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AnxiousChieftain |
Posted: Thu Mar 08, 2007 2:05 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Assault on Middle-earth
Set Size: 138 (40 C, 40 U, 40 R, 18 S)
Starter Decks: Rohan / Orc, Gondor / Men
Culture Distribution:
Dwarven: 8
Elven: 5
Gandalf: 7
Gollum: 10
Gondor: 13
Isengard: 2
Men: 17
Orc: 26
Rohan: 8
Sauron: 2
Shire: 7
Uruk-hai: 18
Wraith: 10
Sites: 5
Keyword:
Intimidating
(During skirmishes involving this character, the opponent may not use skirmish special abilities.) |
MODS RULE. - lem0nhead |
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AnxiousChieftain |
Posted: Thu Mar 08, 2007 2:06 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Spoiler List
Dwarven ( 8 )
•Axe of Erebor, Reliable Blade
Possession • Hand Weapon
Strength +2
Bearer must be a Dwarf.
Each time bearer wins a skirmish, you may reinforce a token.
Skirmish: If bearer is Gimli, remove 2 tokens from a condition and exert Gimli to exert a minion skirmishing an unbound companion.
R
Cavernous Hall
Condition • Support Area
When you play this condition, you may spot a Dwarf to add a token here.
Fellowship: Remove a token from here and add a threat to heal an unbound companion.
C
Crushing Blow
Event • Skirmish
Remove up to 3 tokens from a condition to wound a minion skirmishing a Dwarf once for every token removed in this way.
C
•Gimli, Courageous Warrior
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1.
Gimli is strength +1 (limit +4) for each condition with a token on it.
U
•Gimli, TirelessNOLINK Hunter
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1. Hunter 1.
While you can spot Aragorn and Legolas (and both of them are hunters), the move limit is +1.
R
Great Works
Event • Fellowship
Exert a Dwarf twice that is damage +X to reinforce X tokens. That Dwarf loses all damage bonuses until the regroup phase.
U
True-silver Treasury
Condition • Support Area
Toil 1. To play, spot 2 Dwarves.
At the start of each maneuver phase, you may add to add a token here.
Fellowship: Remove 2 tokens from here to play a possession or artifact from your draw deck.
R
Dwarven Smith
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 6
At the start of the fellowship phase, you may remove a token from a condition to draw a card.
C
Elven (5)
•Elrond, Peredhil
Follower
Strength +1
Vitality +1
Resistance +1
Aid - .
To play, spot Gandalf or an Elf.
When you transfer Elrond to a companion at a sanctuary, you may exert bearer to take a card of that companion’s culture into hand from your discard pile.
R
Elven Councilor
Follower
Resistance +1
Aid - .
To play, spot an Elf.
While you can spot a threat, each minion skirmishing bearer is strength -1 (or -2 if bearer is at a sanctuary).
While bearer is at a sanctuary, bearer cannot take more than 1 wound during each skirmish phase.
U
Favour of the Lady
Event • Regroup
If the fellowship is at a sanctuary, you may remove from the game 2 other cards in your discard pile to play this event from your discard pile. Then remove this event from the game.
Spot a companion bearing an follower to remove a burden or a threat.
U
Miruvor
Possession
Bearer must be a unique Elf or Gandalf. Limit 1 per bearer.
Fellowship: Discard this possession to remove a threat or discard a condition borne by a companion.
U
Seek Refuge
Event • Response
If the fellowship moves to a sanctuary, play up to 2 followers from your draw deck.
C
Gandalf (7)
•Do Not Give in to Fear
Condition • Support Area
While you can spot a Wizard, each unbound companion is resistance +1.
Maneuver: Discard this condition and exert Gandalf to make a minion lose intimidating or fierce until the regroup phase.
U
•Gandalf, Defender of Middle-earth
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
When you play Gandalf, you may heal a companion.
Fellowship: Discard a card from hand and exert Gandalf to heal another companion.
R
•Gandalf’s Staff, Source of Radiance
Artifact • Staff
Vitality +1
Bearer must be a Wizard.
At the start of each fellowship phase, you may draw a card.
Manuever: If bearer is Gandalf, exert him and discard 2 cards from hand to draw a card.
R
Go Back to the Shadow!
Event • Response
Spell. If a minion is played, exert Gandalf three times (or twice if he is bearing a Staff) to return that minion to its owner’s hand.
R
•Management of Isengard
Condition
Plays on a Wizard.
Each time the fellowship moves, you may exert bearer and add a threat to reveal an opponent’s hand. If no Free Peoples cards are revealed, you may remove .
U
Stand to Your Posts
Event • Response
If any number of threats or burdens are about to be added by a Shadow card, exert a Wizard to prevent this.
C
Word of Command
Event • Fellowship or Regroup
Toil 2. Spell. Exert a Wizard to remove up to 3 threats.
C
Gollum (10)
Bound to the Quest
Condition • Support Area
At the start of each fellowship phase, you may spot Frodo and Sam to play Smeagol from your discard pile.
C
Endless Brooding
Event • Maneuver
Exert Shelob to add a threat. Then you may spot Gollum to add an additional threat for each companion who has resistance 2 or less.
C
•Gollum, Deceiving Guide
Minion
Strength: 5
Vitality: 4
Site Number: 3
When you play Gollum, you may exert him to play Shelob from your discard pile.
Skirmish: Exert Gollum twice to exert a companion skirmishing a minion.
C
•Growing Fear
Condition • Support Area
At the start of the maneuver phase, you may spot Shelob to make an unbound companion resistance -3 until the regroup phase.
Shadow: Spot X companions with resistance 3 or less to play Shelob; her twilight cost is -X. Discard this condition.
U
Secret Stair
Event • Fellowship
Exert Smeagol and spot Frodo and Sam to play the fellowship’s next site. Until the regroup phase, each minion played at that site must exert.
U
•Shelob, Always Hungry
Minion • Spider
Strength: 8
Vitality: 8
Site Number: 8
Fierce. Hunter 3.
Shelob is strength +1 for each wound on each character in her skirmish.
While Shelob is skirmishing a non-hunter, she is damage +1.
R
•Smeagol, Two-faced Sneak
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-bound. To play, add a burden.
Each time Smeagol wins a skirmish, you may add a burden and discard Smeagol to take a Shadow card into hand from your discard pile.
U
Stench of Death
Condition
Resistance -2
To play, spot Shelob.
Bearer must be an unbound companion (limit 1 per bearer).
When you play this condition, you may remove a threat or a burden to exert bearer.
U
Sudden Bound
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).
C
•We Must Go at Once
Condition • Support Area
Fellowship: Discard Smeagol to heal a companion.
Regroup: Discard Smeagol to remove .
C
Gondor (13)
•Aragorn, Son of Arathorn
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger.
While the Shadow has initiative, Aragorn is defender +1, and strength +2 for each wound on each minion he is skirmishing.
R
Bow of the Dunedain
Possession • Ranged Weapon
Strength +1
Bearer must be a ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
U
•Denethor, Son of Ecthelion
Companion • Man
Strength: 8
Vitality: 3
Resistance: 5
Knight.
Each minion bearing a fortification is strength -1.
Fellowship: Exert Denethor twice to play a fortification from your draw deck.
U
•Halbarad, Dour-handed Ranger
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Ranger.
While the Shadow has initiative, Halbarad is strength +3.
Skirmish: Discard 3 cards from hand (or 2 cards from hand if you can spot a roaming minion) to exert a minion skirmishing a ranger.
S
•Minas Tirith Garrison
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Knight. To play, spot 2 knights or exert a Man.
Each time the fellowship moves during the regroup phase, you may discard X fortifications to heal X knights and remove [X].
R
Northern Ranger
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger.
Skirmish: If the Shadow has initiative, exert this companion and add a threat to wound a minion he is skirmishing.
S
Northern Tidings
Event • Skirmish
Make a ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
S
•Perilous Path
Condition • Support Area
While the Shadow has initiative, each ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a ranger to reconcile your hand.
C
•Roheryn, Steed of the North
Possession • Mount
Strength +1
Bearer must be a ranger.
At the start of each skirmish involving bearer, if the Shadow has initiative, you may exert each minion skirmishing bearer.
Regroup: If bearer is Aragorn, discard 2 cards from hand to remove .
U
Standard of the North
Possession • Hand Weapon
Strength +1
Bearer must be a ranger.
Each time bearer wins a skirmish, if the Shadow has initiative, you may wound a minion.
Response: If bearer wins a skirmish, discard this possession to liberate a site.
U
Strength to Challenge
Event • Regroup
Exert a knight to discard each minion bearing a fortification.
C
•Tower of Ecthelion
Condition • Support Area
Strength -2
Fortification.
When you play this fortification, you may remove a token from a condition to heal a knight.
Maneuver: Spot 2 knights or exert a Man to transfer this condition to a minion.
R
Worn like Weathered Rocks
Condition
Resistance +2
Bearer must be a ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
C
Isengard (2)
•Grima, Deceitful Spy
Minion • Man
Strength: 4
Vitality: 3
Site Number: 3
Maneuver: Exert Grima to reveal the Free Peoples player’s hand. You may exert Grima again to discard a Shadow card revealed.
R
•Saruman, Locked in his Tower
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Saruman may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Saruman, you may add a threat for each companion over 5.
Shadow or Regroup: Remove 2 threats to exert a companion or reveal the Free People player’s hand.
R
Men (17)
•Bitter Watches of the Night
Condition • Support Area
Each time a minion wins a skirmish, you may add a token here (or 2 tokens if that minion is Grima).
Shadow or Skirmish: Remove 2 tokens from here to make a companion (except the Ring-bearer) strength -1 or resistance -2 until the regroup phase.
C
•Captain of Umbar
Minion • Man
Strength: 11
Vitality: 3
Site Number: 4
Hunter 2.
Each hunter is strength +2 during a fierce skirmish.
Skirmish: Exert Captain of Umbar twice to make a minion fierce until the regroup phase.
U
•Corsair Dromund
Possession • Support Area
Toil 1. To play, spot a minion.
When you play this possession, you may add a token here for each river site on the adventure path.
Regroup: If you have initiative, remove 4 tokens from here or discard this possession to make the move limit -1.
R
Corsair Fighter
Minion • Man
Strength: 9
Vitality: 2
Site Number: 4
Hunter 2.
While you have initiative, this minion is fierce.
S
Corsair Rogue
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 2. Fierce.
When you play this minion, you may exert 3 minions to make the Shadow have initiative until the end of the turn.
S
Corsair Swashbuckler
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish: Exert this minion to make another minion strength +2 (or +3 if you have initiative).
S
Dark Dreams
Event • Response
If a companion heals, reveal Grima from your hand to exert that companion twice.
U
Edoras Lackey
Minion • Man
Strength: 9
Vitality: 2
Site Number: 4
While this minion is skirmishing a companion who has resistance 3 or less, he is strength +3.
C
•Grima, Pale Advisor
Minion • Man
Strength: 4
Vitality: 3
Site Number: 3
When you play Grima, you may make a companion (except the Ring-bearer) resistance -2 until the regroup phase.
Skirmish: Exert Grima to make a companion who has resistance 2 or less strength -2.
R
Ill News is an Ill Guest
Event • Skirmish
Make a minion strength +2 (or +3 and damage +1 if skirmishing a companion who has resistance 3 or less).
C
Mercenaries from the Coast
Condition • Support Area
To play, spot a minion.
While you can spot 3 minions (or 6 companions), the Shadow has initiative.
Skirmish: Discard this condition to make a minion strength +2.
U
Rohirrim Betrayer
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1.
When you play this minion, you may remove and spot a companion who has resistance 2 or less to play a minion from your discard pile or draw deck.
R
Rohirrim Brute
Minion • Man
Strength: 12
Vitality: 3
Site Number: 4
Each time this minion wins a skirmish, you may exert an unbound companion (or wound that companion if he or she has resistance 2 or less).
U
Slim Knife
Possession • Hand Weapon
Strength +1
Bearer must be a Man.
Skirmish: If bearer is skirmishing a companion who has resistance 3 or less, discard this possession to exert that companion (or wound that companion if he or she has resistance 0).
U
Stroke of Doom
Event • Skirmish
If you have initiative, choose one: make a minion strength +3; make a minion intimidating; make a minion fierce until the regroup phase.
S
Treacherous Counsel
Event • Shadow
Exert a Man (or spot Grima) to make a companion (except the Ring-bearer) resistance -3 until the regroup phase. If that companion then has resistance 0, you may discard a card borne by that companion.
R
Umbar Sailor
Minion • Man
Strength: 6
Vitality: 2
Site Number: 4
Hunter 1.
While this minion is in a fierce skirmish, he is strength +4 and damage +1.
S
Orc (26)
Axe of Gorgoroth
Possession • Hand Weapon
Strength +1
Bearer must be an minion.
While you control 2 sites, bearer is strength +4.
C
•Battalion of Orcs
Minion • Orc
Strength: 18
Vitality: 3
Site Number: 5
Fierce.
This minion is twilight cost -2 for each wound on the Ring-bearer.
Skirmish: Heal the Ring-bearer to make an minion strength +2.
Skirmish: Heal the Ring-bearer to make an minion fierce until the regroup phase.
R
Burning City
Event • Skirmish
Make an minion strength +2. If you control a site, you may also remove to make that minion fierce, damage +1, or intimidating.
U
•Dark Host
Condition • Support Area
Each time you play an minion, you may remove and exert an minion to exert the Ring-bearer.
Skirmish: Discard this condition to make an minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
U
Fires Sprang Up
Condition
To play, spot 2 engines. Plays on a site on the adventure path (limit 1 per site).
When the fellowship moves from this site, the Free Peoples player must exert 2 companions.
Skirmish: If you control this site, discard this condition and remove to exert a companion.
R
Fury
Event • Response
If an minion takes a wound (except during the skirmish phase) or is discarded by a Free Peoples card, exert the Ring-bearer.
C
•Grond, Mighty Ram
Possession • Support Area
Engine. To play, spot an minion and an engine.
Each minion is strength +1 for each site you control.
Regroup: Discard Grond and spot 2 sites you control to prevent the fellowship from moving again this turn.
R
Mordor Besieger
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
At the start of the maneuver phase, you may exert 3 minions or discard an engine to take control of a site.
U
Mordor Lieutenant
Minion • Orc
Strength: 11
Vitality: 2
Site Number: 4
Fierce.
When you play this minion, you may spot a site you control to draw a card.
C
Mordor Raider
Minion • Orc
Strength: 12
Vitality: 3
Site Number: 4
While you control a site, this minion is twilight cost -2.
Skirmish: Exert this minion to make an minion skirmishing a woundedNOLINK companion strength +1 (or +2 if you can spot 4 woundedNOLINK companions).
R
Mordor Stormer
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 4
While you control a site, this minion is strength +2 for each woundedNOLINK companion you can spot.
C
Mordor Troop
Minion • Orc
Strength: 16
Vitality: 4
Site Number: 4
When you play this minion, you may spot an exhausted companion to take control of a site.
Regroup: Exert this minion twice to play an engine from your discard pile.
R
Morgul Banner
Possession • Hand Weapon
Strength +1
Bearer must be an minion.
Each time bearer wins a skirmish, you may spot 2 wounds on the Ring-bearer to make each minion strength +1 until the regroup phase.
U
•Morgul Commander
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
While the Ring-bearer is exhausted, minions cannot take wounds.
While you cannot spot any other minions, this minion cannot take wounds.
U
Morgul Footman
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another minion, discard this minion, and remove to wound the Ring-bearer.
S
Morgul Marcher
Minion • Orc
Strength: 4
Vitality: 1
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, each minion that has the title Morgul Marcher is strength +3.
S
Morgul Plunderer
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
Skirmish: Exert this minion to make the Free Peoples player exert the Ring-bearer or wound an unbound companion.
S
Morgul Trooper
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
While you can spot 2 wounds on the Ring-bearer, this minion is strength +3 and damage +1.
S
Orc CatapultNOLINK
Possession • Support Area
Engine. To play, exert an minion.
Maneuver: Discard 2 cards from hand to make the Free Peoples player exert a companion or make you take control of a site.
U
Orkish War Tower
Possession • Support Area
Engine.
At the start of the maneuver phase, you may add to transfer this possession to an minion (limit 1 per bearer).
Each time bearer wins a skirmish, you may transfer this possession from an minion to your support area to take control of a site.
C
Rank Upon Rank
Event • Skirmish
If you can spot 6 companions, you may play this event from your discard pile. Then remove this event from the game.
Make an minion strength +1 for each wound on the Ring-bearer.
S
Release the Prisoners
Event • Regroup
Spot an minion and an engine to exert a companion once (or twice if you can spot a card in the dead pile).
C
Siege Aggressor
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 4
Each engine is twilight cost -1.
C
Storm of Mordor
Condition • Support Area
At the start of the maneuver phase, you may play an engine from your hand to wound an unwounded companion.
Response: If an minion is about to take a wound, discard an engine (or spot a site you control and discard this condition) to prevent that wound.
U
•Troll Laborer
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.
This minion is twilight cost -1 for each engine you can spot.
Shadow: Exert this minion twice and discard an engine from hand to take an card into hand from your discard pile.
R
Overmatched
Condition
Strength -1
To play, exert an minion. Plays on a companion. Limit 1 per bearer.
Maneuver: Heal the Ring-bearer three times to return bearer to its owner’s hand.
R
Rohan ( 8 )
•Dunhere, Dunharrow Villager
Follower
Strength +1
Aid - .
When you transfer Dunhere to a hunter, you may exert that hunter to take a event into hand from your discard pile.
S
Enheartened
Event • Response
If a Man wins a skirmish, make another Man strength +2 until the regroup phase (or strength +4 and damage +1 until the regroup phase if that Man is non-unique).
C
•Military Prowess
Condition • Support Area
Each companion at a battleground is strength +1 for each wound on each minion he or she is skirmishing.
Assignment: Exert 3 mounted Men. Until the regroup phase, each time a minion is assigned to skirmish one of those Men, exhaust that minion.
R
•Muster the Rohirrim
Condition • Support Area
Each time you play a follower, you may add to play a possession from your draw deck.
Fellowship: Spot 3 followers to heal 2 Men. Discard this condition.
C
Rohirrim Armorer
Follower
Aid - .
To play, spot 2 Men.
When you transfer this follower to a companion, you may play a possession on him or her from your discard pile.
C
Rohirrim Gauntlets
Possession • Gauntlets
Strength +1
Bearer must be a Man.
Skirmish: Discard this possession to make a minion skirmishing bearer lose fierce until the regroup phase. That minion may exert to prevent this.
S
Spear of the Golden Hall
Possession • Hand Weapon
Strength +2
Bearer must be a Man.
While bearer is at a plains or battleground site, bearer gains hunter 1.
S
•Theoden, Victorious King
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant. Hunter 1.
While Theoden is skirmishing an Uruk-hai, he is intimidating.
Regroup: Transfer a follower borne by Theoden to your support area to wound a minion.
R
Sauron (2)
•The Mouth of Sauron, Black NumenoreanNOLINK
Minion • Man
Strength: 9
Vitality: 3
Site Number: 5
When you play The Mouth of Sauron, if you have initiative, you may exert him to draw 2 cards.
Shadow: Exert The Mouth of Sauron and discard 4 cards from hand to take a Shadow card into hand from your discard pile.
R
•Sauron, Base Master of Treachery
Minion • Maia
Strength: 24
Vitality: 5
Site Number: 6
Damage +1. Fierce. Enduring. Intimidating.
When you play Sauron, discard each minion. Then you may remove from the game X minions from your discard pile to make Sauron’s twilight cost -X.
Other minions may not be played.
R
Shire (7)
•Grip, Fang, and Wolf
Follower
Strength +1
Aid - Add 2 threats.
To play, spot 2 Hobbits.
Bearer is strength +1 for each card with a token on it (limit +4).
U
•Merry, Young Rascal
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Merry, you may reinforce a token.
Fellowship: Remove 2 tokens from a condition to heal Merry or Pippin.
C
•Pippin, Fool of a TookNOLINK
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Pippin (except in your starting fellowship), you may add 2 threats to draw 2 cards.
Fellowship: Add X threats to reveal the top X cards of your draw deck. Replace them in any order.
C
•Pippin’s Pipe
Possession • Pipe
Bearer must be a Hobbit.
Fellowship: If bearer is Pippin, discard a pipeweed and spot X pipes to reinforce X tokens.
U
Southern Star
Possession • Support Area
Pipeweed.
When you play this possession, you may exert a Hobbit to reinforce a token.
C
•Well-earned Comforts
Condition • Support Area
When you play this condition, you may spot an unbound Hobbit to add a token here.
Regroup: Remove a token from here or discard this condition to remove a threat.
U
•Well-farmed Countryside
Condition • Support Area
To play, spot 3 Hobbits.
When you play this condition, you may add a token here for each forest and dwelling on the adventure path you can spot.
At the start of each fellowship phase, you may remove 3 tokens from here to take a card into hand from your discard pile.
R
Uruk-hai ( 18 )
Band of Isengard
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Damage +1.
When you play this minion, you may spot a site you control and another minion to add 2 threats.
U
Besieging Uruk
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Damage +1.
When you play this minion, you may discard 2 cards from hand and remove 3 threats to take control of a site or discard a possession.
C
Blast of Fire
Event • Skirmish
Remove 2 threats to wound a companion skirmishing an minion.
C
Grappling-hook
Condition • Support Area
Shadow: Play an minion to place an token here.
Regroup: Spot an minion and remove 3 tokens from here to exert a companion.
C
Isengard Spear
Possession • Hand Weapon
Strength +2
Bearer must be an minion.
Skirmish: Remove a threat to make bearer strength +1.
C
•Killing at Will
Condition • Support Area
While you can control 2 sites and can spot 3 threats, each minion is damage +1.
R
•Lurtz, Isengard Scout
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Hunter 2. Fierce.
While you can spot another hunter, Lurtz is damage +1.
While you can spot a companion who has resistance 2 or less (or 4 hunters), Lurtz is intimidating.
R
Storming Uruk
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
Each time this minion wins a skirmish, you may stack him on a site you control.
Assignment: If stacked on a site you control, remove 2 threats to play this minion and assign him to an unbound companion.
C
•Taunting Uruk
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1.
Skirmish: Spot 6 companions and exert this minion to make the Free Peoples player exert 2 companions or add 2 threats.
U
Threat of War
Event • Maneuver
Spot 3 minions to add 2 threats or discard a follower.
U
Trooper of the White Hand
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site Number: 5
Damage +1.
Skirmish: Remove 2 threats to exert a character skirmishing this minion.
C
•Unchecked
Condition • Support Area
Each time an minion wins a skirmish, you may take control of a site or add a threat.
Discard this condition if an minion loses a skirmish.
R
•Unchallenged
Condition • Support Area
While you can spot an minion, each companion (except the Ring-bearer) is resistance -3.
Discard this condition if an minion loses a skirmish.
R
Uruk Assaulter
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1. To play, spot an minion.
Archery: If stacked on a site you control, play this minion to make the fellowship archery total -1.
Skirmish: Stack this minion on a site you control to make an minion strength +2.
R
•Uruk Chieftain
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site Number: 5
Damage +1.
While you control a site, Uruk Chieftain is fierce.
While you can spot 4 threats, Uruk Chieftain cannot take wounds.
R
Uruk Combatant
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
While you can spot a minion stacked on a site you control, this minion is strength +3.
C
Uruk Scaler
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Damage +1.
While you can spot 3 minions, Free Peoples cards cannot add, remove, or spot threats.
C
Vanguard of Isengard
Minion • Uruk-hai
Strength: 18
Vitality: 4
Site Number: 5
Damage +1. To play, spot an card.
While you cannot spot any other minions, skip the maneuver phase and the archery phase.
R
Wraith (10)
A Knife in the Dark
Event • Assignment
If the fellowship is in region 1, assign a Nazgul to skirmish the Ring-bearer. The Free Peoples player may add 2 burdens to prevent this.
If the fellowship is in region 2 or 3, remove 3 threats to assign a Nazgul to skirmish an unbound companion.
U
Blade of Minas Morgul
Possession • Hand Weapon
Strength +2
Bearer must be a Nazgul.
While you can spot 4 threats, you may discard a card from hand to play this card from your discard pile.
C
Pierced with Dread
Event • Skirmish
Make a Nazgul strength +2 (and intimidating if you can spot 4 threats).
U
Pursuit
Event • Maneuver
Exert a mounted Nazgul to prevent a companion of strength 6 or less from being assigned to a skirmish until the regroup phase.
C
Rending Screech
Event • Maneuver or Regroup
Remove 2 threats and spot a Nazgul to discard a card borne by a wounded companion.
R
Steed of Morgul
Possession • Mount
Strength +2
Bearer must be a Nazgul.
When you play this possession at a forest or battleground, you may add a threat.
Skirmish: Remove 3 threats to discard a possession borne by a character skirmishing bearer.
U
•Ulaire Attea, Winged Menace
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 3
Fierce.
Ulaire Attea is strength +1 for every 2 threats you can spot.
Regroup: Discard Ulaire Attea and spot another card to add 2 threats.
R
•Ulaire Nertea, Servant of the Enemy
Minion • Nazgul
Strength: 9
Vitality: 2
Site Number: 3
When you play Ulaire Nertea, you may add a threat for each companion over 4.
Skirmish: Remove a threat to make a Nazgul fierce until the regroup phase.
R
•Ulaire Toldea, Shadowy Rider
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 3
Fierce.
Each time you play a mount, you may add a threat or draw a card.
U
•The Witch-king, Deadliest Servant
Minion • Nazgul
Strength: 14
Vitality: 4
Site Number: 3
Fierce. Intimidating.
While you can spot 3 threats, each minion is strength +1.
While you can spot 6 threats, each minion is twilight cost -1.
R
Sites (5)
Hornburg Battlement [Site]
Battleground. Each time you take control of this site, you may exert a companion or heal a minion.
<---
U
Isengard Armory [Site]
Shadow: Exert your minion and remove to play a possession on that minion from your discard pile.
--->
U
Morgul Wastes [Site]
Shadow: Remove a threat and exert your minion to draw a card.
--->
U
Rohirrim Farm [Site]
Dwelling. At the start of your fellowship phase, you may play a follower from your draw deck.
<---
S
Wilds of Ithilien [Site]
Forest. Skirmish: Exert your Man and discard 2 cards from hand to make that Man strength +2.
<---
S |
MODS RULE. - lem0nhead |
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AnxiousChieftain |
Posted: Thu Mar 08, 2007 2:10 pm |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Starter Decks
Rohan / Orcs starter deck
Ring-bearer and Ring
Frodo, Weary from the Journey
The One Ring, The Ruling Ring
Adventure Path
The Great Gates
Isenwash
Watch-tower of Cirith Ungol
Ettenmoors
Fords of Isen
Helm’s Gate
Stables
Harrowdale
Rohirrim Farm
Fellowship (24)
Eowyn, Willing Fighter
Gamling, The Old
Rohirrim Soldier x4
Dunhere, Dunharrow Villager x2
Rohirrim Doorwarden x2
Spear of the Golden Hall x4
Brilliant Light x4
Rider’s Mount x4
Rohirrim Gauntlet x2
Shadow (25)
Morgul Commander x2
Morgul Footman x3
Morgul Marcher x4
Morgul Plunderer x3
Morgul Trooper x4
Rank Upon Rank x4
Fury x2
Dark Host x3
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Gondor / Men starter deck
Ring-bearer and Ring
Frodo, Weary from the Journey
The One Ring, The Ruling Ring
Adventure Path
Breeding Pit of Isengard
Doors of Durin
Pelennor Fields
Pelennor Flat
Window on the West
Wilds of Ithilien
Wold Battlefield
The Prancing Pony
Trollshaw Forest
Fellowship (24)
Damrod, Dunadan of Gondor
Halbarad, Dour-handed Ranger x2
Northern Ranger x4
Bow of the Dunedain x3
Standard of the North x3
Perilous Path x3
No Travellers in This Land x2
Northern Tidings x4
Worn like Weathered Rocks x2
Shadow (25)
Captain of Umbar x2
Corsair Fighter x4
Corsair Rogue x3
Corsair Swashbuckler x3
Umbar Sailor x4
Great Axe x3
Mercenaries from the Coast x3
Stroke of Doom x3 |
MODS RULE. - lem0nhead |
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Mouth of Saruman |
Posted: Thu Mar 08, 2007 7:08 pm |
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Joined: 14 Feb 2007
Posts: 190
Location: Orthanc
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Again, congratulations on a set well done. I wish I had been able to review it from the beginning. But there is always the next one, which I eagerly anticipate! |
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DáinIronfoot |
Posted: Thu Mar 08, 2007 7:49 pm |
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Congrats, dude! If I’m lucky I may actually have one of these huge sets completed one day myself. |
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring. Oh, and I have a trade list now!
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! |
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AnxiousChieftain |
Posted: Fri Mar 09, 2007 8:41 am |
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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Alright, here are all the reviewers for AoME:
NBarden
CG
thonnas7
m64
Dain
Pywils
SoP
AP
BattleWarg
MoS
EL
PW
mm
Thanks to you all! coming for everyone.
- AC |
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