seriously...
Set: Darkness falls•Dundan Ranger
Companion
Strength:4
Vitality: 2
Resistance: 6
Ranger.Archer.
Maneuver: Exert Dundan Ranger and add a threat to wound a minion.
• Ranger's Camp
Condition • Support Area
To play spot 3
rangers.
Each time a
ranger wins a skirmish ,place a
token here.
Regroup: You may heal a
ranger for each token removed from here (limit: 6).Discard this condition.
•Faramir ,Well-travelled Ranger
companion
strength: 7
vitality: 3
resistance: 8
Ranger.
Skirmish: Exert Faramir to spot a roaming minion ,that minion may not participate in any skirmish until the regroup phrase.
Ithilien Ranger Companion
Strength: 6
Vitality: 2
Resistance:6
Ranger.
Archery: Exert
Ithilien Ranger to wound a roaming minion.
While the fellowship is at a forest site ,
Ithilien Ranger gains archer.
• Ithilien Veteran
Strength: 7
Vitality: 2
Resistance: 6
Ranger.
Skirmish: Exert Ithilien Veteran to make another
ranger strength +1 (strength +2 if that companion is Faramir).
[2]Well-Trained
Event-Skirmish
Make a
ranger strength +2 (+3 if you can spot Faramir).
Set: Defense Of The White CityNote:
Defense is a new mechanic for the game.
Cavalry is a new keyword.- Each unmounted minion assigned to a cavalry must exert before skirmish.
•Boromir ,Captain of the White City[Gondor]
Strength: 7
Vitality: 3
Resistance: 6
Knight.
If you cannot spot a threat ,each other
knight is strength +1.
Fellowship: Exert Boromir to play a
defense from your draw deck.
Soldier of Gondor Companion
Strength: 6
Vitality: 3
Resistance: 4
Knight.
Soldier of Gondor is strength +1 for each other
knight you can spot.
Wall of Minas Tirith
Defense • Support Area
To play ,add 3 threats.
The minion archery total is -1 for each
knight you can spot.
Discard this Defense at the end of your turn if you cannot spot 3
knights.
Archers on the Wall
Defense • Support Area
To play ,spot 2 Defenses.
Archery: The fellowship archery total is +1 for each
companion you can spot.
Discard this Defense at the end of your turn if you cannot spot 3
knight.
•Trebuchets of Minas Tirith
Defense • Support Area
To play ,spot 2
knights.
Each time a
knight wins a skirmish ,you may place a
token here.
Skirmish or Regroup: Discard all minion whose strength is less than X ,where X is the number of
tokens you can spot on this card. Remove all
tokens on this card.
•The Gate of Minas Tirith
Defense • Support Area
To play ,exert 3
knights.
Fellowship: Add 2 threats to make the twilight cost of each minion to be played +1 until the end of your turn.
At the start of the regroup phrase ,if you can spot more than 3 minions ,discard this defense.
Gondor Knight
Companion
Strength: 6
Vitality: 4
Resistance: 6
Knight.Cavalry.
Each time Gondor Knight wins a skirmish ,you may remove a threat.
•House of Healing
Defense • Support Area
To play ,spot a
knight.
Regroup: Discard a card from hand to heal a
companion ( limit: 3). Discard this defense if you cannot spot a
knight.
• Faramir ,Skillful Captain
Companion
Strength: 7
Vitality: 3
Resistance: 7
Knight.
At the start of the fellowship phrase ,you may exert Faramir to play a defense from your hand with its twilight cost -1.
Each minion skirmishing Faramir loses all strength bonuses from weapons.
To be continued...