in his cause.'” (2)
·
“...he learned great sorcery, and knew much of the mind of Sauron; and he was more cruel than any orc.” (2)
·
“‘He was crafty: dulling men's wariness, or working on their fears, as served the occasion.'” (2)
·
“‘I care for you and yours as best I may.... Let others deal with these irksome guests.'” (2)
·
“‘Is there anyone in this rout with authority to treat with me?' he asked. ‘Or indeed with wit to understand me?'” (2)
·
But no more would Rohan stand against his kind. (2)
·
Makers of bows and arrows have a strong trade for the raiders of Harad. (2)
·
The Men of the East were well-equipped. (2)
Other values:
"'"Death to the Forgoil!"'"
"'"Death to the robbers of the North!"'"
"'"We will take their king."'"
"'But you'll find maybe that more folk than old Harry at the gate will be asking you questions.'"
"'You are held wise, my friend Wormtongue, and are doubtless a great support to your master.'"
"...legions of Haradrim from the South..."
"Argh!!"
"It works for him!"
"Murderers!"
"The dark is gathering all armies to him."
"The men of the South marched to war."
"War will make corpses of us all."
"We will die... for Saruman!"
"We will fight for you!"
"What do you want?"
A man of Dunland, this outlaw was a prized agent of Saruman and a spy for the Witch-king.
A swath of terror cut across the fields of Rohan.
A tender of horses, Weland found much work at Helm's Deep.
Accustomed as they are to traveling afoot, Dunlending mobs can strike quickly, without warning.
Acquiring more territories only increases the rage of the Dunlendings.
Alliances between Haradrim tribes are fragile things which sometimes break down in battle.
Already given to fierce passions, a warrior of Dunland quickly frenzies in the heat of battle.
An incarnation of savagery was Ghynóh the Cruel.
Archers from Harad rode atop the great war-beasts on the Fields of Pelennor.
Armored Easterlings protect their commanders from enemy assaults.
As in years past, the Dunlendings marched in force to the west.
As with wild animals, fleeing prey seems only to incite the warriors of Harad.
Burning with a rage stoked by Saruman, the Wild Hillmen made the Rohirrim villagers suffer.
Disarming strikes are common among the tactics of the Men of Harad.
Driven by Saruman's ranting, waves of Dunlendings descended upon the holdings of Rohan.
Dunlendings don't mind being outnumbered in battle.
Dunlendings take delight in destruction.
Easterlings came to Mordor to aid Sauron in his final assualt.
Enemy formations are threatened by the spears of Easterling light troops.
Experienced warriors gather the disparate tribes for massive raids.
Fighting to defend his people, Aldor found courage to replace his youth.
Foodstores swelled as refugees like Guma brought provisions to the Hornburg.
Furious hatred over the land they've lost drives the mobs of Dunland.
Gríma promised him riches when Rohan fell to Saruman.
Haradrim bowmen pick off stragglers who rout after losing a battle.
Hardy desert warriors needed little rest.
Hatred of the Rohirrim is passed from generation to generation.
His traps catch men as well as beasts.
Humble Léod was a rancher before he became a soldier at Helm's Deep.
Hunters are valuable members of Dunlending tribes.
In battle, Easterlings surprise their foes with a great number of different techniques.
In Harad, death is often swift, but seldom painless.
Incited by Saruman, they created pandemonium in the land of Rohan.
Lacking shields and armor, Southron forces rely on speed and numbers.
Like many of the Rohirrim, Ecglaf no longer had a home awaiting his return.
Long have the Men of Rhûn thirsted for the wealth of Gondor, and many times have they sought to claim it.
Long spears are used by Southrons to attack while riding desert beasts.
Making money and making mischief was often inspiration enough for these louts. The taking of Bree and the Shire was easy work.
Men of Harad were used to long journeys.
Men of the East mass soldiers into huge groups.
No mere soldiers, all the Men of Harad are skilled assassins and raiders.
No village pitchfork could provide defense against the rages of the Wild Men.
No villager is safe when the Wild Men attack.
Only the best marksmen can keep their aim true as they are carried along by the great beasts of the Haradrim.
Only the strongest fighters can withstand a Southron attack.
Pickets guarded the borders of the Southron encampment.
Poleaxes wielded by tall Easterling warriors cut through armor and bone.
Prisoners are never taken by the Corsairs of Umbar.
Promise of plunder and of the whip keep in line a lustful Corsair crew.
Raiders and brigands they may be, but in force the Southron fighters are terrifying.
Roving in mindless mobs, the Dunlendings destroyed many Rohirrim homesteads.
Rumor of his approach strikes terror.
Scouts find oases for Southron armies as they cross the deserts of Harad.
Several wise Bardings were sent to Elrond to tell of the Dark Lord's new offer.
Silent Haradrim assassins strike as if from nowhere.
Small, harassing bands of Haradrim skirmishers make moving troops difficult.
Some desert warriors have no allegiance and work for any faction that will pay them.
Sometimes called the Men of Rhûn, the Easterlings hated Gondor for her riches.
Southron legends tell of powerful warrior leaders and the kingdoms they have conquered.
Southron men were always ready for war.
Stirred by the Dark Lord, the fullness of Southron cruelty was leveled at the people of Gondor.
Swift scouts track enemy movements to set up surprise attacks.
The bellicose families of Harad cannot often agree, but when they do, they form a formidable army.
The commander of a mûmak never imagines he is in complete control of the beast.
The courage of Sigewulf and other Rohirrim like him will not be forgotten.
The cruel Men of Harad slaughter the weak and infirm during their raids on Gondor.
The desert lords of Harad support their huge forces with mammoth war beasts.
The diminished Rohirrim offered little resistance to the advancing Dunland horde.
The Dunlendings' fury could only end in the death of the king of Rohan.
The fury of the Eastern warriors grows in battle.
The Haradrim wear cloaks and head wraps to survive the deserts of their homeland.
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 killing frenzy of the Southrons is in stark contrast to the cool efficiency of Easterling columns.
The kingdoms of Harad fight countless wars and train thousands of warriors.
The Men of Dale freely traded with the Dwarves of the Lonely Mountain for fine metalwork.
The Men of Laketown come from the North, where they trade with the Dwarves of the Lonely Mountain.
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 only thing scarier than a Wild Man is a Wild Man with an axe.
The open plain affords no shelter, no defense against the Dunlendings.
The pawns of Saruman are relentless in their tasks.
The quick movements of Southron soldiers cut off all paths of retreat.
The relentless campaign of the hillmen drove citizens of the Westfold to the shelter of their capital.
The relentless fury of the Dunlendings consumed one village after another.
The Southron armies deploy archers to harass enemy troop formations.
The Southrons are skilled at fighting in many different kinds of terrain.
The Southrons did not march into war blindly.
The strange craftsmen of Haradwaith fashion their war banners from woven wood.
The strength of the hillmen was driven by passion and anger.
The swarm of Dunlendings destroyed everything in its path.
The Wild Men will defend their territories at all costs.
The wisdom of Dunland is passed from elder to youth.
Their savage war bands move swiftly across flat terrain.
They prepare for the last war.
They strike only when their prey is haggard and tired.
They were wicked men.
Though Dunlendings are by no means cowardly, their prowess in battle seems to manifest more as victory grows more assured.
Tight columns allow Easterlings to protect each other.
To kill and destroy was the mission of the wild hillmen.
Too old to fight, Hlafwine prepared meals for the defenders.
Trained Easterling fighters formed ranks of axes and spears to charge the knights of Gondor.
Tribes of Harad gather when their enemies appear weak.
Typical of Bree-folk, Albert is a plain but stout-hearted fellow. He does not seek trouble, but he is willing to protect his home.
Veteran bowmen are highly valued in the kingdoms of the South.
Victims of the Dunlendings receive no quarter.
Vile servants of Sauron marched to their master.
When an enemy offers resistance, the Haradrim bloodlust rises to the occasion.
While Dunlendings lack the skills of the trained soldiers they attack, they carry in them a well-honed hatred.
With a sound of his horn, a line of Mûmakil appeared and the Pelennor field was filled with chaos.
Years of anger have a tendency to bring focus to one's rage.
“...a secret folk, unfriendly to the Dúnedain, hating the Rohirrim.”
“...armies that had encamped before his Gate by night and now marched in to swell his mounting power.”
“...corrupted by Sauron, and who hated above all the followers of Elendil.”
“...enclosed in a ring of foes.”
“...for the sack of the City and the rape of Gondor....”
“...from nearby there marched up an army of Easterlings that had waited for the signal....”
“...high upon his neck still desperately clung a tiny figure—the body of a mighty warrior...”
“...men like half-trolls, with white eyes and red tongues.”
“...the Dunlendings raided often over the Isen.”
“...the Easterlings were strong and war-hardened and asked for no quarter.”
“...the region of South Gondor became a debatable land between the Corsairs and the Kings.”
“...the strength of the rebels in Umbar was a great peril to Gondor....”
“...they talked now of Gondor and its ways and customs....”
“...Umbar... fell into the hands of the Men of Harad.”
“...unfriendly to the Dúnedain, hating the Rohirrim.”
“...watchmen on the walls saw afar a new sight of fear, and their last hope left them.”
“...when they saw the king they cried with glad voices: ‘Théoden King! Théoden King!”
“But there was one... who stood looking at them with a knowing and half-mocking expression that made them feel very uncomfortable.”
“He caught a glimpse of swarthy men... running down the slope some way off....”
“One or two gave Frodo a blank look and departed muttering among themselves.”
“The strangers, especially those that had come up the Greenway, stared at them curiously.”
“There... were mustered... the wild men of the Dunland fells.”
“These were a remnant of the peoples that had dwelt in the vales of the White Mountains in ages past.”
“Umbar remained at war with Gondor for many lives of men....”
“‘...a great fleet drawing near to the mouths of Anduin....'”
“‘...as for Ferny, he would sell anything to anybody; or make mischief for amusement.'”
“‘...he would sell anything to anybody; or make mischief for amusement.'”
“‘...Saruman has armed the wild hillmen and herdfolk of Dunland beyond the rivers, and these also he loosed upon us.'”
“‘...the Riders can use men and other creatures as spies, as we found at Bree.'”
“‘...they have come out of the South beyond the Great River's end....'”
“‘Almost as bad as Orcs, and much bigger.'”
“‘But I've heard tales of the big folk down away in the Sunlands.'”
“‘By our blood... we swear to fight for you....'”
“‘Did I not counsel you, lord, to forbid his staff?'”
“‘Do you not hear their voices?'”
“‘Easterlings... have passed through the Black Gate....'”
“‘For behold! the storm comes, and now all friends should gather together, lest each singly be destroyed.'”
“‘How long is it since Saruman bought you?'”
“‘I care for you and yours as best I may. But do not weary yourself, or tax too heavily your strength.'”
“‘Mordor has allied itself with... the cruel Haradrim....'”
“‘Not in half a thousand years have they forgotten their grievance that the lords of Gondor gave the Mark to Eorl the Young and made alliance with him.'”
“‘Not nice; very cruel wicked Men they look.'”
“‘Once it was a man, and did you service in its fashion.'”
“‘One of their regiments is due by our reckoning to pass by, some time ere noon....'”
“‘Out of some savage land in the wide East they come, we deem.'”
“‘So when you said “Men out of the South, all in red and gold,” I said “were there any oliphaunts?” For if there was, I was going to take a look....'”
“‘Some of the Southrons have broken from the trap and are flying from the road.'”
“‘That old hatred Saruman has inflamed.'”
“‘The Corsairs are upon us!'”
“‘The Wild Men of Dunland have no love for Théoden of Rohan since he took their land.'”
“‘They are fierce folk when roused.'”
“‘They are good folk the Bardings. The grandson of Bard the Bowman rules them, Brand son of Bain son of Bard.'”
“‘They bring fire... and they are burning as they come, rick, cot, and tree.'”
“‘They hate us, and they are glad; for our doom seems certain to them.'”
“‘They have black eyes, and long black hair, and gold rings in their ears....'”
“‘They have long ceased to fear the might of Gondor.'”
“‘They have passed on to the Black Gate; but more may follow.'”
“‘They hold the northward road; and many have passed on into Anórien. The Rohirrim cannot come.'”
“‘They hold the northward road; and many have passed on into Anórien.'”
“‘They will not give way now for dusk or dawn, until Théoden is taken, or they themselves are slain.'”
“‘They will not quail at the sun... the wild men of the hills.'”
“‘This was a rich vale and had many homesteads. Alas for my folk!'”
“‘We will die for Saruman.'”
“‘We will fight....'”
“‘We will take their king.'”
“‘Yet there are many that cry in the Dunland tongue.'”
“‘You don't know much even about them, if you think old Barliman is stupid,' said Gandalf. ‘He is wise enough on his own ground.'”
Search
PromoText:
None
(261)
Showing below up to
250
results in range #
1
to #
250
.
View (
previous 250
|
next 250
) (
20
|
50
|
100
|
250
|
500
)
Main
Timeline: ReleaseDate
Calendar: ReleaseDate
Gallery: ImageFilename
Gallery: PortraitFilename
D
Data:Agents of Orthanc (6R57)/Data
Data:Albert Dreary, Entertainer From Bree (1R69)/Data
Data:Aldor, Soldier of Edoras (4R262)/Data
Data:Alfrid, Lickspittle (32HC25)/Data
Data:Archer of Harad (11U67)/Data
Data:Armored Easterling (0P73)/Data
Data:Armored Easterling (11R68)/Data
Data:Army of Dunland (0W1)/Data
Data:Army of Harad (0W9)/Data
Data:Army of Haradrim (5R70)/Data
Data:Army of Haradrim (AI) (5R126)/Data
Data:Axeman of Harad (11U69)/Data
Data:Bain, Son of Bard (32HC15)/Data
Data:Band of Wild Men (4C4)/Data
Data:Bard, The Bowman (30P22P)/Data
Data:Bard, The Bowman (30S22)/Data
Data:Barliman Butterbur, Prancing Pony Proprietor (1U70)/Data
Data:Beorn, Skin-Changer (31HH13)/Data
Data:Bill Ferny, Agent of Saruman (15R72)/Data
Data:Bill Ferny, Swarthy Sneering Fellow (2R75)/Data
Data:Black Numenorean (8R49)/Data
Data:Bold Easterling (15C73)/Data
Data:Brutal Easterling (12S55)/Data
Data:Castamir of Umbar (8R51)/Data
Data:Castamir of Umbar, Corsair Vandal (12R56)/Data
Data:Castamir of Umbar, Corsair Vandal (12RF6)/Data
Data:Chieftain of Dunland (15R74)/Data
Data:Column of Easterlings (11C72)/Data
Data:Company of Haradrim (5R71)/Data
Data:Corps of Harad (11C73)/Data
Data:Corrupted Spy (12R57)/Data
Data:Corsair Boatswain (10C37)/Data
Data:Corsair Brute (10R38)/Data
Data:Corsair Buccaneer (8C53)/Data
Data:Corsair Champion (13R84)/Data
Data:Corsair Freebooter (8C54)/Data
Data:Corsair Gunners (8C55)/Data
Data:Corsair Lookout (8U56)/Data
Data:Corsair Marauder (8R57)/Data
Data:Corsair Plunderer (8C58)/Data
Data:Corsair Ruffian (10U39)/Data
Data:Courageous Easterling (15C75)/Data
Data:Covetous Easterling (12C59)/Data
Data:Crazed Hillman (12C60)/Data
Data:Crooked Townsman (12C61)/Data
Data:Cruel Dunlending (13S85)/Data
Data:Deor (7C222)/Data
Data:Desert Fighter (7C131)/Data
Data:Desert Lancers (4U217)/Data
Data:Desert Legion (4R218)/Data
Data:Desert Lord (4R219)/Data
Data:Desert Nomad (7C132)/Data
Data:Desert Runner (7C133)/Data
Data:Desert Scout (7U134)/Data
Data:Desert Sneak (7C135)/Data
Data:Desert Soldier (4U220)/Data
Data:Desert Soldier (7U136)/Data
Data:Desert Spearman (4C221)/Data
Data:Desert Spearman (7C137)/Data
Data:Desert Stalker (5R72)/Data
Data:Desert Villain (7U138)/Data
Data:Desert Warrior (4C222)/Data
Data:Desert Wind (13R86)/Data
Data:Detachment of Haradrim (11U74)/Data
Data:Dunlending Arsonist (4U9)/Data
Data:Dunlending Brawler (0W14)/Data
Data:Dunlending Brawler (0W14)/Data
Data:Dunlending Brigand (4C10)/Data
Data:Dunlending Elder (6C2)/Data
Data:Dunlending Footmen (6C3)/Data
Data:Dunlending Headman (6C4)/Data
Data:Dunlending Looter (4U11)/Data
Data:Dunlending Madman (4C12)/Data
Data:Dunlending Patriarch (13U88)/Data
Data:Dunlending Pillager (4U13)/Data
Data:Dunlending Rampager (5U1)/Data
Data:Dunlending Ransacker (4C14)/Data
Data:Dunlending Ravager (4C15)/Data
Data:Dunlending Renegade (5U2)/Data
Data:Dunlending Reserve (6C5)/Data
Data:Dunlending Robber (4C16)/Data
Data:Dunlending Savage (4C17)/Data
Data:Dunlending Trapper (13U89)/Data
Data:Dunlending Warrior (4C18)/Data
Data:Dunlending Zealot (12U62)/Data
Data:Easterling Aggressor (7C139)/Data
Data:Easterling Army (6R78)/Data
Data:Easterling Assailant (7C140)/Data
Data:Easterling Attacker (7C141)/Data
Data:Easterling Axeman (4C224)/Data
Data:Easterling Banner-bearer (12U63)/Data
Data:Easterling Berserker (10R40)/Data
Data:Easterling Blademaster (7C142)/Data
Data:Easterling Captain (4R225)/Data
Data:Easterling Dispatcher (17U42)/Data
Data:Easterling Footman (7R143)/Data
Data:Easterling Guard (4C226)/Data
Data:Easterling Herald (0W22)/Data
Data:Easterling Host (11R75)/Data
Data:Easterling Infantry (4C227)/Data
Data:Easterling Lieutenant (4C228)/Data
Data:Easterling Pillager (0W29)/Data
Data:Easterling Pillager (10C41)/Data
Data:Easterling Ransacker (7C144)/Data
Data:Easterling Regiment (7R145)/Data
Data:Easterling Runner (13C90)/Data
Data:Easterling Scout (15C77)/Data
Data:Easterling Sergeant (7U146)/Data
Data:Easterling Shield Wall (11C76)/Data
Data:Easterling Skirmisher (4R229)/Data
Data:Easterling Sneak (17R43)/Data
Data:Easterling Trooper (4U230)/Data
Data:Easterling Veteran (7U147)/Data
Data:Ecglaf, Courageous Farmer (5C81)/Data
Data:Elder of Dunland (11S77)/Data
Data:Elite Archer (4U232)/Data
Data:Engrossed Hillman (15U78)/Data
Data:Enraged Herdsman (15U79)/Data
Data:Enraged Southron (12C64)/Data
Data:Erland, Advisor to Brand (2C21)/Data
Data:Esgaroth Volunteers (30HC54)/Data
Data:Far Harad Mercenaries (10C42)/Data
Data:Far Harad Mercenary (0W27)/Data
Data:Fearsome Dunlending (11C79)/Data
Data:Ferocious Haradrim (11U80)/Data
Data:Fletcher of Harad (11R81)/Data
Data:Fletcher of Harad (11RF9)/Data
Data:Footman of Dunland (11S82)/Data
Data:Force of Harad (11C83)/Data
Data:Freca, Hungry Savage (9R+2)/Data
Data:Frenzied Dunlending (12S65)/Data
Data:Furious Hillman (14R10)/Data
Data:Gondorian Merchant (7R97)/Data
Data:Grima, Betrayer of Rohan (12R68)/Data
Data:Grima, Betrayer of Rohan (12RF7)/Data
Data:Grima, Chief Counselor (5M2)/Data
Data:Grima, Chief Counselor (5R51)/Data
Data:Grima, Footman of Saruman (0P102)/Data
Data:Grima, Footman of Saruman (13U92)/Data
Data:Grima, Servant of Another Master (19P16)/Data
Data:Grima, Son of Galmod (4C153)/Data
Data:Grima, Witless Worm (18R67)/Data
Data:Grima, Wormtongue (4R154)/Data
Data:Grousing Hillman (15C82)/Data
Data:Guma, Plains Farmer (4C277)/Data
Data:Harad Standard-bearer (11S84)/Data
Data:Haradrim Marksman (8U60)/Data
Data:Harry Goatleaf (18C68)/Data
Data:Harry Goatleaf, In Thrall to the Nine (V1 38)/Data
Data:Harrying Hillman (12R69)/Data
Data:Heavy Axeman (8R62)/Data
Data:Hill Chief (4R20)/Data
Data:Hill Clan (6R6)/Data
Data:Hillman Band (4C21)/Data
Data:Hillman Horde (4R22)/Data
Data:Hillman Mob (4R23)/Data
Data:Hillman Rabble (4U24)/Data
Data:Hillman Tribe (4C25)/Data
Data:Hlafwine, Village Farmhand (4C281)/Data
Data:Horde of Harad (11C85)/Data
Data:Hugin, Emissary from Laketown (2C24)/Data
Data:Hunting Herdsman (15C83)/Data
Data:Invading Haradrim (11C86)/Data
Data:Jarnsmid, Merchant from Dale (2R25)/Data
Data:Legion of Harad (11C88)/Data
Data:Leod, Westfold Herdsman (4U285)/Data
Data:Leowyn (7R239)/Data
Data:Man of Bree (11S90)/Data
Data:Merciless Dunlending (13C96)/Data
Data:Mumak Chieftain (10R45)/Data
Data:Mumak Commander (7R152)/Data
Data:Mumak Commander, Giant Among the Swertings (15R86)/Data
Data:Mumak Rider (12R74)/Data
Data:Mumakil Commander, Bold and Grim (18R71)/Data
Data:Ottar, Man of Laketown (1R80)/Data
Data:Patroller of Haradrim (11C93)/Data
Data:Percy, Bard's Lieutenant (32HC19)/Data
Data:Pirate Cutthroat (13C97)/Data
Data:Primitive Savage (15R87)/Data
Data:Raging Dunlending (11S97)/Data
Data:Rampaging Easterling (11C98)/Data
Data:Rapt Hillman (15U90)/Data
Data:Ravaging Wild Man (15C91)/Data
Data:Regiment of Haradrim (4R244)/Data
Data:Rohirrim Herdsman (7C247)/Data
Data:Rohirrim Traitor (6C72)/Data
Data:Rough Man of the South (18C73)/Data
Data:Ruffian (18C72)/Data
Data:Savage Southron (15U92)/Data
Data:Sigewulf, Brave Volunteer (5U92)/Data
Data:Southron Archer (4R245)/Data
Data:Southron Archer Legion (6R80)/Data
Data:Southron Assassin (4R246)/Data
Data:Southron Bandit (7U160)/Data
Data:Southron Bowman (4C248)/Data
Data:Southron Brigand (7C161)/Data
Data:Southron Captain (7U162)/Data
Data:Southron Chieftain (7R163)/Data
Data:Southron Commander (4U249)/Data
Data:Southron Conqueror (7R164)/Data
Data:Southron Explorer (4U250)/Data
Data:Southron Fanatic (10C49)/Data
Data:Southron Fighter (4R251)/Data
Data:Southron Intruder (7R165)/Data
Data:Southron Invaders (6C81)/Data
Data:Southron Leader (7R166)/Data
Data:Southron Marcher (5C74)/Data
Data:Southron Marksmen (7R167)/Data
Data:Southron Murderer (13U98)/Data
Data:Southron Runner (5C75)/Data
Data:Southron Savage (10C50)/Data
Data:Southron Scout (4C252)/Data
Data:Southron Sentry (4U253)/Data
Data:Southron Soldier (4C254)/Data
Data:Southron Thief (7U168)/Data
Data:Southron Traveler (5C76)/Data
Data:Southron Troop (4R256)/Data
Data:Southron Veterans (4R257)/Data
Data:Southron Wanderer (4C258)/Data
Data:Squad of Haradrim (11U99)/Data
Data:Squint-eyed Southerner (18C74)/Data
Data:Stampeding Chief (17R49)/Data
Data:Stampeding Chief (17RF10)/Data
Data:Stampeding Hillsman (17C50)/Data
Data:Stampeding Madman (17C51)/Data
Data:Stampeding Ransacker (17R52)/Data
Data:Stampeding Savage (17C53)/Data
Data:Stampeding Shepherd (17C54)/Data
Data:Strange-looking Men (11R100)/Data
Data:Sunland Guard (17C55)/Data
Data:Sunland Scout (17R56)/Data
Data:Sunland Skirmisher (17C57)/Data
Data:Sunland Sneak (17R58)/Data
Data:Sunland Trooper (17C59)/Data
Data:Sunland Warrior (17C60)/Data
Data:Sunland Weaponmaster (17R61)/Data
Data:Suzerain of Harad (7R170)/Data
Data:Swarming Hillman (14R11)/Data
Data:Swarthy Bree-lander (11C101)/Data
Data:Swarthy Hillman (15C93)/Data
Data:The Master, Master of Lake-Town (32HC20)/Data
Data:The Mouth of Sauron, Lieutenant of Barad-dur (12R118)/Data
Data:The Mouth of Sauron, Lieutenant of Barad-dur (12RF11)/Data
Data:The Mouth of Sauron, Messenger of Mordor (0P100)/Data
Data:The Mouth of Sauron, Messenger of Mordor (12S73)/Data
Data:Throng of Harad (11C102)/Data
Data:Troop of Haradrim (7C172)/Data
Data:Unferth, Grima's Bodyguard (4C178)/Data
Data:Vengeful Pillager (17C64)/Data
Data:Vengeful Primitive (17R65)/Data
View (
previous 250
|
next 250
) (
20
|
50
|
100
|
250
|
500
)
Navigation
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Gameplay Help
Comprehensive Rules 4.1
How To Play
PC Errata
Advanced Card Search
Wiki Help
Uploaded Files
Cargo Tables
Cargo Query Helper
Master To-do List
External Communities
The Last Homely House
LotR-TCG Facebook Group
PC Website
PC Discord
Community Directory
Play the LOTR-TCG for free on GEMP!
Wiki tools
Wiki tools
Special pages
Page tools
Page tools
User page tools
More
Special page
Printable version