Okay, so it has been a while since I have made my own legitimate dream cards. Most of them have been a joke, or to flaunt my own ego…anyways, you may remember I started making cards for
The Hobbit: TCG. (
http://lotrtcgdb.com/forums/index.php/topic,2799.0.html) I have decided that I wanted to revive this idea with a full dream card set. This set will be 200 cards and as follows:
Ring: 2

: 20

: 16

: 12

: 20

: 25

: 25

: 10

: 4

: 28

: 18
[Sites]: 28
A few thoughts as the dream card set arrives:
-The point of
The Hobbit was not to bring the Ring to Mount Doom. But you guys are just going to have to suck it up, because I am not changing the game in that regard. I toyed with the idea of racing to site 9 to retrieve the Arkenstone, but that just destroyed the gameplay too much.
-The cards are going to be based on Movie Block sets. That means no toil, muster, or other keywords. We may see similar texts on cards (i.e., a card may have the ability of muster without using the keyword).
-Bringing back another missed area of the early sets is Signets. They will be back as well. As of now, I have the Thorin and Bilbo signet in addition to any other signet from Movie Block.
-I have taken a little bit of liberty with the cultures. Rather than creating a new culture for the men of Laketown, I lumped them in with the

culture because they were close enough to being in the region of Arnor. While we are on that note, the

culture has been re-named "Wizard" so characters such as Saruman may appear.
-The set is going to be based on the ideas behind the new
Hobbit Movies. So if you see someone like Aragorn, it is because he will be in the movie.
-Some new keywords may be introduced as we progress, but for now I will keep everything under wraps.
-There will be some reprints. Some will be obvious (
The One Ring, the Ruling Ring) and some will be less so.
Just to reiterate, this is supposed to be its own game, but it will be Movie Block eligible (in concept). If you don't like signets, or Movie Block, or me, well, you know the all-familiar suggestion.
Look forward to plenty of reviews.
Anyways, let's start with the Rings.
The One Ring, the Ruling Ring
Strength +1
Response: If bearer is about to take a wound in a skirmish, he wears The One Ring until the regroup phase. While wearing The One Ring, each time the Ring-bearer is about to take a wound during a skirmish, add a burden instead.
H C 1
The One Ring, Ring of Legend
Strength +3.
Maneuver: Add two burdens to wear The One Ring until the regroup phase.
While wearing The One Ring, each time the Ring-Bearer is about to take a wound, add a burden instead.
H R 2

•Arkenstone, the Heart of the Mountain

Artifact • Support Area
When you play this Artifact, the Ring-Bearer wears the One Ring until the regroup phase.
Fellowship: Exert a Dwarf to place a

token on this card.
Skirmish: Remove 2

tokens to make a companion with the Thorin signet strength +1 for each Dwarf you can spot (limit +4).
H R 3

•Balin, Dwarven Lord

Companion • Dwarf
Strength 7, Vitality 3
Signet: Gandalf
Damage +1Response: If your

condition is about to be discarded by a Shadow card, exert two Dwarf companions to prevent this.
H R 4

•Bofur, Yellow-Hooded Adventurer

Companion • Dwarf
Strength 6 • Vitality 3
Signet: Thorin
AdventurerWhen you play Bombur, you may reinforce a

token.
H U 5

•Bombur, Hearty Dwarf

Companion • Dwarf
Strength 5 • Vitality 3
Signet: Gandalf
Adventurer.While you can spot 3 Dwarves, Bombur is strength +2 and
damage +1.
H C 6

•Carry Your Load!

Condition • Support Area
When you play this condition, you may spot a Dwarf to place 2

tokens here.
Maneuver: Discard this condition or remove a

token from here to exert a minion.
H U 7

Clap! Snap! The Black Crack!

Event • Fellowship or Maneuver
Spot a

companion to draw a card (or two cards if that companion is an
adventurer).
H C 8

Clarinets and Drums

Possession • Support Area
Fellowship: Exert a Dwarf at a sanctuary to place a

token here.
Regroup: Remove two

tokens here to heal a Dwarf.
H C 9

Dwarven Ingenuity

Event • Skirmish
Make a Dwarf strength +2 (or strength +4 if at a mountain or underground site.
H C 10

The First Army

Condition • Support Area
To play, spot a Dwarf. The twilight cost of this condition is -1 for each of the following races you can spot: Man, Elf.
Maneuver: Discard this condition to make each minion lose all
damage bonuses and unable to gain
damage bonuses until the regroup phase.
H R 11

•Gloin, Young Adventurer

Companion • Dwarf
Strength 6, Vitality 3
Signet: Bilbo
AdventurerManeuver: Exert Gloin to make a

companion
defender +1 until the regroup phase. That companion loses all
damage bonuses (and cannot gain
damage bonuses).
H U 12

I Am King!
Event • Skirmish
Exert Thorin to make a companion strength +3 (and
damage +2 if that companion has the Thorin signet).
H C 13

•Kili and Fili, Dwarven Brothers

Companion • Dwarf
Strength 8, Vitality 2
Signet: Thorin
Damage +1
Response: If Thorin is about to take a wound or be discarded, place Kili and Fili in the dead pile to prevent that wound.
H U 14

Lonely Mountain Axe

Strength +2.
Bearer must be a Dwarf.
Each time bearer wins a skirmish, reinforce a

token.
H C 15

•Orcrist, Orc-Beater

Possession • Hand Weapon
Strength +2
Bearer must be Thorin. He is
damage +1.
At the start of each skirmish, you may add a threat to wound a

minion Thorin is skirmishing.
H R 16

Our Kin From the North

Event • Skirmish
Exert a Dwarf to make another Dwarf strength +3. If you do not have the initiative, you may draw a card.
H C 17

•Ravenhill Post

Possession • Support Area
Each time you play a Dwarf, place a

token on this card.
Skirmish: Make a Dwarf strength +1 for each

token on this card. Discard this condition.
H U 18

Stubbornness

Event • Skirmish
Make a Dwarf strength +2 (or strength +3 and
damage +1 if that Dwarf is an
adventurer).
H C 19

•Thorin, Oakenshield

Companion • Dwarf
Strength 7, Vitality 4
Signet: Thorin
Damage +1. Adventurer.Each time you reinforce a

token, you may heal a companion with the Thorin signet (limit once per phase).
H C 20

•Thorin, King Under the Mountain

Companion • Dwarf
Strength 7, Vitality 4
Signet: Gandalf
Damage +1.Skirmish: Discard a

companion from hand to make Bilbo strength +3 and
damage +1.
At the start of the regroup phase, you may spot Gandalf and exert Thorin twice to play a

companion from your discard pile.
H R 21

You Go, My Lad!

Event • Regroup
Spot a

companion and two other Free Peoples cultures to take a Free Peoples event into hand from your discard pile.
H U 22

Allied Forces

Event • Skirmish
Make an Elf strength +1 for each

token you can spot (limit +5).
H C 23

•The Black Forest

Condition • Support Area
While you can spot three

tokens on this card, each site on the adventure path is a
forest.
H R 24

•Elrond, Host of Hobbits and Dwarves

Companion • Elf
Strength 8, Vitality 4
Signet: Gandalf
To play, spot an Elf or Gandalf.
When you play Elrond at a sanctuary, his twilight cost is -1.
At the start of the regroup phase, you may discard 2 cards from hand to heal a companion.
H R 25

Elven Bow

(reprint)
Possession • Ranged Weapon
Bearer must be an Elf.
Bearer is an
archer.
H U 26

Elven Halberd

Possession • Hand Weapon
Strength +1
Skirmish: While you cannot spot two threats, add a threat to make bearer strength +1.
H C 27

•Hadhafang, Weapon of Old

Possession • Hand Weapon
Strength +2
Bearer must be Arwen or Elrond.
Skirmish: Remove an

token to make bearer strength +1.
H R 28

•Mirkwood Dungeon

Condition • Support Area
When you play this condition, you may spot an Elf to place 2

tokens on this card.
Maneuver: Remove an Elven token from this condition to reinforce a culture token.
H U 29

Mirkwood Elf

Companion • Elf
Strength 5, Vitality 3
Archery: If you can spot more minions than companions exert Mirkwood Elf and add a threat to make the Fellowship Archery total +1.
H C 30

Sagely Wisdom

Event • Fellowship
Spot two Elves (or Elrond) and add a threat to heal a companion twice.
H C 31

•The Second Army

Condition • Support Area
To play, spot a Elf. The twilight cost of this condition is -1 for each of the following races you can spot: Dwarf, Man.
Maneuver: Discard this condition to make each minion lose
fierce and unable to gain
fierce until the regroup phase.
H R 32

The Seen and the Unseen

(reprint)
Event • Fellowship
Exert 2 Elves to discard a condition.
H C 33

•Thranduil, Elvenking

Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
While you have the initiative, Thranduil is strength +1 for each minion assigned to a skirmish (limit +3).
H U 34

•Thranduil, King of Mirkwood

Companion • Elf
Strength 7, Vitality 3
To play, spot an Elf.
Each time the fellowship moves during the regroup phase, exert a companion (except an Elf).
Each time the fellowship moves to a forest during the regroup phase, heal an Elf.
H R 35

Troop of Mirkwood Archers

Event • Archery
Make the Fellowship archery total –X (to a minimum of 0) to reinforce X culture tokens.
H U 36

Unseen Scouts

Event • Archery
If you have the initiative, spot an Elf archer companion to make the Fellowship archery total +1.
H U 37

Wood Elven Feast

Event • Response
If the fellowship moves during the regroup phase, heal each Elven companion.
H R 38

All Things Devours

(FP)
Event • Regroup
Spot Smeagol and add two burdens to discard each minion.
H U 39

•Corruption

(SH)
Condition • Support Area
While Gollum is skirmishing Smeagol, he is
damage +1.
Regroup: Discard this condition to return a

minion to your hand.
H U 40

•Fish-bones

(FP)
Possession • Support Area
When the fellowship moves from site 4H, remove a burden.
Skirmish: Discard this condition to wound a minion skirmishing Smeagol.
H C 41

A Game

(SH)
Event • Shadow
Play Gollum from your draw deck or discard pile; his twilight cost is -1 for each burden you can spot.
H C 42

•Gollum, Dweller of the Underground Lake

(SH)
Minion
Strength 5, Vitality 4
While skirmishing a Ring-Bound companion, Gollum is strength +4.
H C 43

•Gollum, Sickly Pale

(SH)
Minion
Strength 5, Vitality 4
When you play Gollum, reinforce a Shadow culture token.
Skirmish: Exert Gollum twice to make him strength +X, where X is the number of free peoples culture tokens you can spot.
H R 44

•Smeagol, Lake-Dweller

(FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
Ring-Bearer (resistance 7).
Each time you play a companion (except in your starting fellowship), add a burden.
Each time you lose initiative, you may wound two companions to remove a burden.
H R 45

•Smeagol, Riddler

(FP)
Companion
Strength 3, Vitality 4
Signet: Bilbo
To play, add a burden.
While you have the initiative, the twilight cost of each

and

skirmish events is -1.
H C 46

•Underground Lair

(SH)
Condition • Support Area
While the Shadow has the initiative, each site on the adventure path is
underground.
Shadow: Discard this condition to play a

minion from your discard pile.
H R 47

Voiceless, It Cries

(FP)
Condition • Support Area
Response: If Smeagol is about to be overwhelmed in a skirmish, add a burden to make him strength +3.
H R 48

We Hates It!

(SH)
Event • Skirmish
Wound a character skirmishing a

minion.
H U 49

What Has It Gots?

(FP)
Event • Skirmish
Wound a character skirmishing Smeagol.
H U 50

•Aragorn, Messenger of the White Council

Companion • Man
Strength 8, Vitality 4
Signet: Gandalf
Ranger. Adventurer. To play, spot a Wizard or

Elf.
Skirmish: Add a threat to make a companion strength +1 (limit 4).
H R 51

•Army of Dale

Companion • Man
Strength 9, Vitality 4
To play, spot two Men (or one Lake-Dweller).
Lake-Dweller.
While the Army of Dale is at a battleground or lake, Army of dale is
defender +1.
H R 52

At the Brink

Event • Skirmish
Make a lake-dweller strength +2 (or strength +4 if at a
lake).
H C 53

•Bard, Chief Negotiator

Companion • Man
Strength 6, Vitality 3
Signet: Bilbo
Lake-Dweller. Archer.While skirmishing a unique minion, Bard takes no more than 1 wound during each skirmish phase.
While skirmishing a Dragon, Bard cannot be overwhelmed unless his strength is tripled.
H R 54

•Bard, the Bowman

Companion • Man
Strength 6, Vitality 3
Signet: Thorin
Lake-Dweller. Archer.While Bard is exhausted, add 1 to the fellowship archery total.
H C 55

Boatman

Companion • Man
Strength 5, Vitality 3
Lake-Dweller.Fellowship: Play a

possession to heal a companion.
H U 56

Canal Support

Condition • Support Area
Strength -2.
Fortification.Maneuver: Spot a

Man and discard a card from hand to transfer this condition to a minion.
H U 57

Greetings From the Council

Event • Fellowship
Spot a Man and discard two cards from hand to heal a companion twice.
H C 58

•The Emeralds of Girion

Artifact • Support Area
To play, spot a Lake-Dweller and an Elf.
Fellowship: Stack a Free Peoples card from hand on this artifact.
Archery: Discard an

or

card stacked here and add

to make the fellowship archery total +1 (limit +2).
H R 59

Esgaroth Castellum

Condition • Support Area
Strength -1, Vitality -1
Fortification.
Maneuver: Exert a Man or spot three Lake-Dwellers to transfer this condition to a minion skirmishing a Lake-Dweller. Heal that Lake-Dweller.
H U 60

Esgaroth Sword

Possession • Hand Weapon
Strength +2
Bearer must be a Lake-Dweller.
If bearer is at a lake or river, bearer is
damage +1.
H C 61

Hail! Dragon-Slayer!

Event • Skirmish
Make a

man strength +2 (or strength +4 if skirmishing a unique minion).
H C 62

•Hugin, Herald of Esgaroth

Companion • Man
Strength 6, Vitality 3
Lake-Dweller. To play, spot a Lake-Dweller.
At the start of the fellowship phase, you may discard two cards from hand to draw a card.
H R 63

Laid to Ruin

Condition • Support Area
When you play this condition, add a

token for each lake or river on the adventure path.
Regroup: Remove three tokens from this condition to discard a card in an opponent's support area.
H U 64

•The Lucky Arrow

Possession • Ranged Weapon
Strength +2.
Bearer must be a Lake-Dweller.
Archery: If bearer is Bard, exert him twice to discard a Dragon. The Shadow Player may discard two minions to prevent this.
H R 65
•Master of Laketown 
Companion • Man
Strength 5, Vitality 3
Lake-Dweller.
Regroup: Exert Master of Laketown to play the fellowship's next site if it is a lake or river (replacing opponent's site if necessary ).
H C 66
•Ottar, Young Merchant 
Companion • Man
Strength 6, Vitality 3
Signet: Gandalf
Lake-Dweller.
Skirmish: Remove a
or
token to place a card from hand on top of your draw deck.
H R 67
•The Third Army 
Condition • Support Area
To play, spot a Man. The twilight cost of this event is -1 for each of the following races you can spot: Dwarf, Elf.
Maneuver: Discard this condition to make each minion lose archer until the regroup phase.
H R 68
United In Purpose 
Condition • Support Area
When you play this condition, reinforce a
token.
Maneuver: Exert a Lake-Dweller to reinforce a culture token.
Discard this condition at the start of the regroup phase.
H C 69
Westron Tongues 
Event • Maneuver
Exert a
man to discard a card borne by a minion.
H U 70
At the Ready 
Event • Skirmish
Wound any number of minions to make a minion strength strength +1 for each minion wounded in this way (limit +5).
H C 71
Badgering Orc 
Minion • Orc
Strength 6, Vitality 2
Site 4
Skirmish: Discard a
possession to discard a possession borne by an unbound companion this minion is skirmishing.
H U 72
Beastly Troll 
Minion • Troll
Strength 16, Vitality 4
Site 4
Fierce.
At an underground site, this minion's twilight cost is -3.
H U 73
Black Bowman 
Minion • Orc
Strength 6, Vitality 1
Site 4
Archer.
H C 74
•Black Chasm Commander 
Minion • Orc
Strength 10, Vitality 3
Site 4
When you play this minion, you may play a
card from your discard pile.
H R 75
Burrowing Goblin 
Strength 6, Vitality 1
Minion • Orc
Site 4
When you play this minion, you may play a
possession from your draw deck.
H R 76
Denizens Enraged
(Reprint)
Skirmish: Make a
Orc strength +1 for each other
Orc you spot (limit +4).
H U 77
Discouraged 
Condition • Support Area
Strength -1
Regroup: Discard a
Orc to transfer this condition to an unbound companion.
If bearer is a Dwarf, bearer loses all damage bonuses and is unable to gain damage bonuses.
H U 78
The Fourth Army 
Condition • Support Area
To play, spot a
minion.
Skirmish events and special abilities cannot be used in skirmishes involving unbound companions. Discard this condition at the start of the regroup phase.
H R 79
Frightening Orc 
Strength 4, Vitality 1
Site 4
The Fellowship archery total is -1.
H C 80
Lost in the Dark 
Event • Shadow
Discard 5
minions to discard a condition.
H R 81
Misty Mountain Archer 
Minion • Orc
Strength 8, Vitalty 2
Site 4
Archer.
Each archer skirmishing this minion is strength -2.
H U 82
•Misty Mountain Captain 
Strength 12, Vitality 2
Site 4
Each time you play a minion stacked on a
condition, add
.
H R 83
Misty Mountain Fighter 
Minion • Orc
Strength 7, Vitality 1
Site 4
H C 84
Misty Mountain Regular 
Minion • Orc
Strength 5, Vitality 1
Site 4
When you play this minion, spot a
minion to add
.
H U 85
•Misty Mountain Store-room 
Condition • Support Area
Response: If a
possession is about to be discarded during the skirmish phase, stack that possession here.
Maneuver: Discard three possessions here to discard a card borne by an unbound companion.
H R 86
Misty Mountain Swordsman 
Minion • Orc
Strength 5, Vitality 1
Site 4
Each companion skirmishing this minion does not gain strength bonuses from weapons.
H C 87
Misty Mountain Shaman 
Minion • Orc
Strength 4, Vitality 3
Site 4
Response: If a
Orc is about to take a wound, remove
to prevent that wound.
H U 88
Moria Guard 
Minion • Orc
Strength 4, Vitality 1
When this minion is discarded, you may add
.
H C 89
Moria Sword 
Possession • Hand Weapon
Strength +1
Bearer must be a
minion.
While skirmishing an unbound companion, bearer is strength +2.
H C 90
Sallet 
Possession • Helm
Bearer must be a
Orc.
Bearer cannot be overwhelmed unless his strength is tripled.
H C 91
Steal Away 
Event • Maneuver
Search.
Discard X
minions to exert X companions.
H U 92
Steel Breastplate 
Possession • Armor
Strength +1.
Bearer must be a
Orc.
Bearer cannot take wounds.
H R 93
Tunnel Away
Condition • Support Area
Search.
Regroup: Stack your
minion on this condition.
Shadow: Remove
to play a minion stacked on this condition.
H R 94
- Twisting Tunnels

Event • Shadow or Regroup
Discard a
minion to play a
minion from your draw deck.
H R 95
To Be Continued...
-wtk