The following are the Hazard Hand variant rules from The Wizards Companion, already mentioned in another topic:
Variant #1: Follow these guidelines when playing hazards:
1) Start the game with 5 hazard cards face down in a row.
2) When a company begins its movement/hazard phase, draw
the normal number of hazard cards specified by the new site.
Place these cards face down at the end of the row of hazard
cards.
3) Then, turn over cards from the front of the row until a number
of "legally playable" cards equal to the hazard limit are
face up or until you have turned up all of the cards in the row.
4) If a hazard card (b-card) is only playable after one of the
other cards (f-card) is played, move the f-card so that it is directly
in front of the b-card. Similarly, if a hazard card (b-card) receives a
bonus only after one of the other cards (f-card) is played, move
the f-card so that it is directly in front of the b-card.
5) Then play a number of cards equal to the hazard limit
(from the front of the row) on the moving company. When
assigning strikes as the attacker, you should try to tap all of the
characters if the group is moving to a non-Haven site and to eliminate
weaker characters otherwise.
6) If the row has more than 5 cards at the end of a moving
company's movement/hazard phase, discard cards from the front
until there are only 5 cards left.
Variant #2: As Variant #1, except that: if a Nazgûl appears in
a row, play it as a permanent event. As long as the Nazgûl is
a permanent-event, the base size of the hazard row is increased
by one (to a maximum of 9).
*** Hazard Hand variant rules
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