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
- Starter decks and booster packs (collectible)
- Character cards, Resource cards, Hazard cards, Site cards
- Region cards (map movement)
- Dice
Setup
- Each player builds a deck with a wizard, characters, resources, hazards, and sites.
- Separate your deck into resource deck and hazard deck.
- Place your wizard card (not in play initially).
- Draw starting hand.
- Choose starting site and place characters there.
Turn Structure
Each turn has phases:
- Untap Phase: Ready exhausted characters and resources.
- Organization Phase: Form companies, play characters at havens, declare movement.
- Long-Event Phase: Resolve long events.
- Movement/Hazard Phase: Move companies; opponent plays hazards against them.
- Site Phase: At the destination site, attempt to play resources (items, factions, allies).
- End-of-Turn Phase: Discard and draw.
Actions
Company Movement
- Companies move between sites using region cards to trace their path.
- Different regions have different hazard environments.
- Characters have attributes: mind, influence, prowess, body.
Playing Hazards
- Opponents play hazard cards (creatures, events) against your moving companies.
- Combat is resolved by rolling dice against prowess.
- Failed combat results in wounds or death.
Playing Resources
- At sites, play resource cards to gain marshalling points.
- Items, factions, allies, and information are types of resources.
- Greater items (rings, palantiri) are worth more but harder to obtain.
Wizard
- Your wizard enters play at a haven during the organization phase.
- Wizards provide powerful abilities but are vulnerable.
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:
- Characters
- Items
- Factions
- Allies
- Miscellaneous resources
- Minus corruption points
The player with the most marshalling points at the Council wins.
Special Rules & Edge Cases
- Characters can become corrupted; excess corruption removes them from play.
- The One Ring and other unique items have special rules.
- Some cards represent Sauron’s direct influence.
- The game has multiple expansion sets (The Wizards, The Dragons, Dark Minions, etc.).
- Fallen wizards and Ringwraith rules were added in later expansions.
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