
 Ulaire Nertea, Morgul Besieger 
Minion-Nazgul
Strength 9
Vit 2
Site 3
Fierce. Flight 2.
When you play Ulaire Nertea, you may take control of a site. If Ulaire Nertea is killed in a skirmish, the free peoples player may liberate a site.
I would drop his flight bonus to 1.

 Ulaire Otsea, Morgul Besieger 
Minion-Nazgul
Strength 9
Vit 2
Site 3
Fierce. Flight 2.
While you control a site, Ulaire Otsea’s twilight cost is -2. Regroup: Exert three 

 minions to take control of a site.
Otsea is supposed to have 3 vitality. 
I think that being fierce, flight 2, and having 2 great abilities is too powerful. I would drop either the twilight reduction or the regroup ability.

 Ulaire Lemenya, Morgul Besieger 
Minion-Nazgul
Strength 9
Vit 2
Site 3
Flight 2.
While you control a site, each unbound companion is resistance -2 and strength -1.
Nice, although he should be culturally enforced.

 Ulaire Nelya, Flying Terror 
Minion-Nazgul
Strength 10
Vit 3
Site 3
Fierce. Flight 2.
While you control a site, the twilight cost of each 

 condition is -1. 
Skirmish: Exert Ulaire Nelya to add 

 for each site you control.
Good, although site number should be 2.

 Ulaire Cantea, Darkest Fear 
Minion-Nazgul
Strength 10
Vit 3
Site 3
Fierce. Flight 2.
Each time Ulaire Cantea is assigned to skirmish, spot a site you control to discard a possession borne by a companion he was skirmishing.
Cool.

 Ulaire Enquea, Lord of Shadow 
Minion-Nazgul
Strength 11
Vit 4
Site 3
Flight 2.
Regroup: Exert Ulaire Enquea twice to take control of a site.
Nice.

 Ulaire Toldea, Lord of Shadow 
Minion-Nazgul
Strength 12
Vit 3
Site 3
Flight 1.
Ulaire Toldea is damage +1 for each site you control.
Needs to be culturally enforced.

 Ulaire Attea, Lord of Shadow 
Minion-Nazgul
Strength 12
Vit 3
Site 3
Flight 1.
Each 

 minion gains 
flight 1 for each site you control.
I think that his ability should only target Nazgul, because I don’t like the idea of flying Orcs. 

 The Witch-King, Lost Lord of Numenor 
Minion-Nazgul
Strength 14
Vit 4
Site 3
Fierce. Flight 2.
The Witch-King is strength +2 for each site you control. 
Regroup: Exert the Witch-King to stack him on a site you control. 
Shadow: Play the Witch-King from a site you control, his twilight cost is -2.
If you drop the Regroup and Shadow abilities, he’s an awesome minion.

 .Siege Commander 
Minion-Orc
Strength 12
Vit 3
Site 4
To play, spot a 

 minion. While you control a site, each 

 orc is strength +1. While you control 2 sites, each 

 orc is damage +1. While you control 3 sites, each 

 orc is twilight cost -1.
I like it.

 Gothmog, Commander of the Dark Army 
Minion-Orc
Strength 13
Vit 3
Site 4
Archery: Exert Gothmog twice to make the minion archery total +2 for each site you control.
Needs to be culturally enforced, and is also a tad too strong.

 Morgul Legions 
Minion-Orc
Strength 15
Vit 4
Site 3
For each site you control, this minion’s twilight cost is -2. 
Shadow: Spot a site you control and discard a 

 orc from play to play this minion from your discard pile.
Change -2 to -1.

 Morgul Striker 
Minion-Orc
Strength 10
vit 3
Site 3
While you control a site, this minion’s twilight cost is -2. 
Good. You could possibly drop the vitality to 2.

 Morgul Coward 
Minion-Orc
Strength 7
Vit 3
Site 4
Maneuver: Discard this minion to play up to two 

 minions from your discard pile. They come into play exhausted.
I would add ’...and spot a site you control...’

 Morgul Sneaker 
Minion-Orc
Strength 6
Vit 1
Site 4
When you play this minion, if you cannot spot another minion, play a 

 minion from your discard pile. You cannot play another minion during this shadow phase.
Neat, although again spotting a site you control would be great.
(see the combo with Morgul Coward?)

 Morgul Sentry 
Minion-Orc
Strength 5
Vit 2
Site 4
This minion is strength +1 for each site you control. 
Regroup: Discard this minion to take control of a site.
Drop the regroup ability.

 .Morgul Bridges 
Possession-Support Area
Engine.
Each 

 minion is strength +1 for each site you control. 
Regoup: Discard this condition and three 

 minions to take control of a site.
Good.

 Morgul Boats 
Possession-Support Area
Engine.
Regroup: Remove 

 to stack your 

 orc here. 
Shadow: Play your 

 orc stacked here as if from hand.
Kinda like Teeth of Mordor... but better. I’d change it to ’Remove 
 and remove a threat’.

 .The Dark Lord’s Towers 
Condition-Support Area
Engine.
To play, spot a 

 orc. While you control a site, each 

 card is twilight cost -1. 
Regroup: Discard this condition and a 

 orc to take control of a site.
Change the first part to controlling 2 sites.
AAAAND INTRODUCING.... THE 

 TROLLS!!!


 Troll of Burden 
Minion-Troll
Strength 16
Vit 3
Site 5
Fierce.
To play, spot a 

 orc. This minion is twilight cost -2 for each engine you can spot. Each time this minion wins a skirmish, you may take control of a site. At the start of the regroup phase, the free peoples player may liberate a site.
Good.


 Assault Troll 
Minion-Troll
Strength 17
Vit 4
Site 5
Fierce.
To play, spot a 

 card. This minion’s twilight cost is -1 for each engine you can spot. This minion is 
damage +1  for each site you control. Each time this minion wins a skirmish, play a 

 minion from your discard pile, it is twilight cost -2, fierce, and damage +1. 
You can drop the last ability - he’s strong enough as it is.
( if it wins a fierce skirmish, play your morgul sentry from your discard pile! you will take control of a site!)