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AnxiousChieftain
Posted: Thu Mar 08, 2007 2:05 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
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
AnxiousChieftain
Posted: Thu Mar 08, 2007 2:06 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Spoiler List

Dwarven Dwarven ( 8 )

2 •Axe of Erebor, Reliable Blade Dwarven
Possession • Hand Weapon
Strength +2
Bearer must be a Dwarf.
Each time bearer wins a skirmish, you may reinforce a Dwarven token.
Skirmish: If bearer is Gimli, remove 2 Dwarven tokens from a condition and exert Gimli to exert a minion skirmishing an unbound companion.
R

1 Cavernous Hall Dwarven
Condition • Support Area
When you play this condition, you may spot a Dwarf to add a Dwarven token here.
Fellowship: Remove a token from here and add a threat to heal an unbound companion.
C

1 Crushing Blow Dwarven
Event • Skirmish
Remove up to 3 tokens from a Dwarven condition to wound a minion skirmishing a Dwarf once for every token removed in this way.
C

2 •Gimli, Courageous Warrior Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 7
Damage +1.
Gimli is strength +1 (limit +4) for each Dwarven condition with a Dwarven token on it.
U

2 •Gimli, TirelessNOLINK Hunter Dwarven
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

1 Great Works Dwarven
Event • Fellowship
Exert a Dwarf twice that is damage +X to reinforce X Dwarven tokens. That Dwarf loses all damage bonuses until the regroup phase.
U

3 True-silver Treasury Dwarven
Condition • Support Area
Toil 1. To play, spot 2 Dwarves.
At the start of each maneuver phase, you may add 1 to add a Dwarven token here.
Fellowship: Remove 2 Dwarven tokens from here to play a Dwarven possession or Dwarven artifact from your draw deck.
R

2 Dwarven Smith Dwarven
Companion • Dwarf
Strength: 5
Vitality: 3
Resistance: 6
At the start of the fellowship phase, you may remove a Dwarven token from a condition to draw a card.
C

Elven Elven (5)

2 •Elrond, Peredhil Elven
Follower
Strength +1
Vitality +1
Resistance +1
Aid - 4.
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

1 Elven Councilor Elven
Follower
Resistance +1
Aid - 2.
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

1 Favour of the Lady Elven
Event • Regroup
If the fellowship is at a sanctuary, you may remove from the game 2 other Elven 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 Elven follower to remove a burden or a threat.
U

1 Miruvor Elven
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

0 Seek Refuge Elven
Event • Response
If the fellowship moves to a sanctuary, play up to 2 Elven followers from your draw deck.
C

Gandalf Gandalf (7)

1 •Do Not Give in to Fear Gandalf
Condition • Support Area
While you can spot a Gandalf 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

4 •Gandalf, Defender of Middle-earth Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
When you play Gandalf, you may heal a companion.
Fellowship: Discard a Gandalf card from hand and exert Gandalf to heal another companion.
R

2 •Gandalf’s Staff, Source of Radiance Gandalf
Artifact • Staff
Vitality +1
Bearer must be a Gandalf 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

1 Go Back to the Shadow! Gandalf
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

0 •Management of Isengard Gandalf
Condition
Plays on a Gandalf 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 3.
U

2 Stand to Your Posts Gandalf
Event • Response
If any number of threats or burdens are about to be added by a Shadow card, exert a Gandalf Wizard to prevent this.
C

3 Word of Command Gandalf
Event • Fellowship or Regroup
Toil 2. Spell. Exert a Gandalf Wizard to remove up to 3 threats.
C

Gollum Gollum (10)

0 Bound to the Quest Gollum
Condition • Support Area
At the start of each fellowship phase, you may spot Frodo and Sam to play Smeagol from your discard pile.
C

1 Endless Brooding Gollum
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

2 •Gollum, Deceiving Guide Gollum
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 Gollum minion.
C

1 •Growing Fear Gollum
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

1 Secret Stair Gollum
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

6 •Shelob, Always Hungry Gollum
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

0 •Smeagol, Two-faced Sneak Gollum
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

1 Stench of Death Gollum
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

0 Sudden Bound Gollum
Event • Skirmish
Make Shelob strength +2 (or strength +3 and damage +1 if she is skirmishing a companion with resistance 2 or less).
C

1 •We Must Go at Once Gollum
Condition • Support Area
Fellowship: Discard Smeagol to heal a companion.
Regroup: Discard Smeagol to remove 3.
C

Gondor Gondor (13)

4 •Aragorn, Son of Arathorn Gondor
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

1 Bow of the Dunedain Gondor
Possession • Ranged Weapon
Strength +1
Bearer must be a Gondor ranger.
At the start of the archery phase, you may exert bearer and discard a card from hand to exert a minion.
U

2 •Denethor, Son of Ecthelion Gondor
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

3 •Halbarad, Dour-handed Ranger Gondor
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 Gondor ranger.
S

4 •Minas Tirith Garrison Gondor
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Knight. To play, spot 2 knights or exert a Gondor Man.
Each time the fellowship moves during the regroup phase, you may discard X fortifications to heal X knights and remove [X].
R

2 Northern Ranger Gondor
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

2 Northern Tidings Gondor
Event • Skirmish
Make a Gondor ranger strength +3. Then you may exert that ranger to draw a card or discard a card from hand.
S

1 •Perilous Path Gondor
Condition • Support Area
While the Shadow has initiative, each Gondor ranger is strength +1 and damage +1.
Regroup: Discard this condition and exert a Gondor ranger to reconcile your hand.
C

1 •Roheryn, Steed of the North Gondor
Possession • Mount
Strength +1
Bearer must be a Gondor 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 2.
U

1 Standard of the North Gondor
Possession • Hand Weapon
Strength +1
Bearer must be a Gondor 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

2 Strength to Challenge Gondor
Event • Regroup
Exert a Gondor knight to discard each minion bearing a fortification.
C

2 •Tower of Ecthelion Gondor
Condition • Support Area
Strength -2
Fortification.
When you play this fortification, you may remove a Gondor token from a condition to heal a Gondor knight.
Maneuver: Spot 2 knights or exert a Gondor Man to transfer this condition to a minion.
R

1 Worn like Weathered Rocks Gondor
Condition
Resistance +2
Bearer must be a Gondor ranger. Limit 1 per bearer.
Each time the fellowship moves, you may discard 2 cards from hand to heal bearer.
C

Isengard Isengard (2)

2 •Grima, Deceitful Spy Isengard
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

4 •Saruman, Locked in his Tower Isengard
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 Men (17)

2 •Bitter Watches of the Night Men
Condition • Support Area
Each time a Men minion wins a skirmish, you may add a Men 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

5 •Captain of Umbar Men
Minion • Man
Strength: 11
Vitality: 3
Site Number: 4
Hunter 2.
Each Men hunter is strength +2 during a fierce skirmish.
Skirmish: Exert Captain of Umbar twice to make a Men minion fierce until the regroup phase.
U

4 •Corsair Dromund Men
Possession • Support Area
Toil 1. To play, spot a Men minion.
When you play this possession, you may add a Men 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

3 Corsair Fighter Men
Minion • Man
Strength: 9
Vitality: 2
Site Number: 4
Hunter 2.
While you have initiative, this minion is fierce.
S

3 Corsair Rogue Men
Minion • Man
Strength: 7
Vitality: 2
Site Number: 4
Hunter 2. Fierce.
When you play this minion, you may exert 3 Men minions to make the Shadow have initiative until the end of the turn.
S

4 Corsair Swashbuckler Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1. Fierce.
Skirmish:
Exert this minion to make another Men minion strength +2 (or +3 if you have initiative).
S

0 Dark Dreams Men
Event • Response
If a companion heals, reveal Grima from your hand to exert that companion twice.
U

3 Edoras Lackey Men
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

2 •Grima, Pale Advisor Men
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

1 Ill News is an Ill Guest Men
Event • Skirmish
Make a Men minion strength +2 (or +3 and damage +1 if skirmishing a companion who has resistance 3 or less).
C

2 Mercenaries from the Coast Men
Condition • Support Area
To play, spot a Men minion.
While you can spot 3 Men minions (or 6 companions), the Shadow has initiative.
Skirmish: Discard this condition to make a Men minion strength +2.
U

4 Rohirrim Betrayer Men
Minion • Man
Strength: 10
Vitality: 3
Site Number: 4
Hunter 1.
When you play this minion, you may remove 1 and spot a companion who has resistance 2 or less to play a Men minion from your discard pile or draw deck.
R

5 Rohirrim Brute Men
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

0 Slim Knife Men
Possession • Hand Weapon
Strength +1
Bearer must be a Men 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

1 Stroke of Doom Men
Event • Skirmish
If you have initiative, choose one: make a Men minion strength +3; make a Men minion intimidating; make a Men minion fierce until the regroup phase.
S

0 Treacherous Counsel Men
Event • Shadow
Exert a Men 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

2 Umbar Sailor Men
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 Orc (26)

1 Axe of Gorgoroth Orc
Possession • Hand Weapon
Strength +1
Bearer must be an Orc minion.
While you control 2 sites, bearer is strength +4.
C

9 •Battalion of Orcs Orc
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 Orc minion strength +2.
Skirmish: Heal the Ring-bearer to make an Orc minion fierce until the regroup phase.
R

1 Burning City Orc
Event • Skirmish
Make an Orc minion strength +2. If you control a site, you may also remove 1 to make that minion fierce, damage +1, or intimidating.
U

3 •Dark Host Orc
Condition • Support Area
Each time you play an Orc minion, you may remove 2 and exert an Orc minion to exert the Ring-bearer.
Skirmish: Discard this condition to make an Orc minion strength +1 for each wound on the Ring-bearer (and damage +1 if the Ring-bearer is exhausted).
U

2 Fires Sprang Up Orc
Condition
To play, spot 2 Orc 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 2 to exert a companion.
R

0 Fury Orc
Event • Response
If an Orc minion takes a wound (except during the skirmish phase) or is discarded by a Free Peoples card, exert the Ring-bearer.
C

3 •Grond, Mighty Ram Orc
Possession • Support Area
Engine. To play, spot an Orc minion and an Orc engine.
Each Orc 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

3 Mordor Besieger Orc
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
At the start of the maneuver phase, you may exert 3 Orc minions or discard an Orc engine to take control of a site.
U

4 Mordor Lieutenant Orc
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

6 Mordor Raider Orc
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 Orc minion skirmishing a woundedNOLINK companion strength +1 (or +2 if you can spot 4 woundedNOLINK companions).
R

2 Mordor Stormer Orc
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

8 Mordor Troop Orc
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 Orc engine from your discard pile.
R

0 Morgul Banner Orc
Possession • Hand Weapon
Strength +1
Bearer must be an Orc minion.
Each time bearer wins a skirmish, you may spot 2 wounds on the Ring-bearer to make each Orc minion strength +1 until the regroup phase.
U

5 •Morgul Commander Orc
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
While the Ring-bearer is exhausted, Orc minions cannot take wounds.
While you cannot spot any other minions, this minion cannot take wounds.
U

2 Morgul Footman Orc
Minion • Orc
Strength: 6
Vitality: 1
Site Number: 4
Regroup: Exert another Orc minion, discard this minion, and remove 3 to wound the Ring-bearer.
S

1 Morgul Marcher Orc
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

4 Morgul Plunderer Orc
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

3 Morgul Trooper Orc
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

1 Orc CatapultNOLINK Orc
Possession • Support Area
Engine. To play, exert an Orc 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

1 Orkish War Tower Orc
Possession • Support Area
Engine.
At the start of the maneuver phase, you may add 1 to transfer this possession to an Orc minion (limit 1 per bearer).
Each time bearer wins a skirmish, you may transfer this possession from an Orc minion to your support area to take control of a site.
C

1 Rank Upon Rank Orc
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 Orc minion strength +1 for each wound on the Ring-bearer.
S

0 Release the Prisoners Orc
Event • Regroup
Spot an Orc minion and an Orc engine to exert a companion once (or twice if you can spot a card in the dead pile).
C

3 Siege Aggressor Orc
Minion • Orc
Strength: 9
Vitality: 2
Site Number: 4
Each Orc engine is twilight cost -1.
C

1 Storm of Mordor Orc
Condition • Support Area
At the start of the maneuver phase, you may play an Orc engine from your hand to wound an unwounded companion.
Response: If an Orc minion is about to take a wound, discard an Orc engine (or spot a site you control and discard this condition) to prevent that wound.
U

8 •Troll Laborer Orc
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1.
This minion is twilight cost -1 for each Orc engine you can spot.
Shadow: Exert this minion twice and discard an Orc engine from hand to take an Orc card into hand from your discard pile.
R

0 Overmatched Orc
Condition
Strength -1
To play, exert an Orc 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 Rohan ( 8 )

1 •Dunhere, Dunharrow Villager Rohan
Follower
Strength +1
Aid - 3.
When you transfer Dunhere to a Rohan hunter, you may exert that hunter to take a Rohan event into hand from your discard pile.
S

2 Enheartened Rohan
Event • Response
If a Rohan Man wins a skirmish, make another Rohan Man strength +2 until the regroup phase (or strength +4 and damage +1 until the regroup phase if that Man is non-unique).
C

3 •Military Prowess Rohan
Condition • Support Area
Each Rohan companion at a battleground is strength +1 for each wound on each minion he or she is skirmishing.
Assignment: Exert 3 mounted Rohan Men. Until the regroup phase, each time a minion is assigned to skirmish one of those Men, exhaust that minion.
R

1 •Muster the Rohirrim Rohan
Condition • Support Area
Each time you play a Rohan follower, you may add 1 to play a Rohan possession from your draw deck.
Fellowship: Spot 3 Rohan followers to heal 2 Rohan Men. Discard this condition.
C

2 Rohirrim Armorer Rohan
Follower
Aid - 2.
To play, spot 2 Rohan Men.
When you transfer this follower to a companion, you may play a possession on him or her from your discard pile.
C

1 Rohirrim Gauntlets Rohan
Possession • Gauntlets
Strength +1
Bearer must be a Rohan 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

1 Spear of the Golden Hall Rohan
Possession • Hand Weapon
Strength +2
Bearer must be a Rohan Man.
While bearer is at a plains or battleground site, bearer gains hunter 1.
S

3 •Theoden, Victorious King Rohan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant. Hunter 1.
While Theoden is skirmishing an Uruk-hai, he is intimidating.
Regroup: Transfer a Rohan follower borne by Theoden to your support area to wound a minion.
R

Sauron Sauron (2)

3 •The Mouth of Sauron, Black NumenoreanNOLINK Sauron
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

18 •Sauron, Base Master of Treachery Sauron
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 Shire (7)

2 •Grip, Fang, and Wolf Shire
Follower
Strength +1
Aid - Add 2 threats.
To play, spot 2 Hobbits.
Bearer is strength +1 for each card with a Shire token on it (limit +4).
U

1 •Merry, Young Rascal Shire
Companion • Hobbit
Strength: 3
Vitality: 4
Resistance: 9
When you play Merry, you may reinforce a Shire token.
Fellowship: Remove 2 Shire tokens from a condition to heal Merry or Pippin.
C

1 •Pippin, Fool of a TookNOLINK Shire
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

1 •Pippin’s Pipe Shire
Possession • Pipe
Bearer must be a Hobbit.
Fellowship: If bearer is Pippin, discard a pipeweed and spot X pipes to reinforce X Shire tokens.
U

1 Southern Star Shire
Possession • Support Area
Pipeweed.
When you play this possession, you may exert a Hobbit to reinforce a Shire token.
C

0 •Well-earned Comforts Shire
Condition • Support Area
When you play this condition, you may spot an unbound Hobbit to add a Shire token here.
Regroup: Remove a Shire token from here or discard this condition to remove a threat.
U

2 •Well-farmed Countryside Shire
Condition • Support Area
To play, spot 3 Hobbits.
When you play this condition, you may add a Shire 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 Shire card into hand from your discard pile.
R

Uruk-hai Uruk-hai ( 18 )

5 Band of Isengard Uruk-hai
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 Uruk-hai minion to add 2 threats.
U

3 Besieging Uruk Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 3
Site Number: 5
Damage +1.
When you play this minion, you may discard 2 Uruk-hai cards from hand and remove 3 threats to take control of a site or discard a possession.
C

1 Blast of Fire Uruk-hai
Event • Skirmish
Remove 2 threats to wound a companion skirmishing an Uruk-hai minion.
C

1 Grappling-hook Uruk-hai
Condition • Support Area
Shadow: Play an Uruk-hai minion to place an Uruk-hai token here.
Regroup: Spot an Uruk-hai minion and remove 3 tokens from here to exert a companion.
C

1 Isengard Spear Uruk-hai
Possession • Hand Weapon
Strength +2
Bearer must be an Uruk-hai minion.
Skirmish: Remove a threat to make bearer strength +1.
C

2 •Killing at Will Uruk-hai
Condition • Support Area
While you can control 2 sites and can spot 3 threats, each Uruk-hai minion is damage +1.
R

7 •Lurtz, Isengard Scout Uruk-hai
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Hunter 2. Fierce.
While you can spot another Uruk-hai hunter, Lurtz is damage +1.
While you can spot a companion who has resistance 2 or less (or 4 hunters), Lurtz is intimidating.
R

3 Storming Uruk Uruk-hai
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

4 •Taunting Uruk Uruk-hai
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

0 Threat of War Uruk-hai
Event • Maneuver
Spot 3 Uruk-hai minions to add 2 threats or discard a follower.
U

2 Trooper of the White Hand Uruk-hai
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site Number: 5
Damage +1.
Skirmish:
Remove 2 threats to exert a character skirmishing this minion.
C

1 •Unchecked Uruk-hai
Condition • Support Area
Each time an Uruk-hai minion wins a skirmish, you may take control of a site or add a threat.
Discard this condition if an Uruk-hai minion loses a skirmish.
R

1 •Unchallenged Uruk-hai
Condition • Support Area
While you can spot an Uruk-hai minion, each companion (except the Ring-bearer) is resistance -3.
Discard this condition if an Uruk-hai minion loses a skirmish.
R

4 Uruk Assaulter Uruk-hai
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1. To play, spot an Uruk-hai 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 Uruk-hai minion strength +2.
R

5 •Uruk Chieftain Uruk-hai
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

3 Uruk Combatant Uruk-hai
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

2 Uruk Scaler Uruk-hai
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Damage +1.
While you can spot 3 Uruk-hai minions, Free Peoples cards cannot add, remove, or spot threats.
C

8 Vanguard of Isengard Uruk-hai
Minion • Uruk-hai
Strength: 18
Vitality: 4
Site Number: 5
Damage +1. To play, spot an Uruk-hai card.
While you cannot spot any other minions, skip the maneuver phase and the archery phase.
R

Wraith Wraith (10)

0 A Knife in the Dark Wraith
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

1 Blade of Minas Morgul Wraith
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

1 Pierced with Dread Wraith
Event • Skirmish
Make a Nazgul strength +2 (and intimidating if you can spot 4 threats).
U

0 Pursuit Wraith
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

1 Rending Screech Wraith
Event • Maneuver or Regroup
Remove 2 threats and spot a Nazgul to discard a card borne by a wounded companion.
R

2 Steed of Morgul Wraith
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

6 •Ulaire Attea, Winged Menace Wraith
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 Wraith card to add 2 threats.
R

4 •Ulaire Nertea, Servant of the Enemy Wraith
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

6 •Ulaire Toldea, Shadowy Rider Wraith
Minion • Nazgul
Strength: 12
Vitality: 3
Site Number: 3
Fierce.
Each time you play a Wraith mount, you may add a threat or draw a card.
U

8 •The Witch-king, Deadliest Servant Wraith
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)

0 Hornburg Battlement [Site]
Battleground. Each time you take control of this site, you may exert a companion or heal a minion.
<---
U

0 Isengard Armory [Site]
Shadow: Exert your minion and remove 1 to play a possession on that minion from your discard pile.
--->
U

1 Morgul Wastes [Site]
Shadow: Remove a threat and exert your minion to draw a card.
--->
U

3 Rohirrim Farm [Site]
Dwelling. At the start of your fellowship phase, you may play a Rohan follower from your draw deck.
<---
S

2 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
AnxiousChieftain
Posted: Thu Mar 08, 2007 2:10 pm
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
Starter Decks

Rohan / Orcs starter deck

Ring-bearer and Ring
Frodo, Weary from the Journey
The One Ring, The Ruling Ring

Adventure Path
0 The Great Gates
0 Isenwash
1 Watch-tower of Cirith Ungol
1 Ettenmoors
2 Fords of Isen
2 Helm’s Gate
2 Stables
3 Harrowdale
3 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

---

Gondor / Men starter deck

Ring-bearer and Ring
Frodo, Weary from the Journey
The One Ring, The Ruling Ring

Adventure Path
0 Breeding Pit of Isengard
0 Doors of Durin
1 Pelennor Fields
1 Pelennor Flat
2 Window on the West
2 Wilds of Ithilien
2 Wold Battlefield
3 The Prancing Pony
3 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
Mouth of Saruman
Posted: Thu Mar 08, 2007 7:08 pm
Joined: 14 Feb 2007 Posts: 190 Location: Orthanc
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! GP
DáinIronfoot
Posted: Thu Mar 08, 2007 7:49 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
Congrats, dude! GP If I’m lucky I may actually have one of these huge sets completed one day myself. Very Happy
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!
AnxiousChieftain
Posted: Fri Mar 09, 2007 8:41 am
Joined: 15 Jul 2005 Posts: 3947 Location: Maryland
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! GP coming for everyone.

- AC
MODS RULE. - lem0nhead

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