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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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