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Author Topic: The White Council Set - Orcs  (Read 2400 times)

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July 21, 2019, 07:56:04 AM
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caprylz

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The White Council Set - Orcs
« on: July 21, 2019, 07:56:04 AM »
Today is the Orc culture. Full disclosure, I feel like it's not as cohesive as some of the others I've worked on. There's a few sub-cultures here, including [Orc] archers that force the FP player to be even more careful when assigning archery wounds, the return of trackers, who primarily get stronger if the fellowship moves during the regroup phase, and few anti-follower cards. Let me know which ones you like best and which ones need some more work.

Other cultures:
The One Ring and Sites
Dwarves
Gandalf
Shire
Rohan
Wraith
Uruks
Men

[12] •Cave Troll of Moria, Dark Denizen [Orc]
Minion • Troll
Strength: 15
Vitality: 4
Site Number: 4
Damage +1. Fierce.
Skirmishes involving Cave Troll of Moria may not be cancelled, and wounds may not be prevented during these skirmishes.

[6] •Gothmog, Merciless Commander [Orc]
Minion • Orc
Strength: 13
Vitality: 3
Site Number: 4
If Gothmog is stacked on a site, that site may not be liberated.
Regroup: Exert another [Orc] orc to stack Gothmog on the site with the lowest site number you control.

[4] •Morgul Sniper [Orc]
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
Archer.
Response:
If a companion takes a wound during the archery phase, spot another [Orc] minion and exert this minion to make the Free People's player wound an ally of the same culture as that companion.

[2] •Sharku, Wolf Rider [Orc]
Minion • Orc
Strength: 7
Vitality: 2
Site Number: 4
Warg Rider.
Regroup:
Exert Sharku to make the Free Peoples player wound a companion.

[4] Goblin Man Spy [Orc]
Minion • Orc
Strength: 8
Vitality: 3
Site Number: 4
Tracker. Lurker.
To play, spot an [Orc] orc.
At the end of the Shadow phase, remove all twilight tokens.
Manuever: Remove [2] to add a threat.
Archery: Remove [3] to make the Free Peoples player exert a companion.
Regroup: Remove [4] to discard the Free Peoples player's hand.

[2] Goblin Trackers [Orc]
Minion • Orc
Strength: 3
Vitality: 2
Site Number: 4
Tracker.
This minion is strength +3 for each time the fellowship has moved this turn.

[2] Morgul Archer [Orc]
Minion • Orc
Strength: 3
Vitality: 2
Site Number: 4
Archer.
Response:
If a ring-bound companion takes a wound during the archery phase, spot another [Orc] minion and exert this minion to exert the ring-bearer.

[5] Morgul Archer Company [Orc]
Minion • Orc
Strength: 8
Vitality: 3
Site Number: 4
Archer.
Response:
If a companion with resistance 4 or less takes a wound during the archery phase, spot another [Orc] minion and exert this minion to prevent the Free Peoples player from assigning that companion to skirmish this minion until the regroup phase.

[3] Morgul Bowman [Orc]
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 4
Archer.
Response:
If a companion takes a wound during the archery phase, spot another [Orc] minion and exert this minion to transfer a follower attached to that companion to the Free Peoples player's support area.

[3] Moria Drummer [Orc]
Minion • Orc
Strength: 4
Vitality: 3
Site Number: 4
Manuever: Play an [Orc] orc. That orc comes into play exhausted.

[2] Moria Stalker [Orc]
Minion • Orc
Strength: 6
Vitality: 3
Site Number: 4
Tracker.
Response:
If a player reconciles, shuffle this card into your draw deck.

[3] Orc Flanker [Orc]
Minion • Orc
Strength: 8
Vitality: 2
Site Number: 4
Lurker.
Skirmish:
Exert this minion and spot a follower. Companions cannot gain strength, vitality, or resistance bonuses from that follower.

[4] Orc Follower [Orc]
Minion • Orc
Strength: 10
Vitality: 2
Site Number: 4
Shadow: Exert this minion and spot an [Orc] orc. Until the end of the turn, this orc gains each of that orc's keywords.

[3] Orc Renegade [Orc]
Minion • Orc
Strength: 6
Vitality: 3
Site Number: 4
Tracker.
This minion is strength +1 for each twilight token you can spot.

[2] Orc Reserve [Orc]
Minion • Orc
Strength: 7
Vitality: 1
Site Number: 4
Lurker.
While you can spot another Orc orc, each character is strength -2.

[2] Orc Sneak [Orc]
Minion • Orc
Strength: 6
Vitality: 2
Site Number: 4
Tracker.
The site number of each [Orc] orc is -1 for each threat you can spot.

[4] Orc Watcher [Orc]
Minion • Orc
Strength: 10
Vitality: 3
Site Number: 4
Tracker.
Each time the fellowship moves during the regroup phase, you may add a threat.

[3] Orc Tracker [Orc]
Minion • Orc
Strength: 7
Vitality: 3
Site Number: 4
Tracker.
Each other [Orc] orc who is not roaming is strength +1.

[4] •Sharku's Warg, Savage Beast [Orc]
Possession • Mount
Strength: +5
Vitality: +3
Bearer must be an [Orc] orc with strength 7 or less.
Bearer is Fierce.
If bearer is Sharku and he is about to lose a skirmish, you may discard this possession to wound a companion he is skirmishing.

[1] Flaming Arrows [Orc]
Possession • Ranged Weapon
Vitality: +1
Bearer must be an [Orc] archer. This possession may be borne in addition to one other ranged weapon.
Response: If an ent or tree takes a wound during the archery phase, exert bearer to wound that ent or tree again. The Free People's player may add a threat to prevent that.

[1] •Relentless Pursuit [Orc]
Condition • Support Area
Each time the fellowship moves during the regroup phase, each [Orc] tracker you can spot gains Hunter 1 until the end of the turn.

[2] •Taken By the Enemy [Orc]
Condition
Plays on a site you control. If this site is liberated, the Free Peoples player may play all cards here as if from hand.
Response: If the Free Peoples player discards or returns to hand a companion, spot 2 [Orc] orcs to stack it here. Cards with the same title as that companion may not be played.

[2] Betrayal [Orc]
Condition • Support Area
While you can spot an [Orc] orc and the number of threats is greater than the ring-bearer's resistance, the One Ring's game text does not apply.

[1] Cloud Wall [Orc]
Condition
Weather.
Plays on a site.
While the fellowship is at this site, each Orc orc cannot be overwhelmed unless its strength is tripled. Discard this condition at the end of the turn.

[1] On Nobody's Side [Orc]
Condition
To play, spot Saruman or an [Orc] minion. Plays on an ent.
Followers cannot be attached to bearer. Each time bearer is assigned to a skirmish, the Free Peoples player must discard two cards from hand or exert an unbound hobbit or wizard companion.

[2] Pursuit [Orc]
Condition • Support Area
The site number of each [Orc] tracker is -1.
Manuever: Remove a threat to make an [Orc] tracker gain hunter 1 or lurker until the regroup phase.

[2] Send out Your Warg Riders [Orc]
Condition • Support Area
Each mounted character skirmishing a non-mounted character is strength +1. At the end of each of your Shadow phases, exert a mounted [Orc] minion or discard this condition.

[3] What Business is it of Yours [Orc]
Condition • Support Area
When you play this condition, add an [Orc] token here for each Orc orc you can spot.
Response: If the Free Peoples player is about to remove a burden, remove 2 [Orc] tokens from here or discard this condition to prevent that.

[3] Abandon Your Posts [Orc]
Event • Manuever
Exert X [Orc] orcs and discard X cards from hand to make the Free Peoples player transfer X followers from companions to his or her support area.

[1] Dire Need [Orc]
Event • Response
If the Free Peoples player plays or replaces a site, discard an [Orc] card from play to add a burden.

[2] Foresaken [Orc]
Event • Response
If an unbound companion is about to be killed, spot X [Orc] minions and X threats. After the free people's player has assigned threat wounds, you may remove X to add X threats.

[3] Our Days are Ending [Orc]
Event • Regroup
If the total number of men and orcs you can spot is greater than the number of elves you can spot, spot an [Orc] minion to make the Free Peoples player discard an elf companion.

[2] Release the Prisoners [Orc]
Event • Manuever
Spot X [Orc] orcs and X cards in the dead pile to add up to X threats.

[2] They Have a Cave Troll [Orc]
Event • Shadow
Spot an [Orc] orc with twilight cost 3 or more and remove that orc from the game to play an [Orc] Troll from your discard pile.

[5] Too Few [Orc]
Event • Assignment
Toil 1.
Spot more [Orc] minions than companions to prevent the Ring-bearer from being assigned to a skirmish until the regroup phase. Each [Orc] orc is strength +1 until the regroup phase.