Middle-earth Collectible Card Game

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Middle-earth Collectible Card Game

Overview

The Middle-earth Collectible Card Game (MECCG) is a collectible card game set in Tolkien’s Middle-earth, produced by Iron Crown Enterprises from 1995 to 1999. Players take the role of one of the Istari (wizards) guiding companies of characters through Middle-earth to gather allies, items, and factions to oppose Sauron. Players move companies between sites, face hazards played by opponents, and accumulate marshalling points to win.

Components

Setup

  1. Each player builds a deck with a wizard, characters, resources, hazards, and sites.
  2. Separate your deck into resource deck and hazard deck.
  3. Place your wizard card (not in play initially).
  4. Draw starting hand.
  5. Choose starting site and place characters there.

Turn Structure

Each turn has phases:

  1. Untap Phase: Ready exhausted characters and resources.
  2. Organization Phase: Form companies, play characters at havens, declare movement.
  3. Long-Event Phase: Resolve long events.
  4. Movement/Hazard Phase: Move companies; opponent plays hazards against them.
  5. Site Phase: At the destination site, attempt to play resources (items, factions, allies).
  6. End-of-Turn Phase: Discard and draw.

Actions

Company Movement

Playing Hazards

Playing Resources

Wizard

Scoring / Victory Conditions

The game ends when one player calls the Free Council (typically when they believe they have enough marshalling points). All players compare total marshalling points from:

The player with the most marshalling points at the Council wins.

Special Rules & Edge Cases

Player Reference

Turn phases: Untap -> Organization -> Long-Event -> Movement/Hazard -> Site -> End-of-Turn

Marshalling points: Characters + Items + Factions + Allies - Corruption

Combat: Roll dice + prowess vs. creature’s prowess + strikes

Victory: Most marshalling points at Free Council