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Aragorn
17 HP
Blue Deck (10 cards, melee)
Arwen
10 HP
Minor Brown Deck (9 cards, melee)
Aragorn Talent Cards (8)
3x Anduril
A6*, *If SHARDS OF NARSIL REFORGED has been played this game, the attack value
of this card is
9.
2x Army of the Dead
Choose an opponent. All of that opponent’s characters receive 3 damage.
1x There is Always Hope
D10, Search your draw pile for any card. Set that card aside and shuffle the
remaining cards in
your draw pile. After shuffling, place the chosen card on top of your draw
pile.
2x Return of the King
You may move all allied characters in play up to 4 spaces. Then you may shuffle
your discard pile
into your draw pile.
Arwen Talent Cards (4)
2x Strength of My People
A5, Draw a card.
1x Athelas
Choose one allied character adjacent to Arwen. That character recovers up to
3 damage. If no
allied characters are adjacent to Arwen, Arwen recovers up to 3 damage.
1x Shards of Narsil, Reforged
Draw until you have 5 cards in your hand.
Boromir
16 HP
Red Deck (10 cards, melee)
Denethor
10 HP
Minor Brown Deck (9 cards, melee)
Boromir Talent Cards (9)
4x Valor
A4, After attacking, Boromir receives 2 damage. Playing this card does not
count as an action.
1x Blood of Gondor
A*, *The attack value of this card is equal to the amount of damage Boromir
has received.
2x Heroic Sacrifice
D2*, *If Denethor has been destroyed, the defense value is 0. After taking
the attacker's damage,
Boromir does 3 points of damage to the attacking character.
2x Horn of Gondor
Boromir recovers 4 damage. You may move Boromir up to 4 spaces. Then move Denethor
up to 4
spaces.
Denethor Talent Cards (3)
2x Eyes of the White Tower
Choose any opponent. That opponent must reveal all but 2 cards of his/her hand.
Then choose 2 of
the revealed cards. Your opponent must discard the chosen cards.
1x Gondor Will See It done
You may move Boromir adjacent to any character. Boromir and that character
each receive 3
damage.
Éowyn
15 HP
Red Deck (10 cards, Melee)
Merry
7 HP
Minor Brown Deck (9 cards, Melee)
Éowyn Talent Cards (9)
4x Shield Maiden
A*/D*, *The attack and defense values of this card are equal to the number
of cards in your
opponent's hand, not including any attack or defense card just played.
2x Ride With Me
You may move Eowyn up to 3 spaces in a straight line. Eowyn does 2 damage to
all opponent's
characters adjacent to any space in Eowyn's movement path, including starting
and ending spaces.
If Merry is still in play, those characters receive an additional 1 damage.
2x Courage
You may move Éowyn up to 6 spaces. If she moved adjacent to Merry at
any time during her
movement, you may move Merry to any space adjacent to Éowyn. For each
character that moves to
a new spot, draw a card.
You may move Eowyn up to 6 spaces. If she moved adjacent to Merry at any time
during her
movement, you may move Merry to any space adjacent to Eowyn. For each character
that moves to
a new spot, draw a card.
1x I Am No Man
A5*, *If, after playing this card, you have no cards in your hand, the attack
value of this card is 10.
Merry Talent Cards (3)
2x Desperate Strike
A7, After attacking, discard every card in your hand, except one card.
1x Well-Earned Comforts
You may divide the recovery of up to 4 damage between Merry and any adjacent
allied hobbit. If no
allied hobbits are adjacent to Merry, Merry recovers 3 damage.
FARAMIR AND 2 GONDORIAN RANGERS
Faramir
HP 15
Orange Deck (10 cards, Ranged, Modified: 5/1 is a 4/1)
2x Gondorian Rangers
HP 4
Minor Orange (9 cards, Ranged, Modified: all 5/1 are 4/1)
Faramir Talent Cards (12)
3x Ithilian Trap
A4, Add 2 to the attack value for each each Gondorian Ranger that may also
attack the defending character and is not adjacent to defending character.
2x Aimed Shot
A5, Draw a card.
1x Valiant Charge
Move each of your characters up to 4 spaces. Add 2 to the attack value for
any attacks you make
this turn with a basic card on an adjacent target. Playing this card does not
count as an action.
3x Hidden Pool
Move Faramir up to 4 spaces each. Then move Gondorian Ranger 1 up to 4 spaces
and move Gondorian Ranger 2 up to 4 spaces. If this card is played as your
second action, each character moved recovers up to 2 damage.
2x Lying in Wait
Draw 3 cards.
1x In His Stead
Exchange spaces between Faramir and any allied character.
Frodo
12 HP
Brown Deck
Sam
13 HP
Brown+ Minor Deck
5 Shared Cards
4 Frodo Cards
3 Sam Cards
Shared Talent Cards (6)
3x Sting
A5. After attacking, you may divide the movement of up to 5 spaces between
Frodo and Sam.
2x Light of Earendil
Choose any one character Frodo or Sam can attack. Pick 3 cards at random from
the player controlling this character’s hand. That player must discard
those cards.
1x The Ring Bearer
Move Frodo up to 6 spaces. Then move Sam up to 6 spaces. If Frodo has been
destroyed, Sam may play all THE ONE RING cards as if he is Frodo for the
remainder of the game.
Frodo Talent Cards (3)
2x The One Ring
D15, You may move Frodo to any empty space. If Witch King or any Nazgul are
in play, the players controlling those characters may move them up to 3 spaces
each.
1x Mithril
D10. Draw a card.
Sam Talent Cards (3)
2x For the Shire
A5*. *If Frodo is adjacent to the target, attack value is 7 instead.
1x Lembas
If any allied hobbits are adjacent to Sam, then Sam and all adjacent allied
hobbits each recover up to 2 damage. Otherwise, Sam recovers 3 hit points.
Gandalf
16 HP
Green Deck (10 cards, melee)
Pippin
7 HP
Minor Brown Deck (9 cards, melee)
Gandalf Talent Cards (9)
3x Wielder of the Flame
A6, The player controlling the defending character loses an action on his/her
next turn.
2x Staff of Light
STAFF OF LIGHT does 3 damage to all characters Gandalf could attack at a distance.
Move all of
these characters up to 3 spaces.
2x You Shall Not Pass
D12, All opponents controlling a character adjacent to Gandalf may not move
those characters when
they roll the die to move at the beginning of their next turn.
1x Gandalf The Wise
Choose any opponent. That opponent must reveal his/her hand and discard all
Power Attack cards.
1x Shadowfax
Move Gandalf up to 8 spaces. Then either move Pippin adjacent to Gandalf or
draw 2 cards.
Pippin Talent Cards (3)
1x Guard of the Citadel
A6. Draw 2 cards.
1x Longbottom Leaf
You may divide the recovery of up to 3 damage between Pippin and any adjacent
allied hobbit.
1x Palantír
Look at the top 4 cards in your draw pile. Place one card in your hand and
put the other 3 back in
any order.
Legolas
Health 13
Orange Deck (10 cards, ranged)
Gimli
Health 14
Minor Blue Deck (9 cards, melee)
Legolas Talent Cards (6)
3x Competition
A3*, *If the last action played was a COMPETITION card, playing this card does
not count as an
action.
2x Bow of the Galadhrim
A5, After attacking, you may move Legolas up to 5 spaces.
1x Side By Side
Move Gimli to any empty space adjacent to Legolas. Playing this card does not
count as an action.
Gimli Talent Cards (5)
3x Competition
A3*, *If the last action played was a COMPETITION card, the attack value of
this card is 6.
1x My Axe is Notched
A7*, *After attacking, if you destroy the defending character, draw 3 cards.
1x We Can Take’em
Move Gimli up to 3 spaces. Then, Gimli does 2 damage to all characters he can
attack.
Shared Talent Cards (1)
1x Keeping Score
A3/D3*, *Add 1 to the attack or defense value for each COMPETITION card that
has been played
this game.
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*******************************FORCES OF SHADOW*******************************
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Cave Troll
24 HP
Red Deck (10 cards, melee)
Moria Goblins
3 HP
Weak Melee Minor Deck (9 cards, melee)
3x Smashing Blow
A8, After attacking, you must choose and discard a card.
3x Battle Sweep
Cave Troll does 3 damage to all adjacent characters. Then you may move Cave
Troll up to 2 spaces.
2x Battle Frenzy
A4*, *After attacking, all opponent's characters adjacent to Cave Troll are
attacked with this card. Attack each character clockwise, and the players
controlling any adjacent characters may defend as normal.
2x Stomp
A4, The defending character cannot move on his/her next turn.
2x Drums in the Deep
You may move Cave Troll up to 3 spaces. Draw 2 cards.
Gollum
12 HP
Brown Deck (10 cards, melee)
Shelob
16 HP
Minor Red Deck (9 cards, melee)
Gollum Talent Cards (8)
3x Treachery
Choose an opponent. That opponent must choose and discard until he/she has
only 5 cards. If
Gollum is adjacent to one of that opponent's characters, they must choose and
discard until he/she
has only 4 cards instead.
2x Deceit: Choose an opponent. You and the chosen opponent draw cards until
you both have 8
cards in hand, but you may not draw more than 4 cards.
1x My Precious
A5, After attacking, you may move Gollum up to 8 spaces.
2x Waylay
Gollum does 3 damage to one character he can attack. Then move Gollum up to
5 spaces.
Shelob Talent Cards (4)
2x Stinger: A3. If Shelob does damage with this card, the defending character
cannot move and the
player controlling the defending character cannot play cards until that player
chooses and discards 3
cards.
2x Web: Choose any one character Shelob could attack at a distance. The player
controlling this
character must discard a card at random and loses 1 action on his/her next
turn.
Gothmog
16 HP
Blue Deck (10 cards, melee)
2x Orc Archers
4 HP Each
Weak Ranged Minor Deck (9 cards, ranged)
Gothmog Talent Cards (12)
3x Form Ranks
Move Gothmog up to 4 spaces. Then you may move all allied Orc minors to any
empty space
adjacent to either Gothmog or another Orc minor. Each Orc moves only once.
Draw a card.
3x Coordinated Attack
A5*, *Add 1 to the attack value of this card for each of Gothmog's Orc Archers
that may also attack
the defending character.
2x Fire At Will
Gothmog and each of Gothmog's Orc Archers do 2 damage to all opponent's characters
they can
attack.
2x Time of the Orc
Draw 3 cards. If both Orc Archers are still in play, draw an additional card.
1x Grond
Choose an opponent with a character adjacent to Gothmog. Opponent reveals his
hand and discards all basic cards with a defense value greater than 1.
1x They Come By River
Return up to 2 of Gothmog's destroyed Orc Archers back in play at full health
to any empty space
adjacent to Gothmog.
LURTZ AND 2 URUK-HAI CROSSBOWMEN
Lurtz
15 HP
Orange Deck (10 cards, ranged)
2 Uruk-hai Crossbowmen
Minor Orange deck (9 cards, ranged)
Lurtz Talent Cards (12)
3x Crippling Shot
A4*, *If Lurtz does damage with this card, the player controlling the defending
character cannot
draw cards during his/her next turn.
2x Cruel Blade
A5*, *This card may only be used to attack adjacent characters. If the player
controlling the
defending character used less than 2 actions during their last turn, the attack
value of this card is 8.
1x Savage Shot
A7 - Draw 2 cards.
3x Unnatural Speed
Move Lurtz up to 5 spaces. Draw a card.
3x Unnatural Speed
Move Lurtz up to 4 spaces. Then move Uruk Hai Crossbowman 1 up to 4 spaces
and move Uruk Hai
Crossbowman 2 up to 4 spaces. Draw a card.
1x Alive and Unspoiled
Choose any character adjacent to an Uruk Hai Crossbowman. This character cannot
move or attack
any characters at a distance until they take damage, or the adjacent Uruk Hai
moves.
Saruman
15 HP
Green Deck (10 cards, melee)
Grima
10 HP
Minor Brown Deck (9 cards, melee)
Saruman Talent Cards (9)
3x Saruman's Voice
Choose any opponent. Move each of that opponent's characters up to 3 spaces.
Draw a card.
2x Staff of Power
Move any character adjacent to Saruman to any empty space. That character receives
3 damage.
2x Fireball
FIREBALL does 3 damage to any one character Saruman can attack at range. All
characters
adjacent to that character also receive 3 damage, and the players controlling
these characters must
choose and discard a card.
2x Palantír
Look at the top 5 cards of your draw pile. Put 2 in your hand and put the other
3 cards back on top
of your draw pile in any order.
Grima Talent Cards (3)
2x Leechcraft
Choose an opponent with a character adjacent to Grima. That opponent chooses
and discards 3
cards.
1x Betrayal
A7*: *If you do not destroy the defending character with this card, Saruman
receives 4 damage.
Sharku
14 HP
Red Deck (10 cards, melee)
2 Warg Riders
6 HP
Minor Blue Deck (9 cards, melee)
Sharku Talent Cards (12)
4x Taunt
A6. Draw a card.
4x Ambush
Move Sharku up to 5 spaces. Then move Warg Rider 1 up to 5 spaces and move
Warg Rider 2 up to
5 spaces. Draw a card for each Warg Rider that has not been destroyed.
2x Warg Bite
Sharku or either Warg Rider do 3 damage to one opponent's character they can
attack.
1x Howl
Choose an opponent. That opponent chooses and discards 2 cards and loses an
action on his/her next turn.
1x Tumble
D0*, *Before taking the attacker's damage, Sharku does damage to the attacking
character equal
to the value of the attack card. If the attacking character is destroyed, Sharku
receives no damage from the attack.
THE WITCH KING OF ANGMAR AND 2 ORC ARCHERS
Witch King
20 HP
Blue Deck (10 cards, melee)
2 Orc Archers
4 HP
Weak Ranged Minor Deck (9 cards, ranged)
Witch King Talent Cards (12)
3x Sword of Flame
A5, If the Witch King does damage with this card, the player controlling the
defending character
must choose and discard cards equal to the amount of damage done, but no more
than 3.
2x Great Black Flail
A4. After attacking, GREAT BLACK FLAIL does 2 damage to all enemy characters
Witch King can
attack.
2x No Man Can Kill Me
D*. If the attacking character is female or a hobbit, this card has no defense
value or effect against
Power Combat cards. Otherwise, Witch King receives no damage from the attack,
and the player
controlling the attacking character must choose and discard a card.
1x Morgul Blade
A5, If this attack does damage, place a MORGUL BLADE MARKER on the defending
character's
character sheet.
4 Special Cards
2x Terrifying Screech
Pick 2 cards at random from an opponent’s hand. That player must discard
those cards. All
characters with a MORGUL BLADE MARKER on their character sheet receive 3 damage.
2x Fell Swoop
You may move Witch King adjacent to any character. That character receives
3 damage.
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