From: Don Del Grande Subject: Complete card list for SPI's "War Of The Ring" Recently, I purchased a copy of SPI's "War Of The Ring" at a gaming convention, only to discover when I got around to opening it that there were no cards. Noticing that the Web-Grognards site only had the cards for the characters, I asked on rec.games.board if anybody had the cards. Fortunately, a number of people gave me the information, in scans and photocopies, so in case anybody else out there might be missing one, or 112, cards, here's the info in text format -- Don **************************************************************************** *******8 WAR OF THE RING (SPI) - CARD LIST The first number is always the card number Cards 1-40 also have the following ratings, in order: Combat, Morale, Endurance, Ring Rating, Capture/Escape, Sorcery (dashes indicate the card does not have this rating, except for Sorcery where a blank indicates no Sorcery rating) THE FELLOWSHIP 1 3 4 6 3 1/1 Aragorn II, Fifteenth Chieftan of the Dunedain of Arnor * Aragorn can challenge Sauron, if he has a Palantir. * Has the ability to Heal. 2 3 2 5 0 3/3 Baromir, Heir to the Stewardship of Gondor * Can sieze the Ring. 3 1 (3) 4 5 5/6 Frodo Baggins, A Hobbit 4 1 (3) 4 5 5/6 Samwise Gamgee, "Sam" - a Hobbit 5 1 (2) 4 4 5/6 Meriadoc Brandybuck, "Merry" - a Hobbit 6 1 (2) 4 4 5/6 Peregrin Took, "Pippin" - a Hobbit 7 3 4 5 3 2/2 B Gandalf the Grey, Mithrandir, the Grey-wanderer 8 3 (2) 6 4 2/4 Gimli, Dwarf of the Kingdom under the Mountain 9 3 (2) 5 4 2/2 Legolas, Elven-prince of Mirkwood 10 2 4 6 3 1/1 A Gandalf the White * Replaces Gandalf the Grey if he is killed. THE FREE PEOPLES 11 3 (3) 6 - --- B Elrond, Master of Rivendell * Cannot be moved; has the ability to Heal. 12 2 (3) 5 - --- B Galadriel, Lady of Lothlorien * Cannot be moved; has the ability to Heal. 13 3 3 6 3 1/1 Celeborn, Elven-king of Lothlorien 14 2 3 5 3 2/2 Thranduil, Elven-king of Northern Mirkwood 15 3 2 6 3 2/4 Dain II, King of Durin's Folk 16 3 2 5 3 3/3 Brand III, Third King of Dale Restored 17 1 1 4 0 3/5 Denethor II, Steward of Gondor 18 3 3 5 4 2/3 Faramir, Prince of Ithilien 19 3 2 5 3 3/3 Imrahil, Prince of Dol Amroth 20 2 3 5 3 2/3 Theoden, King of the Mark 21 3 2 5 3 3/3 Theodred, Second Marshal of the Mark 22 3 3 5 3 3/3 Eomer, Third Marshal of the Mark 23 2 (3) 4 3 3/4 Eowyn, Princess of Rohan FORCES OF SAURON 24 3 4 6 0 --- B Lord of the Nazgul, Witch-king of Angmar * Can only be wounded by an Elven blade, or Sorcery. Can search. 25 3 3 5 0 --- D Gothmog, Lieutenant of the Tower of Minas Morgul * Can only be wounded by an Elven blade, or Sorcery. Can search. 26 3 (2) 4 0 --- D Nazgul #3 * Can only be wounded by an Elven blade, or Sorcery. Can search. 27 3 (2) 4 0 --- D Nazgul #4 * Can only be wounded by an Elven blade, or Sorcery. Can search. 28 3 (2) 4 0 --- D Nazgul #5 * Can only be wounded by an Elven blade, or Sorcery. Can search. 29 3 (2) 4 0 --- D Nazgul #6 * Can only be wounded by an Elven blade, or Sorcery. Can search. 30 3 (2) 4 0 --- D Nazgul #7 * Can only be wounded by an Elven blade, or Sorcery. Can search. 31 3 (2) 4 0 --- D Nazgul #8 * Can only be wounded by an Elven blade, or Sorcery. Can search. 32 3 (2) 4 0 --- D Nazgul #9 * Can only be wounded by an Elven blade, or Sorcery. Can search. 33 2 2 5 0 --- C Mouth of Sauron, Lieutenant of Barad-dur FORCES OF SARUMAN 34 2 1 5 0 --- B Saruman, The Multi-colored Wizard 35 3 3 5 - --- Chief of the Dunlendings VARIABLE LOYALTY 36 2 (2) 4 0 3/4 Gollum, Smeagol, finder of the Ruling Ring * Can pass through Cirith Ungol/Minas Morgul and avoid Search; * can pass through marshes. SERVANTS OF SAURON 37 4 (4) 6 - --- Balrog!, Demon of Morgoth * -3 on Sorcery die-rolls 38 3 (2) 5 - --- Giant Renegade Troll 39 3 (3) 4 - --- Shelob, The Last of the Giant Spiders 40 3 (2) 4 - --- Barrow-Wight, The Undead 41 A Frightening Rumor 42 A Frightening Rumor MAGIC 43 The Ring - "One Ring to rule them all, One Ring to find them, One Ring to bring them all, and in the darkness bind them." 44 Palantir of Minas Tirith 45 Palantir of Orthanc 46 Palantir of Minas Ithil (Minas Morgul) Considered to be at Barad-dur. 47 Sting - Elven Short Sword; adds "one" to the Combat Value of any individual Hobbit character in possession of it. 48 Glamdring - Elven Sword; adds "one" to the Combat Value of a Character in possession of it. 49 Anduril, The Flame of the West - Elven Sword, reforged at Rivendell from the shards of Narsil, an ancient heirloom of the House of Elendil. Adds "one" to the Combat Value of any Character in possession of it, or, if Aragorn has it, "one" to his Morale Value. 50 Lembas, Elven "way-bread" - Any one group of Characters (starting together in the same hex) may be moved for one Game-Turn through any terrain, except impassable, at a cost of one Movement Point per hex. Lembas can be used only once in any Game. (Remove from play after use.) 51 Mithril Mail - Elven-wrought chain-armour. For any Hobbit (only) Character in possession of it, any result against the Character obtained on the Individual Character Results Table that calls for any number of wounds or his being killed is treated as a "1W" result. "1W" results themselves are treated as "no effect". 52 Elven Cloak - Garment which lends excellent camouflage to wearer. Any Character in possession adds "two" to any Capture die roll. 53 Elven Rope - Any one group of Characters (starting in the same hex) may be moved through (into and out of) any one impassable hex, at a cost of four additional Movement Points (i.e. it would cost 5 MP's to move through a an impassable hex into a clear terrain hex). Elven rope can be used only once in any game (remove card from play after use). 54 Galadriel's Light - Elven light. A Character in possession of it may - along with any accompanying Characters - be moved through any Tunnel hex at a cost of two Movement Points. Also, a Character in possession of it has "one" added to its Combat Value in any combat with Shelob (only). 55 Athelas - Ancient Numenorean herb of healing. Any one Character in possession of it can be "cured" of all wounds (i.e., regain full Endurance Level). Athelas can be used only once in any Game. (Remove card from play after use.) 56 Shadowfax, Great Horse of Rohan - Any Character in possession of Shadowfax can be moved up to eight Movement Points per Game-Turn. No Hobbit can ride (possess) Shadowfax, but the horse can carry one Hobbit in addition to any other (non-Hobbit) Character. EVENT CARD 57 Misty Passes Open - Any Player Players may freely move Characters through hex W2912 (normally impassable). 58 Misty Passes Open - Any Player (same as 57) 59 Misty Passes Open - Any Player (same as 57) 60 Fierce Storms - Any Player "Elven Boats" or "Corsairs of Umbar" card may not be played this Game-Turn, unless it already has been; all land Movement is halved; add "one" to any Search die rolls. 61 Fierce Storms - Any Player (same as 60) 62 Fierce Storms - Any Player (same as 60) 63 Rivers Flooded - Any Player All Major Rivers impassable, except at Bridges (or with Elven Rope). All Minor Rivers cost two additional Movement Points to cross. 64 Rivers Flooded - Any Player (same as 63) 65 Rivers Flooded - Any Player (same as 63) 66 Elven Boats - Fellowship Player Any Group of Characters in Lothlorien can be transported to any hex along the Anduin River (either bank) south of the Falls of Rauros (E0125). Any group of Characters at Thranduil's Palace (E0509) can be transported to any hex along the River Running. Any Characters so transported cannot be moved in any other fashion during that Game-Turn. 67 Elven Boats - Fellowship Player (same as 66) 68 Pipeweed Cache Discovered - Dark Player Player (or Saruman Player) No Hobbits can be moved more than two hexes by the Fellowship Player this Game-Turn. 69 Gate of Morannan - Fellowship Player (or Saruman Player) Players may freely move any units through hex E0826 (normally open only to units of the Dark Power Player). 70 Saruman Summons Gandalf - Any Player May be played once in any Game only if neither Saruman nor any of his troops have been moved. Roll the die: 1,2 - Gandalf ignores 3 - Saruman Neutralized; may not move for two Game-Turns 4,5,6 - Gandalf captured at Isengard 71 Wizard Employs Palantir - Any Player (only Fellowship or Saruman Player) If Saruman or Gandalf possesses a Palantir, play of this card allows the controlling Player to see any two Event Cards held by the other Player(s). 72 Eagles! - Fellowship Player Any one captured Character or group of Characters in one hex may escape and be placed immediately in either W2812 or W3013. Or Fellowship Player may add or subtract "one" from anyone Combat resolution die roll (Army Combat only). 73 Eagles! - Fellowship Player (same as 72) 74 The Shadow of Sauron - Dark Power Player Movement of the Ringbearer within five hexes of Barad-dur is halved (i.e. the terrain value of each hex is doubled). 75 Boromir Attemps to Seize the Ring - Dark Power Player Boromir can engage the Ring-bearer in Individual Combat for the purpose of seizing the Ring. 76 Gollum Attemps to Seize the Ring - Dark Power Player Gollum can engage the Ring-bearer in Individual Combat for the purpose of seizing the Ring. 77 Sauron Employs a Palantir - Dark Power Player Any Hobbit in the same hex as a Character in possession of a Palantir is spotted (hence, Mordor may be mobilized). Plus, Dark Power Player may see one Event Card being held by an opponent. 78 Tom Bombadil Intervenes - Fellowship Player Any Burrow-wights present disappear. Can be used to avoid battling Barrow-wight "Servants of Sauron", which are considered to have been defeated in battle if this card is played when they are encountered. 79 Nazgul's Flying Beast Killed - Fellowship Player (or Saruman Player) Can be played by a Player who has a Character in Combat with a Nazgul. Regardless of the outcome of the battle (unless the Nazgul is killed, in which case the Card is of no effect), the particular Nazgul involved is deprived of unlimited movement, and instead restricted to seven Movement Points per Game-Turn, and deprives the Nazgul of the ability to search until he returns to Barad-dur or Dol Guldur, where extra flying beasts are available. 80 Orcs Quarrel Over Division of Spoils - Fellowship Player Any captured Characters in a particular (one only) hex can automatically escape during the Fellowship Player's Movement Phase. The Fellowship Player must surrender one Magic Card, in the possession of one of the Characters who escapes, to the Player controlling the orcs. 81 Orcs Feud Over Allegiances - Fellowship Player Any captured Characters in a particular hex (one only) can automatically escape during the Fellowship Player's Movement Phase. 82 Orcs Argue Over Fate of Captives - Fellowship Player Any captured Characters in a particular (one) hex can automatically escape during the Fellowship Player's Movement Phase. 83 Wormtongue Bemuses Theoden - Dark Power Player (Saruman Player only) No Rohirrim units can be moved, and no reinforcements deployed for the remainder of the Game-Turn. Can only be played if Theoden and Saruman are alive. Rohan may not be mobilized this Game-Turn. 84 Orcs in State of Battle Frenzy - Any Player By playing this card, any Player may cause the die roll for any combat involving Orcs to be either increased or decreased by "two" at his option. Card must be played before the die is rolled, after the combat is announced. 85 Orcs in State of Battle Frenzy - Any Player (same as 84) 86 Dead Men of Dunharrow - Fellowship Player For any two Army Combat die rolls, the Fellowship Player can add or subtract "three" at his option, announcing his intention to do so after the combat is announced, but before it is rolled. Also all Corsairs of Umbar landed previously this Game-Turn are eliminated. May only be played if Aragorn has been moved through hexes W2625 and W2626, and if Aragorn is present at the affected battle. 87 Ents Vent Rage - Fellowship Player (or Dark Power Player) For any two Army Combat die rolls, the Fellowship Player can add or subtract "three" at his option, announcing his intention to do so after the combat is announced, but before it is rolled. The combat must occur within five hexes of Fangorn Forest. 88 Saruman Resurrects Orcs at Isengard - Neither Player (Saruman Player) In Three-Player Game only: Saruman receives additional reinforcements (Orcs) for three consecutive Game-Turns. These Strength Points are taken from the "dead pile", the quantity determined by rolling the die each Game-Turn and multiplying the result by four. Saruman never receives more Strength Points than are available from the dead pile when the die is rolled. Unused points are not accrued. 89 Rohan Mobilizes - Fellowship Player (or Saruman Player) 90 Gondor Mobilizes - Fellowship Player (or Dark Power Player) 91 Woses Ally With Free Peoples - Fellowship Player The Fellowship Player can move Armies and/or Characters freely through hexes E0227 and E0328 without stopping for Combat or Search regardless of whether or not opposing Armies or Characters are present in either hex. 92 Aragorn Uses Palantir: Sauron Challenged! - Fellowship Player If Aragorn possesses a Palantir, the Fellowship Player may have him "challenge" Sauron by playing this card. When this card is played, the Dark Power Player may not draw any Search Cards until his forces have captured Minas Tirith. Card play automatically mobilizes Mordor. 93 Denethor Peers in Palantir and Sees Doom! - Dark Power Player Fellowship Player may see one other Event Card held by the Dark Power Player, but no Gondorian Characters nor Armies may leave Minas Tirith nor attack for the remainder of the Game-Turn. Add "three" to the die roll for any attack against Fellowship Player forces in Minas Tirith. Can only be played if Denethor is alive. 94 Corsairs of Umbar - Dark Power Player Fifty Strength Points of Haradrim can be placed at any Port Hex in Middle Earth. These troops may be moved and attack during the Dark Power Player-Turn. 95 Saruman Escapes to the Shire - Dark Power Player (Saruman Player only) Saruman and ten Strength Points of Dunlendings can be placed anywhere in the Shire. Can only be played if Saruman is at Isengard. Dunlending troops are taken from Isengard, or (if not enough are there) from elsewhere on the game-map, or (if there aren't enough still) from among eliminated Dunlendings. 96 Mind Battle: Elrond and Galadriel Distract Sauron - Fellowship Player The Dark Power Player must immediately expend two Shadow Points. SEARCH 97 Three Nazgul - South Ithilien, Anorien, Lebennin, Rohan, Belfalas, East Emnet (Rohan) 98 Three Nazgul - North Ithilien, Brown Lands, Anorien, Rhovanion (Wilderland), Esgaroth, Moria 99 Three Nazgul - Lebennin, Anfalas, Belfalas, Lamedon, Brown Lands, Rhudaur 100 Three Nazgul - Rohan, East Emnet (Rohan), Enedwaith, Dunland, Anfalas, Eregion 101 Three Nazgul - Minhiriath, Brown Lands, Rhudaur, Breeland, The Shire, Rhovanion (Wilderland) 102 Eye Orcs: 10 Strength Points - South Ithilien, North Ithilien, Ered Lithui, Brown Lands, The Wild, Rhovanion (Wilderland), Rhun 103 Eye Orcs: 6 Strength Points - South Ithilien, North Ithilien, Ered Lithui, Brown Lands, The Wild, Rhovanion (Wilderland), Desolate Area 104 Eye Orcs: 10 Strength Points - South Ithilien, North Ithilien, Ered Lithui, East Emnet (Rohan), Eregion, Dimrill Dale, Moria 105 Eye Orcs: 8 Strength Points - South Ithilien, North Ithilien, Brown Lands, Rhovanion (Wilderland), Esgaroth, Northern Waste, Dimrill Dale 106 Eye Orcs: 8 Strength Points - South Ithilien, Eregion, Dimrill Dale, Moria, Rhudaur, Brown Lands, Rhovanion (Wilderland) 107 Hand Orcs: 5 Strength Points - Anorien, Rohan, East Emnet (Rohan), Dunland, Enedwaith 108 Hand Orcs: 8 Strength Points - Rohan, East Emnet (Rohan), Fangorn, Dunland, Eregion 109 Hand Orcs: 10 Strength Points - Enedwaith, Dunland, Minhiriath, Rohan, East Emnet (Rohan) 110 Hand Orcs: 10 Strength Points - Enidwaith, Dunland, Minhiriath, Breeland, The Shire 111 Hand Orcs: 9 Strength Points - Rohan, East Emnet (Rohan), Fangorn, Enedwaith, Anfalas 112 Hand Orcs: 7 Strength Points - Breeland, The Shire, Rhudaur, Eregion, Dunland