Drilldown: CardReleases

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CardReleases > Vitality: 4-9 & SiteNum: 4-5

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A (5) · O (1) · S (63) · W (5)
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Saruman (17) · The Balrog (9) · Castamir of Umbar (3) · Cave Troll of Moria (3) · Watcher in the Water (2) · Army of Haradrim (2) · Uruk Zealot (2) · Gollum (2) · Isengard Mechanics (2) · Stampeding Chief (2)
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Damage +1. While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3) · Damage +1. To play, spot an [URUK-HAI] minion. Each companion who has resistance 0 is strength -3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · Fierce. Toil 1. (For each [MEN] character you exert when playing this, its twilight cost is -1) Each wounded [MEN] minion is strength +2. (2) · Damage +1. Fierce. Toil 2. (For each [ORC] character you exert when playing this, its twilight cost is -2) Each time an [ORC] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2) · Southron. Skirmish: Remove (3) to play a [RAIDER] mount from your discard pile. (2) · Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength -1. (2) · Damage +1. Fierce. If you play Stampeding Chief from your hand, remove (3) and spot another [MEN] minion or discard Stampeding Chief. (2) · Damage +2. The twilight cost of The Balrog is -3 if you can spot a [MORIA] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · Damage +1. Fierce. While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. Assignment: Exert Saruman to assign an [ISENGARD] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) · Saruman cannot be assigned to a skirmish. While you can spot 6 companions, each minion gains hunter 2. Response: If a hunter minion is about to take a wound, exert Saruman to prevent that. (2) · Regroup: Discard an [ISENGARD] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an [ISENGARD] card, spot an [ISENGARD] Orc and discard this minion to add (3). (2) · Lurker. (Skirmishes involving lurker minions must be resolved after any others.) Skirmish: Exert Saruman to make an [URUK-HAI] minion strength +2. Each time a companion is killed, you may heal Saruman. (2)
TaggedGameText:
Damage +1.
While The Balrog is at an underground site, it is fierce and cannot take wounds or be exerted. (3)
· Fierce. Toil 1. (For each men character you exert when playing this, its twilight cost is –1.)
Each wounded men minion is strength +2. (2)
· Lurker. (Skirmishes involving lurker minions must be resolved after any others.)
Skirmish: Exert Saruman to make an urukhai minion strength +2.
Each time a companion is killed, you may heal Saruman. (2)
· Damage +1. To play, spot an urukhai minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · Southron.
Skirmish: Remove twilight3 to play a raider mount from your discard pile. (2)
· Damage +1. Fierce.
While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2)
· Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
Assignment: Exert Saruman to assign an isengard minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2)
· Damage +1. Fierce. Lurker. (Skirmishes involving lurker minions must be resolved after any others.) When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · Damage +1. Fierce. Toil 2. (For each orc character you exert when playing this, its twilight cost is –2.)
Each time an orc lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2)
· Damage +1. Fierce.
If you play Stampeding Chief from your hand, remove twilight3 and spot another men minion or discard Stampeding Chief. (2)
· Damage +2. The twilight cost of The Balrog is –3 if you can spot a moria minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · Regroup: Discard an isengard Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). Regroup: If this minion is stacked on an isengard card, spot an isengard Orc and discard this minion to add twilight3. (2)
FormattedGameText:
'''Damage +1.''' While The Balrog is at an underground site, it is '''fierce''' and cannot take wounds or be exerted. (3) · '''Damage +2.''' The twilight cost of The Balrog is –3 if you can spot a [[Image:Culture_Moria.svg|x24px|bottom|link=Moria_Culture|class=whitebg]] minion. The Balrog cannot be assigned to skirmish companions or allies of strength less than 6. (2) · '''Damage +1.''' To play, spot an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion. Each companion who has resistance 0 is strength –3. Each time Uruk Zealot wins a skirmish, you may draw 3 cards. (2) · '''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. (2) · '''Damage +1.''' '''Fierce.''' While you can spot The Balrog, discard all other minions. Skip the archery phase. Discard The Balrog if not underground. (2) · Saruman may not take wounds during the archery phase and may not be assigned to a skirmish. '''Assignment:''' Exert Saruman to assign an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] minion to a companion (except the Ring-bearer). That companion may exert to prevent this. (2) · '''Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' '''Skirmish:''' Exert Saruman to make an [[Image:Culture_Uruk-hai.svg|x24px|text-bottom|link=Uruk-hai_Culture|class=whitebg]] minion strength +2. Each time a companion is killed, you may heal Saruman. (2) · '''Regroup:''' Discard an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc to make the Free Peoples player wound a companion (or 2 companions if you spot 6 companions). '''Regroup:''' If this minion is stacked on an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] card, spot an [[Image:Culture_Isengard.svg|x22px|text-bottom|link=Isengard_Culture|class=whitebg]] Orc and discard this minion to add [[Image:Twilight_3.svg|x20px|text-bottom|link=Twilight Cost|class=whitebg]]. (2) · '''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. (2) · '''Damage +1. Fierce. Toil 2.''' ''(For each ''[[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]]'' character you exert when playing this, its twilight cost is –2.)'' Each time an [[Image:Culture_Orc.svg|x26px|bottom|link=Orc_Culture|class=whitebg]] lurker wins a skirmish, you may make the Free Peoples player discard the top 2 cards of his or her draw deck. (2) · '''Damage +1. Fierce. Lurker.''' ''(Skirmishes involving lurker minions must be resolved after any others.)'' When you play Saruman, name a culture. Each companion of the named culture is strength –1. (2) · '''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. (2)
Lore:
None (21) · “The fire in it seemed to die, but the darkness grew.” (3) · But no more would Rohan stand against his kind. (2) · “‘There will be no dawn for Men.'” (2) · “‘There is no hope of escape that way.'” (2) · “‘Indeed I saw upon the bridge that which haunts our darkest dreams....'” (2) · “‘...they have allied them with the Enemy, and now make a heavy stroke in his cause.'” (2) · The Uruk-hai do not question the authority of the White Hand. They know its cause is righteous. (2) · “‘“White!” he sneered. “It serves as a beginning.”'” (2) · Attacking in swarming hordes, the Uruk-hai close with the enemy rapidly to make weapons useless. (2)
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