There isn't a strong "move" and a weak "you" here.
MEWH wrote:If you start at a Ruins & Lairs site
I personally don't start at a Ruins & Lairs unless the game's being held in an exotic location -- though I admit some venues could qualify.
You may not make an influence attempt on an item with a permanent event on it.
I don't make the influence attempt; my character does.
Arguing about "you" is practically desperation incarnate. ICE freely used "you" to refer to any part of the game a player has control over. They did it in the first rulebook and continued through all the others.
"Move" also isn't strong or weak. It's simply the way things are referred to.
One of your companies that begins its turn at the surface site of an Under-deeps site can move normally or it can [/b]move[/b] to its adjacent Under-deeps site (i.e., the company moves to an Under-deeps site from its surface site). One of your companies that begins its turn at an Under-deeps site may only move to one of the adjacent sites listed on the Under-deeps site card.
How do you interpret "move" in these rules? Is it the same thing as being at the site and staying there? No.
If a company does not move, it still has a movement/hazard phase. No cards are drawn based on the company's movement, and the only hazards that can be played on the company are events and creatures that can be keyed to the company's site.
Being at a site and moving to a site are two completely different things.
If you move The One Ring to Barad-dûr - Sauron is reunited with the One Ring and you win.
It's the exact same word and means the exact same thing -- going from one site to another.
I mean, if you have to argue that "you move" has to be more explicitly defined or else it means "you don't move," it's pretty clear we're dealing with a solidly worded rule.
I mean, how far do we have to question the definitions here? For example:
A company commits to moving by playing a new site card (face down) during its organization phase.
Apparently, companies can never move at all, because
they have to play the new site card --
you can't do it.
Or else "you move" simply means what any rational person would think it means -- as a player, you manipulate the cards in such a way that a given card currently located at one site goes to a different site.
Replacing the site card is considered movement, without a movement/hazard phase.
This is the official ICE definition of movement in the CRF entry for Great Road. In order for "move" to apply, a site card has to be replaced at some point.
There
is a detailed procedure for moving the One Ring to Mount Doom -- see the rules sections on Card Combinations (which tells you how to get the One Ring into play) and Movement (which tells you how to move to a site).
I'm not saying that "brief explanation" and "detailed procedure" are mixed in the same chapter.
I'm saying that rule #2
is the detailed procedure, because having to define words like "you" and "move" assumes a level of illiteracy that most Tolkien fans are unlikely to have.
I hate to put it that bluntly, but the rule's clear and unequivocal.
On the other hand, it might be interesting to have "you move X" mean exactly the same thing as "X stays at the site without moving."
My interpretation is perfectly consistent. If you have moved the One Ring to Mount Doom, you may play cards which indicate you win. Otherwise, you may not.