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DáinIronfoot
Posted: Fri Apr 06, 2007 12:29 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duos #100-124:

2 A Forging and An Arming Moria
Event • Maneuver
Search.
Exert a Moria minion to reveal the top X cards of your draw deck, where X is the number of underground and mountain sites you can spot. You may then play any Moria cards revealed. Replace each remaining cards in the same order.
“Then they marched and gathered by hill and valley, going ever by tunnel or under dark, until around and beneath the great mountain Gundabad of the North, where was their capital, a vast host was assembled ready to sweep down in time of storm unawares upon the South.”

1 A Pang of Fear and Loss Moria
Event • Response
If the Ring-bearer puts on The One Ring, spot a Moria minion to add a burden or 2 threats.
“Yes, they saw him. Whether it was an accident, or a last trick of the ring before it took a new master, it was not on his finger.... forgetting even to draw his sword he struck his hands into his pockets. And there was the ring still, in his left pocket, and it slipped on his finger.”

2A Wind And A Rain Moria
Condition • Support Area
Weather. To play, exert a Moria minion.
Each time the fellowship moves to a mountain or plains site, spot another weather condition to make each companion exert.
Regroup: Discard this condition and heal each companion to make the move limit for this turn -1 (to a minimum of 1).
“The wind was howling and the thunder still growling, and they had a business getting themselves and their ponies along.”

0 Alone And In Despair Moria
Condition • Support Area
To play, spot a Moria Orc and remove a threat.
Each time a companion of the same culture as the Ring-bearer is killed, add a burden and a threat.
“Now of Isildur it is told that he was in great pain and anguish of heart....”

1 Anger and Fright Moria
Event • Skirmish
Make a Moria Warg strength +1 for each wound on each character in its skirmish.
“The rage of the wolves was terrible to see, and the commotion they made filled all the forest.”

1 Aroused and Alert Moria
Event • Maneuver
Search.
Make each Moria minion in a fierce skirmish strength +2 until the regroup phase.
“With yells of delight the goblins rushed upon him.”

6Azog, Full of Guile Moria
Minion • Orc
Strength: 11
Vitality: 3
Site: 4
Fierce. Hunter 2.
To play, spot 2 Moria Orcs.
Each unwounded Moria Orc skirmishing a Dwarf is damage +1.
Regroup: Exert Azog twice and take an unwounded Moria Orc into hand to take control of a site.
“‘What? Yet another beggar at my doors? Must I brand you too?’”

6Azog, King of Moria Moria
Minion • Orc
Strength: 12
Vitality: 3
Site: 4
Lurker. Fierce.
To play, spot 2 Moria Orcs.
Each Dwarf is strength -1 (or -2 if you control any site 4).
Each time Azog wins a skirmish, you may discard a Moria Orc to take control of a site.
“‘If beggars will not wait at the door, but sneak in to try thieving, that is what we do to them. Go and tell them so! But if his family wish to know who is now king here, the name is written on his face. I wrote it! I killed him! I am the master!’”

1 Banner of the Mountains Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria Orc.
Each time bearer wins a skirmish, you may add a threat for each site you control.
“Their banners were countless, black and red....”

1 Bent Sword Moria
Possession • Hand Weapon
Strength +2
Bearer must be a Moria Orc.
At the start of each skirmish involving bearer, you may exert him to exert a character in that skirmish.
Goblin blades are as deadly as they are crude.

5 Bodyguard of Bolg Moria
Minion • Orc
Strength: 11
Vitality: 3
Site: 8
Fierce. Damage +1. Hunter 1.
To play, spot a unique Moria Orc.
When you play this minion, you may exert it to play a Moria possession on it from your draw deck.
Response: If Bolg or Azog is about to take a wound, exert this minion to prevent that wound.
“...goblins of huge size with scimitars of steel.”

5Bolg, Goblin of the North Moria
Minion • Orc
Strength: 10
Vitality: 3
Site: 8
Lurker. Hunter 3. Toil 1.
Each other Moria Orc is strength +1.
Each time Bolg takes a wound, remove 2 or discard a Moria Orc.
Skirmish: Exert Bolg to make a Moria Orc damage +1.
“‘The Goblins are upon you! Bolg of the North is coming.’”

0 Clever Things Moria
Event • Shadow
Exert your Moria Orc to play a machine or engine from your draw deck.
“...they invented some of the machines that have since troubled the world, especially the ingenious devices for killing large numbers of people at once, for wheels and engines and explosions always delighted them....”

2Could Not Pierce Their Ranks Moria
Condition • Support Area
To play, spot 2 Moria minions.
Each time a companion, ally, or Moria minion is killed and you cannot spot 3 tokens here, you may place a Moria token here.
Response: If a Moria minion wins a skirmish, discard this condition to make the Free Peoples player exert a companion for each token here.
“Already behind him among the goblin dead lay many men and many dwarves, and many a fair elf that should have lived yet long ages merrily in the wood. And as the valley widened his onset grew ever slower.”

3Crossed and Tangled Moria
Condition • Support Area
Response: If the fellowship moves to an underground site, you may exert a Moria minion to make the move limit -1 (to a minimum of 1) for this turn.
At the end of each regroup phase, discard a Moria minion or discard this conditon.
“...but the goblins knew their way...and the way went down and down, and it was most horribly stuffy.”

4Goblin Captain Moria
Minion • Orc
Strength: 9
Vitality: 2
Site: 4
Damage +1. Fierce.
Each Moria Orc at a mountain or underground site is fierce.
“‘There is a shadow by the door. Something is outside!’”

2 Goblin Dragoon Moria
Minion • Orc
Strength: 6
Vitality: 2
Site: 5
Tracker.
When you play this minion, you may discard a Moria card from hand to play a Moria mount on it from your draw deck.
“These were the swiftest wolf-riders....”

2 Goblin Forger Moria
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Shadow: Exert this minion to play a Moria possession from your draw deck.
“Hammers, axes, swords, daggers, pickaxes, tongs, and also instruments of torture, they make very well, or get other people to make to their design, prisoners and slaves that have to work till they die for want of air and light.”

4 Goblin Gatekeeper Moria
Minion • Orc
Strength: 8
Vitality: 2
Site: 4
While you can spot a unique Moria Orc, this minion is damage +1.
While you can spot 2 Moria possessions, this minion is strength +2.
While you can spot 4 Moria possessions, this minion may not take wounds.
“...goblins in full armour with drawn swords sitting just inside the door, and watching it with wide eyes, and watching the passage that led to it.”

2 Goblin Gnasher Moria
Minion • Orc
Strength: 6
Vitality: 1
Site: 4
Fierce.
“They make no beautiful things, but they make many clever ones.”

2 Goblin Guard Moria
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
While in a fierce skirmish, this minion gains hunter 1.
Each time the fellowship moves, this minion is strength +2 and fierce.
“‘Go back up the passage!’”

4 Goblin Rabble Moria
Minion • Orc
Strength: 10
Vitality: 3
Site: 4
Fierce.
While in a fierce skirmish, this minion gains hunter 2.
“They were aroused, alert, ready for anything.”

1 Goblin Rider Moria
Minion • Orc
Strength: 4
Vitality: 2
Site: 5
Tracker. Hunter 1.
When you play this minion, you may exert it to play a Moria mount on it from your draw deck.
“...already their cries and howls rent the air afar.”

2 Goblin Slasher Moria
Minion • Orc
Strength: 6
Vitality: 1
Site: 4
While bearing a hand weapon, this minion is damage +1 and gains hunter 1.
“‘Clash, crash! Crush, smash!’”

2 Goblin Soldier Moria
Minion • Orc
Strength: 5
Vitality: 2
Site: 4
Tracker. Hunter 1.
While bearing a hand weapon, this minion is damage +1.
“Others waved their spears and clashed the shafts against their shields.”

1 Goblin Tunneler Moria
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
While at an underground site, this minion is strength +2.
Shadow: If the fellowship is at a mountain site, discard this minion to make the current site gain underground.
“They can tunnel and mine as well as any but the most skilled dwarves, when they take the trouble....”

1 Goblin Whip Moria
Possession • Hand Weapon
Strength +1
Bearer must be a Moria or Green Orc.
This weapon may be borne in addition to 1 other hand weapon.
While you can spot a captured character in your support area, bearer gains hunter 1.
“...the goblins took out whips and whipped them with a swish, smack!, and set them running as fast as they could in front of them....”

1 Goblin-Driver Moria
Minion • Orc
Strength: 5
Vitality: 1
Site: 4
This minion is strength +1 for each captured character in your support area.
“‘Swish, smack! Whip crack! / Batter and beat! Yammer and bleat! / Work, work! Nor dare to shirk....’”

1 Goblin-Raid Moria
Event • Maneuver
Search.
Spot X Moria Orcs to make X Moria Wargs (or X mounted Moria Orcs) strength +1 until the regroup phase.
“...even the Wargs dared not attack them if there were many together, or in the bright day. But now they had planned with the goblins’ help to come by night upon some of the villages nearest the mountains.”

1 Great Bat Moria
Follower
Strength +2
Aid2.
Skirmish: Transfer this to your support area to wound a companion bearer is skirmishing (and remove a threat if that companion was not already wounded).
“...while still the great bats swirled about the heads and ears of elves and men, or fastened vampire-like on the stricken.”

4Great Goblin, Ruler of Goblin-town Moria
Minion • Orc
Strength: 9
Vitality: 3
Site: 4
Lurker.
To play, spot 2 Moria Orcs.
Each time a Moria Orc wins a skirmish, you may exert Great Goblin to make a Moria Orc fierce until the regroup phase (and damage +1 if that Orc bears a weapon or is Great Goblin).
“There in the shadows on a large flat stone sat a tremendous goblin with a huge head, and armed goblins were standing round him carrying the axes and the bent swords that they use.”

4Great Goblin, Truly Tremendous One Moria
Minion • Orc
Strength: 9
Vitality: 3
Site: 4
Fierce. Lurker.
To play, spot a Moria Orc.
Each time a Moria Orc wins a skirmish, you may exert Great Goblin twice to capture a character in that skirmish.
“‘Murderers and elf-friends!...Take them away to dark holes full of snakes, and never let them see the light again!’”

5Great Grey Wolf, Warg Chieftain Moria
Minion • Warg
Strength: 10
Vitality: 3
Site: 4
Tracker. Fierce.
To play, spot a Warg. Great Grey Wolf may not bear possessions.
Each Warg and Moria tracker gains hunter 1 (or hunter 2 if in a fierce skirmish).
Skirmish: Exert Great Grey Wolf and another Warg (or exert Great Grey Wolf twice) to move a card in the Free Peoples player’s support area to its owner’s discard pile.
“He spoke to them in the dreadful language of the Wargs. Gandalf understood it. Bilbo did not, but it sounded terrible to him, and as if all their talk was about cruel and wicked things, as it was.”

7Gundabad Vanguard Moria
Minion • Orc
Strength: 13
Vitality: 4
Site: 5
Fierce.
To play, spot 2 Moria minions and a threat.
When you play this minion, you may play a Moria Orc or Moria weapon from your discard pile.
“...they came on like a tide in fury and disorder.”

2 Half Blind With Rage Moria
Condition
Skirmish: Exert a Moria minion to play this condition on a Dwarf it is skirmishing.
Bearer loses all hunter bonuses.
Each time bearer loses a skirmish involving a Moria Orc, exert bearer.
“Soon Náin made a great stroke with all his strength that remained, but Azog darted aside and kicked Náin’s leg....”

1 Heavy Spear Moria
Possession • Hand Weapon
Strength +2
Bearer must be a Moria Orc.
Archery: Discard this possession to make the minion archery total +1.
Though not very accurate, goblins spears are devastating when they hit their intended targets.

3 Hobgoblin Moria
Minion • Orc
Strength: 6
Vitality: 3
Site: 4
Tracker. Enduring. Fierce.
To play, spot a Moria Orc.
“‘...right among the slopes of the Grey Mountains, and they are simply stiff with goblins, hobgoblins, and rest of the worst description.’”

0 Howling At The Moon Moria
Event • Skirmish
Search.
Make a Moria Warg or mounted Moria Orc strength +1 for each Warg minion you can spot (limit +6).
“All of a sudden they heard a howl away down hill, a long shuddering howl. It was answered by another away to the right and a good deal nearer to them; then by another not far away to the left.”

3 Hunting Warg Moria
Minion • Warg
Strength: 8
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
To play, spot a Moria minion. This minion may not bear possessions.
When you play this minion, you may exert it to take a Moria search card into hand from your draw deck.
“They left guards at the foot of the tree in which Dori and Bilbo were, and then went sniffling about till they had smelt out every tree that had anyone in it.”

1 Hurrying Multitude Moria
Event • Skirmish
Search.
Make each Moria minion that is not mounted (or a Warg) gain lurker.
“...already their cries and howls rent the air afar.”

3 Keen Smell Moria
Condition • Support Area
Search. Toil 1. To play, spot a Moria minion.
Response: If the Ring-bearer puts on The One Ring, exert a Moria Warg to choose one: wound the Ring-bearer; or make the Ring-bearer take off The One Ring until the regroup phase.
Response: If a stealth card is played, spot a Moria Warg and discard this condition to cancel all effects of that card and discard it.
“Even magic rings are not much use against wolves - especially against the evil packs that lived under the shadow of the goblin-infested mountains, over the Edge of the Wild on the borders of the unknown.”

1 Maddened and Angry Moria
Condition • Support Area
To play, exert a Moria Warg.
Each time a Warg is exerted or wounded by a Free Peoples event, condition, or special ability, you may remove 1 to make that Warg enduring until the end of the turn.
Regroup: Discard this condition to heal each Warg (or heal a Moria Warg three times).
“...they were leaping and howling round the trunks, and cursing the dwarves in their horrible language, with their tongues hanging out, and their eyes shining as red and fierce as the flames.”

1Marching To War Moria
Condition • Support Area
Each Moria Orc is strength +1 for each possession it bears.
At the end of the turn, remove a threat, discard a Moria Orc or Moria possession, or discard a Moria condition.
“Also he could see the glint of the moon on goblin spears and helmets, as long lines of the wicked folk crept down the hillsides from their gate and wound into the wood.”

2Menacing Silence Moria
Condition • Support Area
To play, spot 3 Moria minions.
Each time the fellowship moves, you may add a threat for each Moria minion you can spot (limit 3).
Regroup: Discard this condition to add a threat.
“‘Careful now, or this way will lead you to worse things.’”

3Misery Me! Moria
Condition • Support Area
To play, spot 2 Moria minions.
Each time you play a Moria minion, if you cannot spot 3 tokens here, you may place a Moria token here.
Response: If a Moria minion wins a skirmish, remove 2 tokens from here or discard this condition to exhaust or capture an unbound companion.
“‘It will not be long now before the goblins win the Gate, and we are all slaughtered or driven down and captured.’”

4More Than A Thunderstorm Moria
Condition
Weather. To play, exert a Moria minion. Plays on a mountain or river site.
At the start of each phase (except skirmish phases) while the fellowship is at this site, the Free Peoples player must add a burden or exert a companion.
Discard this condition at the end of the turn.
“Then came a wind and a rain, and the wind whipped the rain and the hail about in every direction, so that an overhanging rock was no protection at all.”

1Not Afraid of Fire Moria
Condition • Support Area
Each time a Gandalf spell is played, you may exert your Moria Orc (or spot 3 Moria minions) to exert a companion.
“Others rushed round and stamped and beat, and beat and stamped, until nearly all the flames were put out-but they did not put out the fire nearest to the trees where the dwarves were.”

0 Out Of The Frying-Pan, Into The Fire Moria
Event • Response
If a companion wins or cancels a skirmish involving a Moria minion, you may exert your unassigned Moria Orc or Moria Warg to assign it that companion.
“‘Escaping goblins to be caught by wolves!’”

2Rekindled to Fury Moria
Condition • Support Area
To play, spot a Dwarf (or spot 3 Moria minions in your discard pile).
Each time a Moria minion is killed, you may remove a threat to make each minion of the same race strength +1 until the end of the turn.
Regroup: Discard this condition and remove X threats to take X Moria minions into hand from your draw deck or discard pile.
“Tidings they had gathered in secret ways; and in all the mountains there was a forging and an arming.”

2 Riding Warg Moria
Possession • Mount
Strength +2
Vitality +1
Bearer must be a Moria Orc. Discard this mount when at an underground site.
Maneuver: Exert bearer to make him fierce until the regroup phase.
“Then they often got the Wargs to help and shared the plunder with them. Sometimes they rode on wolves like men do on horses.”

2 Roving Warg Moria
Minion • Warg
Strength: 6
Vitality: 2
Site: 3
Tracker. Hunter 2.
This minion may not bear possessions.
While you can spot another Warg, this minion’s twilight cost is -1.
While you can spot 3 Wargs, this minion is fierce.
“In a minute there was a whole pack of them yelping all round the tree and leaping up at the trunk, with eyes blazing and tongues hanging out.”

2 Slowly Beaten Down Moria
Condition • Support Area
When you play this condition, place a Moria token here for each Moria minion you can spot.
Response: If a Moria minion wins a skirmish, spot X tokens here and discard this condition to play a Moria minion whose twilight cost is (X) from your discard pile. The Free Peoples player must immediately assign that minion to an unassigned companion.
“His numbers were too few. His flanks were unguarded. Soon the attackers were attacked, and they were forced into a great ring, facing every way, hemmed all about with goblins and wolves returning to the assault.”

1 Spoils Moria
Event • Response
If you capture any number of Free Peoples characters, exert your Moria Orc to play any possessions on those characters on your Moria Orcs; those possessions lose all game text and are returned to their owner at the end of the game.
“...and there were all the baggages and packages lying broken open, and being rummaged by goblins, and smelt by goblins, and fingered by goblins, and quarreled over by goblins.”

3Spread In Secret Moria
Condition • Support Area
To play, spot two threats.
While the fellowship is at a mountain or underground site, the twilight cost of each of your Moria Orcs is -1 (to a minimum of 1).
At the start of each regroup phase, discard a Moria minion or discard this condition.
“Out jumped the goblins, big goblins, great ugly-looking goblins, lots of goblins, before you could say rocks and blocks.”

3 Stalking Warg Moria
Minion • Warg
Strength: 7
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
To play, spot 3 Moria minions (or 2 Moria Wargs). This minion may not bear possessions.
You may play this minion any time you could play a maneuver or assignment event.
When you play this minion, you may exert it to wound a companion.
“A wolf snapped at his cloak as he swung up, and nearly got him.”

4 War-Wolf Moria
Possession • Mount
Strength +3
Vitality +2
Bearer must be a Moria Orc.
Bearer is fierce.
Maneuver: Exert bearer twice to make him damage +1 until the regroup phase.
“‘They ride upon wolves and Wargs are in their train!’”

3 Wild Warg Moria
Minion • Warg
Strength: 10
Vitality: 3
Site: 3
Tracker.
To play, spot 2 Moria minions (or a Moria Warg). This minion may not bear possessions.
Response: If this minion takes a wound, it is fierce until the regroup phase.
“The Wargs and the goblins often helped one another in wicked deeds.”

7 Wolves of Wilderland Moria
Minion • Warg
Strength: 12
Vitality: 4
Site: 3
Tracker. Hunter 1.
While you can spot 2 Wargs, this minion is fierce.
While you can spot 3 Wargs, this minion is damage +1.
While you can spot 4 Wargs, this minion may not take wounds.
“All of a sudden there were hundreds of eyes looking at them.”
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!
DáinIronfoot
Posted: Tue May 01, 2007 8:41 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duos #125-140:

3Anárion, Mighty Lord of Ships Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Knight. Hunter 1.
Anárion is strength +1 for each Gondor Man you can spot who bears an artifact (limit +3).
Skirmish: Play a Gondor skirmish event to make a minion skirmishing Anárion strength -1.
“But Isildur and Anárion sailed on southwards, and...established a realm where are now the countries of Rohan and Gondor.”

2Aratan, Scholarly Son of Isildur Gondor
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
Skirmish: Discard Aratan to make another Gondor Man strength +5 until the regroup phase.
Regroup: If you have 3 or more cards in your hand, discard your hand to play Aratan from your discard pile.
Unlike his brothers, Atatan cared little for war, though his fierce loyalty to his home and family caused even he to take up battle against Sauron.

2Blade of Númenór Gondor
Artifact • Hand Weapon
Strength +2
Bearer must be a Gondor Man.
You may play Blade of Númenór any time you could play a maneuver or skirmish event.
If bearer is Isildur or Anárion, he is damage +1.
Skirmish: If bearer wins a skirmish involving a Sauron or Orc minion, exert him or her X times to wound that minion X times.

2Borondir, Rider of the Last Hope Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
While you can spot a unique Gondor Man and a unique Rohan Man, Borondir’s twilight cost is -1.
While Borondir is mounted, he is strength +1 (or +2 if bearing a Rohan mount).
“...a great rider of a family that claimed descent from a captain of the Northmen in the service of the Kings of Old.”

3Cirion, Noblest of the Stewards Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Knight. Hunter 1.
The twilight cost of each Rohan Man is -1.
Each time a Gondor Man wins a skirmish, you may exert Cirion to exert a minion or remove a threat.
“...in Cirion Eorl saw the highest and noblest man of the world that he knew, and the wisest, on whom sat the majesty of the Kings of Men of long ago.”

2Ciryon, Brave Son of Isildur Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
While you can spot 3 Gondor Men (or 2 Gondor knights), you may play Ciryon any time you could play an assignment event.
When you play Ciryon, spot a wounded Gondor knight to make Ciryon strength +2 until the regroup phase.
Though at first reluctant to go to battle against Sauron, Ciryon was part of his uncle Anárion’s reinforcements when he heard of the danger posed to his father, grandfather, and brothers.

6 Dírnaith Gondor
Event • Skirmish
Toil 2.
Exert each minion assigned to skirmish a Man bearing a shield or hand weapon.
“...a wedge-formation, launched over a short distance against an enemy massing but not yet arrayed, or against a defensive formation on open ground.”

1Disaster of the Gladden Fields Gondor
Condition • Support Area
Tale. To play spot a Ring-bound Man.
Each time a companion is killed, you may remove a burden (or 2 burdens if that companion was Ring-bound).
“So passed the first victim of the malice of the masterless Ring: Isildur, second King of all the Dúnedain, lord of Arnor and Gondor, and in that age of the World the last.”

5Elendil, The Faithful Gondor
Companion • Man
Strength: 8
Vitality: 5
Signet: Elrond
Knight. To play, exert 2 Gondor Men, spot 2 Gondor knights, or spot a Gondor knight and an Elf.
Each time Elendil wins a skirmish, you may heal a Gondor or Elven companion (or 2 Gondor or Elven companions with resistance 7 or more).
Each time Elendil takes a wound, each Gondor Man is strength +1 until the regroup phase.
“The host of Gil-galad and Elendil had the victory....”

3Elendur, Bold Son of Isildur Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight. Hunter 1.
While you can spot 3 other knights, Elendur may not be overwhelmed unless his strength is tripled.
Skirmish: Exert Elendur and discard a card from hand to make each minion skirmishing him strength -1.
Brave, daring, and brash like his father, Elendur jumped at the chance to follow Isildur into battle. At the Dagorlad, this made him a heroic warrior. At the Gladden Fields, it cost him dearly.

2Estelmo, Brave Esquire Gondor
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
Hunter 2. To play, spot a unique Gondor Man.
Response: If Estelmo is about to be killed, wound another Man to discard him instead.
He was the squire to Isildur’s eldest son Elendur, and was knocked to the ground and left for dead by Orcs in that awful battle.

2Hador, Fierce Warrior Gondor
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight. Hunter 2.
While in a fierce skirmish, Hador is damage +1.
Regroup: Exert Hador to wound a wounded minion.
“...stern men of Arnor and war-hardened.”

2Hallas, Son of Cirion Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1.
The twilight cost of each Gondor and Rohan tale is -1.
“The Sindarin names Rohan for the Mark and Rohirrim for the people were devised first by Hallas, son and successor of Cirion, but were often used not only in Gondor but by the Eotheod themselves.”

0Isildur, Mighty Son and Heir Gondor
Companion • Man
Strength: 7
Vitality: 3
Ringed Resistance: 6
Ring-bearer. Ring-bound.
Each time Isildur is assigned to a skirmish, add 2 burdens or wound 2 unbound companions.
Maneuver: Exert Isildur and add a threat to take a Gondor event into hand from your draw deck or discard pile (limit once per phase).
“‘I cannot use it. I dread the pain of touching it. And I have not yet found the strength to bend it to my will. It needs one greater than I now know myself to be. My pride has fallen.’”

3Isildur, Son of Elendil Gondor
Companion • Man
Strength: 7
Vitality: 3
Signet: Elrond
Knight. Hunter 1.
Maneuver: Add a threat to take a Gondor or Elven weapon in your discard pile into hand.
Assignment: If Isildur is not assigned to a skirmish, exert him to assign him to a minion another character has been assigned to.
“‘It was at this moment, when all hope was lost, that Isildur, son of the king, took up his father’s sword....’”

0Its Splendor Grew Gondor
Condition • Support Area
Tale.
At the start of each regroup phase, if you cannot spot a minion, spot X Gondor artifacts and add (X) to heal X Gondor companions (limit 3).
“...it recalled the wealth and majesty of Númenor ere it fell High towers the people of Gondor built, and strong places, and havens of many ships; and the Winged Crown of the Kings of Men was held in awe by people of many lands and tongues.”

3Lord of Dol Amroth Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight.
While you can spot a unique Gondor Man, Lord of Dol Amroth’s twilight cost is -1.
At the start of each regroup phase, you may exert 2 Gondor Men (or a Gondor knight) to take a Gondor tale into hand from your draw deck.
“They were a family of the Faithful who had sailed from Númenor before the Downfall and had settled in the land of Belfalas...with a stronghold upon the high promontory of Dol Amroth.”

2 Man of Westernesse Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. Damage +1.
“So great was the power and splendour of the Númenóreans in the noontide of their realm that the servants of Sauron would not withstand them....”

7 Meeting the Storm Gondor
Condition • Support Area
Toil 2.
Each Gondor Man is defender +1.
Each Orc and Man skirmishing a Gondor Man is strength -1.
At the start of the regroup phase, wound each Gondor Man or discard this condition.
“He gathered as large a force as he could, and taking command of it himself made ready as swiftly as might be....”

0 Muster of the Númenóreans Gondor
Event • Skirmish
Make a Gondor companion strength +2 (and exert a minion if you can spot an Elf companion).
“...the Númenóreans were strong and tall, and terrible in their wrath.”

3Narsil, Light of Sun and Moon Gondor
Artifact • Hand Weapon
Strength +1
Vitality +1
Resistance +1
Bearer must be Elendil or Isildur.
You may play Narsil any time you could play a skirmish event.
If bearer is Elendil, he is strength +1 for each wound on him.
Skirmish: Exert bearer twice to wound a minion skirmishing bearer X times, where X is the strength bonus of Narsil.
“Narsil essenya, macil meletya Telchar carnéron Návarotessë.”

2 Númenórean of Arnor Gondor
Companion • Man
Strength: 5
Vitality: 3
Resistance: 6
Knight. Hunter 1.
This companion is strength +1 for each Gondor tale you can spot (limit +3).
“The Dúnedain were singing, for their day’s march was near its end....”

1 Númenórean Steed Gondor
Possession • Mount
Bearer must be a Gondor or Gandalf Man. If bearer is a knight, he or she is strength +1.
Each time bearer wins a skirmish, you may remove 1.
“...for in riding the Númenóreans, both men and women, took delight, and all the people of the land loved horses, treating them honourably and housing them nobly.”

1 Númenórean Steelbow Gondor
Possession • Ranged Weapon
Strength +1
Bearer must be a Gondor Man.
Archery: If bearer is a knight, add a threat and discard a Gondor card from hand to make the fellowship archery total +1.
“In later days, in the wars upon Middle-earth, it was the bows of the Númenóreans that were most greatly feared.”

1 Númenórean Sword Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Gondor Man.
If bearer is a knight or is at a battleground, he or she is damage +1.
“Swords the Guild of Weaponsmiths still made, for the preservation of the craft....”

2Ohtar, King’s Squire Gondor
Companion • Man
Strength: 5
Vitality: 3
Resistance: 7
Ring-bound. To play, spot a unique Gondor Man.
Each time a possession or artifact borne by a Gondor companion is about to be discarded, you may exert Ohtar to return that card to your hand instead.
“‘Save it from capture by all the means that you can find, and at all costs; even at the cost of being held a coward who deserted me.’”

1 Shield of Númenór Gondor
Possession • Shield
Bearer must be a Gondor Man.
Archery: Exert bearer or discard this possession to make the minion archery total -1 and prevent all wounds to bearer until the skirmish phase.
Response: If bearer is about to be overwhelmed, discard this possession to wound bearer instead.

4 Stood Firm Gondor
Condition • Support Area
Toil 1.
While you can spot more minions than companions, each Gondor Man bearing a hand weapon or skirmishing an Orc is strength +1 (+2 if bearing a hand weapon and skirmishing an Orc).
“The great Men towered above the tallest Orcs, and their swords and spears far outreached the weapons of their enemies. The onslaught faltered, broke and retreated, leaving the defenders little harmed, unshaken, behind piles of fallen Orcs.”

7 Thangail Gondor
Event • Archery or Skirmish
Toil 2.
Spot 3 Men bearing shields to prevent each companion from taking wounds until the assignment phase (or the regroup phase if played during a skirmish).
“...a shield-wall of two serried ranks that could be bent back at either end if outflanked, until at need it became a closed ring.”

3Túrin, Soldier of Númenór Gondor
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Knight. Hunter 1.
While Túrin bears armor or a shield, the minion archery total is -1.
Each time an Orc is killed in a skirmish involving Túrin, you may heal him.
“The arrows had been unavailing against the Númenórean armour.”

5 United Gondor
Condition • Support Area
Tale. For each Gondor and Elven character you exert when playing this, its twilight cost is -2.
If an Elf is about to take a wound that would kill him or her, exert a Man companion to prevent that wound.
“...they perceived that Sauron was too strong and would overcome all his enemies one by one, if they did not unite against him.”

1 War-hardened Gondor
Condition • Support Area
Each time a Gondor Man wins a skirmish and you cannot spot 3 tokens on this condition, you may exert that Man to add a Gondor token here.
Skirmish: Remove a token here to make a Gondor Man strength +2.
“With Isildur went his three sons... and his Guard of two hundred knights and soldiers, stern men of Arnor....”
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!
DáinIronfoot
Posted: Tue May 01, 2007 8:49 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duos #141-152:

2Aiglos, Spear of Ereinion Elven
Artifact • Hand Weapon
Strength +1
Vitality +1
Resistance +1
Bearer must be an Elf.
If bearer is Gil-galad, he is strength +1 for each wound on him.
Skirmish: Exert bearer twice to wound a minion skirmishing bearer X times, where X is the strength bonus of Aiglos.
“‘Against Aeglos the spear of Gil-galad none could stand....’”

1Alassë, Merry Elf Elven
Ally • Home 2 [LA] & 3 [LA] • Elf
Strength: 3
Vitality: 3
Maneuver: Exert Alassë to make a companion resistance +1 (or +2 if the fellowship is at a river or dwelling) until the regroup phase.
“‘O! What are you doing / And where are you going? / Your ponies need shoeing! / The river is flowing! / O! tra-la-la-lally / here down in the valley!’”

2Amdír, King of Lórien Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Amdír may be spotted as an ally whose home is site 3 [FotR] or 3 [LA].
Fellowship: Exert 2 Elf companions to play an Elven ally whose home is any site 3 from your draw deck. Limit once per turn (unless you exerted Amdír in this way).
“Amdír obeyed the summons of Gil-galad and brought as large a force as he could muster to the Last Alliance....”

2Calendeloth, Noldor Swordsman Elven
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 7
Calendeloth is strength +1 for each of the following that is true: he bears a weapon; he is at a battleground; he is skirmishing an Orc.
The Elves of Gil-galad’s army stood tall in battle, wielding their swords in destructive arcs rather than in the frenetic chopping motions of the Orcs they battled with time and again.

4Círdan, Keeper of the Grey Havens Elven
Ally • Elf
Strength: 7
Vitality: 4
Resistance: 8
To play, spot 2 Elves (or an Elven companion).
Fellowship: Exert Círdan to make each Elf whose twilight cost is 3 or above strength +1 until the regroup phase.
Maneuver or Regroup: Exert Círdan twice to take an Elven event into hand from your discard pile.
“‘But as for me, my heart is with the Sea, and I will dwell by the grey shores, guarding the Havens until the last ship sails.’”

4Elrond, Master of the Last Homely House Elven
Ally • Home 3 [LA] & 3 [FotR] • Elf
Strength: 8
Vitality: 4
To play, spot 3 Elves (or 2 characters with the Elrond signet).
At the start of each turn, you may heal a Free Peoples character (or 2 characters with the Elrond or Gandalf signet).
Fellowship: Exert Elrond twice, spot X Free Peoples races, and add (X) to draw X cards.
“He was as noble and as fair in face as an elf-lord, as strong as a warrior, as wise as a wizard, as venerable as a king of many dwarves, and as kind as summer.”

4Elrond, Vice-regent of Eriador Elven
Companion • Elf
Strength: 8
Vitality: 4
Signet: Elrond
To play, spot a unique Elf and a non-Elf companion.
At the start of each fellowship phase, you may add 2 to heal another Elven or Gondor character.
Skirmish: Exert Elrond twice to play an Elven tale or Elven skirmish event from your draw deck.
“‘I was the herald of Gil-galad and marched with his host. I was at the Battle of Dagorlad before the Black Gate of Mordor, where we had the mastery....’”

1 Elven Bow Elven
Possession • Ranged Weapon
Bearer must be an Elf.
Bearer is an archer.
“Upon all that plain the Elves of Nargothrond kept unceasing watch...and through all its woods and fields archers ranged secretly and with great craft. Their arrows were sure and deadly, and nothing crept there against their will.”

1 Elven Polearm Elven
Possession • Hand Weapon
Strength +1
Pike. Bearer must be an Elf.
If bearer is skirmishing an Orc or a wounded minion, bearer is strength +1.
The spears of the Elves were long and somewhat curved, excellent for broad, devestating sweeps.

4Faithful Friends Elven
Condition • Support Area
Tale. For each Elven and Gondor character you exert when playing this, its twilight cost is -1.
While you can spot Gil-galad and Elendil, each Elven and Gondor companion is resistance +1 (or +2 if you can spot a Gondor tale).
“Now Elendil and Gil-galad took counsel together....”

5Gil-galad, High-King of the Noldor Elven
Companion • Elf
Strength: 9
Vitality: 4
Signet: Elrond
To play, spot 2 Elves (or an Elf and a Gondor Man).
Maneuver: Exert Gil-galad twice and exert another Elf or a Gondor Man to liberate a site.
Each time Gil-galad takes a wound, each Elven Elf is strength +1 until the regroup phase.
“‘Gil-Galad was the last of the great Elf-Kings of Middle-Earth....’”

0Good People Elven
Condition • Support Area
To play, spot an Elven Elf and a Green Elf.
Each time a card must spot an Elven Elf, you may add 1 to spot a Green Elf instead.
Each time a card must spot a Green Elf, you may add 1 to spot an Elven Elf instead.
“...and after the coming of Men they took ever more and more to the gloaming and the dusk. Still elves they were and remain....”

2His House Was Perfect Elven
Condition • Support Area
If the fellowship is at a sanctuary, each time a minion is played you may exert an Elf with the Elrond signet or an ally whose home is that site to wound that minion (twice if that minion is an Orc or Uruk-hai).
“Evil things did not come into that valley.”

2Master of the House Elven
Condition • Support Area
Tale. To play, exert Elrond.
Each Elven companion gains the Elrond signet.
At the start of each maneuver phase, you may exert Elrond to make each character with the Elrond signet strength +1 until the regroup phase.
“‘In those days of our tale there were still some people who had both elves and heroes of the North for ancestors, and Elrond the master of the house was their chief.’”

0 Muster of the Noldor Elven
Event • Skirmish
Make an Elven companion strength +2 (and exert a minion if you can spot a Man companion).
“The host of Gil-galad and Elendil had the victory, for the might of the Elves was still great in those days....”

0 Narya, Ruby Ring Elven
Artifact • Ring
Vitality +1
Bearer must be Círdan or Gandalf.
If bearer is Círdan, at the start of each turn, heal an Elf (or heal Círdan twice).
Maneuver: Exert bearer twice to heal each other exhausted companion and ally (twice if that character has the Gandalf signet). Discard this artifact.
Skirmish: If bearer is Gandalf, exert him twice to play a Gandalf spell from your draw deck.
“‘Great labours and perils lie before you, and lest your task prove too great and wearisome, take this Ring for your aid and comfort....’”

0 Nice and Comforting Elven
Event • Maneuver
Spot 2 Elf allies and exert one of them to heal a companion.
“‘Also I was anxious about replenishing our small stock of provisions. I had not gone very far, however, when I met a couple of friends of mine from Rivendell.’”

1 Noldor Battle Shield Elven
Possession • Shield
Strength +1
Bearer must be an Elf.
The minion archery total is -1.
Response: If bearer is about to be overwhelmed, discard this possession to wound bearer instead.
A mastercraft shield built of hardened tapered metal, able to withstand all but the mightiest strikes.

2 Noldor Bowman Elven
Companion • Elf
Strength: 5
Vitality: 3
Resistance: 6
While this companion is an archer, he is strength +1 and gains hunter 1.
Elven archers have been feared by Sauron’s armies through many ages.

2 Noldor Warrior Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
Hunter 1. Defender +1.
Despite being outnumbered, even with their Númenórean allies, Elven warriors on the Dagorlad were responsible for many more Orkish deaths than they allowed among their own ranks.

1Súrion, Elf of the Valley Elven
Ally • Home 3 [LA] • Elf
Strength: 4
Vitality: 2
At the start of each turn while the fellowship is at a sanctuary, you may heal a companion.
“‘It is drawing towards dawn, and you have slept now since the night’s beginning. Tomorrow, perhaps, you will be cured of weariness.’”

3Thranduil, The Elvenking Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While you can spot a Green Elf, Thranduil is also a Green Elf.
Thranduil is strength +1 for each Free Peoples culture you can spot (limit +3).
Each archery and skirmish event of the same culture as Thranduil is twilight cost -1.
“‘Our advantage in numbers will be enough, if in the end it must come to unhappy blows.’”

5 Undivided Elven
Condition • Support Area
Tale. For each Elven and Gondor character you exert when playing this, its twilight cost is -2.
If a Man is about to take a wound that would kill him or her, exert an Elf companion to prevent that wound.
“It is said that the host that was there assembled was fairer and more splendid in arms than any that has since been seen in Middle-earth, and none greater has been mustered since the host of the Valar went against Thangorodrim.”

2Uremir, Rivendell Watchman Elven
Ally • Home 2 [LA] & 3 [LA] • Elf
Strength: 4
Vitality: 3
Fellowship: If the fellowship is at a sanctuary or dwelling, exert Uremir and another Elven ally to play the fellowship’s next site (replacing opponent’s site if necessary). Limit once per turn.
“‘You are a little out of your way...that is, if you are making for the only path across the water and to the house beyond. We will set you right....’”

2Very Mighty Was That Host Elven
Condition • Support Area
Tale. To play, spot an Elven companion.
Each time an Elf wins a skirmish, you may exert that Elf to heal a Man.
Each time a Man wins a skirmish, you may exert that Man to heal an Elf.
“And they made a league, the Last Alliance, and marched into Middle-earth gathering great force of Elves and Men.”

0 Victory Was Near Elven
Event • Response
Tale. To play, spot an Elf.
If your Elf or Man kills a minion, you may exert that Elf or Man to make a minion lose all game text (except card type and race) and be unable to gain game text until the regroup phase.
“‘But there were some who resisted. A last alliance of Men and Elves marched against the armies of Mordor, and on the slopes of Mount Doom they fought for the freedom of Middle-Earth.’”

0 Vilya, Mightiest of The Three Elven
Artifact • Ring
Vitality +1
Resistance +1
Bearer must be Gil-galad or Elrond.
At the start of each turn, spot less than 3 threats to heal bearer.
Fellowship: Discard this artifact to play an Elven ring from your draw deck or discard pile.
Regroup: Exert bearer twice (or discard this artifact) to heal another companion (twice if that companion has the Elrond signet).
“Therefore ere the Third Age was ended the Elves perceived that the Ring of Sapphire was with Elrond, in the fair valley of Rivendell, upon whose house the stars of heaven most brightly shone....”
Last edited by DáinIronfoot on Thu Jun 28, 2007 1:36 pm; edited 1 time in totalBest 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!
DáinIronfoot
Posted: Tue May 01, 2007 9:03 am
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duos #153-160:

3 A Speed Beyond Hope Rohan
Event • Regroup
Spot 2 Rohan companions and exert each unmounted companion to make the move limit +1 for this turn.
“So they rode on, as fresh and eager as on the morning of their setting-out....”

0 Aid Unlooked For Rohan
Event • Response
If an opponent is about to take control of a site, exert a Rohan Man and a Gondor Man to prevent that. If that site is a battleground, river, or plains site, wound a minion.
“...the Riders came out of the North and broke upon the rear of the enemy. Then the fortunes of battle were reversed, and the enemy was driven with slaughter over Limlight.”

3Éomund, Chief Captain of the Éothéod Rohan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Valiant. Hunter 1.
While mounted at a river or plains site, Éomund is defender +1.
Response: If a valiant Man is about to be overwhelmed, you may add 2 and wound a valiant Man to prevent that.
“...chief captain of the host of the Éothéod at the time of the Ride of Eorl.”

3Eorl, Lord of the Éothéod Rohan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant. Hunter 1. While you can spot a Rohan Man, Eorl’s twilight cost is -1.
Each time Eorl wins a skirmish, you may add 2 to heal a Man (or add 3 to heal a Gondor Man twice).
Maneuver or Regroup: If Eorl is mounted, exert him to exert a minion.
“...praised in all such tidings as reached Gondor as a man of great courage and wise beyond his years.”

2Eorl’s Sword, Blade of Calenardhon Rohan
Possession • Hand Weapon
Strength +2
Resistance +1
Bearer must be a Rohan Man.
If bearer is Eorl, he is damage +1.
When you play this possession, you may heal bearer. If you cannot, bearer is strength +1 until the regroup phase.
“Then he drew his sword and cast it up shining in the sun....”

2 Éothéod Messenger Rohan
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant. To play, spot a Rohan Man and a threat.
Each time you play a Rohan condition or event, you may exert this companion to make that card’s twilight cost -1.
“‘...riders brave and skilled....’”

2 Éothéod Mount Rohan
Possession • Mount
To play, spot a Rohan Man. Bearer must be a Man.
Bearer gains hunter 1 (or hunter 2 if at a river or plains site).
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
The Northmen of Calenardhon treated their horses with utmost respect, knowing they would be little without them.

2Felaróf, Very Valiant, Very Strong Rohan
Possession • Mount
Resistance +1
To play, spot 2 Rohan Men. Bearer must be a valiant Man or a Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
Each companion bearing a Rohan or Gandalf mount is strength +1.
“He understood all that men said, and was long-lived as they say, as were his descendants, the mearas, ‘who would bear no one but the King of the Mark and his sons, until the time of Shadowfax.’”

6Great Éoherë Rohan
Companion • Man
Strength: 8
Vitality: 4
Resistance: 6
Valiant. Hunter 2. To play, spot 3 Man companions (or 2 Rohan companions).
While you can spot an exhausted Man, you may play Great Éoherë any time you could play an assignment event.
When you play Great Éoherë, you may play a Rohan possession on him from your draw deck or discard pile.
“Such folk of good or evil kind as saw it approach fled out of its path for fear of its might and splendour.”

2 Horsed Archer Rohan
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant. To play, spot a Rohan Man.
At the start of the archery phase, while this companion bears a ranged weapon and a mount, you may exert him and add 1 to make him an archer until the regroup phase.
“...to go where need calls, if any bands of the enemy still lurk in the land....”

1 Need of Secrecy and Speed Rohan
Condition • Support Area
Stealth.
Play this condition only during the maneuver phase.
Each time a Rohan Man is about to take a wound, you may exert an Elf (or spot 3 Elves) to prevent that. Discard this condition at the start of the regroup phase.
“Then Felaróf sprang forward, and all the host behind followed like a great wind, but in a strange silence....”

2 Relentless Pursuit Rohan
Event • Regroup
Spot X Rohan hunters to make the Shadow player assign X wounds to minions.
“...so great was the fear that went before the horsemen of the North that the invaders of the Wold were thrown into panic, and the Riders hunted them over the plains of the Calenardhon.”

2 Rider of the North Rohan
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Valiant.
Skirmish: Play a Rohan possession on this companion to make him strength +1 and gain hunter 1 until the regroup phase.
“It is said that Eorl led forth some seven thousand fully-armed riders....”

1 Rider’s Spear Rohan
Possession • Hand Weapon
Strength +2
Bearer must be a Rohan Man.
If bearer is mounted, bearer is damage +1.
“Eorl then stood forth, and taking his spear from his esquire he set it upright in the ground.”

1The Oath of Cirion and Eorl Rohan
Condition • Support Area
Tale. To play, spot a unique Rohan Man and a unique Gondor Man.
Each time you play a Free Peoples Man, you may heal another Man.
“Cirion granted to Eorl that land to dwell in, and he swore to Cirion the Oath of Eorl, of friendship at need or at call to the Lords of Gondor.”

1The Ride of Eorl Rohan
Condition • Support Area
Tale. To play, spot 2 Gondor Men.
Each time you play a Gondor Man, add a threat.
Each time you play a Rohan Man, remove a threat.
“In this peril Cirion’s thought turned at last in desperation to the Éothéod....”
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!
DáinIronfoot
Posted: Sat May 26, 2007 3:46 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duos #161-188:

1 Abominable Threads Green
Possession
Bearer must be a Spider.
Response: If bearer wins a skirmish, spot 2 threats and remove a threat to capture a character in that skirmish. Discard this possession.
“Something like a strong sticky string was against his left hand, and when he tried to move he found that his legs were already wrapped in the same stuff....”

2 Air Full of Weaving Snares Green
Event • Response
If a Spider wins a skirmish, discard it and spot X Spiders to capture a companion in that skirmish with a twilight cost of (X) or less.
“As quick as lightning they came running and swinging towards the hobbit, flinging out their long threads in all directions....”

1 Anger and Alarm Green
Event • Skirmish
Make a Green minion strength +1 for each threat you can spot (limit +4).
“He resolved to use the Ringwraiths as soon as he could, for speed rather than secrecy was now important.”

3 Angry Spider Green
Minion • Spider
Strength: 4
Vitality: 5
Site: 7
Enduring. Fierce.
To play, spot 2 Spiders (or a wounded Spider).
When you play this minion, you may exert it once for each captured character in your support area.
“‘I’ll soon put an end to that....’”

4Cablas, Entangler Green
Minion • Spider
Strength: 6
Vitality: 6
Site: 7
Enduring. Damage +1.
While Cablas has no more than 3 vitality, he is fierce.
Each time Cablas wins a fierce skirmish, you may heal him twice to capture a character in that skirmish.
“‘It was a sharp struggle, but worth it. What nasty thick skins they have to be sure, but I’ll wager there is good juice inside.’”

3Darkness Went With Them Green
Condition • Support Area
Shadow: Spot 3 Nazgûl (or 2 Green Nazgûl) and exert a Nazgûl twice to play a Wraith or Green Shadow condition from your draw deck. If that condition plays on a character, you may make the Free Peoples player choose to exert the Ring-bearer or add a burden.
Maneuver: Discard this condition to make each Nazgûl strength +2 until the regroup phase.
“The Nazgûl were they, the Ringwraiths, the Enemy’s most terrible servants...they cried with the voices of death.”

1 Disquieting News Green
Event • Skirmish
Make a Green Orc strength +2 (or +4 if you can spot a Green Nazgûl or Sauron).
“Hoping to alarm his enemies and disturb their counsels with the fear of war (which he did intend to make for some time), he attacked Thranduil and Gondor at the same time.”

1 Dol Guldur Blade Green
Possession • Hand Weapon
Strength +1
Bearer must be a Green minion (except a Spider).
While you can spot 2 threats, bearer gains hunter 1.
While you can spot 4 threats, bearer is damage +1.
Using the crudest of materials, the orcs of Dol Guldur forged the crudest of weapons.

1 Dol Guldur Bow Green
Possession • Ranged Weapon
To play, spot a Green Orc.
Bearer must be an Orc. Bearer gains hunter 1. You may exert bearer only once each turn.
Archery: Exert bearer to add 1 to the minion archery total.
Skirmish: Exert bearer to make bearer strength +1.

3 Dol Guldur Ruffian Green
Minion • Orc
Strength: 8
Vitality: 1
Site: 6
Tracker. Fierce.
While you can spot a Green Nazgûl, this minion is not roaming.
While you can spot another Green tracker, this minion gains hunter 1.
“‘...in there the wild things are dark, queer, and savage.’”

2 Dol Guldur Scout Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 6
Tracker. Hunter 1.
Response:
If the Free Peoples player draws a card, exert this minion or discard a card from hand to reveal that card. If that card is a Free Peoples card, you may remove 3 to discard it.
“...its spies were many in the wood.”

2 Dol Guldur Sentry Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Hunter 1.
When played in region 3, this minion’s twilight cost is -1.
“‘They guard it always....’”

1 Dol Guldur Servant Green
Minion • Orc
Strength: 4
Vitality: 2
Site: 7
To play, spot a Green minion.
For each other Green Orc you can spot, this minion is strength +1 (limit +4).
While you can spot 2 Nazgûl (or a Green Nazgûl), this minion is fierce.
“Far within he could hear the voices of Orcs clamoring....”

4Dol Guldur Taskmaster Green
Minion • Orc
Strength: 8
Vitality: 3
Site: 7
Damage +1.
Shadow: Exert this minion and spot another Green minion (except a Spider) to wound a character you have captured.
“...and chuckled and laughed in their horrible stony voices....”

1 Dol Guldur Tormentor Green
Minion • Orc
Strength: 5
Vitality: 1
Site: 7
If this minion is not roaming, it gains hunter 1.
This minion is strength +1 for each wounded character you have captured.
“The goblins were very rough, and pinched unmercifully....”

2 Drawing Ever Closer Green
Event • Skirmish
Spot X threats to make X Spiders strength +1 for each exhausted companion you can spot until the regroup phase.
“...soon they would all be overpowered like weary flies. Already the spiders were beginning to weave their webs all round them again from tree to tree.”

2Fear of the Úlairi Green
Condition • Support Area
Each time you play a Nazgûl at a forest or mountain site, you exert that Nazgûl (or spot it if it is a Green Nazgûl) to add a threat.
Discard this condition if you do not control a site.
“...many deemed that it was wrought by the Ringwraiths....”

5Fell Beasts Came Hunting Green
Condition • Support Area
Toil 1.
The roaming penalty of each Green minion is -1 (or -2 if that minion is a tracker).
“Then the name of the forest was changed and Mirkwood it was called, for the nightshade lay deep there, and few dared to pass through....”

1 Fine Eating Green
Event • Shadow
Discard a Spider and remove (X) to wound a captured character in your support area X times.
“‘Kill’em, I say. Kill ’em now and hang ’em dead for a while.’”

1 First Stroke Green
Event • Shadow
Spot X Green companions and allies to make the twilight cost of the next X Green Orcs you play this turn -1.
“The Orcs assailed the realm of Thranduil....”

4 Giant Spider Green
Minion • Spider
Strength: 4
Vitality: 7
Site: 7
Enduring.
Each time this minion takes a wound, you may exert it to make it fierce until the regroup phase.
“Then it went mad and leaped and danced and flung out its legs in horrible jerks....”

2 Great Spider Green
Minion • Spider
Strength: 4
Vitality: 4
Site: 7
Enduring.
“He could only see the things’s eyes, but he could feel its hairy legs....”

3Great Strands Green
Possession
To play, spot 2 Spiders. Plays on the current site.
The fellowship may not move from this site. At the end of the turn, continue play as if the fellowship moved to the next site.
Discard this possession at the start of your Shadow phase (or if you cannot spot a Spider).
“With that he turned and found that the last space between two tall trees had been closed with a web....”

2 His Shadow Grew Green
Event • Shadow
Exert 3 Green minions (or 2 Green minions if those minions are Nazgûl or Sauron) to take control of a site. Then, if you can spot Sauron, you may discard 2 cards from hand to return this event to the top of your draw deck.
“Their own accounts speak...of a shadow that fell on the forest, so that it became darkened and its new name was Mirkwood.”

3Hiwdil, Ensnarer Green
Minion • Spider
Strength: 6
Vitality: 5
Site: 7
Enduring. Fierce.
While Hiwdil has no less than 3 vitaity, each time she loses a fierce skirmish, you may heal her.
“‘They’re not as fat as they might be. Been feeding none too well of late, I should guess.’”

1 Land of the Necromancer Green
Event • Response
If the Free Peoples player just played a forest site, spot your Green minion (except a Spider) to replace that site with a forest or mountain site from your adventure deck (and add a threat if that site is a mountain).
“‘Stick to the forest-track, keep your spirits up, hope for the best, and with a tremendous slice of luck you may come out one day....’”

3 Lost Their Wits Green
Event • Skirmish
Exert any number of Spiders. Each Spider you exert is fierce until the regroup phase.
“The spiders swelled with rage, and spluttered and frothed, and hissed out horrible curses....”

0Meddle As Little As Might Be Green
Condition • Support Area
To play, spot 3 Green minions.
Each Green Elf is strength -1 for each other Free Peoples culture in the fellowship (limit -3).
Regroup: Discard this condition and your Green minion to wound an unbound companion (or 2 Green companions).
Discard this condition if the fellowship is at a non-forest or non-mountain site.
“The Silvan Elves hid themselves in the woodland fastness beyond the Misty Mountains, and became small and scattered peoples, hardly to be distinguished from Avari....”

2 Mirkwood Ambusher Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Tracker. Hunter 1.
Regroup: Exert this minion to capture an unbound companion.
“...cruel and evil creatures laid there their snares.”

1 Mirkwood Axe Green
Possession • Hand Weapon
Strength +2
Bearer must be a Green Orc.
Skirmish: Exert bearer to make bearer damage +1.
Often used for keeping the woods around Amon Lanc under control, the axes of Dol Guldur were just as effective at hewing their enemies.

2 Mirkwood Skulker Green
Minion • Orc
Strength: 5
Vitality: 2
Site: 7
Tracker. Hunter 3.
“...fell beasts came hunting....”

1Never Got Near the Mountain Green
Condition • Support Area
When the fellowship moves to site 7 [LA] or a forest site, you may take a Green minion into hand from your discard pile (or from your draw deck if that site is also a mountain).
“‘...lots of adventures of a most unpleasant sort he had....’”

0 Pinching Green
Event • Maneuver
Spot a captured character in your support area and exert a Spider to exert that captured character. Then, if you cannot spot an exhausted captured companion in your support area, you may remove 2 to take this event back into your hand.
“To the fattest of these bundles the spider went...and nipped hard at the nose that stuck out.”

4 Pretty Hopeless Green
Event • Maneuver
Spot X Spiders to add X threats (limit 4).
“...hundreds of angry spiders were goggling at them all round and about and above.”

2 Prisoner of the Necromancer Green
Event • Response
Toil 1.
If a companion is about to be rescued, spot your Green minion (except a Spider) or Orc Orc to prevent that.
“‘I tried to save your father, but it was too late. He was witless and wandering....’”

2 Poisoned Green
Possession • Support Area
Strength -2
Resistance -1
Skirmish: Remove a threat or a burden to transfer this possession to a companion skirmishing a Spider. Limit 1 per bearer.
Each time the Free Peoples player uses one of bearer’s special abilities, bearer must exert.
At the start of each regroup phase, discard a Spider or this possession.
“...he was feeling very sick and ill from spider-poison....”

0 River-mist Green
Condition
Weather. To play, spot a Green minion (except a Spider) and a river site in the current region.
Each tracker and hunter gains hunter 1.
Discard this condition at the end of the turn.
“But now it seemed shrouded in a gleaming mist; and to their dismay the mist passed over the river and flowed over the land before them.”

8Sauron, The Necromancer Green
Minion • Maia
Strength: 16
Vitality: 5
Site: 6
Sauron may not take wounds during the archery phase and may not be assigned to a skirmish.
When you play Sauron, you may take control of a site.
At the start of each skirmish involving a Sauron or Green minion (except Spiders), you may exert Sauron twice to make that minion strength +X (limit +4), where X is the number of burdens or threats you can spot.
“‘...even you, Bilbo, won’t need me to tell you tales of that black sorcerer.’”

2Servants of Dol Guldur Green
Condition • Support Area
Each time you play a Green Orc, add a Green token here.
Maneuver: Remove 3 tokens from here to add a threat.
“But ever the shadow in Mirkwood grew deeper, and to Dol Guldur evil things repaired out of all the dark places of the world; and they were united again under one will, and their malice was directed against the Elves and the survivors of Númenor.”

2 Sick and Weary Green
Condition • Support Area
Strength -1
Vitality -1
Resistance -1
Response: If a Spider wins a skirmish, transfer this condition from your support area to a Free Peoples character in that skirmish. Limit 1 per character.
Each Spider skirmishing bearer is strength +1 for each wound on bearer.
At the start of each regroup phase, discard a Spider or this condition.
“Down the dwarves scrambled or jumped or dropped...most of them very shaky and little use on their legs.”

5Silthra, Offspring of Shelob Green
Minion • Spider
Strength: 7
Vitality: 6
Site: 7
Enduring. Damage +1.
Maneuver: Discard a Spider to play a Spider from your draw deck.
Skirmish: Heal Silthra twice to make her fierce until the regroup phase.
“‘Ugh! he’s got a sting has he? Well, we’ll get him all the same, and then we’ll hang him head downwards for a day or two.’”

3 Spider Harasser Green
Minion • Spider
Strength: 5
Vitality: 5
Site: 7
Enduring.
Each time this minion loses a skirmish, you may heal it.
“‘Now we see you, you nasty little creature! We will eat you and leave your bones and skin hanging on a tree.’”

3 Spider Hisser Green
Minion • Spider
Strength: 4
Vitality: 5
Site: 7
Enduring. Fierce.
While this minion has less than 3 vitality, it is strength +1.
While this minion is exhausted, it is damage +1.
“The spiders swelled with rage, and spluttered and frothed, and hissed out horrible curses....”

8Spider Swarm Green
Minion • Spider
Strength: 10
Vitality: 7
Site: 7
Enduring. Fierce.
Spider Swarm’s twilight cost is -1 for each unique Spider you can spot.
While you can spot 2 threats, Spider Swarm is damage +1.
While you can spot 4 threats, Spider Swarm may not take wounds except during skirmishes.
“...the whole lot of them came hurrying after the hobbit along the ground and the branches, hairy legs waving, nippers and spinners snapping, eyes popping, full of froth and rage.”

2 Swarming Green
Event • Maneuver
Spot X Spiders (minimum 2) to play a Spider from your draw deck. That Spider’s twilight cost is -X.
“For he saw spiders swarming up all the neighbouring trees, and crawling along the boughs above....”

2Sword of Amon Lanc Green
Possession • Hand Weapon
Strength +2
Bearer must be Úlairë Khamûl (or a Green Nazgûl).
While at a forest or mountain site, bearer is damage +1.
If bearer is Úlairë Khamûl, each time he wins a skirmish, you may remove a threat to wound a companion in that skirmish.

2 Taking Shape and Power Again Green
Event • Shadow
Spot 3 Green minions (except Spiders) to take Sauron or a Green Nazgûl into hand from your discard pile.
“Then Sauron was vanquished and his spirit fled and was hidden for long years, until his shadow took shape again in Mirkwood.”

2The Hill of Black Magic Green
Condition • Support Area
If you can spot a forest site in region 2 and a mountain site in region 3, the Free Peoples player cannot replace a site in region 3.
Shadow: If the fellowship is in region 3, discard this condition to add a burden or a threat for each forest and mountain site you can spot (except in region 1). Limit 4.
“...in a dark hill he made his dwelling and wrought there his sorcery, and all folk feared the Sorcerer of Dol Guldur....”

2The Nights Were The Worst Green
Condition
Weather. To play, exert a Green minion. Plays on a forest, mountain, or underground site.
When the fellowship moves from this site, each non-ranger and non-Green companion must exert.
Discard this condition at the end of the turn.
“It then became pitch-dark - not what you call pitch-dark, but really pitch; so black that you really could see nothing. Bilbo tried flapping his hand in front of his nose, but he could not see it at all.”

1 The Shadow of Sauron Green
Condition
Plays on a forest site. Limit 1 per site.
Each companion at this site is resistance -1.
Discard this condition if you cannot spot 2 other Green Shadow cards (or Sauron).
“...a darkness crept slowly through the wood from the southward, and fear walked there in shadowy glades....”

2 Tower Guard of Amon Lanc Green
Minion • Orc
Strength: 6
Vitality: 2
Site: 7
Lurker. Hunter 1.
While this minion is not roaming, it is strength +2.
“‘I don’t advise you to go anywhere near the places overlooked by his dark tower!’”

6Úlairë Attëa, Servant of the Shadow Green
Minion • Nazgûl
Strength: 12
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 1.
Regroup: Exert Úlairë Attëa and spot your Green minion (except a Spider) to return that minion to your hand.
“For the Dark Lord had foreseen it, and he had long prepared all his movements; and the Úlairi, his Nine Servants, had gone before him to make ready for his coming.”

5Úlairë Cantëa, Keeper of Dol Guldur Green
Minion • Nazgûl
Strength: 10
Vitality: 3
Site: 3
Fierce. Hunter 1.
When you play Úlairë Cantëa, you may add a threat for each companion with resistance 4 or less.
Each time a Green Nazgûl wins a skirmish, you may remove a threat to discard a possession borne by a companion in that skirmish.
“Sauron sent three of the Nazgûl to reoccupy Dol Guldur....”

6Úlairë Khamûl, Master of Dol Guldur Green
Minion • Nazgûl
Strength: 10
Vitality: 4
Site: 3
Lurker. Fierce. Hunter 2.
While you can spot 3 burdens or 3 threats, Úlairë Khamûl is strength +1 and damage +1.
Response: If the Ring-bearer is about to take a wound, exert Úlairë Khamûl to add a burden or a threat instead.
“Now at that time the Chieftain of the Ringwraiths dwelt in Minas Morgul with six companions, while the second to the Chief, Khamûl the Shadow of the East, abode in Dol Guldur as Sauron’s lieutenant....”

4Úlairë Nertëa, Keeper of Dol Guldur Green
Minion • Nazgûl
Strength: 9
Vitality: 2
Site: 3
Fierce. Hunter 2.
The site number of each Green Orc is -1.
While you can spot 3 races in the fellowship, Úlairë Nertëa gains muster.
“...they met their companions, the Nazgûl of Dol Guldur, in the Field of Celebrant.”

6Úlairë Toldëa, Servant of the Shadow Green
Minion • Nazgûl
Strength: 11
Vitality: 3
Site: 3
Tracker. Fierce. Hunter 2.
Each time a Green Nazgûl wins a skirmish, you may remove 2 threats to add a burden (or 2 burdens if that Nazgûl is Úlairë Toldëa).
“...the servants of Dol Guldur were searching all the ways of the River in that region.”

0 Witless and Wandering Green
Condition
Strength -1
Resistance -2
To play, exert your Green Orc (or spot Sauron or your Green Nazgûl) and remove a threat. Bearer must be a companion (except the Ring-bearer) bearing a ring or artifact. Limit 1 per bearer.
Each time a burden is added, the Free Peoples player must exert bearer or make bearer resistance -1 until the end of that turn.
“‘...and had forgotten almost everything except the map and the key.’”
Last edited by DáinIronfoot on Thu Oct 18, 2007 12:56 pm; edited 1 time in totalBest 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!
DáinIronfoot
Posted: Sat May 26, 2007 8:36 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
From Duo #237:

18Sauron, Lord of Barad-dûr Sauron
Minion • Maia
Strength: 22
Vitality: 5
Site: 6
Damage +1. Fierce.
Sauron’s twilight cost is -1 for each burden and artifact you can spot.
When you play Sauron, you may play an artifact or possession on him from your draw deck.
Each minion is strength +2.
“And while he wore the One Ring he could perceive all the things that were done by means of the lesser rings, and he could see and govern the very thoughts of those that wore them.”

0Sceptre of the Dark Lord, Sauron’s Mace Sauron
Artifact • Hand Weapon
Strength +3
Bearer must be a Sauron minion with strength of 16 or more. Discard all other weapons borne by bearer. Bearer may not bear other weapons.
Bearer is damage +1.
If bearer is Sauron, each time the Free Peoples player assigns him to a skirmish, any Shadow player may assign another unassigned companion (except the Ring-bearer) to that skirmish.

“Many quailed before him. Sauron bore with him an ancient mace of great size....”

4 To Rule Them All Sauron
Event • Maneuver
Toil 1.
To play, spot 3 Orcs, 2 Sauron minions, or Sauron.
Add 1 or a threat for each site you control, companion or ally you have captured, and exhausted companion you can spot.
“‘One by one, the free lands of Middle-Earth fell to the power of the Ring....’”
Last edited by DáinIronfoot on Thu Oct 18, 2007 12:55 pm; edited 2 times in totalBest 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!
DáinIronfoot
Posted: Sat May 26, 2007 8:42 pm
Joined: 12 Jan 2007 Posts: 4594 Location: Beltsville, MD, USA
White The Hill
Site 1 [LA]
Dwelling. Fellowship: Play a Dwarf and spot a Hobbit or Wizard to draw a card.

White The Water
Site 1 [LA]
River. When the fellowship moves from this site, remove 1 for each Hobbit in the fellowship.

White Under-Hill
Site 1 [LA]
Dwelling. Fellowship: Spot three races in the fellowship and add 1 to play a tale from your draw deck (limit twice).

White Bywater
Site 1 [LA]
River. When the fellowship moves from this site, remove 1 for each race in the fellowship over 2.

White The Great Mill
Site 1 [LA]
Dwelling. River. At the start of the fellowship phase, you may exert a Hobbit to play a Hobbit or Shire possession from your draw deck.

White Bywater Road
Site 1 [LA]
The twilight cost of each mount is -1.


White The Last Bridge 2
Site 2 [LA]
River. When the fellowship moves from here, add a threat.

White East-West Road 2
Site 2 [LA]
At the start of the maneuver phase, the Free Peoples player may spot a Wizard to make the move limit +1.

White River Mitheithel 3
Site 2 [LA]
River. Unless you can spot an archer minion, skip the archery phase.

White Lone-lands 1
Site 2 [LA]
The roaming penalty for each Orc and Troll played at Lone-lands is -1.

White Wild-land Bogs 0
Site 2 [LA]
Marsh. When the fellowship moves here, add 1 for each Hobbit and mount in the fellowship (limit 4).

White Trollshaws 1
Site 2 [LA]
Forest. The roaming penalty for each Orc and Green minion you play at Trollshaws is -1.

White Troll Camp 0
Site 2 [LA]
Forest. Each Troll at Troll Camp is fierce.
The twilight cost of the first Troll played each shadow phase is -2.


White Troll-Hoard 0
Site 3 [LA]
Underground. Sanctuary. The twilight cost of each possession and artifact played on a character is -1.

White Valley of Rivendell 1
Site 3 [LA]
Sanctuary. Each time a minion is played, you may exert an Elf to exert that minion.

White Mountain-Stream 1
Site 3 [LA]
River. Sanctuary. Fellowship: Play an Elf to heal a companion or an Elf ally.

White Last Homely House 1
Site 3 [LA]
Dwelling. Sanctuary. When the fellowship moves from Last Homely House, remove 1 for each race you can spot in the fellowship.

White Karningul 0
Site 3 [LA]
Dwelling. Sanctuary. The twilight cost of each Shadow event is +1.

White Edge of the Wild 0
Site 3 [LA]
Plains. Sanctuary. When the fellowship moves from Edge of the Wild, if you cannot spot a threat, add two threats.


White Pass of Imladris 2
Site 4 [LA]
Mountain. Shadow: Spot a Moria minion to play a weather card from your draw deck (limit once per turn).

White Cirith Forn en Andrath 1
Site 4 [LA]
Mountain. The twilight cost of each Orc played here is -1. The twilight cost of each Man played here is +1.

White Front Porch 3
Site 4 [LA]
Mountain. Moria minions are not roaming.

White Great Underground Hall 2
Site 4 [LA]
Underground. At the beginning of the Shadow phase, you may remove a threat to play a unique Moria Orc from your draw deck.

White Goblin-town 2
Site 4 [LA]
Underground. When the fellowship moves to Goblin-town, exert each captured companion and ally.

White Gollum’s Cave 3
Site 4 [LA]
Underground. When the fellowship moves here, each player may take a riddle into hand from their draw deck.

White Gollum’s Lake 2
Site 4 [LA]
Underground. Marsh. Shadow: Remove a threat to play Gollum from your draw deck; his twilight cost is -2.


White Goblin Gate 7
Site 5 [LA]
Mountain. When the fellowship moves from here, wound each Moria minion.

White Meeting-place of the Wolves 6
Site 5 [LA]
Forest. Battleground. Each Moria Orc and Warg at Meeting-place of the Wolves is strength +1.

White Eagle’s Eyrie 7
Site 5 [LA]
Mountain. Fellowship: Spot a Wizard or 3 threats to play an Eagle from your draw deck (limit once per turn).

White Rough Path 6
Site 5 [LA]
Mountain. When the fellowship moves here, add a threat for each minion you can spot (limit 3).

White Gladden Fields 7
Site 5 [LA]
Marsh. The twilight cost of each skirmish event is -1.


White Beorn’s Home 3
Site 6 [LA]
Dwelling. Sanctuary. When the fellowship moves here, heal each Green companion.

White Beorn’s Gardens 3
Site 6 [LA]
Forest. Sanctuary. The twilight cost of each Free Peoples mount (except Rohan and Gondor mounts) is -1.

White Old Ford 3
Site 6 [LA]
River. Sanctuary. Skip the archery phase.

White The Carrock 3
Site 6 [LA]
River. Sanctuary. While the fellowship is at The Carrock, no more than one minion may be assigned to each skirmish.

White Forest Gate 3
Site 6 [LA]
Forest. Sanctuary. Green Orcs are not roaming.

White Great Shelf 3
Site 6 [LA]
Mountain. Sanctuary. When the fellowship moves here, spot an Eagle to remove a threat (or spot 3 Eagles to remove 2 threats).

White Rhosgobel 3
Site 6 [LA]
Dwelling. Sanctuary. Fellowship: Play a Free Peoples Wizard from your hand or discard pile; his twilight cost is -2 (or -3 if that Wizard is Radagast).


White Enchanted Stream 7
Site 7 [LA]
Forest. River. Regroup: Spot your Green minion and remove a threat to make the move limit for this turn -1 (to a minimum of 1).

White Old Road of the Forest 7
Site 7 [LA]
Forest. At the start of the maneuver phase, the Free Peoples player may exert 2 companions (or an Elf or Dwarf) and add 3 to make the move limit for this turn +1.

White Mountains of Mirkwood 6
Site 7 [LA]
Forest. Mountain. The twilight cost of the first Green minion played each Shadow phase is -2.

White Fortress of Amon Lanc 7
Site 7 [LA]
Mountain. The twilight cost of each Green condition is -1.

White Pits of Dol Guldur 6
Site 7 [LA]
Mountain. Underground. Each time a Free Peoples character is captured or rescued, the first Shadow player may add 2 or a threat.

White Barrel-room 6
Site 7 [LA]
Dwelling. Underground. River. When the fellowship moves from this site, the Free Peoples player must exert each non-unique companion or add 1 for each unique companion.

White Hall of the Elvenking 6
Site 7 [LA]
Dwelling. Underground. When the fellowship moves to Hall of the Elvenking without a Green Elf, each unbound companion must exert.

White Elven Dungeon 7
Site 7 [LA]
Underground. At the start of the regroup phase, each player may add or remove 1 for each character they have captured.

White Spider Colony 6
Site 7 [LA]
Forest. Battleground. Spiders gain hunter 2 (or hunter 1 and fierce while the Ring-bearer wears The One Ring).


White Forest River 8
Site 8 [LA]
Forest. River. Each Green character is strength +1.

White Long Marshes 7
Site 8 [LA]
Marsh. When the fellowship moves here, spot your Green minion or two threats to exert each unwounded companion.

White River Running 8
Site 8 [LA]
River. Archery: Make your archery total -1 (to a minimum of 0) to draw a card.

White Long Lake 6
Site 8 [LA]
River. Shadow: Play a Moria or Orc minion to draw a card.

White Esgaroth Bridge Gate 6
Site 8 [LA]
River. When the fellowship moves here, add 1 for each non-Gandalf companion.

White Esgaroth Market-Place 9
Site 8 [LA]
Dwelling. Fellowship: Spot 3 Gandalf Men to play a Gandalf Man ally from your draw deck; the twilight cost of that ally is -2. Limit once per phase.

White Esgaroth Great Hall 7
Site 8 [LA]
Dwelling. When the fellowship moves here, if you cannot spot 3 Gandalf Man allies (or Master of Laketown), add 3 threats. Otherwise add a burden or a threat.

White Lake-town 9
Site 8 [LA]
River. Dwelling. Minions at Lake-town are not roaming.


White Ruins of Dale 8
Site 9 [LA]
Plains. Battleground. When the fellowship moves here, if you can spot a Gandalf Man and a Dwarf, add 2 threats. Otherwise add 2.

White The Desolation of Smaug 8
Site 9 [LA]
Plains. When the fellowship moves here, exert each unwounded companion and ally (and, if the Ring-bearer is unwounded, add a burden).

White Ravenhill 9
Site 9 [LA]
Mountain. Each time a Shadow card (except a minion or event) is played, add a threat.
Each time a Free Peoples card (except a character or event) is played, remove a threat.

White The Lonely Mountain 8
Site 9 [LA]
Mountain. Battleground. When the fellowship moves here, exert each Dwarf. If you cannot spot 3 Dwarves, add a burden.

White Front Gate of Erebor 7
Site 9 [LA]
Mountain. Battleground. The twilight cost of each character and follower is -1.

White Great Hall of Thráin 8
Site 9 [LA]
Underground. The twilight cost of each artifact, possession, and condition is -1.

White Smaug’s Lair 8
Site 9 [LA]
Underground. Shadow: Remove a threat to play Smaug from your draw deck or hand (or remove 2 threats to play Smaug from your discard pile); Smaug’s twilight cost is -5.
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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