MIDDLE EARTH
•ARDA•
A VARIANT RULEBOOK FOR THE MIDDLE EARTH COLLECTIBLE CARD GAME
MIDDLE EARTH COLLECTIBLE CARD GAME ARDA REVISED concept by Joe Bisz, design by Joe Bisz and Eric Dané revised by Ryan Loyal Stueve, December 2013 Arda Revised is a rules variant for the Middle Earth Collectible Card Game. It draws upon the original Arda Arda variant, which has seen wide circulation among enthusiasts following the game going out of print. This revision seeks to streamline the experience for the sake of getting new players to the table. Designer Notes: commentary is provided in this manner where deemed necessary or useful. Some rules have been simplied from the original Middle Earth CCG rulebook, while others have been thrown out altogether altogether.. We will try to give notice where we have done so.
The following rules are written for the inclusion of both Wizards and Ringwraiths, but a separate set of Arda cards should be made for each type of player and should not be mixed. Wizard players only ever draw items, rings, hazards, and resources from their own set as do Ringwraith players from their own. Designer Notes: These rules do not take into account Fallen Wizards and focus only on the Wizards and Lidless Eye base sets for the sake of simplicity simplicity.. Any player wishing to include the rules put forth by other expansions are encouraged to and should ha ve no problem doing so. Our recommendation recommendation in the case of Fallen Wizards Wizards is that they are not bound by the restriction of only drawing from one set, but may freely decide to draw from either the the Wizard set or Ringwraith Ringwraith set. Furthermore, ifif Fallen Wizards are are used to replace standard Wizards who have fallen through the course of the game, Ringwraith players should be allowed to draw a second Ringwraith if theirs theirs fall as well.
Special thanks to Iron Crown Enterprises and all the minds that went into making the greatest card game that ever was.
MIDDLE EARTH •ARDA• REVISED RULES OF PLAY The following is the contents of the original Middle Earth: the Wizards and Middle Earth: the Lidless Eye card game rulebooks, revised, edited, and adapted for this variant. If a rule does not appear in this text, it has been omitted purposefully from this variant and does not apply.
BRIEF PLA PLAYER YER TURN T URN SUMMAR SU MMARY Y Play consists of a series of “Player Turns.” During your turn, follow the steps outlined in this turn summary. Then, your opponent does the same during his turn. You and your opponent alternate turns until the game ends. This turn summary is included here to give you an idea of how play proceeds. •Utap Phase - Each of your characters may
do one of the following: Untap or Heal (if at a Haven site). In addition, untap (see page 15) all of your other tapped non-site cards. •Oraiatio Phase - You may take the
following actions in any order: play one character (if allowed) or your Wizard (if available), reorganize your companies, transfer items between characters (corruption checks required), discard one card from one of the communal face-up piles or from your Marshalling Point hand, and store items (corruption checks required). In addition, each of your companies may plan its movement by declaring a destination site it will attempt to move to in the Movement/Hazard Phase and
place a destination token on that site on the map. •Lo-eet Phase - Discard your resource
long-events and your opponent’s hazard longevents. Play new resource long-event cards. •Moemet/Haard •Moemet/Ha ard Phase - One at a time, each
of your companies takes the following actions. Its current site becomes its site of origin. You may draw up to a # of cards equal to the number of regions moved through (at least one card must be draw); your opponent does the same. Next, your opponent may play allowable hazard cards on the company; the maximum number of hazards that may be played on a company is equal to the size of the company (to a minimum of two). Finally, replace the destination token with the company’s location token and each player discards or draws so that he has eight cards in his hand. •Site Phase - One at a time, each of your
companies may take the following actions at its current, untapped site. The company decides to enter and explore the site. First, if the site has
an automatic-attack, it attacks the company. Then, the company may attempt to play one item, ally, faction, or information resource card that is “playable” at that site. A character in the company must tap to make this attempt. If the card is successfully played, tap the site. •Ed-o-Tur Phase - Each player may discard
one card. Then each player must draw or discard so that his hand has eight cards.
•1• THE VICTORY CONDITIONS The game immediately ends when one of the following occurs during play: All Wizard or Ringwraith characters but yours are “eliminated” (i.e., through combat or corruption. • If you are a Wi Wizard zard player and move The One
Ring to Mount Doom, tap it’s bearer and make a successful corruption check-The One Ring is destroyed and you win. • If you are a Ringwraith Player and move the
One Ring to Minas Morgul- Sauron has regained the One Ring and will use it against the free peoples or Middle Earth. Otherwise, the winner is decided at the Free Council for Wizard players and at the Audience with Sauron for Ringwraith players. This council is called when one player has amassed 12 marshalling points. He may, on that turn or any of his subsequent turns, announce his claim to victory. Each other player is then allowed one more turn before the Council/Audience begins. See below for how a winner is determined.
THE FREE COUNCIL AND THE AUDIENCE WITH SAURON
Just before before the Free Council Council and/or Audience with Sauron (hereafter referred to generically as the Free Council), each character must make a corruption check. The player who took the last turn makes corruption checks for his characters rst.
At the Free Council, the leaders of the Free Peoples decide which Wizard’s advice is best to follow. This is based upon a comparison of the resources each of the Wizards has marshalled. Clarication: Characters do not automatically untap when the Free Council is called. A character may only untap during his own untap phase. Clarication: A character that fails his corruption check prior to the Free Council is no longer in play. That character and any non-follower cards he controls are not available at the Free Council-thus, they do not count towards the marshalling point totals.
A player may play resource cards that can affect his characters’ corruption checks made prior to the Free Council. Hazard cards may not be played. After all characters have made their corruption checks, the game ends if one Wizard has failed his corruption check (the other player wins). If both Wizards fail their corruption checks, no one wins-both players lose (if you have to, roll dice and the high roller is the winner). The winner of the game is the player that has gathered the most marshalling points from: • Control of resources: characters, allies, items,
and factions. • Destruction of creatures and/or evil forces. • Carrying out the instructions on resource
cards. • By avoiding negative points which accrue
when certain characters that you control are
eliminated (e.g., Aragorn II, Galadriel, Elrond, Círdan, Frodo, and Bilbo).
by it’s whole name. name. •Play Had – Cards drawn from the Draw Deck
Marshalling points are printed on the top left corner of the cards that award them.
•2• THE CARDS AND DECKS Arda Revised requires a large pool of Middle Earth ccg cards, which will be used to create a group of cards shared by all players. It should be a mix of all of your favorite cards, but should not contain any copies of unique cards. There are four types of cards: site cards, character cards (including Wizard and Ringwraith cards), resource cards, and hazard cards. The card types can be distinguished as follows: •Site cards - have a white parchment
background backgro und on the front. front. •Character cards - (non-Wizard) have a blue
stone background on the front. Each Wizard card has a differently colored stone background. •Resource cards - have a copper metal
background backgro und on the front. front. •Haard cards - have a steel gray metal
background backgro und on the front. front. Character, resource, and hazard cards - have the burning eye on on the back.
HANDS Each player has two hands, the Play Hand and the Marshalling Points Hand. In these rules any time a players “hand” is mentioned, it is meant to indicate the Play Hand. The Marshalling Points Hand is only ever regarded
are placed here. These cards are kept secret from other players. Players will be drawing, playing, and discarding these cards quite frequently. •Marshalli Poits Had – These cards are
kept separate from the Play Hand and secret from other players. They are not considered part of your “hand” in it’s generic sense and as referred to by card mechanics.
THE PLA P LAY Y DECK DE CK The Play Deck is a communal pool of cards from which all players draw their hands. It should contain about 50 cards per player, but can be any number greater than that if you wish and does not need to be scaled down to suit smaller groups. For instance, a game consisting of two players will benet from a 250 card Play deck as well as a game of ve players will. The
Play Deck should be comprised of 50% hazards and 50% resources, with the hazards portion being more more heavily populated populated with creatures. creatures. Experience and preferred style of play will dictate which specic cards you decide to use, as your Arda game will be not only a reection of
your card collection, but also the way you prefer to play Middle Earth.
put into this deck, with no duplicate unique items. No magic rings should be placed in the Marshalling Point Deck. When a untested ring is tested, the player draws cards from the Ring Deck until a card matching the ring type indicated by the dice roll is drawn. In the case of a roll allowing multiple types of rings playable, simply take the rst playable type drawn.
•The Character Deck - This Deck should include
•The Mior Item Oeri Deck - This deck
one copy of every character you possess. It should contain no copies of unique characters, but may include include as many copies copies of non-unique non-unique
contains only minor items and may have as many copies of each as you wish. 35-40 cards.
characters as you see t. •The Marshalli Poit Deck - Should contain
at least 45 cards. This Deck is unique to the Arda Revised game. It includes every card worth marshaling points that you wish players to contend for. It should include factions, allies, untested rings, and other items, but no copies of unique cards. Cards in this deck must have a marshaling point value and may not be a minor item. These cards should be place into clear card sleeves and into this sleeve should also be placed a location card where this item can be played. Both of these cards should be facing out so that they can both be read without removing them from their sleeves. Multiple copies of the same location may be present as locations are not tapped and discarded in the same way as the original rules and multiple items may be played at the same location (though not in the same turn). Designer Notes: Using this deck in this manner eliminates the need for a cumbersome site deck that must be searched through by players. In this way new players are relieved relieved of a burdensome concept and the items revealed from this deck give a clear purpose and goal to players. •The Ri Deck - All ring items that are not
untested rings (ie Ring that Sauron Fancies, Gleaming Gold Ring, and so on) should be
•3• GETTING READY TO PLAY Before the rst turn begins, perform the
following steps: • Each player rst draws a Play Hand of of 8
cards from the Play Deck, and an MP Hand of 5 cards from the Marshalling Point Deck. These are considered separate hands, so keep these separate at all times! Whenever hands are resolved, both hands are resolved. Permutations in hand size affect the Play Hand. • A toss toss is made to select the starting player. player.
Each player then selects a Wizard to play with. This is done via a draft; the player who has won the toss selects his Wizard rst, then proceed
clockwise. In 25 player games, respect the uniqueness of the wizards; if playing with 67 players, don’t play two same wizards if you’re sitting next to each other. • Next, handing handing out characters. Each player
receives at random 2 characters with 6 mind or higher (taken from the Roving Character Deck). Deal out the rest of the characters at random, to a maximum of 10 per player. Each player now selects his starting company as per normal rules
(20 mind and 5 characters maximum). Return the unused characters to the Roving Character Deck.
powers in the world and give players objects to contend over.
Clarication: Fram Framson may still not start the game, if he is handed out to you, y ou, ask for another character.
• Each player places a Location Token for each
• After receiving receiving Play/MP hands hands and
characters, minor items are drafted. The player who won the toss selects one minor item from the Offering Deck, then proceed clockwise, until all players have two minor items. You may play only one copy of a certain minor item. Clarication: All minor items, even unique or hoard items, may be chosen in the draft. Tip: In 5-7 player games it might be advisable to divide the Offering Deck in two stacks and draft simultaneously from both stacks, to save you some time.
of his companies at their current locations. Characters may start at their home sites, or at Rivendell (if a Wizard Player) or at Minas Morgul (if a Ringwraith Player).
•4• THE PLAYER TURN Play consists of a series of “Player Turns.” During your turn, you take various actions during the following phases. Then, your opponents do the same during his turn. The order of a player turn is as follows: • Untap Phase • Organization Phase
• Then, turn 4 roving characters face up from
the Roving Character Deck. These characters are roving and may be played by any player as if from hand. However, until each player has taken
• Long Event Phase • Movement/Hazard Phase
a rst resource turn, no roving character may be
played.
• Site Phase
•Turn •T urn 4 minor items face up from the Minor
• End of Turn Phase.
Item Offering Deck. These minor items may be played by any player as if from hand. • Turn Turn 4 marshalling points cards face up
from the Marshalling Points Deck. These are communal cards that may be played as if they exist in every player’s hand in addition to the marshalling points cards he has in his marshalling points hand. These face up cards may be inspected by any player at any time.
UNTAP PHASE Each of your characters may do one of the following: Untap or Heal (if at a Haven site). Untap all of your other tapped cards. ORGANIZATION PHASE ORGANIZATION P HASE The following actions may be taken in any order: • Play a character card or a Wizard card (if
Designer Notes: Having a hand of marshalling points cards represents represents the rumors and tidings tidings your Wizard or Ringwraith wishes to pursue, while having h aving face-up marshalling points cards represent represent the known
allowable). • Discard any one card from the communal piles of cards or from your Marshalling Points hand. It is immediately replaced with a new one. Limit L imit once per
turn, and only one card type allowed. Wizards players cannot target cards from the Ringwraith set and vice versa.
through to get there. Determine the company’s site path by examining the region icons associated with each region being moved into,
• Reoraie your characters at the same
and out of. The active player and the rst hazard
Haven into any number of companies. This includes shifting your characters between
player may draw a number of cards equal to the number of regions declared in this step.
being controlled by general general inuence and being controlled by direct inuence.
• If the company is not moving, no cards are
drawn. • Traser items between your characters at the
same site. A corruption check is required for the character giving up an item. • Store items or other designated resources
from your companies at a Haven site or at sites specied on the item cards. A corruption check is
required for the character giving up an item. Each of your companies may do one of the following: • Stay at its current site. • Declare the company will move to another
site within it’s movement range (see Movement section). Place a Destination Token on that target site.
LOng-EvEnT PHASE • First, remove all of your resource long-events
already in i n play. • Then, play any new resource long-event long-event cards. • Finally, Finally, remove all of your opponent’s hazard
• Your Your opponents play hazards on the company
(see: “who can play hazards on you” above). Each hazard is resolved as indicated in its text. These hazards are played and resolved one at a time and in some cases may not directly affect the company. A hazard may not be played if it targets a different company or a character in a different company company.. If the company is not moving, hazard creatures may only be keyed to the company’s current site. Hazard creatures must be “keyed to” the moving company’s company’s site path and/or new site. If a creature is keyed to more than one region type and/or site type that applies, your opponent decides which one is used. The maximum number of hazards that may be played on a company during during a given movement/hazard phase (i.e., the hazard limit) is equal to the size of the company or two, whichever is larger (Hobbits and Orc Scouts count half, round up). The hazard limit is determined for each company at the beginning of the movement/hazard phase (e.g., it remains xed).
long-events.
MOvEMEnT/HAzARD PHASE Follow this procedure for each of your companies. You decide which of your companies
If the company has been required to return to its site of origin no additional hazards may be played on that company.
goes rst, second, etc.:
• At this point, the company is considered
• If the company is moving, declare what site it
arrived at the new site (i.e., its new site becomes its site of origin). Replace the Destination Token with the company’s Location Token.
is moving to and which regions it will be moving
• The active player and rst hazard player must
discard any cards in excess of eight in your hand. If you have fewer than eight cards, you must draw cards until your hand has eight cards; your opponent does the same for his hand. Note: Repeat this procedure for each of your companies.
SITE PHASE In the order you decide (i.e., you decide which goes rst, second, etc.), each of your companies
EnD-Of-TURn PHASE You may discard one card. Then you must draw or discard cards until your hand has 8 cards. The rst hazard player does the same.
•5• CHARACTERS & COMPANIES As a player, you inuence and control a
at an untapped site may do nothing or follow this procedure:
number of characters that move and act in the world of Middle-earth. Each character’s abilities
• You decide to enter and explore the site.
are dened by these attributes: race, skills, direct inuence, prowess (offense), body (defense),
mind, marshalling points, and special abilities • If the site has an automatic-attack, it attacks the
(e.g., corruption check modiers). A character
company. The attack is resolved normally.
can be eliminated and removed from play as a result of combat (failing a body check) or corruption (failing a corruption check).
The company may attempt to play one item, ally, faction, or information resource card from his Marshalling Points hand or from the face up communal Marshalling Points cards that is “playable” at that site. Generally, this will involve tapping the character that will control the card played. If the resource card is successfully played, the site is considered to be “tapped” for that company and that company alone until they move away from the site, no further Marshalling Points cards may be played by the company there until they come back later in the game. If a Marshalling Point resource card is successfully played at a site, one additional character may tap to play a minor item from the Minor Items Offerings. Certain resource cards other than items, allies, factions, and information will state the conditions under which they may be played. Such cards may be played at tapped and untapped sites, and do not tap a site when played (e.g., Return of the King, Lucky Search, etc.).
If you have enough general inuence or direct inuence during a given turn, you may bring
into play: one character at his home site or at any Haven or your Wizard at his home site or Rivendell. Characters are primarily controlled by your pool of 20 general influence points. For each contro controlled lled character, you must commit a number of general influence points equal to his mind attribute. In addition, you may control a character by using another character’s direct influence-a character controlled in this fashion is called a follower and does not use general influence points.
During play, you may organize your characters into groups called companies. A company’s size is equal to the number of characters in it, with each Hobbit character only counting half (round up). A company is limited to a size of seven. A company’s hazard limit is equal to two or the size of the company, whichever is greater. The maximum number of hazards that can be played on a company during a given movement/hazard phase is equal to its hazard limit.
Companies can only combine at a Haven-just remove all but one of the companies’ tokens from the map. One company can split into two or more companies only at a Haven. As a player, you inuence and control a
One company can split into two or more companies only at a Haven (use two Haven cards). Note: The number of characters you have in play limits the number of actions you may take during a given turn. You use your Wizard’s
number of characters that move and act in the world of Middle-earth. Each character’s character ’s abilities
general inuence or your other characters’ direct inuence on a character to bring that character
are dened by these attributes: race, skills, direct inuence, prowess (offense), body (defense),
into play and to keep it in play. A character in play can move and take actions (e.g., defending
mind, marshalling points, and special abilities
against attacks, inuencing, etc.). Items, allies,
(e.g., corruption check modiers). A character
and other cards representing things a character acquires and controls are placed under his card.
can be eliminated and removed from play as a result of combat (failing a body check) or corruption (failing a corruption check). If you have enough general inuence or direct inuence during a given turn, you may bring
into play: one character at his home site or at any Haven or your Wizard at his home site or Rivendell. Characters are primarily controlled by your pool of 20 general inuence points. For
each controlled character, you must commit a number of general inuence points equal to his
mind attribute. In addition, you may control a character by using another character’s direct inuence-a character controlled in this fashion
is called a follower and does not use general inuence points. (See page 21 for an extended
example.) During play, you may organize your characters into groups called companies. A company’s size is equal to the number of characters in it, with each Hobbit character only counting half (round up). A company is limited to a size of seven. A company’s hazard limit is equal to two or the size of the company, whichever is greater. The maximum number of hazards that can be played on a company during a given movement/hazard phase is equal to its hazard limit. Companies can only combine at a Haven-just remove all but one of the companies’ Haven site cards. The resulting company then has one site card consisting of one Haven site card.
CHARACTER ATTRIBUTES Each character’s abilities are dened by the
following attributes (the notation for certain attributes is given in brackets). Race: This is one criterion for using certain
resources and for bringing certain items,
characters, and factions into play (e.g., only a Dwarf can fully utilize a Dwarven Ring).
bonuses. For example, Faramir has an inuence inuence
Skills: This is one of the criterion for using
Frodo has a corruption co rruption check modier, modier, etc.
certain cards (e.g., warrior skill is required to use certain weapons). The skills are: warrior, scout, ranger, sage, and diplomat. Some characters have more than one skill. Direct Iuece [inside the black hand icon: A character’s direct inuence determines how
many of your characters he may control (i.e., have as followers). In addition, a character’s unused direct inuence affects his chances of inuencing factions and your opponent’s opp onent’s
bonus against against the Rangers of of Ithilien faction, faction, Éowyn has a prowess bonus against Nazgûl, As a player, you inuence and control a
number of characters that move and act in the world of Middle-earth. Each character’s abilities are dened by these attributes: race, skills, direct inuence, prowess (offense), body (defense),
mind, marshalling points, and special abilities (e.g., corruption check modiers).
A character can be eliminated and removed from play as a result of combat (failing a body check) or corruption (failing a corruption check).
resources.
If you have enough general inuence or direct inuence during a given turn, you may bring
Prowess [lower left, to left of “/”]: A character’s
into play: one character at his home site or at any Haven or your Wizard at his home site or Rivendell. Characters are primarily controlled by
prowess is a measure of a character’s character ’s offensive capabilities in combat. character’s ’s Body [lower left, to right of “/”]: A character body is a measure of how difcult difcult it is to
your pool of 20 general inuence points. For
physically eliminate the character. This is a mixture of the ability to avoid an attack and the
number of general inuence points equal to his
each controlled character, you must commit a
ability to absorb or deect an attack (e.g., armor, armor,
mind attribute. In addition, you may control a character by using another character’s direct
shield, blocking).
inuence-a character controlled in this fashion
is called a follower and does not use general character’s Mid [inside the white head icon: A character’s mind determines how many inuence points (a Wizard’s general inuence points or a character’s character ’s direct inuence points) are required required to keep this character in play. Marshalli Poits [ upper left ]: This is the
number of marshalling points you receive when you have the character in play. This value represents repre sents the character’s character ’s importance to the Free Peoples’ struggle against Sauron. Special Abilities: Some characters have
special abilities that are detailed on their cards. Common special abilities include corruption check modiers, inuence bonuses, prowess
inuence points.
During play, you may organize your characters into groups called companies. A company’s size is equal to the number of characters in it, with each Hobbit character only counting half (round up). A company is limited to a size of seven. A company’s hazard limit is equal to two or the size of the company, whichever is greater. The maximum number of hazards that can be played on a company during a given movement/hazard phase is equal to its hazard limit. Companies can only combine at a Haven-just remove all but one of the companies’ location tokens from the map. One company can split into two or more
companies only at a Haven (use two or more location tokens). Note: The number of characters you have in play limits the number of actions you may take during a given turn. You use your Wizard’s general inuence or your other characters’ direct inuence on a character to bring that character
into play and to keep it in play. A character in play can move and take actions (e.g., defending against attacks, inuencing, etc.). Items, allies,
and other cards representing things a character acquires and controls are placed under his card.
WIZARD AND RINGWRAITH UNIVERSAL ABILITIES In addition to a Wizard or Ringwraiths printed text, the following rules apply and replace all of the original core rules governing them: • Any Wizard Wizard at Rivendell may tap to test a ring.
Any Ringwraith at Minas Morgul may tap to test a ring. • Ringwraith characters may not use items and it’s party does not benet from items it carries.
Furthermore, Ringwraith characters may never make corruption checks or have corruption cards played on them.
INFLUENCING (CONTROLLIN ( CONTROLLING) G) A CHARACTER You have a pool of 20 general inuence points.
At any one time, the total mind attributes of your characters in play (not counting followers) must be less than or equal equal to 20; this total total is equal to your used general inuence points. Your unused general inuence points help your characters
resist the effects of certain cards (e.g., Call of Home, Call of the Sea, Muster Disperses, etc.). Note: In the Standard Rules, your unused general inuence points help your characters, factions, allies, and items resist inuence
attempts made by your opponent. Some characters have a direct inuence
attribute of one or more. If such a character’s direct inuence is greater than or equal to
another one of your characters’ mind attribute, he may take control of that other character, who then becomes a follower of the controlling character. These conditions must be met: • The total mind attributes of all of a character’s followers may not exceed his direct inuence. • A character can take control of another
character that is in play only if both characters are at the same site. A follower does not require inuence points
Desier notes: Ringwraiths no longer suffer from movement and party restrictions restrictions and do not need “mode” cards (Heralded Lord, Black Rider, Rider, Fell Rider). They are not discarded on a body check of 7 or 8. They no longer automatically test rings in their company. These changes have been made to facilitate game play by removing removing mechanics that are cumbersome and confusing to new players. Needing a card to test a ring is illogical to a new player and severely hampers the odds of getting any ring into play. Likewise, new new players do not understand the necessity of a specic card to let a Ringwraith leave a Darkhaven with a company. If veteran players feel these changes make the game too imbalanced they are encouraged to discard them.
from your general pool. The follower must remain stacked under the character exerting the direct inuence at all times. A follower may not use his direct inuence to control characters (i.e.,
a follower may not have his own followers). A follower is handled in all other ways as a normal character (e.g., counts for company size, takes normal actions , etc.). If you have enough unused general inuence
points, you may move a follower from direct inuence to general inuence (or vice versa)
during your organization phase. If a character directly inuencing a follower
is removed from play, the follower remains in play and does not immediately count against
general inuence. However, during your next
organization phase, you must discard the follower, place the follower under the control of another character in his company with enough available direct inuence, or place the follower under the control of general inuence (if enough
is available). See section 9: Inuence for further details. Claricatio: During the organization phase, you can move characters from control by general inuence to control by direct inuence and vice versa so long as your total of mind attributes does not exceed your available inuence at the end of the organization phase.
BRINGING CHARACTERS INTO PLAY During your organization phase, you may perform one and only one of the following activities: • You may play a character card. You must have enough general inuence or direct inuence
available to control the character. You must place him at his home site or at any Haven site. • You may play a Wizard card if you do not
have one in play. You must place a Wizard at his home site or at Rivendell. You need not control a Wizard with inuence-he represents you, the
player. Claricatio: If you do not have enough inuence to control all of your characters in play, you must discard any excess characters at the end of your next organization phase.
COMPANIES A company is a group of characters that move and act together. This allows characters to move, act, and defend as a unit, allowing stronger characters to protect the weaker characters. This mechanism can be used to allow a variety of tactics during play. For example, if you have 3 characters in play, the 3 characters can move separately and perhaps do more in terms of acquiring marshalling points (items, other characters, etc.); but each individual character is more vulnerable to danger. However, the same 3 characters operating as a company might acquire marshalling points more slowly, but they are safer (i.e., you risk less). Normally, a company is limited to a size of seven, but a company at a Haven site may be of any size. For these purposes, a Wizard counts as a character, but an ally does not. The size of a company is determined for each company at the beginning of the movement/hazard movement/hazard phase phase (e.g.,
When you play a character, you may place him into a company already at his arrival site or he may become a new company. Each character, Ringwraith, and Wizard is unique. Players attempting to play cards that are manifestations (as noted on the card) of cards already in play may not do so.
REVEALING A WIZARD Once you decide to reveal your Wizard, you may still use your pool of general inuence
points; but, in addition, your Wizard acts as a character (a very powerful one). While revealing your Wizard is an advantage, it also carries with it the danger of losing the game by losing your Wizard to death or corruption. After being revealed, a Wizard operates as a character and thus may use his direct inuence
just like any other other character character.
it remains xed even if a character leaves the
HEALING Each of your characters at a Haven may heal during the untap phase of your turn. Such a character moves from a wounded position to a tapped position (i.e., the character is still tapped). In addition, certain cards can heal characters when they are played (e.g., Healing
company).
Herbs, Haling Strength, etc.).
•6• MOVEMENT In METW the lands of northwest Middle-earth are represented by regions on the map. Each region contains different Sites that represent specic locations in Middle-earth. Each company
always has a current location token on the map at all times. The company is located at that site. Moving from Site to Site When a player decides to move a company to a different site, he declares which site he intends to move to. This declaration is made at the beginning of the the Movement/Hazard Movement/Hazard Phase. Phase. A company cannot enter more than 3 regions in a turn. The moving player must declare which regions he is moving through to get to his destination, as multiple paths are often possible. Except for a moving company during its movement/hazard phase, each company is always at a specic site, called its current site.
At the end of the company’s Movement/ Hazard Phase its location token is moved to its destination on the map. Companies can only move into regions that are touching the region they are currently in on the map. Companies cannot move into regions that do not have a site path symbol (the dark brown mountainous mountainous areas). areas).
SITE PATHS There are six types of regions and six types of sites: Reio Type Symbol - All region symbols have a circle around them. • Coastal Seas [Water in a circle] • Free-domains [White Tower in a circle] • Border-lands [Half-white, Half-black tower
split down the middle in a circle]
• Wilderness [Tree] • Shadow-lands [Half-white, Half-black tower
split diagonally in a circle] • Dark-domains [Black Tower in a circle] Site Type Symbol
• Havens [ Star ] • Free-holds [ White Tower] • Border-holds [ Half-white, Half-black tower
split down the middle] • Ruins & Lairs [ Crumbled tower ] • Shadow-holds [ Half-white, Half-black tower
split diagonally] • Dark-holds [ Black Tower ]
A site path is the sequence of regions between two Sites. When moving between Sites, the icons in the regions he is passing into, through, and out of are what determine the company’s site path. Enemy players use these icons to determine what hazards are playable on the moving company company..
•7• COMBAT Combat normally occurs when one of three things happen: • When a creature hazard is played on a
company. • When a company at a site with an automatic-
attack decides to attempt to play a resource card for that site (i.e., decides to attempt to enter and explore the site). • When any other card indicates that a company
must face an attack.
ATTACKS & STRIKES Combat consists of one or more attacks that must be resolved one at a time. An attack consists of one or more strikes:
• Unless the attack states otherwise, the defender
chooses which untapped characters will be the targets of given strikes. Then, the attacker chooses which other defending characters not yet assigned a strike will be the target of any remaining unassigned strikes. Clarication: Against a given attack, a character may only defend against one strike. Clarication: If the text on a creature card states that the “attacker chooses defending characters,” any characters in the defending company may be chosen (by the attacker) as the targets of the attack’s strikes. strikes. Clarication: All of an attack’ attack’ss strikes must be assigned to the characters in the defending company or as modications to the strikes assigned. The attacker may not choose to not apply strikes. Any strike in excess of the number of characters in the company becomes a -1 modication to prowess of one character taking a strike (the attacker a ttacker chooses). Only those strikes that are assigned need be defeated for the creature’ss marshalling points to be received by the creature’ defender.
STRIKE MODIFICATIONS There are a number of standard modications
to strikes: • Each unwounded, tapped character must
• Each strike can target one and only one
modify his prowess by -1.
character in the attacked company. • Each wounded character must modify his • Each character can be the target of only one
prowess by -2.
strike from a given attack. • Normally a character that is the target of • If an attack has more strikes than the company
has characters, the attacker may allocate the excess strikes as -1 modications (i.e., a -1 modication for each unallocated strike) to the
prowess(es) of whichever target(s) he chooses. See the Strike Sequence below.
a strike is tapped after the strike is resolved. However, a character that is the target of a strike may choose to take a -3 modication to
his prowess to avoid being tapped. If so, the character is not tapped after the strike is resolved (he may still be wounded).
• If an attack has more strikes than the company
has characters, the attacker may allocate the excess strikes as -1 modications to the
prowesses of whichever target(s) he chooses. See the Strike Sequence on page 32.
body check. To To make a body body check, the attacker attacker makes a roll (2D6); if this value is greater than the character’s body attribute, the character is eliminated. If the character was already wounded before this strike, the roll is modied
by +1. • The target’s prowess may also be modied due
to the play of certain resource and hazard cards. Only one resource card requiring skill may be played against a given strike.
Clarication: If a character was already wounded before a strike wounds him again, the resulting body check modication is always +1 (regardless of how many times a character is wounded).
Uwouded, tapped character: -1 Wouded character: -2 Utapped character character decides decides ot to tap: -3 for each uused strike allocated (i.e., each extra strike): -1
Clarication: If a strike against a character is successful, a body check must be resolved for the character before anything else happens. For example, Healing Herbs may not be used to heal such a character until after the body check is resolved (of course, if the character is eliminated, the Healing Herbs may not be used on him at all).
RESOLVING STRIKES Strikes are resolved one at a time as decided by the defending player player.. When you choose choose a strike to resolve, determine all of the factors affecting the strike before the roll is made (see “The Strike Sequence” below). To resolve a strike, the defender makes a roll
As presented above, a strike that fails is defeated if its body attribute is “-” “ -” or if it has a body attribute and and fails a body check. check. To To make such a body check, the defender makes a roll (2D6); if this value is greater than the strike’s body attribute, the strike strike is defeated. defeated.
(2D6) and adds his modied mo died prowess:
Example: Smaug has a prowess of 17 and a body of 8. He normally has two strikes when he attacks. If one of his strikes against a character fails, the defender makes a body check. If the resulting roll is greater than 8, that strike strike is defeated. However, However, both of Smaug’s strikes must be defeated in order for him to be eliminated-this would require at least two body check rolls greater than 8.
• If this result is greater than the strike’s
prowess, the strike fails. Such a strike is defeated if its body attribute is “p;” “ p;” or if it has a body attribute and fails a body check. • If this result is equal to the strike’s prowess,
the strike was ineffectual (i.e., a “tie” means that the strike is avoided but not defeated). • Otherwise, the strike was successful (i.e., the
character was defeated). The target character is wounded and must make a body check.
BODY CHECKS If a strike against a character is successful, the character is wounded and must make a
DEFE ATING AN ATT DEFEA TTACK ACK An attack by a hazard creature is defeated if all of its strikes directed against (i.e., assigned to) a company are defeated. If a defeated attack is a hazard creature, the card is placed in the defender’s marshalling point pile. The defender receives marshalling points for eliminating it. If a hazard creature has multiple attacks, each must be defeated in order for the defender to
receive the marshalling points. If one of the strikes was canceled or ineffectual, ineffec tual, the attack is not defeated. If the attack is canceled, the attack is not defeated. A canceled attack has no effect on the defending company.
decided before making the roll (2D6). Address these factors in the following order:
Example: Faramir is untapped with a prowess of 5 and a body of 8. He is facing a strike from a Huorn (only has one strike) with a prowess of 10 and a body bod y of “ p;.” Faramir could decide not to tap against the strike; in which case his prowess would only be 2 (his normal prowess of 5, minus 3 for not tapping) against this strike. However, However, Faramir decides to tap to face the strike.
• The attacker may decide to use any or all of his remaining (if any) -1 modications due to
If Faramir rolls a 6 or better (i.e., his prowess plus the roll will be greater than the Huorn’s prowess of 10), the strike fails and the Huorn attack is defeated (it only has one strike and its body attribute is “ p;”). “ p;”).
• The defending player may play resource cards
If Faramir rolls a 5 (i.e., his prowess plus the roll is equal to the Huorn’ Huo rn’ss prowess of 10), the strike is ineffectual. If Faramir rolls a 4 or less (i.e., his prowess plus the roll is less than the Huorn’s prowess of 10), the strike was successful. Faramir is wounded and must make a body check. The attacker makes a die roll-if the result is 9 or more, Faramir is eliminated and removed from play.
THE STRIKE SEQUENCE You and your opponent must play any cards that modify the number of strikes before you assign the strikes. Note: The “strike sequence” is the time from when a player declares that one of his characters will resolve a strike until the strike die roll is made and any associated body checks are made. Strikes are resolved one at a time as decided by the defending player (i.e., he chooses a strike strike to resolve, the strike is resolved, he chooses the next strike to resolve, the strike is resolved, etc.). All of the factors affecting affecting the strike must be
• The attacker may play hazard cards that affect
the strike (these count toward the hazard limit against this company).
unallocated strikes (i.e., strikes in excess of the company’s size). • A target target untapped character may take a -3 modication so that he will not automatically
tap. that affect the strike (up to one card that requires skill). Clarication: Certain attacks state that each character in the company “faces one strike” or “is attacked” (e.g., Crebain, Watcher in the Water, Water, etc.). Such an attack is never affected by a card or effect that modies the number of strikes of an attack. Clarication: The prowess modication and maximum for a weapon is applied to a character before any other modications. For example, Beorn has a base prowess of 7 and a Sword of Gondolin (+2 prowess to a maximum of 8)-he starts starts with a prowess of 8 before any other modications are applied.
COMPANY VS COMPANY COMBAT A Wizard Company may attack a Ringwraith company, and vice versa if both companies are at the same location. The attacking company must have faced the site’s automatic attacks if the defending company has already done so. The defending company is considered to be facing a creature hazard (that does not count against it’s hazard limit) with strikes equal to the number of attacking characters in the attacking company. The attacking player determines
which characters are attacking. The defending player decides which defending character faces which strikes in the normal manner. Each strike generated by an attacking character has that character’s prowess. • A wounded wounded attacking character ’s prowess is modied by -2. • A tapped attacking character’s prowess is modied by -1. • An untapped attacking character that elects not to tap for the attack is modied by -3. • Excess attacks are allocated as additional -1 dice modiers to the defenders as usual. • Each player may play one resource card
requiring a skill on a given strike. Strikes are resolved one at a time by the defending player. To resolve a strike the attacker rolls 2D6 and adds his modied prowess, this is the strike’s nal prowess. Then the defender rolls 2D6 and adds his modied prowess:
CORRUPTION As characters adventure in Middle-earth, they are subject to temptations. They run the risk of becoming corrupted corrupted and leaving leaving the cause of the Free Peoples (i.e., a corrupted character leaves play, a corrupted Wizard loses the game). In The Lord of the Rings, Saruman was corrupted by power, power, Radagast was corrupted corrupted by the the lure of nature, Alatar and Pallando succumbed to unknown corruption and disappeared into the East. Ringwraiths may not receive corruption cards and never make corruption checks. They are already corrupted by darkness and are bound to it forever. Each character has a corruption point total. This starts at zero, but certain cards and activities will increase and decrease this total during play. Most cards that affect a character’s corruption are kept under the character’s character ’s card until they are discarded. Only one corruption card (a hazard card that gives corruption points) may be played on a given character each turn.
CORRUPTION CHECK MODIFIERS
• If the defender’s defender ’s result is greater than the strike’s nal prowess, the strike fails. The
Certain characters receive modications
to corruption checks, and certain cards may
attacker is wounded and must make a body check.
give modications to a corruption check. Modications to corruption checks are printed
in the lower right of the appropriate card. A plus • If the defender’s result is equal to the strike’s nal prowess, the strike was ineffectual. It is a tie
or a minus sign indicates a modication to any
corruption checks rather than corruption points.
and is avoided, but not defeated. • If the defender’s defender ’s result is less than the strike’s nal prowess, the strike succeeds. The defending
player is wounded and must take a body check. If a character is eliminated in this manner, the opposing player receives “kill” marshalling points as indicated on the character’s card.
•8•
•9• INFLUENCE You have a pool of general inuence. Your characters and Wizard have direct inuence. These two forms of inuence can control and
affect characters and factions. Your unused general inuence is equal to 20
minus the sum of the mind attributes of your non-followerr characters in play (i.e., do not count non-followe your followers).
character to make an inuence check. You You make
A character’s unused direct inuence is equal to his direct inuence attribute minus the
• Add the inuencing character’s character ’s unused direct inuence.
a roll (2D6) and:
sum of the mind attributes of his followers. All characters have a direct inuence attribute of at
least zero, so any character has unused direct
• Subtract your opponent’s unused general inuence points.
inuence of at least zero. • Subtract the result of a roll (2D6) made by your
BRINGING AN ALLY INTO PLAY You can automatically bring an ally into play by tapping one one of your characters. characters. The character character must be at the site indicated on the ally’s card. Every ally is controlled by the character that tapped to bring it into play; i.e., it must be placed under and remain with that character’s card. An ally does not count against its controlling
opponent .
character ’s direct inuence or your general character’s inuence.
To inuence an opponent’s ally, you must make an inuence check as outlined above.
Add any other modications (from cards and special abilities). All modication cards must be
played before making the roll.
INFLUENCING AN OPPONENT’S ALLY However, the following exceptions apply:
BRINGING A FACTION INTO PLAY In order to play a faction card, you must tap one of your characters that is at the “site” indicated on the faction’s card. Then you must
• Instead of the controlling character’s mind attribute, the inuence check uses the ally’s mind
attribute.
make an inuence check. Make a roll (2D6), add your character’s unused direct inuence, and add any appropriate modications (any applicable standard modications from the
• The result is also modied by the “unused direct inuence” of the character controlling the
faction card and from any other cards played).
INFLUENCING AN OPPONENT’S FOLLOWER
All modication cards must be played play ed before
making the roll (2D6). If the modied result is greater than the value
required on the towards your marshalling point total). Otherwise, you discard the faction card. Once a faction is brought into play, it is not controlled by any specic character and it does not count against general or direct inuence.
INFLUENCING AN OPPONENT’S CHARACTER To attempt to inuence one of your
opponent’s non-Wizard characters you must have a character at the same site as the target
ally.
To inuence an opponent’s follower, you must make an inuence check as outlined above. However, the result is also modied by subtracting the “unused direct inuence” of the
follower’s controlling character. character.
INFLUENCING AN OPPONENT’S FACTION To inuence an opponent’s faction, you must make an inuence check as outlined above.
However, the following exceptions apply:
• Instead of a mind attribute, the inuence check
uses the value usually required to bring the faction into play (as given on the faction’s card). • The inuence check is modied by any of the faction’s applicable “Standard Modications” (as
given on the faction’s card). You may only inuence an opponent’s factions if the inuencing character is at the site
where the faction was played.
INFLUENCING AN OPPONENT’S ITEM To inuence an opponent’s item, you must make an inuence check as outlined above.
However, the following exceptions apply: • The mind attribute of the character controlling
the item is used.
themselves. Unless stated otherwise, a card is playable only if its effect applies to an existing situation, hazard, attack, etc. (i.e., you may not play a card just to discard discard it).
THE HAZARD LIMIT During your opponent’s movement/hazard phase, the number of hazard cards that you may play on one of your opponent’s companies is that company’s hazard limit. The hazard limit is equal to two or the company’s size, whichever is greater. A company’s size is equal to the number of characters in it, with each Hobbit counting half (round up) and each Orc Scout counting half (round up). For this purpose, Wizards, Ringwraiths and followers do count as characters, but allies do not. A hazard limit can be modied by the play
of certain cards. Tapping a Nazgûl permanentevent does count against the hazard limit.
• The result is also modied by subtracting the “unused direct inuence” of the item’s
controlling character. In all of the above Inuence cases, a successful inuence attempt means that the card’s original owner must now give it to the Inuencing player.. If the Inuencing player could not keep player
the card once he had gained possession of it, he is not allowed to make the attempt (for example, he does not have enough direct inuence or general inuence to keep a character in his
control).
•10• PLAYING AND DRAWING DRA WING CARDS You may only play hazard cards during your opponent’s movement/hazard phase. Except for resource long-events, you may play resource cards anytime during your own turn unless specically prohibited by the rules or the cards
Clarication: For the purposes of calculating hazard limits, each company’s size is determined for each company at the beginning of the movement/ hazard phase (e.g., it remains xed). So, if a character is eliminated during his company’s portion of the movement/hazard phase, his company’ company ’s hazard limit does not change.
HAZARD CARDS Hazard cards represent evil forces and natural dangers in Middle-earth. You may play hazard cards only during your opponent’s movement/ hazard phase. CREATURE CARDS CREATURE You may use a creature card to directly attack one of your opponent’s companies. Such an attack can occur only if: • The company is at a specic site at which the
creature’s card text says it can be played. • The company’s site of origin or new site is in a
region where the creature’s card text says it can be played.
draw cards from the Play Deck, and the rst
• One of the site symbols on the creature’s card
When a hazard player is nished playing
matches the site that the company moved to (i.e., the new site) or stayed at (i.e., if the company did not move). • At least one of the region symbols on o n the
creature’s card matches one of the region types the company moved through this turn. If the creature’s card has two region symbols of the same type (i.e., a deep wilderness creature), then the company must have moved through at least two regions of that same type.
hazard player is his designated opponent (for purpose of interpreting certain card effects). hazards, he may “pass” to the next inactive player (that is, non resource player) sitting to his right. Passing hazard play in this fashion will reduce the hazard limit by 1. Nb. You may not pass hazard play back and forth between players. Only the rst hazard player (and of course the
active player) may resolve his hand (discard or draw to 8 cards) after each movement/hazard
phase. Each player that is not an active resource player may freely trade resources from both Play hand and MP hand, but only on a one-onone basis (e.g. 1 MP card for 1 MP card). This may may be done at any time during the turn. Nb. Hazards may not be traded! Tip: to speed up Tip: u p play it is recommended that the inactive players use their time to plan ahead their next move.
RESOURCE CARDS Certain resource cards may only be played if specic required conditions exist. factios - If one of your characters is at the site specied on a faction card (sharing a clear
card sleeve with each other), he may tap to attempt to play the faction card. If the character successfully inuences the faction as indicated
on the faction’s card (see p. 39), the faction card is placed in your play area. After a faction is successfully played at a site, the site card is tapped.
WHO CAN PLAY HAZARDS ON YOU
Clarication: Once a faction is brought into play, it is not associated with any character. A faction faction plays no active role after it is brought into play.
When the active player starts his turn, the rst
hazard player sits to his right. Only the active player and rst hazard player
Items - If a character is at a site where an item is
located (the item sharing a clear card sleeve with
it) he may tap to bring it into play. The item card is placed under the character’s card. A character may only use the effects of one weapon at a time and one shield at a time and one armor at a time. If a character is eliminated by corruption, discard all of the items that he controls. If a character is eliminated due to failing a body check, one item can be immediately transferred to each unwounded character in his company; but the rest of of his items are are discarded.
is discarded. The effects of some short-events last for a specic period as stated on its card (e.g.,
many short-event effects last “until the end of the turn”).
Mior Items - If a resource card is successfully
played at a site, one additional character may tap to play a minor item. Such a minor item may be played even if the site site does not specically
state that a minor item is playable at the site. For example, a minor item played when bringing an ally into play would simulate a gift from the ally. The player takes a card from the Minor Items Offerings. Allies - A character may tap to play an ally card if he is at the site specied on the ally card and
the character meets the requirements indicated on the ally card. The ally card is placed under the character’s card and that character controls the ally. An ally does not count as a character for any purposes other than combat and the use of certain skills. Allies cannot bear items. An ally with a skill may take actions and play cards that require that skill. For example, Treebeard has the sage skill, so he can tap to play a Dreams of Lore card. Similarly, Gollum has the scout skill so he can tap to play a Concealment card.
Permaet-eet - The effects of a resource
permanent-event are immediately implemented. Its effects last until the card is discarded. Certain effects can cause a permanent-event to be discarded; these effects are given in the text of specic cards. Lo-eet - The effects of a long-event are
immediately implemented implemented when it is played.
EVENTS There are both resource events and hazard events. Each event falls into one of three classications based upon how long it stays in
play. Short-eet - A short-event’s effects are
immediately implemented. Then the event card
You may only play a resource long-event during your long-event phase. Its card and effects remain in play until your next long-event phase or until otherwise discarded. You may only play a hazard long-event during your opponent’s movement/hazard phase. Its card and effects remain in play until
your opponent’s next long-event phase or until otherwise discarded.
STORING CARDS During your organization phase, you may store any of your items that are at a Haven site. The controlling character must make a corruption check before an item can be stored. A stored item is placed in your marshalling point pile and still counts for marshalling points. Once an item is stored it may not be unstored and brought back into play. The One Ring may not be stored. Some items and resource cards state that they can be stored when at a specic site (e.g.,
ACTIONS AND CARD PLAY The various activities that you and your opponent can perform during play are called actions. Typical actions include playing a card, tapping a card, revealing a card, etc. The following general guidelines apply to resolving actions. You must give your opponent a chance to respond to every action, and vice versa. If you perform an action and move on to another action without giving your opponent a chance to respond, you must “back up” if he indicates that he wants to respond. A series of declared actions made in response to one another is called a chain of effects. You always have the option
the Book of Mazarbul can be stored at a Dwarfhold). Such an item or resource card is still placed in the marshalling point pile and cannot be brought back back into play. play.
of declaring the rst action in a chain of effects
TRANSFERRING ITEMS During your organization phase, you may transfer items between characters at the same site. The controlling character must make a corruption check before an item can be transferred.
If the play of a card requires other actions (e.g., corruption checks), the actions are resolved in the order in which they appear on the card. A required or declared dice roll is an action and can be the target of another action or effect declared later in the same chain of effects. When the effects of a dice roll require further actions (e.g., a roll for a strike requires a body
Clarication: A corruption check is required before an item can be stored or transferred. A character that fails such a corruption check has decided not to follow his Wizard’s Wizard’s advice and inuence concerning the item’ss use and is discarded from play. item’
during your turn. The actions in a chain of effects are resolved one at a time from last declared to rst declared (i.e., the last declared action is resolved rst, then the second to the last, etc.).
check), those actions become the rst actions (any further rolls come rst) in the next chain of
effects after the roll.
•APPEnDIX• THE SIMULTANEOUS ACTIVE TURN SEQUENCE If playing with more than 4 players, Simultaneous Active Turns system is used. If you’re playing Arda with 5-7 people, it is recommended that you create two simultaneous active turns. This will imply some small changes in the way the game works. Nb. Arda should not exceed 7 players; just start a second game! Nb. Playing simultaneous active turns with 4 people is possible, but is not recommended. recommended. Fairness in Timing Issues arise, but more importantly you will lose some of the social element of the game. Only experienced players should attempt it, if they feel they can handle complex situations (and still enjoy the game).
Taking simultaneous turns is easy. There should at any time be one (5 players) or two (6-7 players) hazard players between two active resource players. Thus, when the player who won the toss and starts the game is decided, count out two (5 players) or 3 people (6-7 players) clockwise to designate the second active resource player. Always start and end the turn of both resource players simultaneously! You do not have to keep pace with every phase in the turn sequence, but try to keep up a bit. Give a token (e.g. a wizard’s pin) to the rst
active resource player (who won the toss), and pass on this token clockwise each turn. This
designates the player who has rst right should
timing issues arise, for example when both active players want to play the same roving character during the organization phase, or minor item during the site phase. Since such occurrences are rare, you can dispense with the token, if you feel you can resolve such issues in good nature. Each player will have a Sphere corresponding to him and his two adjacent players. Cards played by him belong to this Sphere, meaning that if they would normally affect all players at the table, they now only affect the players directly to his right and left. This applies to both MECCG: The Arda Game resources and hazards. This change is necessary, because allowing ‘global events’ to affect everyone at the table creates confusing timing issues when turns are acted out simultaneously. Nb. This does not mean that your companies may not interact with those of players not in your Sphere. You may still inuence, or otherwise interact, and cards associated with your opponent’ o pponent’ss companies might still affect you.
Hazard play may not be passed clockwise anymore, since that would result in the play of hazards that are out of a resource player’s Sphere. But, hazard play may be passed counter clockwise, skipping the resource player, to the hazard player sitting to his left. Thus, the hazards played remain always in the resource player’s Sphere.