How does Carambor interact with Spying out the Land?In order to contribute to this thread please follow these rules:
1) The thread will be open until Jan 22.
2) There will be a maximum of one reply per forum user, and that reply cannot be edited. We want to actively avoid starting "flame wars", so please speak your peace, let others speak their peace, and that's it.
3) After the review period, the ROC will carefully consider everyone's contributions, revise the draft as appropriate, and then the Digest will be published and official.
On one hand, we have Carambor’s text:
And on the other, we have Spying out the Land:Unique. May tap at the end of his company's movement/hazard phase to allow it to move to an additional site on the same turn. Another site card may be played and another movement/hazard phase immediately follows for his company. The new site path must contain at least one Wilderness [w]. Home Site: Carn D
Finally, we have this CRF entry, Turn Sequence Rulings, Movement Hazard Phase, Movement:Magic. Spiritmagic. Playable on a spirit magic using character during the organization phase. Opponent may reveal to you any hazards from his hand, and only those hazards can be played during the character company's movement/hazard phase. Unless he is a Ringwraith, character makes a corruption check modified by -3.
While it is true that the effects of Spying out the Land are reapplied to the company at the beginning of each of their Movement/Hazard Phases, there has been a common misconception that only the cards revealed during the Organization Phase may be played throughout all of the subsequent Movement/Hazard Phases. In fact, that is not the case: per the CRF cited, the resource as a whole is reapplied, not only a fraction of it (and it is worth noting, although the CRF says “if the conditions of the card are met”, that would appear to be a reference to Secret Passage’s “if moving to a Ruins & Lairs” rather than its active condition of being played at the end of the Organization Phase).If a company moves twice in one turn, resources played during the organization phase, like Secret Passage, are reapplied to the company at the beginning of each of their movement/hazard phases, if the conditions of the card are met.
This means, at the beginning of each subsequent Movement/Hazard Phase, the hazard player may once again reveal any hazards from their hand, and only those hazards may be played during that particular Movement/Hazard Phase. As a noteworthy consequence, the spirit-magic character will also have to make a new corruption check each time the effects of the card are reapplied.
The same would be true for any other card that allows a company to move more than once during one turn.