Long Winter


NAME: Long Winter
TYPE: Hazard
RARITY: CA
PRINT RUNS: Limited, Unlimited
CLASS: Long-event
SUBCLASS: Environment
MP: 0
PLAYABLE:
STRIKES: 0
PROWESS: 0
BODY: 0
CORRUPTION: 0
ARTIST: Ken Meyer, Jr.
RANDOM NUMBER: 6
TEXT: Environment. Each moving company that has at least two Wildernesses [Wi] in its site path must return to its site of origin unless it contains a ranger. Additionally, if Doors of Night is in play, each non-Haven site in play with at least two Wildernesses [Wi] in its site path is tapped. Cannot be duplicated.

Clarifications: If the site's site path contains at least 2 wildernesses, 4 cases can occur:
If Doors of Night is not in play and the company contains a ranger, things proceed as usual.
If Doors of Night is not in play and the company does not contain a ranger, it stays at its site of origin and the site of arrival returns to the location pile.
If Doors of Night is in play and the company does not contain a ranger, it stays at its site of origin and the site of arrival goes to the discard pile (for the site is tapped before being removed).
If Doors of Night is in play and the company contains a ranger, the company arrives but the site is tapped before the site phase.
Additionnaly, if Doors of Night is in play, all sites that contain a Shadow-land or Dark-domain in their site's site path are tapped, including those of companies that don't move this turn.
An affected company returns to its site of origin when Long Winter resolves or when the site card is revealed if it was played earlier. The company is still considered to be moving through those regions, however, so you may continue to play keyed hazards on them. The players both draw cards even if the movement attempt is futile.


Back to the Customizable Middle Earth Generator
Back to the index