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Foresight |
Posted: Sat May 05, 2007 9:23 am |
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Joined: 06 Feb 2007
Posts: 557
Location: Cedar Rapids, IA
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-Master List of all final versions of DCs in this thread (Updated: 6/16/07)-
Minions
Conditions
Events
Possessions
Artifacts
Followers
Minions
Uruk Forest Runner
Minion • Uruk-hai
Strength: 6
Vitality: 1
Site Number: 5
Damage +1. While you can spot a threat, this minion cannot take wounds except during skirmish phases.
Maneuver: Exert or discard this minion to add a threat.
Uruk Arsonist
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site Number: 5
Damage +1.
Maneuver: Exert this minion and liberate a site you control to add a threat.
•Uruk Menace
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1. While you can spot 2 threats, this minion gains hunter 1 and fierce.
Uruk Pike-bearer
Minion • Uruk-hai
Strength: 10
Vitality: 2
Site Number: 5
Damage +1. When you play this minion, you may play an hand weapon on this minion from your discard pile.
Each time this minion wins a skirmish, you may spot another card to add a threat.
•Lurtz, Merciless
Minion • Uruk-hai
Strength: 13
Vitality: 3 Vitality
Site Number: 5
Damage +1. Archer. When you play Lurtz, you may spot an exhausted companion to add a threat.
Skirmish: Remove a threat to exert an unwounded companion skirmishing an minion.
•White Hand Intimidator
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1. For each threat you spot, White Hand Intimidator is strength +1.
•Saruman, Efficient Dictator
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Maneuver: Exert Saruman twice and an Uruk-hai once to add a threat.
Skirmish: Exert Saruman and remove a threat to make an minion strength +3.
•Uruk Shield Wall
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site Number: 5
Damage +1. This minion cannot take wounds during the archery phase.
For each threat you can spot over 2, the fellowship archery total is -1.
Savage Uruk
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site Number: 5
Hunter 1. Damage +1.
At the start of each skirmish involving this minion, you may remove a threat to choose one: this minion loses hunter and is strength +2 until the regroup phase, or loses all damage bonuses and gains hunter 2 until the regroup phase.
•Ugluk, Preservative of Objectives
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
Maneuver: Remove a burden to make Ugluk strength +2 until the regroup phase.
Response: If an minion is about to take a wound during the archery phase, remove a threat to prevent that.
Skirmish: Liberate a site you control to make Ugluk damage +1.
Amon-hen Archer
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site Number: 5
Archer. While you cannot spot another minion, this minion loses archer.
Archery: Remove 2 threats to exert an unbound companion. (Or 1 threat if that companion bears an condition)
•Champion of Orthanc
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Damage +1. Archer.
Maneuver: Exert this minion and remove a threat to play an condition from your discard pile.
Archery: Discard an condition bourne by a companion to exert that companion.
Uruk Sniper
Minion • Uruk-hai
Strength: 4
Vitality: 1
Site Number: 5
While you can spot an condition and a threat, this minion is an archer.
•Lurtz, Commander of Black Tips
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Archer. Damage +1.
Archery: Spot 2 other minions and remove a threat to exert an unbound companion. (Or exert that companion twice if it bears an condition)
Uruk Bow-Plunderer
Minion • Uruk-hai
Strength: 7
Vitality: 2
Site Number: 5
Shadow: Exert this minion or remove a threat to play an ranged weapon from your discard pile or draw deck. (Limit once per phase)
Ambidextrus Uruk
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Archer. While you cannot spot another minion, this minion loses archer.
While this minion bears an possession or you can spot 2 threats, this minion is damage +1.
•Camouflage Uruk
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Archer. Hunter 1. Damage +1.
Archery: If the fellowship is at a battleground or forest site, make this minion lose archer and unable to gain archer until the regroup phase to wound a companion bearing an condition.
Regroup: Discard an condition or remove a threat to take an condition from your discard pile into hand.
•Saruman, Creator of Ranged Destruction
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Archery: Discard an condition bourne by a companion to choose one: Take an archer from your discard pile into hand, or add 1 to the minion archery total.
Regroup: Spot an exhausted companion and exert Saruman twice to add a threat (Or 2 threats if you can spot 3 archers).
•Uruk-hai Archer Troop
Minion • Uruk-hai
Strength: 12
Vitality: 4
Site Number: 5
Archer. Damage +1.
You may discard any number of minions from play with a total cost of 6 or more instead of paying the twilight cost of this card.
Archery: Discard an archer from hand and remove a threat to wound a companion bearing an condition. (Except the ring-bearer)
•Uruk-hai Forest Squad
Minion • Uruk-hai
Strength: 12
Vitality: 3
Site Number: 5
Toil 3. Damage +1. To play, toil this minion twice or more. (Or remove 2 threats)
minions cannot heal.
While the fellowship is at a forest site, each minion is strength +2. (And damage +1 if skirmishing a companion of resistance 3 or less)
[X] Uruk Assailant
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, X is the difference between the number of companions and threats you can spot.
Uruk Deceiver
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site Number: 5
Damage +1.
Shadow: Exert this minion twice, spot another minion, and remove a threat to return this minion to your hand and add 2 threats.
•Amon-hen Assassin
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
Maneuver: Spot 2 threats and exert this minion to make it fierce until the regroup phase.
Each time this minion wins a skirmish, the Free Peoples player chooses to either add a threat or exert a companion.
Uruk Vagabond
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Damage +1.
Shadow: Spot a site you control and exert this minion twice to make the Free Peoples player choose one: you may take a non-minion card into hand from your discard pile or add a threat.
Uruk Scum
Minion • Uruk-hai
Strength: 11
Vitality: 3
Site Number: 5
Damage +1.
To play, remove a threat.
Response: If a Free Peoples maneuver or archery event was played, spot another minion and discard this minion or remove 2 threats to cancel that event.
•Shaman of Orthanc
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site Number: 5
Damage +1.
To play, remove a threat.
Each time you play an minion, you may remove a threat to make that minion twilight cost -1.
Response: If this minion is killed in a skirmish, remove a threat and spot another minion to exert a companion involved in that skirmish.
•Legion of Isengard, Dark Army
Minion • Uruk-hai
Strength: 18
Vitality: 5
Site Number: 5
Damage +1.
To play, remove a threat.
While you control 2 sites, the Free Peoples player cannot play skirmish events or use skirmish special abilities during a skirmish involving this minion.
Maneuver: Spot another uruk-hai to make this minion fierce until the regroup phase.
Orthanc Predator
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1.
While you can spot 2 burdens and 2 threats, this minion is fierce.
Orthanc Brawler
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
While you can spot 3 burdens, this minion is fierce.
While you can spot 3 threats, this minion is damage +1.
Orthanc Assault Force
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1.
Each time you play an minion, you may remove a threat to make that minion twilight cost -1.
Shadow: Remove a burden to play an minion. It is strength +2 until the regroup phase.
Indomitable Uruk
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Damage +1.
When you play this minion, you may remove a burden to have it gain enduring until the regroup phase.
Skirmish: Exert this minion twice, remove 2 threats, and spot another minion to discard a condition.
Berserk Uruk-hai
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Damage +1.
If you cannot spot another minion, discard this minion.
This minion is twilight cost -1 for each burden you can spot.
This minion is strength +1 for each threat you can spot.
•Uglúk, Commander of the White Hand
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Hunter 1. Fierce.
Uglúk is strength +1 for each token on each copy of Unspoiled Deliveries.
Skirmish: Remove 2 threats, spot Unspoiled Deliveries, and exert Uglúk to exert 2 companions. The Free Peoples player may add an token to Unspoiled Deliveries to prevent this.
•Mauhúr, Uglúk’s Right Hand
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Hunter 1. Fierce. To play, spot Unspoiled Deliveries.
When you play this minion, you may add an token to Unspoiled Deliveries. The Free Peoples player may discard 2 cards from hand to prevent that.
Uruk Battle Tactition
Minion • Uruk-hai
Strength: 9
Vitality: 2
Site Number: 5
Damage +1.
When you play this minion, you may add an token to an machine.
•Enraged Berserker
Minion • Uruk-hai
Strength: 10
Vitality: 3
Site Number: 5
Damage +1. This minion is strength +1 for each wound on each character in its skirmish.
Skirmish: Remove 8 tokens and exert this minion twice to exert each companion.
Ballista Engineer
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Damage +1. To play, spot a machine. At the start of the maneuver phase, if this minion is stacked on a machine, you may add an token to that machine.
Maneuver: Stack this minion on a machine.
•Saruman, Battle Coordinator
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Saruman cannot be assigned to a skirmish by any player.
When you play Saruman, you may stack an or Uruk-hai from your discard pile on a machine.
Assignment: Exert Saruman and remove 3 tokens from a machine to play a minion stacked on that machine. It is twilight cost -1.
Frightful Uruk
Minion • Uruk-hai
Strength: 11
Vitality: 2
Site Number: 5
Damage +1. When you play this minion, you may remove an token from a machine to make this minion’s twilight cost -1.
•Siege Master, Fearsome Overseer
Minion • Uruk-hai
Strength: 13
Vitality: 3
Site Number: 5
Damage +1. When you play Siege Master, you may remove 2 tokens from a machine to make his twilight cost -1.
Skirmish: Remove 3 tokens from a machine and discard an card from hand to make Siege Master strength +3.
Uruk Whelp
Minion • Uruk-hai
Strength: 6
Vitality: 2
Site Number: 5
Damage +1. When you play this minion, you may spot an machine to play an engine from your discard pile.
Conditions Back to the top
•The Key to Victory
Condition • Support Area
At the start of each maneuver phase, if there are 3 tokens on this card, add a threat.
Each time an minion wins a skirmish, add an token here.
tokens on this card cannot be reinforced or removed.
Intimidation
Condition
To play, spot an minon.
Bearer must be a companion (except the ring-bearer). Limit 1 per bearer.
While you can spot a threat, bearer is strength -1.
Each time a threat is removed, exert bearer.
Discard this condition if you cannot spot a threat.
•Uruk-hai Camp
Condition • Support Area
Each time you play an Uruk-hai, you may exert it to add an token here.
Maneuver: Remove 4 tokens from this card to heal an minion for each threat you can spot. Discard this condition.
•Army Enraged
Condition • Support Area
Toil 1.
Each time you play an minion, add an token here.
Regroup: Remove 4 tokens from this card and spot an uruk-hai to add a threat.
Dark Leer
Condition
Limit 1 per bearer.
Bearer must be an minion.
Skirmish: Remove a threat to make a companion skirmishing this minion strength -1. (Limit -2)
Fallen Comrades
Condition • Support Area
While you can spot an minion, each time a companion is killed, threats are not removed and wounds are not placed.
Skirmish: Spot an minion to discard this condition.
•Creeping Doom
Condition • Support Area
While you can spot a threat, each minion is strength +1.
While you can spot 3 threats, each minion gains hunter 1.
While you can spot 5 threats, each minion is damage +1.
•Quilled (X-Listed)
Condition • Support Area
Resistance -1
During the archery phase, only bearer may take archery wounds.
At the start of the archery phase, you may spot an archer to transfer this condition from your support area to an unbound companion. The free people’s player may add a threat to prevent this.
•Target Practice
Condition • Support Area
To play, spot an archer.
At the start of the archery phase, you may discard this condition to add a threat or exert an unbound companion bearing an condition.
Archery: Exert 2 archers and discard this condition to make the free peoples player exert a companion. If that companion bears an condition, exert that companion again.
Targeted
Condition
Limit 1 per bearer.
To play, spot an archer.
Bearer must be an unbound companion.
While you can spot 4 threats, the minion archery total is +1.
At the end of the archery phase, discard this condition.
•Spreading Fear
Condition
To play, spot an minion and a threat.
Plays on a site in the current region.
While the fellowship is at a site in this region, each unbound companion is resistance -2.
While you control a site bearing this conditon, each unbound companion is resistance -2.
•Gruesome Bodyart
Condition • Support Area
Each time an minion wins a skirmish, you may stack that minion on this condition.
Assignment: Remove a threat to play an minion stacked on this condition as if from hand. It is twilight cost -1.
•March of Many Miles
Condition • Support Area
Toil 1. To play, spot 2 minions.
You may add up to 9 threats.
Shadow: Remove 3 threats to play an minion. It is twilight cost -2.
Skirmish: Remove 3 threats to make an minion strength +2.
At the end of this turn, remove all threats and discard this condition.
The Oncoming Horde
Condition • Support Area
At the end of any phase, if you can spot 6 threats, 3 exhausted companions, and a site you control, the ring-bearer is corrupted.
•One Purpose Only
Condition • Support Area
Each time a threat is about to be added, you may exert an minion and remove 3 threats to add a burden instead.
10,000 Strong
Condition • Support Area
Regroup: Remove a burden or 2 threats to shuffle an minion from your discard pile into your draw deck.
Response: If an minion is about to take a wound, discard this condition to prevent that.
•Scouting Ahead
Condition • Support Area
At the start of each of your shadow phases, stack the top card of the Free Peoples player’s draw deck here.
Regroup: Spot 2 minions to add a burden for each Shadow card stacked on this condition and add a threat for each Free Peoples card stacked on this condition. Discard this condition.
Unspoiled Deliveries
Condition • Support Area
tokens on this card cannot be reinforced.
Regroup: For each token on this condition, you may add a threat or exert a companion. Discard this condition.
•Saruman’s Mission
Condition • Support Area
Each time an minion kills a companion in a skirmish, you may add an token to Unspoiled Deliveries.
Each time an card adds a burden, you may add an token to Unspoiled Deliveries.
Regroup: Discard 3 minions to add an token to Unspoiled Deliveries.
•Tens of Thousands
Condition • Support Area
When you play this condition, you may spot an minion to add a threat.
Shadow: Remove a threat or discard this condition to play an minion. It is twilight cost -1.
•Wood Splintered
Condition • Support Area
Each time you add an token to a machine, you may stack an card from hand here.
Regroup: Discard any number of cards stacked on this condition to take control of a site. The Free Peoples player may add threats equal to the number of cards discarded to prevent that. Discard this condition.
•Onyx Engine
Condition • Support Area
Engine. Toil 1. Each other engine is twilight cost -1.
Regroup: Exert an Uruk-hai to reinforce an token on a machine.
•Dark Source
Condition • Support Area
Engine. Each machine is twilight cost -1.
Maneuver: Discard this condition to add an or token to your machine.
Events Back to the top
Battlegreed
Event • Skirmish
Make an minion strength +2. (Or +4 if you remove 2 threats.)
A Long Sword Fell
Event • Maneuver
Exert an Uruk-hai bearing a hand weapon to add a threat. (Or 2 threats if you exert 2 Uruk-hai bearing hand weapons)
Terrifying Visage
Event • Response
If the free people’s player played an event, you may remove a threat and spot an minion to cancel that event.
Frenzy of Bolts
Event • Archery
Spot X archers to subtract X from the minon archery total. Then add X threats.
Fourth Time’s a Charm
Event • Response
If no companions were killed at the end of the archery phase, you may spot an archer with a twilight cost of 5 or higher to make the free peoples player place an unbound companion in the dead pile. Threats are not removed and wounds are not placed.
Sudden Arrival
Event • Shadow
Spot 3 threats and 2 conditions bourne by companions to play 3 minions, 3 conditions, or 3 possessions from your discard pile. Remove all threats.
Guard-Dropped
Event • Response
If a possession was just played on a companion bearing an condition, play an archer from hand and remove a threat to suspend the current phase. Begin an archery phase involving only that archer and that companion. When it ends, resume the suspended phase.
"Field Rations"
Event • Maneuver
Spot an uruk-hai, an orc, and a threat to discard that orc and heal that uruk-hai.
Scenting Quarry
Event • Skirmish
Spot an uruk-hai to name a Free People’s culture. Reveal the Free Peoples player’s hand. For each card of the named culture, you may add a threat. For each Free Peoples card not of the named culture, remove a threat.
Under Siege
Event • Maneuver
Remove 2 threats and spot an minion to choose one: make that minion strength +2 and fierce until the regroup phase, or take control of a site.
Pace Has Quickened
Event • Shadow
Spot 4 threats, 3 Free Peoples cultures, or 3 sites you control and 3 hunters to skip the maneuver and archery phases this turn.
Frozen with Fear
Event • Skirmish
Spot 3 threats to make a companion skirmishing an minion lose all strength and damage bonuses from possessions.
No Mindless Orc
Event • Assignment
Remove a threat to assign an minion to a companion bearing an condition.
Spiteful Shot
Event • Archery
Spot an archer and remove a threat to exert an unbound companion. That archer does not add to the minion archery total.
Gnarled Teeth
Event • Maneuver
Spot an minion and remove a threat to make that minion gain bloodlust 2 until the regroup phase. (While skirmishing a wounded character, this character is strength +2 until the regroup phase.)
Pillage of the Westfold
Event • Maneuver
Discard an or follower and remove a threat to discard a Free Peoples condition, possession, or follower.
Staff Seized
Event • Maneuver
Spell. Spot Saruman and remove a threat to discard an artifact or condition.
Back Off Scum!
Event • Shadow
Exert an Uruk-hai and discard an Orc from play to add an token to Unspoiled Deliveries.
Fallen Warriors
Event • Response
If an minion just killed a companion in a skirmish, make that minion strength +3 and fierce until the regroup phase. You may also remove a burden or 2 threats to make that minion damage +1 until the regroup phase.
What Does The Eye Command?
Event • Shadow
Spot an minion to reveal the top card of your draw deck. If that card is a Shadow card, add a threat. If that card is a Free Peoples card, discard it. If that card is an card, take it into hand.
Breaking into the Keep
Event • Shadow
Spot an minion to reinforce an token for each machine you can spot.
Reloading the Machine of War
Event • Maneuver
Spot an minion stacked on a machine to add an token to that machine.
The Keep is Taken
Event • Shadow
Discard from play any number of machines and minions stacked on them. If the total number of cards discarded is greater than 10, exert every companion and take control of a site.
Ladders Rising
Event • Shadow
Spot Saruman or exert an Uruk-hai to play a machine from your draw deck.
Breaking Like Water on Rock
Event • Skirmish
Make an minion strength +1 for each machine you can spot, then the Free Peoples player may discard one of those machines.
Embodiment of Evil
Event • Maneuver
Exert Saruman twice to choose one: Add 2 threats, add a burden, reinforce 2 or tokens, or exert a companion. The Free Peoples player may discard a Free Peoples card from hand to prevent this.
Blinding Blow
Event • Skirmish
Make an Uruk-hai strength +X, where X is the number of tokens you can spot (Limit +4).
Skewered Assault
Event • Skirmish
Make an Uruk-hai strength +x, where X is the number of tokens you can spot (Limit +4).
Be Prepared, Be Dangerous
Event • Skirmish
Remove X and tokens from machines. If the number of tokens you removed is greater than the number of companions you can spot, make an Uruk-hai strength +X.
Concussion
Event • Skirmish
Spot Saruman bearing a staff to wound a companion he is skirmishing.
Possessions Back to the top
Serrated Blade
Possession • Hand Weapon
Strength +1
Bearer must be an Uruk-hai.
Each time bearer wins a skirmish, add a threat. (Or 2 threats if that companion is killed)
Broad-Tipped Helm
Possession • Helm
Vitality +1
Bearer must be an Uruk-hai.
If bearer is about to take a wound, you may remove two threats or discard this possession to prevent that wound.
Bow of Orthanc
Possession • Ranged Weapon
Strength +1
Bearer must be an minion.
At the start of the archery phase, you may remove a threat to make the minion archery total +1.
•Device of Orthanc
Possession • Support Area
To play, spot Saruman.
Each time an minion wins a skirmish, add an token here.
Regroup: Remove X tokens on this card and spot X threats to choose one: Exert X companions or add up to X threats. Discard this possession.
Isengard Armaments
Possession • Hand Weapon/Ranged Weapon
Strength +2
Vitality +1
Bearer must be an minion.
Discard all other possessions on bearer and bearer may not bear another possession.
While bearer is a unique minion and you can spot a threat, bearer is an archer.
Blood-Rusted Shank
Possession • Hand Weapon
Strength +3
Bearer must be an uruk-hai.
At the start of each skirmish involving bearer, you may spot an exhausted companion skirmishing bearer to add a threat.
Broad-Sided Shield
Possession • Shield
Vitality +1
Bearer must be an uruk-hai.
Bearer cannot take wounds during the archery phase.
Maneuver: Remove 2 threats or 3 tokens to take control of a site.
Onyx Blade
Possession • Hand Weapon
Bearer must be an Uruk-hai.
Skirmish: Remove a threat to make bearer strength +2 (Limit +2).
Skirmish: Remove a burden to make a companion skirmishing bearer strength -2 (Limit -2).
Assault Ladders
Possession • Support Area
Machine. tokens on this card cannot be reinforced.
Shadow: Remove a threat to add an token here.
Maneuver: Remove 2 tokens from here and spot an minion to play an minion from your discard pile or take control of a site.
Thick-Studded Armor
Possession • Armor
Strength: -1
Site Number: +1
Bearer must be an Uruk-hai.
Bearer cannot take wounds or be exerted.
Elongated Pike
Possession • Hand Weapon
Strength: +2
Bearer must be an Uruk-hai.
When you play this possession, you may add an token to an machine.
•Ballista of War
Possession • Support Area
Machine. Toil 1. When you play this possession, you may add an token here for each site you control.
Skirmish: Remove 2 tokens from here and spot an minion to exert a companion.
Regroup: Remove 2 tokens from here to play an machine from your draw deck.
Long-Shafted Battering Ram
Possession • Hand Weapon
Strength: +2
At the start of each skirmish involving bearer, you may remove 3 tokens from a machine to make the Free Peoples player choose one: Make bearer strength +2 until the end of the turn or reinforce 5 tokens. You may do this only once each turn.
Machine of War
Possession • Support Area
Machine. When you play this possession, you may spot another machine to add an token here.
Maneuver: Liberate a site you control to add an token to a machine.
•Saruman’s Invention
Possession • Support Area
Machine. When you play this machine, you may choose one: spot an minion to add an token here, or spot an minion to add an token here.
Maneuver: Remove 3 tokens from here to make an Uruk-hai strength +2 until the regroup phase.
Maneuver: Remove 3 tokens from here to make an Uruk-hai damage +1 until the regroup phase.
Artifacts Back to the top
•Saruman’s Staff, Rod of Mischief
Artifact • Staff
Strength +2
Vitality +1
Bearer must be Saruman. He is fierce.
If the free peoples player just played a spell, you may remove two threats to prevent all effects from playing that spell and discard that spell.
Followers Back to the top
Uruk Mobber
Follower
Strength +2
Aid - Remove a threat. Bearer must be an minion.
Each time bearer wins a skirmish, you may discard this follower to discard a free peoples follower.
•Uruk Archer
Follower
Aid - Remove a threat.
Each time you transfer this to a minion, except an minion, exert bearer.
Bearer is an archer.
•Uruk Overseer
Follower
Strength: +2
Aid - Discard an minion from play.
Bearer is a lurker.
Each time bearer wins a skirmish, you may add a burden or a threat. |
Last edited by Foresight on Sat Jun 16, 2007 9:01 pm; edited 31 times in total |
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Anonymous Prodigy |
Posted: Sat May 05, 2007 9:47 am |
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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Foresight wrote: Uruk Forest Runner
Minion • Uruk-hai
6 Strength
1 Vitality
5 Site Number
Damage +1. While you can spot a threat, this minion cannot take wounds except during skirmish phases.
Maneuver: Exert or discard this minion to add a threat.
Brush and bramble only served to add to the frustration of the oncomming Uruk-hai.
C
I would drop his strength to 5.
Foresight wrote: Uruk Arsonist
Minion • Uruk-hai
7 Strength
2 Vitality
5 Site Number
Damage +1.
Maneuver: Exert this minion and liberate a site you control to add a threat.
With raging fires on high torches they burned the westfold.
C
Good.
Foresight wrote: •Uruk Menace
Minion • Uruk-hai
9 Strength
2 Vitality
5 Site Number
Damage +1. While you can spot 2 threats, this minion gains hunter 1 and fierce.
The Uruks intimidated their foes with a threatening presence.
U
Neat!
Foresight wrote: Uruk Pike-bearer
Minion • Uruk-hai
10 Strength
2 Vitality
5 Site Number
Damage +1. When you play this minion, you may play an hand weapon on this minion from your discard pile.
Each time this minion wins a skirmish, you may spot another card to add a threat.
Pikes!
U
I would make him unique.
Foresight wrote: •Lurtz, Merciless
Minion • Uruk-hai
13 Strength
3 Vitality
5 Site Number
Damage +1. Archer. When you play Lurtz, you may spot an exhausted companion to add a threat.
Skirmish: Remove a threat to exert an unwounded companion skirmishing an minion.
Boromir stood on his knees, and gazed upon a merciless figure.
R
Awesome!
Foresight wrote: •The Key to Victory
Condition • Support Area
At the start of each maneuver phase, if there are 3 tokens on this card, add a threat.
Each time an minion wins a skirmish, add an token here.
tokens on this card cannot be reinforced or removed.
The Key to Victory? Intimidation!
U
I would raise the cost to and make it remove 4 tokens.
Foresight wrote: Intimidation
Condition
Bearer must be a companion (except the ring-bearer). Limit 1 per bearer.
While you can spot a threat, bearer is strength -1.
Each time a threat is removed, exert bearer.
Discard this condition if you cannot spot a threat.
Intimidation...the key to victory!
R
I would raise the cost to .
Foresight wrote: Battlegreed
Event • Skirmish
Make an minion strength +2. (Or +4 if you remove 2 threats.)
In the heat of battle, the white hand warriors were brutal, craving combat from sun up to sun down...and sun down to sun up.
C
Good!
Foresight wrote: A Long Sword Fell
Event • Maneuver
Exert an Uruk-hai bearing a hand weapon to add a threat. (Or 2 threats if you exert 2 Uruk-hai bearing hand weapons)
A strong arm lifted the black blade into the air, and was ready to fell its target.
U
Nice!
for a sweet batch of DCs! |
I had to put something here. |
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sickofpalantirs |
Posted: Sat May 05, 2007 12:04 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Foresight wrote: Uruk Forest Runner
Minion • Uruk-hai
6 Strength
1 Vitality
5 Site Number
Damage +1. While you can spot a threat, this minion cannot take wounds except during skirmish phases.
Maneuver: Exert or discard this minion to add a threat.
Brush and bramble only served to add to the frustration of the oncomming Uruk-hai.
C
misspelled oncoming. nice
Uruk Arsonist
Minion • Uruk-hai
7 Strength
2 Vitality
5 Site Number
Damage +1.
Maneuver: Exert this minion and liberate a site you control to add a threat.
With raging fires on high torches they burned the westfold.
C
funny title make it 2 threats
•Uruk Menace
Minion • Uruk-hai
9 Strength
2 Vitality
5 Site Number
Damage +1. While you can spot 2 threats, this minion gains hunter 1 and fierce.
The Uruks intimidated their foes with a threatening presence.
U
possibly make him cost 4
Uruk Pike-bearer
Minion • Uruk-hai
10 Strength
2 Vitality
5 Site Number
Damage +1. When you play this minion, you may play an hand weapon on this minion from your discard pile.
Each time this minion wins a skirmish, you may spot another card to add a threat.
Pikes!
U
the lore sucks try The ranks of uruk-hai lowered their long pikes to meet the oncoming rohirrim
•Lurtz, Merciless
Minion • Uruk-hai
13 Strength
3 Vitality
5 Site Number
Damage +1. Archer. When you play Lurtz, you may spot an exhausted companion to add a threat.
Skirmish: Remove a threat to exert an unwounded companion skirmishing an minion.
Boromir stood on his knees, and gazed upon a merciless figure.
R
stood on his knees?
•The Key to Victory
Condition • Support Area
At the start of each maneuver phase, if there are 3 tokens on this card, add a threat.
Each time an minion wins a skirmish, add an token here.
tokens on this card cannot be reinforced or removed.
The Key to Victory? Intimidation!
U
nice
Intimidation
Condition
Bearer must be a companion (except the ring-bearer). Limit 1 per bearer.
While you can spot a threat, bearer is strength -1.
Each time a threat is removed, exert bearer.
Discard this condition if you cannot spot a threat.
Intimidation...the key to victory!
R
ditto except change the lore
Battlegreed
Event • Skirmish
Make an minion strength +2. (Or +4 if you remove 2 threats.)
In the heat of battle, the white hand warriors were brutal, craving combat from sun up to sun down...and sun down to sun up.
C
make it remove X threats to make a minion strength + 2 for each threat remove (limit +4)
A Long Sword Fell
Event • Maneuver
Exert an Uruk-hai bearing a hand weapon to add a threat. (Or 2 threats if you exert 2 Uruk-hai bearing hand weapons)
A strong arm lifted the black blade into the air, and was ready to fell its target.
U
make it exert X uruk-hai bearing hand weapons to add X threats.
---
Let me know what you think. BTW, cobra cards rules! I’ve been here for only a little bit and posting/discussion here is awesome I like it here.
why thank you...what about a certain spammer |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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Foresight |
Posted: Sat May 05, 2007 9:14 pm |
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Joined: 06 Feb 2007
Posts: 557
Location: Cedar Rapids, IA
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Thanks for the constructive criticism guys, here’s some more for ya!
•White Hand Intimidator
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1. For each threat you spot, White Hand Intimidator is strength +1.
The uruks were driven and roused by the fear of their victims.
R
•Saruman, Efficient Dictator
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Maneuver: Exert Saruman twice and an Uruk-hai once to add a threat.
Skirmish: Exert Saruman and remove a threat to make an minion strength +3.
Each time an minion wins a skirmish, you may remove a threat to heal Saruman.
U
Serrated Blade
Possession • Hand Weapon
Strength +1
Bearer must be an Uruk-hai.
Each time bearer wins a skirmish, add a threat. (Or 2 threats if that companion is killed)
Stained with the blood of its victims, the Serrated Blades cut and slashed mercilessly into the flesh of the enemy.
C
•Uruk-hai Camp
Condition • Support Area
Each time you play an Uruk-hai, you may exert it to add an token here.
Maneuver: Remove 4 tokens from this card to heal an minion for each threat you can spot. Discard this condition.
Sustained on field rations and motivation from their master, the Uruks setup camp and rested only when absolutley necessary.
C
Terrifying Visage
Event • Response
If the free people’s player played an event, you may remove a threat and spot an minion to cancel that event.
Just the look of an Uruk-hai is enough to make the hair stand on end.
R |
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sickofpalantirs |
Posted: Sun May 06, 2007 12:54 pm |
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Joined: 23 Mar 2006
Posts: 7750
Location: somwhere, over the rainbow way up high. There's a land that I heard of once in a lullaby.
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Foresight wrote: Thanks for the constructive criticism guys, here’s some more for ya!
•White Hand Intimidator
Minion • Uruk-hai
Strength: 9
Vitality: 3
Site Number: 5
Damage +1. For each threat you spot, White Hand Intimidator is strength +1.
The uruks were driven and roused by the fear of their victims.
R
sweet!
•Saruman, Efficient Dictator
Minion • Wizard
Strength: 8
Vitality: 4
Site Number: 4
Maneuver: Exert Saruman twice and an Uruk-hai once to add a threat.
Skirmish: Exert Saruman and remove a threat to make an minion strength +3.
Each time an minion wins a skirmish, you may remove a threat to heal Saruman.
U
make the first ability 2 threats
Serrated Blade
Possession • Hand Weapon
Strength +1
Bearer must be an Uruk-hai.
Each time bearer wins a skirmish, add a threat. (Or 2 threats if that companion is killed)
Stained with the blood of its victims, the Serrated Blades cut and slashed mercilessly into the flesh of the enemy.
C
cut serrated from the lore.
•Uruk-hai Camp
Condition • Support Area
Each time you play an Uruk-hai, you may exert it to add an token here.
Maneuver: Remove 4 tokens from this card to heal an minion for each threat you can spot. Discard this condition.
Sustained on field rations and motivation from their master, the Uruks setup camp and rested only when absolutley necessary.
C
worthless make it regroup
Terrifying Visage
Event • Response
If the free people’s player played an event, you may remove a threat and spot an minion to cancel that event.
Just the look of an Uruk-hai is enough to make the hair stand on end.
R
make it discard that event and ignore any effect it would have had |
Sop's haves/ top wants
(mm)"SoP: you will always be the Official CC Spammer in my heart"
"DáinIronfoot"
Spammers really are amazing creatures. You can learn all there is to know about their ways in a month. And yet, after a hundred years, they can still surprise you. |
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bobtheorc |
Posted: Sun May 06, 2007 4:14 pm |
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Joined: 19 Mar 2006
Posts: 1218
Location: Wow, its hot in Iowa
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Foresight |
Posted: Mon May 07, 2007 3:46 pm |
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Joined: 06 Feb 2007
Posts: 557
Location: Cedar Rapids, IA
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Here’s some more!
Uruk Mobber
Follower
Strength +2
Aid: Remove a threat. Bearer must be an minion.
Each time bearer wins a skirmish, you may discard this follower to discard a free peoples follower.
•Uruk Shield Wall
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site Number: 5
Damage +1. This minion cannot take wounds during the archery phase.
For each threat you can spot over 2, an additional minion cannot take wounds during the archery phase.
•Saruman’s Staff, Rod of Mischief
Artifact • Staff
Strength +2
Vitality +1
Bearer must be Saruman. He is fierce.
If the free peoples player just played a spell, you may remove two threats to prevent all effects from playing that spell and discard that spell.
Broad-Tipped Helm
Possession • Helm
Vitality +1
Bearer must be an Uruk-hai.
If bearer is about to take a wound, you may remove two threats or discard this possession to prevent that wound. |
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thonnas7 |
Posted: Mon May 07, 2007 7:38 pm |
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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Foresight wrote: Here’s some more!
Uruk Mobber
Follower
Strength +2
Aid: Remove a threat. Bearer must be an minion.
Each time bearer wins a skirmish, you may discard this follower to discard a free peoples follower.
I think a guy with this title would probably be a minion. Nice card though.
•Uruk Shield Wall
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site Number: 5
Damage +1. This minion cannot take wounds during the archery phase.
For each threat you can spot over 2, an additional minion cannot take wounds during the archery phase.
Hmm...I could see this getting confusing. Maybe an ability like: Archery: Remove 3 threats to prevent all minions from being unable to take archery wounds until the end of the phase.
•Saruman’s Staff, Rod of Mischief
Artifact • Staff
Strength +2
Vitality +1
Bearer must be Saruman. He is fierce.
If the free peoples player just played a spell, you may remove two threats to prevent all effects from playing that spell and discard that spell.
Not sure if I like the subtitle...Hmm...anyways. The line of text needs to be a response action. Otherwise, I like it.
Broad-Tipped Helm
Possession • Helm
Vitality +1
Bearer must be an Uruk-hai.
If bearer is about to take a wound, you may remove two threats or discard this possession to prevent that wound.
Same as above. |
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elf lvr |
Posted: Mon May 07, 2007 8:19 pm |
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Joined: 13 Jun 2006
Posts: 3065
Location: Rivendell
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Foresight wrote: Here’s some more!
Uruk Mobber
Follower
Strength +2
Aid: Remove a threat. Bearer must be an minion.
Each time bearer wins a skirmish, you may discard this follower to discard a free peoples follower.
Nice.
•Uruk Shield Wall
Minion • Uruk-hai
Strength: 8
Vitality: 2
Site Number: 5
Damage +1. This minion cannot take wounds during the archery phase.
For each threat you can spot over 2, an additional minion cannot take wounds during the archery phase.
Interesting... but cool.
•Saruman’s Staff, Rod of Mischief
Artifact • Staff
Strength +2
Vitality +1
Bearer must be Saruman. He is fierce.
If the free peoples player just played a spell, you may remove two threats to prevent all effects from playing that spell and discard that spell.
Wording is werid... but okay, I guess. Nice card!
Broad-Tipped Helm
Possession • Helm
Vitality +1
Bearer must be an Uruk-hai.
If bearer is about to take a wound, you may remove two threats or discard this possession to prevent that wound.
Probably needs to be a response action. But I like the card.
GP for a nice batch. |
Happy Hunting! Elf Lvr
Winner of Best Personality in the FPCA. Thanks!
Archduke Elf Lvr - Archidoux of the Chosen Ones
AMV Maker In-Training! Check out my newest production, Katsu!- A Diedara Tribute!
And behold, EL declared it good. And there was morning, and there was evening, the first (new) day. ~ DainIronfoot |
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Foresight |
Posted: Mon May 07, 2007 8:43 pm |
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Joined: 06 Feb 2007
Posts: 557
Location: Cedar Rapids, IA
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Thankyou for pointing out the response actions that needed to be on the cards, I totally forgot to include those! Here’s one more for the thread for now.
Savage Uruk
Minion • Uruk-hai
Strength: 8
Vitality: 3
Site Number: 5
Hunter 1. Damage +1.
At the start of each skirmish involving this minion, you may remove a threat to choose one: this minion loses hunter and is strength +2 until the regroup phase, or loses all damage bonuses and gains hunter 2 until the regroup phase. |
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