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| DáinIronfoot | 
 Posted: Wed Mar 28, 2007 1:57 pm | 
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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Indeed. Not too shabby at all.  
 
 
 •Gimli, Stout and Strong  
 
Companion • Dwarf
 
Strength: 6
 
Vitality: 3
 
Signet: Théoden
 
Damage +1.
 
Assignment: Spot a wounded companion assigned to a skirmish and exert Gimli to make him strength +1 and defender +1 until the regroup phase.
 
“‘Baruk Khazâd! Khazâd ai-mênu!’” | 
 
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
 
 
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring.   Oh, and I have a  trade list now!
 
 
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! | 
 
 
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| Anonymous Prodigy | 
 Posted: Wed Mar 28, 2007 2:11 pm | 
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Joined: 10 Jan 2006
Posts: 4197
Location: United States
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  • Balin, Companion of Thorin  
 
Companion • Dwarf
 
Strength: 5
 
Vitality: 3
 
Resistance: 6
 
Damage +1. Hunter 1.
 
Each time Balin wins a skirmish, you may draw a card or discard a card. | 
 
| I had to put something here. | 
 
 
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| Eomer3rdMarshal | 
 Posted: Wed Mar 28, 2007 2:54 pm | 
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Joined: 14 Apr 2006
Posts: 163
Location: Riding free in the Westfold
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   • The Balrog, Bane of Dwarves  
 
Minion • Balrog
 
Strength: 17
 
Vitality: 5
 
Site: 4
 
Damage +1. Enduring.
 
While the fellowship is at an underground site (or you can spot a Dwarf), the Balrog is damage +1 and fierce.
 
While brave, Balin & Co. were really not prepared. | 
 
| "Forth Eorlingas!" | 
 
 
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| DáinIronfoot | 
 Posted: Wed Mar 28, 2007 3:40 pm | 
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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  •The Balrog, Evil of Morgoth  
 
Minion • Balrog
 
Strength: 13
 
Vitality: 5
 
Site: 5
 
Damage +2. Fierce. Discard The Balrog if not at an underground site.
 
If you cannot spot a   archer, skip the archery phase.
 
The Balrog is strength +1 for each companion you can spot (limit +6).
 
The Dwarves delved too deeply and freed this ancient creature of shadow and flame who now rules Moria. | 
 
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
 
 
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring.   Oh, and I have a  trade list now!
 
 
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! | 
 
 
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| Aragorn, King in Exile | 
 Posted: Wed Mar 28, 2007 3:58 pm | 
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Joined: 26 Mar 2007
Posts: 302
Location: Weare, NH
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  Moria Archer Commander    
 
Minion * Orc
 
Strength 8
 
Vitality 2
 
Site 4
 
Archer.
 
The minion archery total is +1 for each other   minion you can spot. | 
 
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| thonnas7 | 
 Posted: Wed Mar 28, 2007 4:13 pm | 
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Joined: 07 May 2006
Posts: 397
Location: Springfield, OR
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  Mordor Archer Troop  
 
Minion • Orc
 
Strength: 9
 
Vitality: 3
 
Site Number: 6
 
Archer.
 
While you can spot 3 minion archers, the minion archery total is +1.
 
Uncommon | 
 
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| AnxiousChieftain | 
 Posted: Wed Mar 28, 2007 5:20 pm | 
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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  Uruk Marksman  
 
Minion • Uruk-hai
 
Strength: 8
 
Vitality: 2
 
Site Number: 5
 
Archer.
 
At the start of the archery phase, you may remove an   token from a machine to make the minion archery total +1. | 
 
| MODS RULE. - lem0nhead | 
 
 
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| Eomer3rdMarshal | 
 Posted: Wed Mar 28, 2007 5:58 pm | 
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Joined: 14 Apr 2006
Posts: 163
Location: Riding free in the Westfold
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  Uruk-killing Mark Man  
 
Companion * Man
 
Strength: 6
 
Vitality: 3
 
Resistance: 7
 
While you can spot an Uruk-hai, this companion is strength +2. | 
 
| "Forth Eorlingas!" | 
 
 
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| AnxiousChieftain | 
 Posted: Wed Mar 28, 2007 6:02 pm | 
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Joined: 15 Jul 2005
Posts: 3947
Location: Maryland
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  Blade of the Mark  
 
Possession • Hand Weapon
 
Strength +2
 
Bearer must be a   Man.
 
While skirmishing an Uruk-hai, bearer gains hunter 1. | 
 
| MODS RULE. - lem0nhead | 
 
 
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| DáinIronfoot | 
 Posted: Wed Mar 28, 2007 6:27 pm | 
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Joined: 12 Jan 2007
Posts: 4594
Location: Beltsville, MD, USA
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 •Herugrim, Sword of Théoden  
 
Possession • Hand Weapon
 
Strength +2
 
Vitality +1
 
Bearer must be Théoden.
 
He is damage +1.
 
When you play Herugrim, you may heal Théoden.
 
Maneuver: Add a threat and exert Théoden twice (or once if mounted) to make him defender +1 until the regroup phase. | 
 
Best regards, Dáin, Vice Aftokrator of the Chosen Ones
 
 
Check out Lasting Alliances, The Road Ahead, and Ages of Middle-earth, three of my five dream card sets that make up Wars of the Ring.   Oh, and I have a  trade list now!
 
 
Also, if you're into DCs or RPGs (or even if you're not!), check out Realms of Middle-earth, the sequel to CG's "DC Adventure", Realms of the North! | 
 
 
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