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elf lvr
Posted: Tue May 08, 2007 7:58 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Near is the hour when the Lost should come forth, and the Grey Company ride from the North...

Captain. (When this character wins a skirmish, you may make a [culture] character strength +2)

Stealthy / Sneaky.(Each time a free peoples / shadow stealth card is played, this character is strength +1 until the regroup phase)

Reinforcements X. (When you play this minion, reveal the top X cards of your draw deck. You may play any minions of the same culture revealed. Put the rest of the cards on the bottom of your draw deck)

Aggressive. (Skirmishes involving aggressive characters must be resolved before any others)

Marshal X (When you play this card, you may draw X cards)

Ring and Dwarven first.

*The One Ring, Sauron’s Weapon Ring
The One Ring
Vitality +1
Resistance +1
Maneuver: Exert bearer to wear The One Ring until the regroup phase. While the Ring-bearer is wearing The One Ring, each time he or she is about to take a wound in a skirmish, add a burden instead. While the Ring-bearer is wearing The One Ring, bearer gains Captain.
0R1
"We should wield this weapon..."

2 *Gimli, In Need of Good Company Dwarven
Companion *Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage+1. Captain.
Response: If a skirmish event is played in a skirmish involving Gimli, exert him to make that event gain Marshal 2.
I’d be more thankful for a legion of dwarves, fully armed and filthy." 0R2

1 *Lords of the Mountains Dwarven
Condition-Support Area
To play, exert a Dwarf. At the start of the maneuver phase, if the fellowship is at a mountain site, you may wound a minion. Skirmish: Discard this condition and exert a Dwarf to make that Dwarf strength +1 for each mountain site on the adventure path (or strength +1 for each threat).
0R3

2 *Gloin, Emissary from the Mountains Dwarven
Companion * Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Each time Gloin wins a skirmish, you may replace the current site with a mountain from your adventure path. Skirmish: Exert Gloin to make him strength +2.
0R4

3 Mountaintop Soldier Dwarven
Companion * Dwarf
Strength: 6
Vitality: 3
Resistance: 6
While at a mountain site, this companion is strength +2. Regroup: Exert this companion and discard your Dwarven condition to discard a shadow card.
0U5

1 Beyond the Lands We Know Dwarven
Condition * Support Area
Each Dwarf is strength -1 (except at a Mountain site) and damage+1. Maneuver: Discard this condition to make a dwarf Aggressive until the end of the turn.
0U6

1 Captain’s Axe Dwarven
Possession * Hand Weapon
Strength +1
Bearer must be a dwarf. Bearer is a Captain.
0U7

0 Skull-bashing Dwarven
Event * Skirmish
You may remove from the game 2 other Dwarven cards in your discard pile to play this event from your discard pile. Then remove this event from the game.
Exert a minion skirmishing a Dwarf (or wound that minion if the fellowship is at a mountain site).
0U8

1 *Sea of Iron Dwarven
Condition * Support Area
To play, exert a Dwarf. Each Dwarf bearing a possession is strength +1.
0C9

1 Lost Treasures Dwarven
Event * Fellowship
Marshal 4.
To play, spot a Dwarf. Discard 3 cards (or 2 shadow cards) from hand.
0C10

2 Dwarven Metalsmith Dwarven
Companion * Dwarf
Strength: 5
Vitality: 3
Resistance: 5
While this companion bears a possession, he is strength +1. Maneuver: Discard a possession this companion bears to remove a threat.
0C11

1 Draw them to our Halls Dwarven
Event * Maneuver
Spot a Dwarf and add a threat to replace the fellowship’s current site with a mountain site from your adventure path.
0C12

0 Short Axe Dwarven
Possession * Ranged Weapon
Bearer must be a Dwarf. While bearer bears another possession, bearer is strength +1. Maneuver: Discard this possession to exert a minion.
0C13

0 Heads Rolled That Day! Dwarven
Condition * Support Area
Each time a minion is killed in a skirmish involving a Dwarf and did not take all the wounds from that Dwarf’s damage bonus, place that many Dwarven tokens here. Maneuver: Discard this condition or remove 2 Dwarven tokens from here to make a Dwarf gain muster until the regroup phase.
0C14

1 Battle-Worn and Weary Dwarven
Event * Regroup
You may remove from the game 3 other Dwarven cards in your discard pile to play this event from your discard pile during the maneuver phase. Then remove this event from the game. Spot an exhausted Dwarf to draw two cards.
0C15

1 Battle-Cry of the Legions Dwarven
Event * Skirmish
Marshal 1.
Make a Dwarf strength +1 (or +3 if at a mountain site).
0C16
Last edited by elf lvr on Tue May 08, 2007 8:11 pm; edited 1 time in totalHappy 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
elf lvr
Posted: Tue May 08, 2007 8:09 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Elven

3 *Galadriel, Seer of Paths Elven
Companion * Elf
Strength: 3
Vitality: 3
Resistance: 7
While in your starting fellowship, Galadriel’s twilight cost is -1. Galadriel is strength +1 for each Elf you can spot (limit +5). Skirmish: If Galadriel is not assigned to skirmish, exert her to reveal the top card of your draw deck. If it is an Elven card, you may make an Elf strength +2.
I see far and wide, the enemy is moving...
0S17

2 Farseeing Scout Elven
Companion * Elf
Strength: 6
Vitality: 3
Resistance: 6
At the start of each skirmish involving this companion, you may reveal the top card of your draw deck. You may put it on top of or beneath your draw deck. Skirmish: Exert this companion to discard the top card of your draw deck. If it is an Elven card, make this companion strength +2.
0S18

2 Spy the Future Elven
Event * Maneuver
Spot an Elf to reveal the top card of your draw deck. You may place it on top of or beneath your draw deck. Do this once for each forest on the adventure path.
0S19

2 *Haldir, Commander of the Last Host Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 6
Captain.
At the start of each skirmish involving Haldir, you may reveal the top card of your draw deck. If it is an Elven card, Haldir is strength+2 until the end of the skirmish. Maneuver: Exert Haldir twice to discard the top card of your draw deck until you discard a shadow card. For each card discarded this way, you may wound a minion.
0R20

2 *Foresight of the Elf-Lords Elven
Condition * Support Area
To play, spot 3 Elves. Each time an Elven card is revealed from the top of your draw deck, you may discard a shadow card from hand to heal a companion.
0R21

2 *The Mirror of Galadriel, Scrying-Pool Elven
Artifact * Support Area
When you play this condition, you may reinforce 3 Elven tokens. Response: If a shadow card was just revealed from the top of your draw deck, exert an Elf to place that card beneath your draw deck and reveal a new card.
0R22

2 *Flow of Power Elven
Condition * Support Area
To play, exert an Elf. Each time an Elf wins a skirmish, you may reveal the top card of your draw deck. If it is an Elven card, make an Elf strength+1 until the regroup phase.
0U23

1 Old and Wise Elven
Event * Maneuver
Reveal the top X cards of your draw deck, where X is the current region number. Heal a companion for each Elven card revealed.
0U24

2 Elven Trooper Elven
Companion * Elf
Strength: 5
Vitality: 3
Resistance: 7
While you can spot a captain, this companion is strength +2. Skirmish: Discard an Elven card from hand to exert a minion skirmishing this companion.
0C25

0 *Knowledge is Power Elven
Condition-Support Area
To play, spot 3 Elves. Maneuver: Exert an Elf and discard this condition to place three cards from your hand on top of your draw deck.
Those who see the future can change it.
0C26

1 Elven Foresight Elven
Condition
Bearer must be an Elf. At the start of each skirmish involving bearer, you may exert bearer to place a card from your hand on top of your draw deck.
0C27

1 Witholding Traditions Elven
Event * Maneuver
Marshal 1.
To play, exert an Elf. Place an Elven card from your discard pile on top of your draw deck.
0C28

1 Knowing Death Elven
Event * Response
Marshal 3.
If an Elven companion is killed, you may place all cards that companion bore on the top of their owners’ draw decks.
He looked out across the battlefield, and saw the bodies of his kinsmen scattered with those of the enemy.
0C29

1 Decending Shadows Elven
Event * Skirmish
Reveal the top card of your draw deck. If it is a shadow card, make a minon skirmishing an Elf strength -X, where X is that shadow card’s twilight cost.
0C30

0 Fading Flowers Elven
Event * Fellowship
Marshal 2.
Discard two cards from your hand to place an Elven card from your discard pile on top of your draw deck.
0C31
Last edited by elf lvr on Sun Nov 04, 2007 3:55 pm; edited 1 time in totalHappy 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
elf lvr
Posted: Tue May 08, 2007 8:23 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Gandalf

4 *Curunir, Head of the White Council Gandalf
Companion * Wizard
Strength: 8
Vitality: 4
Resistance: 5
If Curunir has resistance 0, place him in the dead pile.
At the start of each of your fellowship phases, you may exert Curunir to take a spell from your discard pile into hand.
Regroup: Exert Curunir three times to remove 2 burdens.
0S32

0 *A Wizard’s Bag of Tricks Gandalf
Condition * Support Area
To play, spot a Gandalf wizard.
When you play this condition, add a Gandalf token here for each Gandalf wizard you can spot.
Response: If a spell is played, remove two tokens from here or discard this condition to exert a minion.
"That Gandalf always has another trick up his sleeves, I’d reckon."
0S33

2 Flashes, Bangs, and Smoke Gandalf
Event * Response
Spell.
If a spell is played, exert a Gandalf wizard and add 2 threats to return that spell to your hand after its effects have resolved.
He had learned long ago that bangs and smoke were more often the marks of ineptitude than experience.
0S34

3 Weep, Friends Gandalf
Event * Response
If Gandalf is about to take a wound that would kill him, discard 4 cards from hand to discard him instead. Then, make each exhausted companion strength +3 until the regroup phase.
"I will not say: Do not weep; for not all tears are evil."
0R35

4 Thunder and Lightning Gandalf
Event * Skirmish
Spell.
Exert a Wizard bearing a staff or hand weapon twice to wound a minion he is skirmishing twice.
If this card is in your discard pile during a skirmish phase, you may remove it from the game and exert a Wizard to exert a minion twice.
"He raised his sword high into the air, and thunder and lightning answered him."
0R36

1 *Open the Locked Doors Gandalf
Condition * Support Area
Spell.
To play, exert a Wizard (or spot a wizard bearing a staff).
When you play this condition, you may add a Gandalf token here for each Gandalf Wzard you can spot.
Fellowship or Regroup: Remove two Gandalf tokens from here or discard this condition to play the fellowship’s next site.
"A locked door is no trouble for a wizard and his staff."
0R37

2 *Curunir’s Staff, Rod of the White Council Gandalf
Artifact * Staff
Strength: +1
Vitality: +1
Resistance: +1
Bearer must be Curunir.
Response: If a spell is played, exert Curunir twice to apply all effects of that spell (ignoring costs) to a new target of your choice.
0R38

1 Ray of Light Gandalf
Event * Skirmish
Spell.
Spot a Gandalf Wizard to exert a minion or reinforce a Gandalf token.
0C39

2 Sanctity of the Council Gandalf
Event * Fellowship
Spot a Gandalf Wizard to heal a companion (or heal 3 companions if that Wizard bears a staff).
0C40

4 *Gandalf, Spellweaver Gandalf
Companion * Wizard
Strength: 7
Vitality: 4
Resistance: 7
Each time a Gandalf spell is played in a skirmish involving Gandalf, he is strength +1 until the end of the skirmish.
"Mithrandir!" They cried, and the White Rider rose like the sun upon the clouds.
0C41

1 Terror of the Black Speech Gandalf
Event * Maneuver
Spell.
You may not play this card if you cannot add any more threats.
Spot a Gandalf wizard and exert two companions to wound each minion. Add a threat for each minion killed in this way.
"The change in the wizard’s voice was astounding. Suddenly it became menacing, powerful, harsh as stone. A shadow seemed to pass over the high sun, and the porch for a moment grew dark."
0U42

0 Fall Into Nothingness Gandalf
Condition * Support Area
Spell.
To play, exert a Gandalf Wizard, add 2 threats, and remove a unique minion in a Shadow player’s discard pile from the game. Your opponent may not play any minions with the same title as that minion.
At the start of the shadow phase, any Shadow player may remove 5 to discard this condition.
0U43

3 Came As a Silver Star Gandalf
Event * Maneuver
Spell.
Exert a Gandalf Wizard to play a Gandalf Wizard from your hand and heal an unbound companion.
’At that moment he caught a flash of white and silver coming from the North, like a small star down on the dusky fields. It moved with the speed of an arrow and grew as it came, converging swiftly with the flight of the four men towards the Gate.’
0U44

2 Burst of Light Gandalf
Event * Skirmish
Spell.
Make a Gandalf Wizard strength +3. If that Wizard is skirmishing a Wraith or Sauron minion, exert that minion.
’He raised his hand, and from it a shaft of white light stabbed upwards. The Nazgûl gave a long wailing cry and swerved away...’
0C45

2 Party Tricks Gandalf
Event * Maneuver
Spell.
Spot a Gandalf Wizard to reveal the top three cards of your draw deck. Take each Gandalf spell revealed into hand and place the others on the bottom of your draw deck. If you do not reveal a Gandalf spell, exert a Gandalf Wizard.
The cart continued to roll down the road, the children looking on expectantly. Then, just as it seemed that nothing would happen, a few Fireworks shot off the back, littering the air with fizzling sparks.
0C46
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
elf lvr
Posted: Tue May 08, 2007 8:35 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Gollum

0 *Smeagol, Vessel of Fate Gollum FP
Companion
Strength: 3
Vitality: 4
Resistance: 5
Ring-Bound. Stealthy.
To play, add a burden.
Each time a card requires you to any number of threats, you may add that many burdens instead.
Skirmish: Exert Smeagol to play a stealth event from your discard pile. Then, remove that event from the game.
0R47

1 Acquired Talents Gollum FP
Event * Skirmish
Stealth.
Make a Ring-Bound companion strength +1 for each stealth card removed from the game.
0U48

0 *To Catch a Fish Gollum FP
Condition * Support Area
To play, spot Smeagol.
Response: If a stealth event is played, exert Smeagol (or add 2 threats) to also play another stealth event that is removed from the game. Then remove both events from the game.
0R49

0 *Deagol, Sneaky Stoor Gollum FP
Companion
Strength: 3
Vitality: 4
Resistance: 5
Stealthy.
To play, add a burden or exert Smeagol.
Skirmish: Remove 2 stealth cards in your discard pile from the game to discard Deagol.
0C50

0 The Stair Gollum FP
Event * Maneuver
Stealth.
Exert Smeagol or Gollum to replace the fellowship’s current site with another site from your adventure path (replacing an opponent’s site if necessary).
While this card is removed from the game, Smeagol is strength +1.
"’Up, up, up the stair we go!’"
0C51

0 The Tunnel Gollum FP
Event * Skirmish
Stealth.
Exert Smeagol (or spot a Ring-bound Hobbit) to exert a minion (or exert that minion twice if the fellowship is at a mountain or underground site).
While this card is removed from the game, Smeagol is damage +1.
"Until we come to... the tunnel!"
0C52

1 *Sneak! Gollum FP
Condition * Support Area
To play, spot a Ring-bound Hobbit.
Skirmish: Spot Smeagol and remove 2 stealth cards in your discard pile from the game to make a Ring-bound companion strength +2.
"’Sméagol brings them up secret ways that nobody else could find... and he guides them and he searches for paths, and they say sneak! Sneak!’"
0C53

2 *Gollum, Lost Gollum S
Minion
Strength: 5
Vitality: 4
Site Number: 3
Sneaky.
Each time an opponent plays a stealth card, you may exert Gollum and discard a card from hand to add a burden.
Skirmish: Exert Gollum and discard a stealth card from hand to exert a companion he is skirmishing.
0R54

6 *Shelob, Walker of Silent Ways Gollum S
Minion * Spider
Strength: 8
Vitality: 8
Site Number: 8
Sneaky. Fierce.
Shelob is strength +1 for each Gollum stealth card in your discard pile.
Response: If Shelob wins a skirmish, you may remove 2 stealth cards in your discard pile from the game to exert a companion.
"’When she throws away the bones, and empty clothes...’"
0R55

1 There is No Hope Left Gollum S
Event * Shadow
Exert Gollum to look at the top 3 cards of an opponent’s draw deck. Discard one of those cards and put the rest of them beneath their draw deck. If the discarded card was a Free Peoples card, add a threat.
0C56

2 We Found Them Gollum S
Condition * Support Area
Stealth.
When you play this card, add a Gollum token here for each mountain and underground site on the adventure path.
Response: If the Free Peoples player uses an action that cancels or replaces a companion in a skirmish, remove 2 tokens from here to cancel that action.
0U57

1 Out of Time Gollum S
Event * Shadow
Stealth.
Spot Gollum to add a threat (or 3 threats if the fellowship has moved more than once this turn).
0C58

1 Helpless and Alone Gollum S
Condition * Support Area
Each time the fellowship moves, you may spot 4 Gollum cards and remove 1 to make the Free Peoples player exert a companion.
0U59

2 We Will Find It Gollum S
Event * Maneuver
Stealth.
Exert Gollum to make the Free Peoples player add 2 threats or exert a companion.
Then, you may remove 2 to return this event to your hand.
"..and take it for me!"
0C60

0 Deceit Gollum S
Event * Response
Stealth.
If the Free Peoples player is about to heal a companion, spot a Gollum card in your support area to prevent that.
"He did it!"
0C61
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
elf lvr
Posted: Tue May 08, 2007 8:41 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Gondor

4 *Aragorn, Crownless King Gondor
Companion * Man
Strength: 8
Vitality: 4
Resistance: 8
Captain.
Each other Gondor captain is strength +1.
Maneuver: Exert Aragorn twice to make each unwounded Gondor captain defender +1 until the regroup phase.
"From the ashes a fire shall be woken,
A light from the shadows shall spring..."

0R62

3 *Faramir, Lord of Minas Tirith Gondor
Companion * Man
Strength: 7
Vitality: 3
Resistance: 7
Captain.
Each other Gondor man in your starting fellowship is twilight cost -1.
Skirmish: Discard 3 cards from hand to make Faramir strength +1 for each Gondor captain you can spot (limit +5).
"But handsome is as handsome does we say. Now’s a chance to show your quality."
0R63

3 *Imrahil, Commander of Minas Tirith Gondor
Companion * Man
Strength: 7
Vitality: 3
Resistance: 6
Knight. Captain.
To play, spot two Gondor men or a Gondor captain.
Each time Imrahil wins a skirmish, you may exert a minion for each Gondor captain you can spot.
"Surely this is the greatest jest in all the history of Gondor: that we should ride with seven thousands, scarce as many as the vanguard of its army in the days of its power, to assail the mountains and the impenetrable gate of the Black Land! So might a child threaten a mail-clad knight with a bow of string and green willow!"
0R64

4 *Aragorn, Wanderer Gondor
Companion * Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger. Hunter 1.
While you cannot spot another unbound companion, each Ring-bound companion is strength +1.
Regroup: Exert Aragorn twice to play the fellowship’s next site (replacing an opponent’s site if necessary).
Not all those who wander are lost...
0U65

1 *Emblems of a Kingdom Gondor
Artifact * Support Area
To play, spot a Gondor captain.
While you cannot spot a threat, each Gondor companion is strength +1.
Response: If a companion is about to be killed, discard this artifact to remove a threat (or 3 threats if that companion is a Gondor companion).
O proud walls! White towers! O wingéd crown and throne of gold!
0U66

1 *The King’s Hour Gondor
Condition
Vitality: +1
Bearer must be Aragorn. He loses Ranger(and cannot gain Ranger) and gains Captain.
Regroup: Discard this condition to heal a Gondor companion or liberate a site.
Near is the hour when the Lost should come forth, and the Grey Company ride from the North...
0R67

1 Take Command of This City Gondor
Event * Maneuver
Exert a Gondor man to make him strength +3 and gain Captain until the end of the turn.
"Get back to your posts!"
0R68

1 O Gondor! Gondor
Event * Maneuver
Tale. Marshal 1.
Heal X companions, where X is the current region number.
"O Gondor,Gondor! Shall Men behold the Silver Tree,
Or West Wind blow again between the Mountains and the Sea?"

0C69

3 *The White Tree of Gondor, Tree of the King Gondor
Artifact * Support Area
To play, spot a Gondor man with 3 or more vitality or add 2 threats.
At the start of each of your turns, you may add 1 to heal a Gondor man.
Regroup: Exert 3 Gondor men (or 2 Gondor captains) to discard a minion.
"Gondor! Gondor, between the Mountains and the Sea!
West Wind blew there; the light upon the Silver Tree
Fell like bright rain in gardens of the Kings of old."

0U70

0 It is Not This Day! Gondor
Event * Fellowship
Marshal 2.
Add [X] (limit 5) and exert a Gondor man three times (or twice if that man is a captain) to remove X threats and make X companions strength +2 until the regroup phase.
"This day we fight!"
0U71

3 *Boromir, Osgiliath Commander Gondor
Companion * Man
Strength: 7
Vitality: 3
Resistance: 5
Captain. Knight.
To play, spot 2 Gondor men (or a Gondor Captain).
While Boromir bears a hand weapon, he is damage +1.
Response: If Boromir wins a fierce skirmish, you may exert him to discard a minion.
”I will not yield the River and the Pelennor unfought, not if there is a captain here who has still the courage to do his lord’s will."
0U72

1 Banner of Minas Tirith Gondor
Possession * Hand Weapon
Resistance +1
Bearer must be a Gondor man. Bearer gains Captain.
Regroup: Discard this possession to heal a Gondor companion.
0C73

2 Minas Tirith Veteran Gondor
Companion * Man
Strength: 6
Vitality: 3
Resistance: 5
Captain. Knight.
While this companion bears a hand weapon, he is strength +1 and damage +1.
"Stand! Men of the West!"
0C74

1 The Glory of the White Tower Gondor
Condition * Support Area
To play, spot 3 Gondor men, 2 knights, or a Gondor captain.
At the start of each fellowship phase, add 2 or discard this condition.
Each time the fellowship moves, you may reinforce a Gondor token.
“Have you ever seen it, Aragorn? The White Tower of Ecthelion, glimmering like a spike of pearl and silver, its banners caught high in the morning breeze. Have you ever been called home by the clear ringing of silver trumpets?”
0C75

1 The Lords of Gondor Have Returned Gondor
Event * Fellowship
Spot a Gondor captain to remove 2 threats. If the fellowship is at a sanctuary, you may then exert that captain to make each unbound companion strength +1 until the regroup phase.
"One day, our paths will lead us there and the tower guard will take up the call: The Lords of Gondor have returned!"
0C76
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
elf lvr
Posted: Tue May 08, 2007 8:47 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Men

18 *Sauron, Overlord of Eastlands Men
Minion * Maia
Strength: 22
Vitality: 5
Site: 6
Toil 2. Fierce. Aggressive.
Each minion with toil gains Marshal 2.
Sauron is strength +1 for each other minion you can spot.
These were Men of other race, out of the wide Eastlands, gathering to the summons of their Overlord; armies that had encamped before his Gate by night and now marched in to swell his mounting power.
0R77

4 *Freca, Tall and Grim Men
Minion * Man
Strength: 9
Vitality: 3
Site: 4
Captain. Aggressive.
Each other Men minion gains Marshal 1.
Regroup: Exert Freca to add a threat.
...tall and grim, with high helms and sable shields.
0R78

2 *Dark Tide Men
Condition * Support Area
To play, exert a Men man.
Each Men minion is twilight cost -1.
At the start of the regroup phase, discard this condition. Then, you may spot a Men minion to draw 2 cards.
Hundreds and hundreds more were pouring over the Dike and through the breach. The dark tide flowed up to the walls from cliff to cliff. Thunder rolled in the valley. Rain came lashing down.
0R79

5 Fell Man of Dunland Men
Minion * Man
Strength: 12
Vitality: 2
Site: 4
Fierce.
While you can spot 6 companions (or 3 races in the fellowship), this minion cannot take wounds.
Skirmish: Discard this minion to play a Men minion from your discard pile and assign it to the companion this minion was skirmishing.
0U80

3 Dunlending Ripper Men
Minion * Man
Strength: 8
Vitality: 2
Site: 4
Marshal 1.
Shadow: If you control a site, you may remove 1 to play this minion from your discard pile.
0U81

7 *Marauding Troop Men
Minion * Man
Strength: 15
Vitality: 3
Site: 4
Toil 2.
When you play this minion, you may add a threat. If you cannot add any more threats, you may remove a threat to take control of a site instead.
0U82

1 From Atop the Mumakil Men
Event * Archery
Spot 2 Men minions and remove [X] to make the free peoples player exert [X] companions (limit 3).
0U83

3 Host From the East Men
Event * Maneuver
Play a Men minion from your discard pile. Then, play an additional minion from your discard pile for each companion you can spot over 5. Each minion played this way is twilight cost -1.
0U84

2 Great Towers Men
Possession * Support Area
Each time a Men minion is discarded during the maneuver phase, you may stack it here instead.
Shadow: Discard 3 minions stacked here to play a Men minion from your discard pile.
0U85

5 Eastern Marauder Men
Minion * Man
Strenth: 11
Vitality: 2
Site: 4
Toil 1.
When you play this minion, you may play a Men minion with toil from your discard pile or possession.
0C86

0 Swarming Southron Men
Minion * Man
Strength: 4
Vitality: 1
Site: 4
Marshal 1.
To play, exert a Men minion.
0C87

1 Shining Halberd Men
Possession * Hand Weapon
Strength: +2
Marshal 1.
Bearer must be a Men man.
0C88

12 Eastern Host Men
Minion * Man
Strength: 18
Vitality: 3
Site: 4
Toil 2.
If you played this minion without toil, you may take control of a site.
0C89

1 Burning and Bleeding Men
Event * Skirmish
Choose one: make a Men Man strength +1 for each threat you can spot, or make a Men Man strength +1 for each site you control.
0C90

2 Runners From the East Men
Condition * Support Area
To play, exert a Men minion.
Each Men event you play gains Marshal 1.
0C91
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
elf lvr
Posted: Wed May 09, 2007 2:40 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Orc

6 *Gorbag, Keeper of Cirith Ungol Orc
Minion * Orc
Strength: 13
Vitality: 3
Site: 4
Aggressive. Captain.
While at a mountain site, Gorbag is strength +2 and damage +1.
0S92

5 Cirith Ungol Commander Orc
Minion * Orc
Strength 9
Vitality 3
Site 4
Reinforcements 4.
0S93

2 Cirith Ungol Runner Orc
Minion * Orc
Strength 5
Vitality 3
Site 4
Marshal 2.
To play, exert an Orc minion.
0S94

14 *The Balrog, Demon of Fire and Darkness Orc
Minion * Balrog
Strength: 17
Vitality: 5
Site: 5
Fierce. Damage +1.
To play, spot an Orc minion. While at an underground or mountain site, the Balrog is strength +3 and cannot be assigned to companions with strength 6 or less. Shadow: Exert the Balrog and remove 2 to replace the fellowship’s current site with another site from your adventure path.
0R95

6 *Gorbag, Mithril-Theif Orc
Minion * Orc
Strength 12
Vitality 3
Site 4
Captain. Aggressive. Marshal 2.
When you play Gorbag, spot an Orc minion to add 1 for each artifact you can spot.
0R96

9 *Moria Stomper Orc
Minion * Troll
Strength 16
Vitality 4
Site 4
Damage +1. Fierce.
At an underground site, Moria Stomper’s twilight cost is -3. Shadow: Discard Moria Stomper to play up to 3 Orc minions from your discard pile.
0R97

0 Inescapable Foretress Orc
Condition * Support Area
Maneuver: Exert an Orc Orc to transfer this condition to a site in region 2. That site is a mountain. The move limit is -1 at this site (to a minimum of 1).
0R98

1 Moria Swarms Orc
Condition * Support Area
Each time an Orc minion wins a skirmish, you may stack it here. Shadow: If the fellowship is at an underground site, play a minion stacked here as if from hand.
0R99

4 Cirith Ungol Brute Orc
Minion * Orc
Strength 10
Vitality 2
Site 4
Captain.
While at an underground site, this minion gains Aggressive. While at a mountain site, this minion is strength +2.
0U100

5 Cirith Ungol Swarmer Orc
Minion * Orc
Strength 11
Vitality 2
Site 4
Toil 2. Marshal 2.
To play, spot an Orc minion.
0U101

4 Cirith Ungol Skulker Orc
Minion * Orc
Strength 10
Vitality 2
Site 4
Reinforcements 3
When you play this minion at a mountain site, you may exert it to add 2.
0U102

1 Take Him to the Tower! Orc
Condition * Support Area
Shadow: Exert two Orc minions to replace the fellowship’s current site with a mountain site from your adventure path.
0U103

0 Legions Spread Before Them Orc
Event * Assignment
Exert an Orc minion with strength 9 or less to assign it to a companion (except the Ring-bearer).
0U104

2 Cirith Ungol Scout Orc
Minion * Orc
Strength 6
Vitality 2
Site 4
When you play this minion, spot a Captain to add 2.
0C105

1 Moria Scrabbler Orc
Minion * Orc
Strength 5
Vitality 1
Site 4
The roaming penalty of each Orc Orc is -1.
0C106

2 Moria Beater Orc
Minion * Orc
Strength 6
Vitality 2
Site 4
At an underground site, this minion is strength +2. While you can spot another Orc minion, the fellowship archery total is -1.
0C107

10 Moria Legions Orc
Minion * Orc
Strength 16
Vitality 3
Site 4
Toil 2. Reinforcements 2.
The fellowship archery total is -2 (or -4 if the fellowship is at an underground site).
0C108

1 Host Upon Host Orc
Event * Shadow
Play an Orc orc from your discard pile. If that Orc has Reinforcements X, add [X].
0C109

1 They Dwell In Shadows Orc
Event * Shadow
Exert an Orc orc to add 1 for each mountain or underground site on the adventure path (limit 5).
0C110

0 Enter Into Dark Halls Orc
Event * Shadow
Marshal 2.
To play, exert two Orc minions.
0C111
Last edited by elf lvr on Wed May 09, 2007 4:55 pm; edited 1 time in totalHappy 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
elf lvr
Posted: Wed May 09, 2007 2:47 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Rohan

2 *Eowyn, Hinderer of Wraiths Rohan
Companion * Man
Strength: 6
Vitality: 3
Resistance: 7
Aggressive.
While Eowyn bears a hand weapon, she gains Captain.
Skirmish: Exert Eowyn to wound a fierce minion she is skirmishing.
A sword rang as it was drawn. "Do what you will; but I will hinder it, if I may."
0R112

2 The Lady’s Wrath Rohan
Event * Maneuver
Exert a Rohan man twice (or Eowyn once) to make each aggressive Rohan companion gain Captain.
"You stand between me and my lord and kin. Begone, if you be not deathless! For living or dark undead, I will smite you, if you touch him."
0R113

1 *Hope Has Come Rohan
Condition * Support Area
When you play this condition, spot a Rohan man to place 3 Rohan tokens here.
Skirmish: Remove a token from here to make an aggressive Rohan man strength +2.
Skirmish: Remove 2 tokens from here to make a Rohan man gain Captain.
And as if in answer there came from far away another note. Horns, horns, horns. In dark Mindolluin’s sides they dimly echoed. Great horns of the North wildly blowing. Rohan had come at last.
0R114

3 *Theoden, Rider of Ruin Rohan
Companion * Man
Strength: 7
Vitaliy: 3
Resistance: 6
Captain.
While you can spot Eomer and Eowyn, Theoden can take no more than one wound in a skirmish.
Regroup: If Theoden is at a plains site, exert him to exert a minion.
"Spears shall be shaken, shields shall be splintered. It is a sword-day; a red day, ere the sun rises! Ride now! Ride now! Ride for ruin, and the world’s ending!"
0U115

3 *Eomer, the Blessed Rohan
Companion * Man
Strength: 7
Vitality: 3
Resistance: 6
Captain.
While you can spot another Rohan man, Eomer is twilight cost -1.
While you can spot Eowyn, Eomer gains Hunter 1.
While Eomer is mounted, he gains Aggressive.
...and during his reign, Rohan flourished and was prosperous once more.
0C116

1 The Days Have Gone Down in the West Rohan
Event * Maneuver
Add a threat to make each Rohan captain strength +1 until the regroup phase. While this card is in your discard pile, Theoden gains muster.
"They have passed like rain on the mountain, like a wind in the meadow; The days have gone down in the West behind the hills into shadow."
0C117

1 Strangest Sounds Rohan
Event * Skirmish
Make a Rohan captain strength +3. If that companion wins this skirmish, you may remove 2 threats.
"Then Merry heard of all sounds in that hour the strangest. It seemed that Dernhelm laughed, and the clear voice was like the ring of steel."
0C118

6 *The Oath of Eorl Rohan
Condition * Support Area
Tale.
To play, spot a Rohan Man and a Gondor Man.
For each Rohan and Gondor Man you exert when playing this, its twilight cost is -2.
While you can spot a Rohan captain, each Gondor captain is strength +2.
While you can spot a Gondor captain, each Rohan captain is strength +2.
...and this oath was made, binding the fates of Gondor and Rohan until the end of time.
0U119

2 Doomed Rider Rohan
Companion * Man
Strength: 5
Vitality: 3
Resistance: 5
Each time a captain wins a skirmish, make this companion strength +1 until the regroup phase.
"But we will ride nonetheless..."
0C120

1 Banner of the King Rohan
Possession * Hand Weapon
Resistance +1
Bearer must be a Rohan man. Bearer gains Captain.
Maneuver: Exert bearer and discard this possession to exert a minion.
0C121

1 Charging Down the Slope Rohan
Event * Skirmish
Make a Rohan man strength +1 for each Rohan captain you can spot.
0C122

2 Armored Steed Rohan
Vitality +1
To play, exert a Rohan companion. Bearer must be a Rohan man.
Skirmish: Add 2 threats to make bearer gain Captain until the regroup phase.
0U123

1 Coming of the Dawn Rohan
Condition * Support Area
To play, spot a Rohan man.
Each mounted Rohan man is resistance +1.
Response: if a Rohan captain wins a skirmish, discard this condition to heal a companion.
0C124

0 Of Noble Stature Rohan
Condition
Resistance +1
Bearer must be Theoden, Eomer, or Theodred. Bearer gains captain.
Response: If bearer’s resistance becomes 0, discard this condition to remove a burden.
0U125

1 *Merry, Brave One Rohan
Follower
Vitality: +1
Aid - Add a threat.
Bearer must be a Rohan man.
Each time Merry is transfered from bearer to your support area, exert bearer.Response: If a captain wins a skirmish, make bearer strength +1 until the regroup phase.
0U126
Last edited by elf lvr on Wed May 09, 2007 3:09 pm; edited 2 times in totalHappy 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
elf lvr
Posted: Wed May 09, 2007 2:51 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Shire

2 *Bilbo, Legendary Burglar Shire
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 8
Ring-Bound. Stealthy.
Each time the fellowship moves, you may discard a Shire card from hand to take a stealth card from your discard pile into hand.
Regroup: Exert Bilbo and discard a stealth card from hand to remove a burden.
"Sackville-Baginses! Let’s keep out of sight for now, shall we?"
0R127

2 *Sam, Keeper of the Stair Shire
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 9
Ring-Bound. Stealthy.
While Sam bears the One Ring, he is resistance –4.
Each time a stealth event is played, you may exert Sam to wound a minion.
Response: If Frodo is killed, make Sam the Ring-bearer.
"There is some monster on our Stair..."
0R128

0 *On Forgotten Paths Shire
Condition * Support Area
Stealth.
You may only play this condition at a forest, underground, or marsh site.
You may add a threat to play this condition any time you could play a skirmish event.
Skirmish: Exert a hobbit twice to cancel a skirmish involving that hobbit. If the fellowship is not at a forest, underground, or marsh site, the shadow player may remove 2 to prevent that.
0R129

3 A Noble Distraction Shire
Event * Maneuver
Stealth.
If the fellowship is in region 1 or 2, spot an unbound hobbit to prevent minions from being assigned to Ring-Bound companions until the regroup phase.
If the fellowship is in region 3, heal the Ring-Bearer twice.
"Hey, you! Over here! Over here!
0R130

1 *Merry, Sly Fellow Shire
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 9
Stealthy.
Each time a Stealth card is played, you may add a threat to heal a companion.
Skirmish: Exert Merry and discard your Stealth card from hand or play to make another Shire companion strength +2.
0U131

1 *Pippin, Sly Fellow Shire
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 9
Stealthy.
While you can spot 2 other Stealthy companions, Pippin cannot be overwhelmed unless his strength is tripled.
Regroup: Exert Pippin and add a burden to return a Shire Stealth card from your discard pile to your hand.
0U132

1 Through the Hobbiton Woods Shire
Event * Skirmish
Stealth.
Exert a hobbit to make that hobbit strength +3 (or cancel a skirmish involving that hobbit if it is at a forest site).
0C133

0 *Frodo, Clever Hobbit Shire
Companion * Hobbit
Strength: 3
Vitality: 4
Resistance: 10
Ring-Bearer. Stealthy.
Each time a Shire event is played, you may exert Frodo to reveal a stealth event from your hand (once per phase). That Shire event gains the effect of the revealed card in addition to its other effects.
0U134

1 Stay Off the Road! Shire
Event * Skirmish
Stealth.
Add a threat to cancel a skirmish involving a Hobbit and a minion that is not fierce. Unless that Hobbit is at a forest site, each minion in that skirmish gains Fierce.
0C135

1 Mushrooms! Shire
Event * Fellowship
Add a threat to heal two unbound Shire companions.
0C136

1 My Wonderful Adventures Shire
Condition
Resistance: +1
Tale.
Bearer must be a hobbit. Bearer gains Stealthy.
Regroup: Discard this condition to take another tale from your discard pile into hand.
0U137

0 Hoping For the Best Shire
Event * Fellowship
Spot two Shire companions to look at the top 3 cards of your draw deck. Place them on top of or beneath your draw deck in any order. Then, draw a card.
0C138

2 Get Down! Shire
Event * Skirmish
Stealth.
Exert a Ring-bound Hobbit twice (or spot 5 burdens) to cancel a skirmish involving a Hobbit.
0U139

1 Time Enough For Breakfast Shire
Event * Maneuver
Stealth.
Choose one: Add a threat to heal a Shire companion, or exert a Shire companion to remove a threat.
0C140

1 Guided By Fate Shire
Condition * Support Area
Stealth.
To play, exert a Shire companion.
Each time the fellowship moves to a forest site, you may add 1 to heal a companion.
0U141
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
elf lvr
Posted: Wed May 09, 2007 2:57 pm
Joined: 13 Jun 2006 Posts: 3065 Location: Rivendell
Uruk-hai

7 *Lurtz, Bloodthirsty Tracker Uruk-hai
Minion * Uruk-Hai
Strength: 13
Vitality: 3
Site: 5
Damage +1. Archer. Hunter 2.
While you can spot another Uruk-hai hunter, Lurtz is twilight cost -1.
Skirmish: Exert Lurtz twice to make another Uruk-hai damage +1.
0R142

1 Isengard Hunting Bow Uruk-hai
Possession * Ranged Weapon
Strength: +1
Bearer must be an Uruk-hai Uruk-hai.
Bearer gains archer and hunter 1.
0R143

7 *Army of Isengard Uruk-hai
Minion * Uruk-Hai
Strength: 15
Vitality: 3
Site: 5
Damage +1.
To play, spot an Uruk-hai minion.
While you control a site, Army of Isengard is strength +2.
While you control 2 sites, Army of Isengard is fierce.
While you control 3 sites, Army of Isengard cannot take wounds (except during skirmish phases).
0U144

3 Machine of War Uruk-hai
Event * Maneuver
Add a threat for each site you control. If you control 5 or more sites, the free peoples player must place a companion in the dead pile.
0U145

0 Bred in Hate Uruk-hai
Condition
Strength: +2
Vitality: -1
To play, spot Saruman or exert an Uruk-hai minion. Bearer must be an Uruk-hai. Limit 1 per bearer.
While bearer is unwounded (or you control 2 sites), bearer is damage+1.
0U146

1 Uruk-hai Deserter Uruk-hai
Minion * Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Damage +1.
This minion is twilight cost +1 for each uncontrolled site on the adventure path.
This minion is strength +1 for each site you control.
0U147

2 Berserker’s Longsword Uruk-hai
Possession * Hand Weapon
Vitality: +1
Bearer must be an Uruk-hai Uruk-hai.
Bearer is strength +2 for each wound on each character in its skirmish.
While you control a site, bearer is damage +1.
0U148

6 *Uruk Seige Commander Uruk-hai
Minion * Uruk-hai
Strength: 12
Vitality: 3
Site: 5
Damage +1.
To play, spot an Uruk-hai minion.
Each Uruk-hai is strength +1 for each site you control.
0C149

3 *Mauhur, Uruk Taskmaster Uruk-hai
Minion * Uruk-hai
Strength: 8
Vitality: 3
Site: 5
Hunter 1. Fierce.
Each other Uruk-hai hunter is twilight cost -1.
Skirmish: Exert Mauhur to reinforce an Uruk-hai token.
0C150

2 *Burning Wounds Uruk-hai
Condition * Support Area
To play, exert an Uruk-hai minion.
Each time the fellowship prevents a wound or exertion, add an Uruk-hai token here.
While you can spot 2 Uruk-hai tokens here, each Uruk-hai minion is damage +1.
0C151

4 *Uruk Flagburner Uruk-hai
Minion * Uruk-hai
Strength: 11
Vitality: 2
Site: 5
Damage +1.
To play, spot an Uruk-hai minion.
When you play this minion, you may add a threat.
Skirmish: Spot a site you control and remove 1 to make this minion fierce until the regroup phase.
0C152

2 Sieging Soldier Uruk-hai
Minion * Uruk-hai
Strength: 5
Vitality: 3
Site: 5
This minion is strength +1 for each site you control.
Regroup: If you do not control a site, discard this minion to take control of a site.
0C153

1 *Saruman, Warchief Uruk-hai
Follower
Vitality: +1
Aid - Remove a threat.
Bearer must be an Uruk-hai minion.
Each time bearer wins a skirmish, you may transfer Saruman to your support area to take control of a site.
0C154

1 Long Pike Uruk-hai
Possession * Hand Weapon
Strength: +2
Bearer must be an Uruk-hai.
Each time bearer wins a skirmish, you may add a threat.
0C155

3 Blasting the Walls Uruk-hai
Event * Skirmish
Liberate a site you control to make an Uruk-hai minion gain hunter 1 and damage +2.
0C156
Last edited by elf lvr on Wed May 09, 2007 3:10 pm; edited 1 time in totalHappy 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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