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SPELLFIRE TournamentRules

Version2.0

WHATARETHESERULES?
TheserulesfortheSPELLFIREcardgameareverysimilarto thoseforthelatesteditionofSPELLFIRE(4thEdition).These rules make special modifications for specific types of tournamentsandservesasamoreexpandedcommentary onthegame(sincewewerentlimitedtoacertainnumber ofpanelslikeinthepublishedgame).

ThebluelinerulespresentedinthetwoReferenceGuides arelegalandinplayintournaments.Theonlineversion takes precedent and includes all of the blueline rules includedinthereferenceguides. Rulesclarificationsnowexistforrunningoutofcards, championswhohavetheabilitytoplay"allorany"ofa particularcardtype,copyingthespecialpowersofother cards, the Removed from Game area, and borrowing cards. Refer to the specific rules section for more information. Events, when played, are sent to the Void (removed fromgamearea).Eventsthatarediscardedbeforehaving beenplayedaresenttotheAbyss. In addition, your fellow SPELLFIRE players have subjectedtheserulestointensescrutiny.Wherepossible, clarificationsandexampleshavebeenprovidedtomake theruleseasiertounderstand.Sincespaceisn'tanissuein thisversionoftherules,we'vespentmoretimediscussing someofthemorecomplicatedrules.

RULES
SPELLFIREisacollectiblecardgamefortwoormoreplayers. Theideaisthateachplayerbuildshisownuniquedeckof cardsfromallthecardsheowns.Mostcardshavestrange powersthatbreakorchangethegeneralrulesofthegame. In all cases, the special power on the card takes precedenceovertherulespresentedhere. Theserulesareslightlydifferentthanthosepresented in4thEdition.Inallcases,theserulessupersedeanyother publishedrules.Themajorchangesinclude: When a player runs out of cards, he reshuffles his discard pile toformanewdrawpile at the endofthe currentturn. AncientKalidnay,alongwiththeCaravanevent,cannot beuseduntilthelastplayertogointhefirstturncycle hasstartedhisturn(orhashadhisturnskipped).Thelast playertogointhefirstturncyclemayusebothofthese freelyafterhehasstartedhisfirstturn. Everyone is allowed to include afreeavatar in his deck; that is, its level doesnt count. It still counts as a singlecardforpurposesofdeckconstruction,however.

TOURNAMENTPROTOCOL
Theresnosuchthingasananteorsideboardinsanctioned tournaments (refer to variants under the tournament structureforexceptions).Playersareencouragedtobuild aschallengingadeckastheycanwhileatthesametime being aware of strategies that may work against their creation.Playersarenotallowedtochangedecksoradd cardsoncethetournamenthasbegununlessspecialrules existforaparticulartournament.Theonlyexceptionto thisruleisthataplayermayreplaceacarddestroyedby

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the Enter Darkness Together event at the end of the current round, unless the player replaces the destroyed cardwiththesamecard.Thentheplayermaydosoatthe endofthecurrentgame. Likewise,touchrulesdontexistintournaments.Ifa championcastsanoffensivespellatachampionwhois immunetooffensivespells,hesallowedtoretargetthe spellinmostcircumstances(theexceptionbeingthatifhe castsintoapoolatahiddenchampionwhohappenstobe immune, the spell is wasted). Likewise, if a player unknowingly sends his champion into an instantdefeat (likeattackingwithamonsterwhentheLovelyColleenis in the defenders pool), hes allowed to take back his attack,exceptinthecaseofahiddenpool.Rememberthat everyonessupposedtobehavingfun. typeofcard.Thewizardchampioniconandwizardspell iconhavethesameshape,butdifferentcolors.Thesameis truefortheclericchampioniconandtheclericspellicon, the psionicist champion icon and the psionicist power icon,etc.Spellandpowericonsarepaleyellow. Seven of these icons belong to a single card type: champion.Clerics,heroes,monsters,wizards,psionicists, thieves,andregentsareallchampions.Rulesthatdiscuss champions apply to all of these cards. There are some rulesuniquetoindividualtypesofchampions. Some of the icons have a number. Most champions haveanumberforalevel.Thenumberisthelevelofthe card.The higher the level,the more powerful the card. Mostcardshavelevelsrangingfrom0to9,thoughafew cards, notably the avatars and select Gib champions, havemuchhigherlevelsofpower. Somechampionsandallieshavea"?"foralevel.This means that there base level won't be known until the conditionsonthecardhavebeenperformedthatgrantita leveloriconbonus.

WHATSITALLABOUT?
Theideaofthegameistobuildanempire.Playerstake turns drawing and laying down cards from their individualdecks.Inacollectiblecardgame,eachplayer hashisowndeck.Cardsfromoneplayersdeckarenever mixedinwithcardsfromanotherplayersdeck. Aseachplayerbuildshisempire,otherplayerstryto destroy it. The players use fantasy champions (clerics, heroes, monsters, wizards, and others) to attack and defend their empires. Spells, magical items, artifacts, events,allies,andotherspecialcardsaidthesechampions. Iftheattackissuccessful,partofthedefendersempireis razed or a defending champion is defeated. Razed realmisatermthatpopsupcontinuouslyintheserules. Inanygame,theideaistohavefun.Dontgethungup onrulestechnicalitiesorplaytouchrules.Noonehas funinagamewitharuleslawyer.Playfairandhonestly. Be willing to replay a few cards if a player didnt understandwhatwasgoingon.Rememberthatitsjusta game.

WORLDS
Atthebottomofthecardisamarbleboxthatcontains fourelements,themostobviousofwhichisaworldlogo. ThelogosareADVANCEDDUNGEONS&DRAGONS,BIRTHRIGHT, DARK SUN,DRAGONLANCE,FORGOTTEN REALMS,GREYHAWK, and RAVENLOFT. Only champions, artifacts, realms, and holdings have worldspecific logos, and these logos typicallydictatehowcardsworktogether.Forexample, an AD&D champion can use only an AD&D artifact. AD&DrealmscanhaveonlyAD&Dholdingsattachedto them.

SPECIALPOWERS
Themarbleboxatthebottomofa SPELLFIRE cardcontains itsspecialpower.Thispowerisanabilityorfunctionthat fallsoutsidethenormalrulesofthegame. Racial and movement characteristics are not consideredtobepartofacardsspecialpowers.Anelf alwaysremainsanelf,aflyeralwaysremainsaflyer,and an undead champion always remains an undead champion.Cardsthatstripawayacardsspecialpowers neverstripawaythesecharacteristics.Cardpowersthat

THECARDS
Eachcardhasasimilarlookandlayout.Takeamomentto place down a few of the cards. The horizontal cards mostlyhavemappictures;theyaretherealmsthatmake upanempire.Therestofthecardsarelaidoutvertically. Intheupperlefthandcornerisaniconthatidentifiesthe

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specificallystripawayachampionsability(suchasflying, beingundead,orothercharacteristic)worknormally. TheReferenceGuidesalsolistclarificationsthatarenot printed on the cards themselves. This grants characteristics to some champions, making them flyers, swimmers,undead,etc.Thesearecalledthebluelinerules, andtheyare not optionalin SPELLFIRE tournamentsthey arepartoftherules.

75CardDeck
Thesedecksareusedfrequentlyfortournamentsoffering rulesvariantsliketheBarbariansGameorwherea10 realmvictoryconditionisset. Rulecards Realms Holdings Champions* Artifacts Magicalitems Events Totalcards 04 1020 07 327 012 015 013 75 Allies Bloodabilities Clericspells Psionicpowers Thiefabilities Unarmedcombat Wizardspells anynumber anynumber anynumber anynumber anynumber anynumber anynumber

THEDECK
A standard SPELLFIRE deck contains a mixture of realms, holdings,champions,allies,events,spells,magicalitems, artifacts,andothercards.Theprecisemixdependsonthe deck and the player. Each type of card has its own purposeandvalueinthegame. No individual card can appear more than once in a deck,unlessthatcardstatesthatmultiplesareallowedin thesamedeck(suchastheShaqatBeetles(329/3 rd)orWar Party(54/3rd)).Acardisconsideredthesameifithasboth the same icon and the same name. There are three differentsizesofdecksusedinSPELLFIREtournaments,and eachdeckislimitedbythenumberofspecificcardsitcan include.

*Thechampionsinadeckmaynottotaltomorethan115 levels.Usethenumberappearingintheicononthecard todetermineachampionslevel.Ifthereismorethanone numberintheicon,usethefirstone.Notethateachplayer canincludeoneavatarinhisdeckforfree;itslevelsdont counttowardthe115levelmaximum(butitstillcountsas asinglechampion).

110CardDeck
This is the largest deck that is sanctioned in a SPELLFIRE tournament. These massive decks are normally quite strategyoriented,sincethechanceofspecificcardsbeing drawn is half that of a standard deck. The Campaign Classictournamentfrequentlyuses110carddecks. Rulecards Realms Holdings Champions* Artifacts Magicalitems Events Totalcards 05 1530 010 440 015 020 017 110 Allies Bloodabilities Clericspells Psionicpowers Thiefabilities Unarmedcombat Wizardspells anynumber anynumber anynumber anynumber anynumber anynumber anynumber

55CardDeck(Standard)
Rulecards Realms Holdings Champions* Artifacts Magicalitems Events Totalcards 03 815 06 120 010 012 010 55 Allies Bloodabilities Clericspells Psionicpowers Thiefabilities Unarmedcombat Wizardspells anynumber anynumber anynumber anynumber anynumber anynumber anynumber

*Thechampionsinadeckmaynottotaltomorethan90 levels.Usethenumberappearingintheicononthecard todetermineachampionslevel.Ifthereismorethanone numberintheicon,usethefirstone.Notethateachplayer canincludeoneavatarinhisdeckforfree;itslevelsdont counttowardthe90levelmaximum(butitstillcountsas asinglechampion).

*Thechampionsinadeckmaynottotaltomorethan180 levels.Usethenumberappearingintheicononthecard todetermineachampionslevel.Ifthereismorethanone numberintheicon,usethefirstone.Notethateachplayer canincludetwoavatarsinhisdeck;theirlevelsdontcount toward the 180level maximum (but they still counts as two championsand each may have limitations that preventbothofthemfrombeinginplayatthesametime).

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Tournamentsshouldalwayspostwhatoptionalrules variants and victory conditions are being used so as to allowplayerstocreatedecksthatmatchtheintentofthe tournament. If no variants are listed, it assumes a standard,6realmgameisbeingplayed.Ifaspecifictype oftournamentislisted,playersshouldrefertotherules under that tournament type before constructing their decks. Tournamentplayerscannotchoosewhatoptionalrules theyregoingtouseduringtheirgame,evenifeveryoneat the table agrees to them. The tournament coordinator alwaysdecidesoptionalrules. phase4inlieuofattackinganopponentsrealm.Inorder foradungeoncardtobeattacked,however,theownerof thecardmusthaveaformation(atleastonerealminplay, razedornot). If the attack is successful and the dungeon card is razed, the victorious champion is removed from the game.Cardsthatwereattachedtothechampionaresent tothediscardpile.Theattackerthengetsadungeonspoils. If a defender defeats an attacker, the defender gets a dungeon spoils, and no further rounds ofcombat can be wagedthisturnoverthedungeoncard. A dungeonspoils isaspecialkindofspoilsofvictory. Thevictordrawsacard,showingittoalltheplayers.If thecarddrawnisarealm,thedungeonspoilsissenttothe Abyssandthevictorgetstheopportunitytoshuffle his discardpileintohisdrawpile.Ifthecarddrawnisany othertypeofcard,hegetstoplayitlikeanormalspoils (orplaceitinhishand). Once a dungeon card is removed from the game, it cantbeputbackintothegamebyanymeans.Theonly timeyoucanplayadungeoncardisatthebeginningof thegame.

DUNGEONCARDS
These special cards are considered a free card in deck construction;theydontcountaspartofadeck,thereby creating actual deck sizes of 56, 76, or 111 cards. Originallyintroducedinthe Dungeons! booster,dungeon cardsgrantaplayerspecialadvantages.Theseadvantages rangeanywherefromenactingnormallyoptionalrulesto shieldingyourdrawpilefrominspection. Unless otherwise noted in the event description, all tournamentsallowtheuse ofdungeoncards.Notethat someoptionalrulesarealreadyinuseintournaments,so makesuretobuilddeckswiththatfactinmind.

STARTINGTHEGAME
To find out who goes first in a game, each player randomlydraws(orcutsto)onecard,notingthelastdigit ofthecardnumber.Theplayerwiththehighestnumber goesfirst.Incaseofatie,theplayerswhotieddrawagain untiloneofthemdrawsahighercard.Eachplayerthen shuffleshisdeckthoroughlyandplacesitfacedownon thetable.Theplayertohisrightisentitledtocutthedeck beforetheowningplayercandrawanycards.Eachplayer hashisowndrawpileandneverdrawscardsfromany otherdrawpile. Thesizeofdeckbeingplayeddeterminesthenumber ofcardsdrawnandaplayersmaximumhandsize.These aredetailedbelow.Allplayersalwaysdrawtheindicated cardsduringtheirfirstturn,regardlessofanycardthat limits the number of cards an opponent can draw. For example,ifPlayerAplaystheTaxationrulecardbefore hisfirstturn,allplayersstilldrawthreecardsfor their first turn. After the first turn, normal rules apply (so everyonewouldfollowtherulecardaftertheirfirstturn).

HowDungeonCardsWork
Playersdontshuffletheirdungeoncardintothedecklike theydoanormalrulecard.Atthestartofthegame,each playergetstoputhisdungeoncardintoplay. Thereareonlythreewaystoremoveadungeoncard. The first is by casting a Wish spell. If the Wish is successfully cast,boththeWishspellandthecasterare removed from the game. The dungeon card is also removedfromthegame.Seethenotesbelowaboutthe "RemovedFromtheGame"areaofthegame. GibKcir(16/RRChase)hasaspecialpowerthatallows her to place another nonrealm card in the Abyss. This alsoremovesthedungeoncardfromthegame,butGib KcirremainsintheAbyss(sothereisapossibilitythatshe canberecoveredlater). The final way to remove a dungeon card is by attackingtheDungeonCarditself.Thisisperformedin

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Eachplayerdrawsfivecardstoformhisstartinghand.At the start of a players turn, he draws three cards. Play proceedsclockwisearoundthetable. Attheendofaplayersturn,hecanhaveonlyeight cardsinhishand;extrasmustbediscarded.Eventsthat arediscardedaresenttotheAbyss;allothercardsgoto thediscardpile. continueplaywiththecardshedraws.Whenstartinga new game as a result of a mulligan, players need to determineagainwhogoesfirst.

VICTORY
A SPELLFIRE game ends when the victory conditions are met.Thestandardvictoryconditionsfor55and75card decksarewhenoneplayerhassixunrazedrealmsinhis formation.Thefirstplayertodothiswins. Deckscomposedof110cardsendwhenoneplayerhas 10 unrazed realms in his formation. Certain 75card variants also require 10 realms to win, but these are clearlystatedinthetournamentguidelines.

75CardGameDrawing&HandSize
Eachplayerdrawssixcardstoformhisstartinghand.At the start of a players turn, he draws four cards. Play proceedsclockwisearoundthetable. Attheendofaplayersturn,hecanhaveonly10cards in his hand; extras must be discarded. Events that are discardedaresenttotheAbyss;allothercardsgotothe discardpile.

GAMEPLAY
Everyplayermustfollowthisturnsequence.Phases1,5, and 6 must be performed. Phases 0, 2, 3, and 4 are optional. PHASE0:PLAYARULECARD Performanyotheractionsthatmusthappenatthe beginningofaplayersturn.Forexample,Marco Voloallowsaplayertolookatanopponentstop cardatthebeginningofhisturn(phase0). PHASE1:DRAWTHREECARDSFROMTHEDRAWPILE Somecardsallowaplayertodrawadditional cardseachturn.Unlessanotherphaseisspecified, allcardsthatgrantextracardsdosoduringthis phase. PHASE2:PLAYAREALMAND/ORHOLDING Onlyoneofeachcanbeplayedinaturn,evenif youhavemoreinyourhand.StepsA&Bcanbe performedinanyorder.
A)PLAY,REBUILD,ORREPLACEONEREALM

110CardGameDrawing&HandSize
Eachplayerdrawssevencardstoformhisstartinghand. Atthestartofaplayersturn,hedrawsfivecards.Play proceedsclockwisearoundthetable. Attheendofaplayersturn,hecanhaveonly12cards inhishand;extrasmustbediscarded.Discardedevents aresenttotheAbyss;allothercardsgotothediscardpile.

TwoDrawMulligan
Ifaplayerhasnotplayedarealmanddoesnothavea realminhis handthathe couldplayby the endofhis secondturn,stopthegameandstartover.Noonewinsor loses.Theplayercallingforamulliganmusthaveplayed anyhelpfuleventcardsthatmightgivehimachanceto getarealm,suchasGoodFortune,andhemustrevealhis handtoprovehehasnorealms.Itispossibleforaplayer todrawarealm,butthenbeforcedtodiscarditthrough card play. If, however, the player chooses to discard a realmofhisownvolition,hemaynotcallamulligan.The playercancallforamulliganaslongashenevergotthe chancetoplayarealmcardontothetable.Ifaplayerhas realms in his hand, but other players have them all in play,hecanstilldeclareamulligan. Amulligancanonlybedeclaredbythesameplayer twiceinarow.Onthethirdgame,thatplayerisforcedto Page5

Youmaydoonlyoneofthethreeoptions.Ifa realmisplayed,theplayercannotrebuildanother realminthesameturn.Formoredetailson rebuildingandreplacingrealms,seeRazed Realms.


B)PLAYONEHOLDING

Holdingsmustbeattachedtorealmsfromthe sameworld.Onceattachedtheycannotbe rearranged. 1/28/2013

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PHASE3:PLAYCARDSINTOTHEPOOLANDUSESPELLS, PSIONICS,BLOODABILITIES,ORTHIEFSKILLS YouarenotrequiredtoperformstepsA&Bof thisphaseinasetorder;youcanbouncebackand forthbetweenthem.Onlytheplayerwhoseturnit iscanperformactionsduringthisstep.
A)PLACEANYNUMBEROFCHAMPIONS,ARTIFACTS,AND MAGICALITEMSINTOTHEPOOL B)DISCARDCARDSFROMTHEHANDUNTILYOUVEREACHED YOURMAXIMUMHANDSIZE

Somecardpowersmayallowyoutokeepmore cardsinyourhand.Othercardsmaylimitthe numberofcardsyoucankeepinyourhand. PHASE6)RAPONTHETABLETOENDYOURTURN Theplayertotheleftmaynowtakehisturn.

Artifactsandmagicalitemsmustbeattachedto champions.Onceattached,theymaynotbe rearranged.Asingleartifactcanbeplacedona championfromthesameworld;anynumberof magicalitemscanbeattachedtoanychampion. Youcancontinueplacingmagicalitemsand artifactsonyourchampionsduringthisphase.


B)USEANYPHASE3SPELL,PSIONICPOWER,BLOODABILITY, ORTHIEFSKILL

RULEOFTHECOSMOS
Onlyoneofeachchampion,artifact,realm,andholding cardcanbeinplayatonce.Whileoneplayerhasaspecific champion, artifact, realm, or holding in play, no other playercanhavethatcardinplay.Forexample,ifaplayer hasElminsterinhispoolorincombat,nootherElminster cardcanbebroughtintoplay. If the card name and icon are identical, the Rule of the Cosmospreventsthemfrombeingplayed. Razedrealmsare consideredtobeinplayandpreventanotherplayerfrom playingthatsamerealmintohisformation. ChampionsinLimboarenotconsideredtobeinplay. Fortheeffectsofplayingchampionsintoyourpoolwhile another players version is stuck in Limbo, refer to the Limbosection.

Theremustbeachampioninthepoolabletouse thespell,power,ability,orskill.Otherplayers mayusecardstonegatethecardsyouretryingto play.YoucanonlyplayPhase3cardsduringthis time. PHASE4:ATTACKONEREALMOFANOTHERPLAYER Oncetherealmischosen,theattackercannot switchtheattacktoadifferentrealm,evenifhe usesdifferentchampions.Championsforthe attackcancomefromtheplayershandorfromhis pool.Formoredetailsonattackingrealms,seethe Combatsection. PHASE5:USEPHASE5CARDSANDADJUSTTHEHANDSIZE Atthispointintheturn,itsnolongerpossibleto placechampionsinyourpool,attachmagical items,orperformotheractionstypicallydone duringphase3unlessobtainedasaspoilsof victory.
A)USEANYCARDALLOWED TOBEPLAYED INPHASE5

REALMS
Realmsrepresentplacesthatareloyaltotheplayer.They are the focus for attacks and defenses. Each realm is a kingdom, nation, citystate, or empire found in one of TSRsAD&Droleplayingworlds. Duringphase2,aplayercanplayonenewrealm.This newrealmisplayedintotheforemostemptyspaceinthe formationorontopofarazedrealm;itcantreplacean active(faceup)realm.Arazedrealmisdiscardedifanew realmisplayedoverthetopofit. Empty places in the formation must be filled in a certainorder.Thetipofthepyramid(cardA)musthavea card,evenifitisrazed,beforeplayingoneinthemiddle (cardsBandC)orlastrow(cardsD,E,andF).Themiddle rowmusthavecardsinbothofitspositionsbeforeacard canbeplayedinthelastrow.Itdoesntmatterwhichcard inaparticularrowisplayedfirst. If a player has no realms on the table, razed or unrazed,allchampions inhispoolare discardedatthe

Theremustbeachampioninthepoolabletouse thecard.Onlytheplayerwhoseturnitiscanplay cardsinphase5.

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endofthecurrentturn.Aplayerwhohasearnedspoilsof victory (see below) and draws a realm can save his championsfrombeingdiscardedaslongasheplaysthe realmintohisformation. Inthesetupdiagram,realmAprotectsrealmsBand C.IfAisrazed,BandCcanbeattacked.IfAandBare razed,CandDcanbeattacked.RealmsEandFarestill protected. A realm retains its position in the formation evenifotherrealmsarediscarded.Forexample,ifrealms A,B,andCarealldiscarded,realmsD,E,andFdonot moveuptofilltheemptyspots.

TheFormation
Asrealmsareplayed,theyformatrianglewithitsbase towardtheplayer.Thefirstrealmplayedisthetoppoint ofthetriangle.Thesecondrowmustbefilledbeforeany realmsmaybeplayedinthethirdrow. Ifcardplayforcesarealmtobediscarded,itispossible tohaveanemptyspotintheleadpositionwhenthereare realmsinthesecondrow,oranemptyspotinthesecond rowwhentherearerealmsinthethirdrow.Inthosecases, newrealmsmustbeplayedintotheemptyspotsfirst. Forexample,ifrealmsAthroughEarefilled,but A andBhavebeendiscardedbyevents,theplayermustlay down his next realm into position A. He cannot lay it downintopositionBorF. Eachrealmprotectstherealmsbehinditbyshielding them from attack. A realm cannot be attacked if it is behind another unrazed realm, unless the attacking championpossessesaspecialpowertoallowhimtoattack there..Arazedrealmoffersnoprotection.Realmsthatare exposedbyarazedrealmcanbeattackednormally.

THEPOOL
Thepoolisjustaplaceontherightsideoftheformation. Inphase 3ofhisturn,aplayercanputanynumber of champions into the pool from his hand. He can attach artifacts and magical items to these champions. These cardsareconsideredtobeinplaybutdontcountagainst the players hand size limit. The cards in the pool stay thereuntiltheyareusedinbattleoruntilcardplayforces themtobediscarded.Ifachampionissenttothediscard pile, Limbo, or the Abyss, all of his attached cards are placedinthediscardpile.

INPLAY
Acardisconsidered"inplay"whenthecardiseitherin thepool,intheformation,orinvolvedinabattle.Rule cards that are on the table, and events with a stated duration,arealsocardsconsideredtobe"inplay."Acard thatisremovedfromplayistypicallysenttothediscard pile,unlessacard'spowerspecificallysendsitsomewhere else,suchastoLimboortotheAbyss.Acardthatisnot inplay,no longer hasanyeffect onthe game.Recall thatwhenaneventisdiscarded,itisplacedintheAbyss.

RAZEDREALMS
Arazedrealmisturnedfacedown.Itisnotremovedfrom itspositionintheformationordiscarded.Ifaholdingis attachedtothatrealm,itisdiscardedwhentherealmis razed.Duringphase2,aplayercanreplacearazedrealm withanewone.Therazedrealmisthendiscarded. Once arealmhasbeenrazed,any special powerthe realmprovidediseliminated.Itisnotconsideredtobea realm from any particular world, and it has no special powers(unlessthespecialpoweractivatesasaresultof the realm being razed). A razed realm can be rebuilt (flipped up) if the player discards three cards from his hand during phase 2. The player can only rebuild one realmeachturn,andbydoingsoforfeitsplayofanew realm. When the rebuilt realm is flipped back over, its specialpowerisreactivated.

LIMBO
Limboisaspecialplacethatcardsaresometimessentto, eitherasaresultoflosingcombatorthroughthepowerof somerealms,events,andothercards.Whileavarietyof cardscanbesenttoLimbo,onlychampionscantypically emerge; all other attached cards are discarded. The exceptiontothisisthatifachampion issenttoLimbo outsideofcombat,allofhisattachmentsreturnwithhim. Limbo is typically a place to the left of the players formation.AllcardsinLimboareconsiderednotinplay. If another player brings an identical champion into his pool,the champion inLimbo issent tothe discardpile

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whenheleavesLimbo.Playerscanneverchoosetoleave theirchampionsinLimbotoavoidbeingdiscarded. Unless otherwise specified, any champion sent to Limbo remains there until the end of his owners next turn. Ifaplayerisallowedtodrawcardsfromhisdiscard pile, or shuffle cards back into his draw pile, cards in Limboarenotincluded.
A)THEATTACKERINDICATESWHICHREALMISBEING ATTACKED

Itmustbearealmheisabletoattack,either becauseitisexposed(inpositionA,forexample) orbecausehehassomespecialmovementpower allowinghimtoattackit.Aplayercanchooseto attackanyotherplayersrealmexcepthisown.


B)THEATTACKERSELECTSACHAMPIONFROMHISHANDOR POOLANDPRESENTSITASTHEATTACKINGCARD

THEABYSS
TheAbyssisaplacewhereeventsareplacediftheyhave beendiscardedwithouthavingbeenplayed.Inaddition, somespells,realms,holdings,andothercardscanplacea cardintheAbyss.OnceanycardissenttotheAbyss,it cannotbebroughtbackintothecurrentgameexceptby cards that statetheycanretrieve cardsfromthe Abyss, suchastheGatekeeperorKarlotttheShaman.

REMOVEDFROMTHEGAME(THEVOID)
Somecardsspecifythatacardistoberemovedfromthe game.CommonlyreferredtoastheVoid,thisisaspecial areaoutsidethegamefromwhichcardscanneverreturn. ItmightbetheboxthatyounormallyholdyourSPELLFIRE cardsin;justmakesurethattheydontgetmixedupwith yourdiscardpile,Abyss,Limbo,ordrawpile.Currently, thereareveryfewmeansbywhichacardispermanently removedfromthegame.Adungeoncardremovedfrom playispermanentlyremovedfromthegame.Achampion whorazesadungeoncardisremovedfromthegame.Ifa championcastsWishtoremoveadungeoncard,boththe championandtheWishspellareremovedfromthegame. Finally,theallyBottomlessHorror(54/DU)hastheability totransfercardsoutofthegamefromtheAbyss.Oncea cardissenttotheVoid,itcanneverbebroughtbackinto thatgame.

Theplayermaynotaddanyartifacts,magical items,orothercardstothechampionatthistime. However,iftheattackingchampioncamefromthe playerspool,hemayalreadyhavesomeattached cards.Ifthatchampionisattackingarealmfrom thesameworld,headds3tohisadjustedlevel(see WorldBonuses,below).Anattackermaybe involvedinonlyoneroundofcombat(unlessher specialpowerstatesotherwise),eitherasattacker, defender,orally.
C)THEDEFENDERSELECTSACHAMPIONFROMHISHANDOR POOLANDPRESENTSITASTHEDEFENDINGCARD

Theplayermaynotaddanycardstothe defendingchampionatthistime.However,ifthe defendercamefromtheplayerspool,hemay alreadyhavesomeattachedcards.Ifthereisno defense,therealmisrazed.Ifthedefending championisfromthesameworldastheattacked realm,headds3tohisadjustedlevel(seeWorld Bonuses,below).Achampionmaybeinvolvedin onlyoneroundofbattle(unlessherspecialpower statesotherwise),eitherasattacker,defender,or ally.
D)THEATTACKERSSPECIALPOWERANDATTACHEDCARDS ACTIVATEFIRST,FOLLOWEDBYTHEDEFENDERSSPECIALPOWER ANDATTACHEDCARDS

COMBAT
Duringphase4ofaturn,theactingplayercanattackone realmofanotherplayer.Allattacksagainstasinglerealm areknownasabattle;eachchampionthatcomesforward duringthebattleconstitutesasingleroundofcombat.An attackfollowsthissequence:

RefertotheOrderofActivationsectionforthe preciseorderthatcardsactivate.Ifanattacker winstheroundofbattlethroughuseofhisspecial power(beforethedefendergetstoactivatehis specialpower),thedefenderisdiscardedandthat roundisover.


E)COMPARETHETOTALLEVELSOFEACHSIDE

Takeintoaccountanyrealm,holding,magical items,artifacts,events,spells,etc.thataffectthe

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combat.Thesidewiththelargesttotaliswinning. Atiemeansthedefenderiswinning.
F)THEPLAYERTHATISLOSINGCANPLAYONECARD

anattackingchampionwasdefeatedincombat anddiscarded(senttoLimbo,theAbyss,orthe Void).

Comparethetotallevelsagain.Thelosingplayer keepsplayingcardsoneatatimeuntilheis winning.Thewinningplayercanplayonlyevents or"playatanytime"cards.Cardplaygoesback andforthlikethisuntiltheplayerthatislosing eithercannotorrefusestoplayanothercard.This roundofcombatisover.Thewinnerdoesnothave theoptiontoplayanymorecards,nomatterhow badlyhemaywantto.


G)THEPLAYERWITHTHEHIGHESTADJUSTEDLEVELWINSTHAT ROUND

WorldBonuses
When a champion attacks or defends a realm from the same world,thatchampionsadjustedlevelisincreased by3.

OrderofActivation
When the combat round begins, cards activate in a particular order. Most of the time, all of the attackers cardsactivatingintheorderthattheyareattacheddoesnt cause any questions to arise. Sometimes, however, the preciseorderthatcardsactivatecanbeimportant. The list below details the precise order that cards activate. Note that you should only use this listing to resolvedisputes.Mostofthetime,theattackingchampion and all attached cards activate first and there is no problem. 1)RULECARD 2)DUNGEONCARD 3)REALMPOWER 4)HOLDINGPOWER 5)SPELLS,PSIONICPOWERS,ANDOTHERCARDSINPLAYBEFORE BATTLE(INTHEORDERPLAYED) 6)POWERSTHATACTIVATEBEFORECOMBAT 7)ATTACKINGCHAMPIONSSPECIALPOWERANDANY ATTACHED: a.)Artifacts* b.)Allies* c.)Magicalitems* d.)Bloodabilities* e.)Thiefskills* f.)Unarmedcombatcards* g.)Psionicpowercards* h.)Spells* 8)DEFENDINGCHAMPIONSSPECIALPOWERAND: Attachedcards(sameorderasattacker)
*Multiple sametypecards activatefirstby highestbonusmodifier andthenalphabetically(startingwiththefirstletterofthecardname).

Thedefenderalwayswinsties.
H)THEWINNERPLACESHISCHAMPION,WITHALLOFITS ATTACHEDCARDS,INTOHISPOOL

Hediscardsallallies,spells,andothernon permanentcardsusedinthecombat;magical itemsandartifactsaretypicallyallthatremain. Theloserdiscardsallthecardsheusedinthe combat,includinghischampionandallits attachedcards.


I)THEPLAYERSHAVENOWCOMPLETEDONEROUNDOFBATTLE

Iftheattackerwontheround,buttherealmhe attackedwasnotrazed,hemayselectanother championandattackagainunlessotherwise stated.Hemaynotusethesamechampionto attackmorethanonceinhisturn.Hemustattack thesamerealm;hecannotswitchtheattacktoa differentrealm.Thedefendingplayerlikewise mustchooseanewdefender(butisneverrequired todefend). Iftheattackerlostorthedefendingrealmwas razedordiscarded,thebattleisover.Theattacker maynotcontinuetoattacknewrealms,evenifhe haschampionsleftwhohavenotparticipatedin battlethisturn.
J)AFTERTHEBATTLEISOVER,ONEOFTHEPLAYERSMAYBE ELIGIBLETODRAWSPOILSOFVICTORY

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Whendeterminingbonus,useonlythenumberinthecardsicon.Inthe caseofsamenamecardswithnobonuses,lowestcardnumbergoesfirst.

Championpowers(andattachedcards)activatefully when moved into combat. This includes all cards that adjust theleveloftheattackingordefending champion (suchastheTriumviraterealmsormagicalitemslikethe Banner of the OneEyed God (103/3rd)). Cards whose special powersactually bring another cardto the battle (like Gib Aklem (23/NS Chase), who can use another champion as an ally), can only activate those powers whenitislegalfortheplayertoplayacardintothebattle. Somecardsallowothercardstobeplayedimmediately outside ofthe realm ofthe Order ofActivation. These cardsupercedethisrule.

EndingtheBattle
The battle ends if the defenders realm is razed or discarded,orifoneoftheattackerschampionisdefeated or discarded. However, there are some special circumstances.Allpossibleresultsforaroundofcombat arelistedbelow(seealsoWallSpells). Ifthedefenderdefeatsan attacking championduringa roundofcombat,thebattleisover.Theattackermaynot putforwardanotherchampiontocontinuetheattack.The defenderearnsspoilsofvictoryiftheattackingchampion wasdiscarded(notsentbacktohispool). Iftheattackerwinsaroundbydefeatingthe defending champion, he can continue the attack. The victorious championreturnstotheattackerspoolandtheplayercan bringforthadifferentchampionthathasnotalreadybeen used in this battle and start another round of combat againstthesamerealm. Ifthedefendereverdeclinestodefendtherealm,the realmisrazedandthebattleisover.Theattackerearns spoilsofvictory. Iftheattackereverdeclinestoputforwardachampion, thebattleisover.Neithersidehaswon,andneitherplayer gets spoils of victory. The attacker is never required to continueanattack. If cardplay causes the attacked realm to be razed or discarded(suchasbyaCataclysm!event)duringcombat, the battle is over. The attacking player gets spoils of victory and both attacker and defender return to their

respectivepools.Bothchampionsmust beselected(and theirspecialpowersmusthaveactivated)beforecombatis consideredtohavestarted. Ifcardplaycausesbothchampionstobediscarded(both champions being monsters and treasure being played). Thebattleendswithoutawinnerorloser. If cardplay causes an attacking champion to be discarded, the battle is over. The defending player gets spoils of victory. An example would be playing the Treasure event while defending your realm against a monsterchampion. Notethatsomecardsactuallycauseanopponenttobe discardedaftercombatandhavenoeffect onalteringa successfulattackordefense.ExamplesincludeIuztheEvil (167/1st)andtheAurakDraconians(50/DL).Somecards evendiscardasuccessfulattackingchampion,but these effectsoccuroutsideofthebattleanddon'talterspoilsof victoryortheabilityoftheattackertoattackagainwitha newchampion.

ICONABILITIES
Most cards have some sort of special ability that is bestoweduponthembytheirparticularicon.Wizards,for instance,gaintheabilitytocastwizardspells,psionicists gaintheabilitytouse psionic powercards,regentscan usebloodabilities,andsoon.Anycardthatremovesa championsspecialpowerdoesnotnegatethechampions iconability.Anycardthatchangesthechampiontypeof the champion, actually changes the icon ability of the champion,andtheylosethepoweroftheirformerclass.

CastingSpells
Allspellsareeitheroffensive(meaningthattheydirectly affect the opposing card) or defensive (only affect the casting champion or other friendly cards). While some championsareimmunetooffensivespells,veryfeware immunetodefensivespells. Spellscanbecastonlyinthephaseslistedonthecard duringyourturn,unlessotherwisespecifiedonthecard. Inaddition,allspellsmusthaveatarget.Forexample,you canthaveyourchampioncastDispelMagicifthereisno spelloreffectheisnegatingbycastingit.

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If cardplay prevents an attacking champion from continuingtofight,thatchampionisdefeatedbutreturns toitspoolandthebattleisover.Sincethechampionwas notdiscarded,thedefenderdoesnotgetspoilsofvictory. ExamplesincludetheWallofFire,WallofIron,Wallof Stone,WallofForce,andWallofThornsspells. Its worth noting that a flying or earthwalking champion can be defeated by using any of the above spells, since hes essentially trapped behind the wall wherehisnonflyingalliescantreachhim.Anattacking champion always has the opportunity to play a single cardthatwillenablehimtocontinuethebattle(regardless ofcurrentcombattotals),suchastheFlyspell. If cardplay prevents a defending champion from continuing to fight, that round of combat is over. The defending champion returns to the players pool. The attackingplayermayselectadifferentchampionthathas not already been used in this battle and start another roundofcombatagainstthesamerealm.

INSTANTDEFEATCARDS
Certaincardsinthe SPELLFIRE gameinstantlydefeatother cards of a specific type. Examples include the Lovely Colleensabilitytokillmonsters,theLivingScrollsability todefeatheroesandclericsautomatically,andothers. Any time an instantwin due to champion powers is indicated during combat (phase 4), the player about to suffer the defeat gains the opportunity to play a single cardinanefforttoavoiddefeat.Itmakesnodifference whoiswinningorlosing.CardsliketheChestofMany Things(whichallowstheplayertochangehischampion intoadifferentchampiontype)canthusturnthetideof battle. Thecardplayedmustchangetheconditionofdefeat (suchaschangingachampionfromamonstertoahero). Cardscantbeplayedtogoafterthecauseofthedefeat (likeplayingtheHeartwoodSpeartodestroytheLiving Scroll). The special powers of allies, artifacts, and magical items dont count for the instantdefeat rule. Thus, a level 8 champion who is facing an attacker with the Wand of Orcusisdefeated,achampionofbase level5orlessis alwaysdiscardedbyanIntellectDevourer,andtheLoup Garou always defeats a champion who cant play a magicalitem.Onlyeventsthatremovethesourceofthe instant defeat can help in situations like these (such as Airship for allyrelated powers, Fast Talking to remove magicalitemsandartifacts).

DispelMagic,SpellTurning,andReflection
These spells can be cast at any time in response to the casting of another spell. Spell Turning and Reflection work only onoffensive spells; Dispel Magic is effective againstoffensiveordefensivespells.Thespecialpowerof Reflection,whereitcontinuestoreflectallspellsbackat thecaster,worksonlyifitiscastinphase4(otherwiseit worksexactlylikeaSpellTurning).

WishSpell
TheWishspellisthemostpowerfulspellinthegame.It ignoresallcardsthatstatetheyareimmuneorotherwise unaffectedbyspellsunlesstheystateanimmunitytothe Wish spell. Regardless of a champions immunities or specialpowers,Wishcandiscardthem. Oncecast,thespellcasterisincapableofbeingusedin anyway,includingthecastingoffurtherspellsanduseof anyattachments(unlesstheyarecontinuouseffectitems likeonesthatprovideimmunity).Thus,iftheWishspell isturnedbackonitscaster,anotherchampioncapableof casting spells needs to cast another Spell Turning or DispelMagictosavetheoriginalcaster.

IMMUNITIES
A champion whose special ability grants him an immunity to any card is immune only to the offensive powers of that particular card unless a defensive immunityisnoted.Formostcards,thisisasimplematter ofglancingatthecardsnotation(Off/Def)andmaking thenecessaryadjustmenttothebattle. Artifacts (and some magical items and other cards) complicate mattersbygrantingtheirattachedchampion animmunityorspecialmovementpowerinadditionto the cards other special powers. In these instances, any levelbonusgainedfromtheitemislost,butthespecial movementpowerandimmunityremains.Inshort,ifthe

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powerorabilityonlyaffectstheattachedchampion,itis notnegatedbyanopposingchampionsimmunity. Achampionsimmunitiesarealwaysactive,regardless oftheorderinwhichcardsactivate(detailedabove).This appliestoallcardsthatareinplay,butnottocardsthat are in Limbo, the Abyss, or the hand. A champion immunetooffensivemagicalitemsis always immuneto suchitems,regardlessofwhetherattacking,defending,or sittinginhispool.

ORDEROFPLAY
Inintensegames,itcansometimesfeellikeit'saraceto playcardsdownfirstbeforesomeoneelsecanplayacard to stop you. Whenever you put a card into play, all players have a chance to respond to your action. This doesn'tnecessitate a"playpause" but it doesmeanthat playingcardsquicklyisn'tthesolution. If you've just put a card into play, all players get a chance to respond. After that, you can continue. For example,ifyouplay GibKcir(16/RRChase) intoyour pool,youmustgiveotherplayersachancetorespond.If noonedoes,thenyoucanactivateherpowerandsend anothercardtotheAbyss. Aplayerwhoisactivatingacardalreadyinplayonhis turngetspriorityoverotherplayers.Thecardhasbeenin play,soitsactivationshouldcomeasasurprisetonoone. Ifthere'sanyquestionastowhoplayedacardfirst,then the acting player gets to resolve his card before other players.

BORROWINGCARDS
Somechampions(aswellasothercards)havethespecial power to borrow cards from other players. Borrowed cardsarealwaysreturnedtotheoriginalsourceattheend oftheroundofcombatthattheyareborrowed.Theonly exceptionstothisareifthecardspecificallystateswhat happenstotheborrowedcard,oriftheborrowedcardis discardedduringthecombat.

COPYINGPOWERS
Whencopyingthespecialpowerofanothercard,theexact textonthecardiscopied.Thespecialpowerofanycard marked as an Avatar cannot be copied. If the blueline rulesareineffect,bluelinepowersaregainedaswell,as areanyracialcharacteristics.Theabilitytocopyhappens immediatelyafterthecardisplayed. Wheneveracardstatesthatitcancopyanothercard's specialpower,theownerchoosesanewcardtocopyeach turnduringphase3,unlessotherwisestatedonthecard. Thecopiedcardlastsforthestateddurationofthecard,or untilphase3oftheowningplayer'snextturn,whichever isshorter.

RUNNINGOUTOFCARDS
Whenaplayer'sdrawpileisdepleted,thediscardpileis reshuffled to form a new draw pile at the end of the current turn. Cards which are supposed to be drawn duringatimewhentheplayerdoesn'thaveanycardsare lost.

SPOILSOFVICTORY
Iftherealmbeingattackedisrazedordiscarded during combat, theattackergetstodrawonecardfromhisdraw pile.Thisistrueevenifcardplayotherthancombatcauses therealmtoberazedordiscarded.Thiscardcanthenbe playedimmediately,heldinthehand,orreturnedtothe topofthedrawpile.Theabilitytoplayaspoilsallowsthe playertoplayacardthatnormallycan'tbeplayed(such as casting a Disintegrate spell as spoils, placing a championintothepool,orplayingarealm,forexample). The only restriction with playing a spoils of victory appliestoplayingavatarintothepool.Whiletheavatar canbeplayedasspoils,thecostassociatedwithbringing thecardintoplaymustbemet. If the attacker is defeated and discarded during combat,thedefendergetstodrawonecardfromhisdraw

USING"ALL"OR"ANY"CARDS
Somechampionsandalliesgranttheabilitytousecards ofaparticular type.Theabilitytouse aparticular card typepermitsthechampiontousealltypesofcards,even those that have additional restrictions (such as "only usablebyheroes").Forinstance,aherowhohastheability to"castanyspell"cancasttheDragon'sCalmspell,which normallycanbecastonlybydragons.

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pile.Onceagain,thisistrueevenifthedefenseitselfdid notcausethechampiontobediscarded,butsomeother cardplay. In the event that rule cards, champion powers, or eventsallowmorethanonecardtobedrawnasaspoilsof victory,onlythefirstcarddrawncanbeimmediatelyput intoplay.Theremainingcardsmusteitherbeheldinthe handorleftontopofthedrawpile. A spoils of victory card can be played, kept in the hand,orreturnedtothetopofthedrawpileaschosenby theplayer. or is limited by champion type (such as a power that only clerics can attack or only swimmers/flyers/monsterscanattack). A flyer cannot choose tonotfly.Aswimmer cannot choosetonotswim.Anearthwalkercannotchoosetonot earthwalk. If a realm cannot be attacked by a flyer, a championdesignatedasaflyercannotattackit,evenifthe realmisexposedandheneednotflytogettoit.Thesame is true for swimmers, earthwalkers, or any other championofthistype.Anytypeofchampionandallycan defendagainstflyers,swimmers,andearthwalkers.

BRINGINGAVATARSINTOPLAY
AplayermayonlybringanAvatarintoplayduringphase 3ofhisownturn.Asofthiswriting,onlytwoexceptions tothisexistbecausethecardsindicatesuch:GreatMother (479/4th) and Gib Drawesmaj (22/NS Chase). Furthermore,allconditionsthatarerequiredtobringout an avatar (as written on each individual card) must be followedeachandeverytimetheavatarisbroughtinto play. The only exceptions to this are the event Titans Walk the Earth (158/4th), the rule card Avatar's Edict (20/POChase),andtheclericNenioc(284/4th).

EVENTS
Mosteventcardscanbeplayedatanytime,evenduring anotherplayersturn.Thosethatcannotstatespecifically whentheycanbeplayed.Ingeneral,eventstakeeffectin theordertheyareplayed.Ifanotherplayerisdrawinga card from his hand to play, it is considered rude to quicklywhipoutaneventbeforehecanfinishplayinghis card. Event cards are either harmful or helpful. A harmful event can be ignored by a player if he plays the Calm event or discards Delsenora from his pool. An ignored event still works against other players, however. Any event can be negated completely by casting a Limited Wish or Intercession, by casting Dragons Calm, or by discardingHelmfromhispool.AWishcanonlynegate aneventthathasadurationstatedonthecard(suchas cardsthatstateUntiltheendofthisplayersnextturn). Helpfuleventsonlyaffecttheplayerwhoplayedthem andcanonlybenegatedbyotherplayersthroughuseof LimitedWish,Intercession,orbydiscardingHelmfrom thepool.Whileallowinganotherplayertohaveanextra turn through use of the Caravan event might be undesirable,itsnotconsideredharmful. Event cards are placed in the Removed from Game areaafterbeingplayed;theycanneverbereturnedtoa players hand.Events that are discardedfromthe hand before having a chance to be played (such as from a Transformationevent)aresenttotheAbyss,wherecards likeKarlotttheShamanhaveachance torecoverthem. Some cards, such as Myrmidons, allow a player to reshufflehisdiscardpileintohisdrawpile.Sinceevent

FLYERS,SWIMMERS,ANDEARTHWALKERS
Aflyingchampioncanattackanyrealm,regardlessofits position.Ifitattacksaprotectedrealm(suchasarealmin positionBwhentherealminpositionAisstillunrazed), allalliesofthatchampionmustbeflyers,swimmers,or earthwalkersinordertoreachit.Achampionsabilityto fly,swim,orearthwalkisnotautomaticallyconferredto itsallies. Aswimmingchampionisabletoattackanyrealmthat showsacoastline,evenifitisprotected.Realmsthatdo notshowcoastlinescanonlybeattackedbyswimmersif they are exposed (such as in the A position or behind razedrealms).Riversandpondsdontcountforcoastline; acompletelistofrealmswithcoastlinesareintheSPELLFIRE ReferenceGuides. Anearthwalkingchampioncanmoveundergroundto reachrealmsthatareotherwiseprotected.Earthwalkingis aspecialpowerthatallowsthatchampiontoattack any realmthatdoesnthavespecialmovementrequirements

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cardsareintheAbyssortheRemovedfromGamearea, theMyrmidonshavenoeffectonthem. No player can play the Caravan event or activate the specialpoweroftherealmAncientKalidnay,untiltheend of the first turn cycle. Once this has happened, the Caravan event can be played normally and Ancient Kalidnaycanberazedtogainanextraturn.

EventsandCalm
AneventthatisCalmedstillexistsforotherplayers.For example, if player A Calms the Bronze Dragons event, then the Bronze Dragons have no effect on him. The BronzeDragonsstillpreventotherplayersfromattacking, though.

TheEventPause
The moment an event is played, the eventplayer gives otherplayersachancetodooneofthefollowingactions: NEGATETHEEVENT*(LIMITEDWISH,HELM,ENTER DARKNESSTOGETHER) DUPLICATETHEEVENT**(BELLOFMIGHT) CALMTHEEVENT*(CALM,DELSENORA) DEFLECTTHEEVENT(DEFLECTION;HIJACKING)
*ThedecisiontoCalmornegateaneventbeginsclockwise fromtheeventplayer.Oncetheplayerhasbeenpassed, hecantchooselatertoCalmornegateanevent. **Aneventthathasbeennegatedcannotbeduplicatedby useofOnadtheWeasel,theBellofMight,orsimilarcards.

TheWishSpell
The WishspellisnotacountereffectspelllikeLimited Wish;itcantbeusedtonegatemostevents.Itcanonlybe usedtonegateaneventwithastatedduration(likeevents thatlastuntiltheplayersnextturn).Itcantbeusedto stopeventslikeCaravanorCataclysm!sincethosecards effectsareinstantaneous.

SPECIALPOWERS&CONFLICTS
Manyrealms,champions,andallieshavespecialcombat powers.Thesetakeeffectonlywhenthatcardisinvolved in a round of battle, unless the card states otherwise. Realmandholdingpowerstakeeffectwhenthatrealmis thetargetofattack. Occasionallythereisadirectconflictofpowers,where oneabilitycompletelycontradictstheother.Inmostcases, careful thought by the players can figure out what the resultsshouldbe.Ifno solutionpresentsitself,the first card played gets to use the power first. In the case of championsincombat,theattackergetsfirstuse,sincehe ispushedforwardintocombatfirst.Thesameistrueof theattachedmagicalitemsandartifactsthatarebrought intocombatfromtheplayerspool. Forexample,aplayerattacksarealmwiththeLovely Colleen. The defender puts forward the Living Scroll. Colleens power immediately destroys any monster champion.TheLivingScrollspowerimmediatelydefeats anyhero.However,sinceColleenwasputintoplayfirst, the attacking player gets first use of his power. In this case,ColleenwoulddefeattheLivingScrollandreturnto her pool victorious. For more information, refer to the OrderofActivationsection. Some cards have special powers that work only if a certainconditionisfulfilled.Forexample,theRazespell (BR/59)requiresthecastertobediscardedforthespellto work, and The Blamblower (DL/56) requires that it be

Onceaneventhasbeenplayed,thefirstactionaplayer does must apply to the event or the event occurs normally.Forexample,aplayerwiththeBellofMightin hispoolisthesubjectofaCataclysm!event.Theplayer can either choose to Calm or negate the event, thereby nullifying it, or choose to duplicate the event against someone else. He cant do both; hes only entitled to a singleaction. A player who attempts to negate an event can still choosetoCalmtheeventifhismethodfornegationfails. Likewise,aplayerwhohasbothaLimitedWishandan Intercessioninhishandcanmaketwoattemptstonegate the event (since if another player dispels his Limited Wish, he still hasnt performed his action against the event;hisspellneveroccurred).Evenifallmethodsfor negation fail, the player is still allowed to Calm or duplicateanevent(actionsperformedbyaplayertostop aneventthatarethemselvesstoppeddontcountasan actionagainstevents).

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discarded if its power is used. In all cases these conditionsmustbefollowed,otherwisethepowerwillnot work.Forexample,FalxtheSilverDragon(31/RR)hasa powersuchthatmagicalitemsattachedtohimcannotbe removed by any means. However, If Falx wants an attachedBlamblowertofunction,theBlamblowermustbe discarded. In this case the magic item can be used properly. Any champion, magical item, or artifact that is voluntarilytakenoutofplay,thenbroughtbackintoplay duringthesameturn,losesits"voluntary"specialpower until the end of the current turn. Immunities, race classifications,andotherspecialabilitiesremainineffect. Itemsthatduplicatethepowersorabilitiesofanother championorcardmustbeselectedduringphase3ofthe currentturnorimmediatelywhenplayed(suchasduring phase 4 of a battle when the item is played from the hand). Aplayer cant wait forabattle tobegin,push a champion forward, and then decide on whose power/abilitytouse.

DUPLICATEDEVENTSANDSPELLS
Spellsandeventsthatareduplicatesofjustplayedcards aretreatedlikenormalspellsandeventsandcarrythefull benefitsanddrawbacksoftheoriginalspellorevent.They can be dispelled, spellturned, Calmed, and negated as usual.Treateacheffectasaseparatecardforthepurposes ofcountereffectcards.

COUNTEREFFECTCARDS
ThestandardrulefortheSPELLFIREgameisthattheeffects ofcardsplayedtakeplaceintheordertheyareplayed.In otherwords,whenacardisplayed,allofitspowersand effectsaredealtwithbeforethenextcardcanbeplayed. Thereisonenotableexceptiontothisrule.Somecards, such as Calm, are specifically designed to be counter effect cards. When a countereffect card is played, it negatestheeffectsofacardthatwasplayedbeforeit.In allcases,itmustbethenextcardplayedbytheaffected player.Forexample,ifaplayerlaysdownaCataclysm! event, the realm he chooses is discarded. However, the CalmeventnegatestheCataclysm!Iftheplayerplaysany othercardbeforehereactswithaCalmorsimilarcard, theCataclysm!isnotnegated.

CLARIFICATIONS
Afewcardsandrulingshavecausedsomeconfusionin determininghowtheywork.Whilethe4thEditiondecks dontincludethesecards,longtimeplayersmaystillbe using them in their decks. These rulings supersede the textwrittenonthecard.

CardsNoLongerInPlay
Cardsthathavebeentakenoutoftheinplayarea,no longerhaveanyeffect(longorshortterm)onthegame.

Alarm(85/NS)
This spell is now castable at any time to negate a just playedthiefskill(Defensive).Itcanbecastinphase4on an opposing champion to prevent that champion from playinganymorethiefskillsduringthisroundofcombat (Offensive/4).

ONCEPERTURNITEMS
Certain cards have abilities that can be used once per turn.Inmostcases,thismeansthataplayercanusethat particularpoweronceduringphase3ofhisturn.Hecan thenusethepoweragainduringphase3ofhisnextturn. Somecardshavetowaitforanotheractionbeforetheir powerscanactivate.Forexample,theBellofMightcanbe usedonceperturntoduplicatetheeffectsofanevent. Ininstanceslikethese,theitemcanbeusedoncebetween phase 3 of your turn and phase 3 of your next turn. Remember that turns gained from playing the Caravan eventorbyrazingAncientKalidnaydontcount.

AncientKalidnay(92/Artifacts)
Thiscardallowsaplayertotakeanotherturnbyrazing thisrealmduringphase5ofhisturn.Whenfirstplayed, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been activated,itisplacedhorizontallyintheformation,just likeotherrazedrealms.Ifrebuilt,itisplayedhorizontally andretainsonlyitsspecialpowerofbeingconsidereda 1/28/2013

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RAVENLOFT realm.AncientKalidnaycanprovideonly one additionalturnperplayerpergame. ofplayformorethanafullturnsincehewassenttothe Abyss). AdjustedLevel: Thisisthecurrentlevelofachampion (hisorherbase(printed)levelplusbonusesforattached cards).Ifacarddoesnotspecifyacard's base or adjusted level,itisconsideredtobereferringtoadjustedlevel. Adventurers:Thisisacardtypethatgainspowersbased on other adventurers being in the pool. An adventurer whoenterscombatretainspowersasifhewasinthepool. Allies: These cardsareaddedtoa champion (normally during phase 4; combat) to increase its adjusted level. Theyarenotconsideredtobeaspecifictypeofchampion (hero,wizard,monster,etc.)evenifthepicturelookslike theyshouldbe.Somealliesareconsideredtobeundead, dragons, flyers, earthwalkers,orto possess some other classificationrelatedtomovementorrace. Artifacts:Thesepowerfulitemscanbeattachedonlytoa champion from the same world as the artifact. Each championcanhaveonlyoneartifactattachedtohimata time, though the Ego Coin (419/2nd) can allow a single championtoownartifactsfromanyworld.Afewartifacts canalsobeattachedtorealmsofthesameworld(during phase3;orduringphase4iftherealmisdefendingitself). Artifactsarenotconsideredtobemagicalitems. AttachedCards:Magicalitemsandartifactsaretypically attachedtochampions(andrarelyrealms)duringphase3 or4ofaplayer'sturn.Othercards(suchasspells,blood abilities,thiefabilities,unarmedcombatcards,andothers) can also be attached to a champion (normally during phase 4; combat). Magical items and artifacts normally return from battle with the victorious champion; other attached cards are normally discarded at the end of a roundofbattle. Duringcombat,anattachedcardisone thatnormallystaysinthecombatuntiltheend. Itdoes notincludecardsthatjusthappenandgoaway. Attachments: Sometimes,acard'spowerwillrefertoan opposing card's "attachments." Most of the time, this meansallofthecardscurrentlyattachedtotheopposing

Avanil(5/BR)
WhenAvanilisdiscardedtogetfiveextracards,itissent totheAbyssinsteadofthediscardpile.Thisspecialrule appliesonlytotournaments.

ControlWind(74/Powers)
This psionic power card makes the player and his champions immune to the effects of defensive spells, helpful events, and beneficial champion powers in addition to shielding him from such cards from other players.So,whiletheplayeroftheControlWindpower hasnothingtofearfromaharmfulevent,heislikewise prevented from playing such helpful events as Good Fortune and Caravan for the duration of the power. A WishspellcangothroughtheprotectionofControlWind, however.

PoorOrientalLord(20/DUChase)
ThePoorOrientalLordspowerappliestocardslabeled FirstEditiononthebackofthecard.Cardswithoutan editionlabelarenotaffectedbythePoorOrientalLord's power.

GLOSSARYOFTERMS
It can sometimes be a bit confusing when you try and determine what a particular phrase really means. The followingglossaryoftermsisdesignedtohelpeliminate the confusion. Boldfaced entries indicate that the term usedisdefinedelsewhereintheglossary. Abyss:Thisisaplacewherecardsaresentwhentheyare struck by spells such as Estate Transference (437/3rd), TakhisisAbyssalGateway(13/DLChase),orMindkiller (56/UD). Events thatwerediscardedbutneverusedare senttotheAbyssaswell.Cardscanberecoveredfromthe Abyss through cards like the Gatekeeper (422/3rd) or KarlotttheShaman(63/3rd).Achampionwithaonceper turnpowerrecoveredfromtheAbyssstillmustwaitafull turnbeforeusinghispower(unlesshe'salreadybeenout

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champion.Itcansometimesmeanonlymagicalitemsand artifacts. Avatars: These cards represent the gods of the SPELLFIRE card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Nenioc(187/3rd)canbesacrificedtobringanyavatarinto play. BaseLevel:Thisisthelevelprintedonthecard.Insome cases,acard'sbaselevelcanchangeduetotimeofdayor other circumstances. Raistlin Majere (31/DL) is one exampleofacardwhosebaselevelcanchange. It's also possible that another card can affect a champion's base level, such as Orcus (44/NS). Such adjustmentsarealwaysappliedtoachampion'sbaselevel onapermanentbasis(outsideofOrderofActivation).In otherwords,thechampion'sadjustedbaselevelbecomes his new permanent base level as long as the cards grantingtheadjustmentremaininplay. Battle: Thistermreferstoanattackuponasinglerealm duringphase4ofthecurrentplayer'sturn.Abattlemay lastseveralrounds,witheachnewroundhavinganew attackeranddefender.Abattleendswhentheattacking player razes or discards the realm, when the defender discards (defeats) an attacker, or when the attacking champion doesn't win around of battle. The battle can also be ended voluntarily between rounds by the attackingplayer.Mostofthetime,whenacardmentions "battle,"itisreferringtotheroundofbattleinwhichitis involved. Blood Abilities: This card type can be used by regent champions as a part of their icon abilities. All blood abilities are either offensive or defensive in nature, just likespells. Bluelines: This is a rules addendum that fixes card classifications, such as making a particular champion undead or granting flying to a champion because the picture on the card shows wings. Bluelines are always legalintournamentplay,andareusedbymostplaying groups.

Calm:Thistermreferstoignoringtheeffectsofaharmful eventforaparticularplayer.Theeventstilleffectsother playersinthegame,buttheplayerwhoCalmstheevent continuestoplayasiftheeventwasn'tthere. Cancel: This term refers to a method for removing a particulartypeofcardfromplayorcancelingitsspecial power.Forexample,LimitedWishcancelsaneventcard, removingitfromplayandsendingittotheVoidbeforeits effectsoccur.Somecardsareimmunetocancellation,such astheGenieBottle. Caster: The champion responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster. Champion: Acardwithawizard,hero,cleric,psionicist, regent,thief,ormonstericonintheupperlefthandcorner ofthecard. Clerics:Thesechampionscancastclericspellsasapartof their icon abilities. Clerics are immune to the Fear of Undeadrule. Coast:Thisisadesignationforrealmsthathaveanocean orseasomewhereintheillustration.Coastalrealmscanbe attackedbyswimmingchampionsandallies,regardlessof therealm'spositionintheformation.Somerealms(like Doc'sIsland(5/RR))havepicturesthatdepictwater,but arestillconsideredtobecoastalrealms. Combat:SeeBattle. CombatRound:Thisisoneroundofabattle,thetimeat whichanattackerfacesadefender. Defeated:Achampionisconsideredtobedefeatedifheis forcedtobe discardedfrombattle throughcardplay,or his adjusted level is lower than his opponent's and the ownereithercannotorwillnotplaycardstoincreasehis level. Unless a champion's power states otherwise, defeatedchampionsarenormallysenttothediscardpile. Ifacardstatesthatthedefeatedchampionisdiscarded,

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thenthechampiongoestothediscardpileregardlessof specialpowers. Defensive: This designator means that the card has a powerthateffectsonlyitself(notanopposingchampion). Forexample,theMirrorImagespell(386/4th)doublesthe casting champion's level. Unless specifically noted, a championisneverimmunetodefensivecards. Discarded:Spellfirecardsarediscardedasaresultofbeing defeated in battle, or by another card's special powers duringotherphasesofthegame,suchasspellscastinto anopponent'spool. Unlessotherwisestated,cardsthat arediscardedgotoaplayer'sdiscardpile.Discardedcards arealwayssenttotheirowner'sdiscardpileevenifthey were being used by another player via a card's special powers.Otherphrasesinthegamethatmeanthesameas discarded are killed, swallowed, devoured, or slain. Rememberthatbeingdiscardedcausesadefeat,butbeing defeateddoesntalwayscauseadiscard. Discard Pile: When a card is discarded as a result of combat or another card's special powers, it is placedin thatplayer'sdiscardpile.Severalcardsinthegamecan causeadiscardpiletobereshuffledintoaplayer'sdraw pile,orallowacardtobedrawnfromhereduringthe course of the game. Discard piles are always kept separatedfromotherareas(theAbyss,Limbo,theVoid, andthedrawpile). Dispel: This normally means casting Dispel Magic or Dispelonaspellcard.Championswhosespellscannotbe affectedbytheDispelMagicspellcan'thavetheirspells dispelledinthismanner. Dragons:Championsandalliesdesignatedasdragonsgain bonusesorpenaltiesbasedonothercard'sspecialpowers. Manydragonsaremonsterchampions,thoughtheycan beofanytype. DrawPile:Thisisthestackofcardsfromwhichaplayer drawshisthreecardsatthebeginningofhisturn.Whena playerpicksthelastcardfromhisdrawdeck,heisnot entitledtoanymorecardsuntilhecreatesanewdraw pile.Attheendoftheturninwhichherunsoutofcards, hereshuffleshisdiscardpileandthatbecomeshisnew drawpile. DungeonCards:Thesespecialcardsareconsideredafree cardindeckconstruction;theydon'tcountaspartofa deck,therebycreatingactualdecksizesof56,76,or111 cards.Dungeoncardsgrantaplayerspecialadvantages. These advantages range anywhere from enacting normallyoptionalrulestoshieldingyourdrawpilefrom inspection. Dwarf:Championsandalliesdesignatedas dwarves gain bonusesorpenaltiesbasedonothercard'sspecialpowers. Cardsdesignatedasbeingduergararealsodwarves. Earthwalking:Achampionwiththeearthwalkingability can travel under the ground to attack any realm in a player'sformation.Earthwalkerscannotattackrealmsthat specificallystatethattheyareimmunetoearthwalkers,or that earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of championsmayattack(suchas"Canonlybeattackedby clerics"or"Canonlybeattackedbyflyersorswimmers"). Theabilitytoearthwalkisnotgrantedtoalliesunlessit specificallystatessointheearthwalker'scard. Elf: Champions and allies designated as elves gain bonusesorpenaltiesonothercard'sspecialpowers.Elves can be of any champion type. Any cards designatedas halfelvesareconsideredtobeelves. Elf (Drow): Elf (Drow) champions and allies are consideredtobebothelfandelf(drow)forthepurposesof cardplay. Champions and allies designated as elf (drow) gainbonusesorpenaltiesonothercard'sspecialpowers. Events:Thesecardscanbeplayedatanytime,unlessa specific time to play is stated on the card. Each has a specialpowerthattakeseffectimmediately.Onceplayed, aneventisplacedintheVoidandcannotbeplayedagain. Ifitissomehowdiscardedandnotused,itisplacedinthe Abyss. Exposed Realm: The foremost realm is the only one a

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champion can attack if he's not a flyer, swimmer, or earthwalker,orpossessessomeotherspecialpower.Asa player's realms get razed and flipped over, the ones behindthembecomeexposedandcanbeattacked.Inthe pyramidshapeoftheformation,eachrealminthemiddle rowprotectstworealmsinthelastrow.Thecenterrealm inthelastrowisprotectedbybothrealmsinthemiddle row. Flyers: Champions or allies with the ability to fly can attackanyrealm,regardlessofitsposition,byflyingover interveningrealms.Ifacarddoesnotspecifythatit'sa flyer,itisnot,evenifthepictureshowswingsorthenameof thecardimpliestheabilitytofly.Flyerscannotattackrealms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automaticallygrantedtoalliesunlessitspecificallystates soontheflyer'scard. Formation: The pattern of realm cards on the table is calledtheformation.Thestandardformationisasixcard pyramidwiththebasefacingtheowner. Gnome:Championsandalliesdesignatedasgnomesgain bonusesorpenaltiesbasedonothercards'specialpowers. Halfling: Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling. Hand:Thisreferstothecardsheld(butnotyetinplay)by theplayer. Harmful: Harmful is a designation for event cards that have detrimental effects to one or more players in the game.Thesetypesofeventscanbenegatedthroughthe use ofCalm(400/3rd),oranyothercardwhosespecial powernegatesharmfulevents. Helpful:Helpfulisadesignationforeventcardsthathave beneficial effects for one or more players in the game. Thesetypesofeventscannotbenegatedthroughtheuse ofCalm,thoughtheycanbenegatedbyothercardswhose special powers negate helpful events. Helm (255/4th), Intercession(48/RR),andLimitedWish(382/4th)canall stophelpfulevents. Heroes:Thisisatypeofchampionwhoseicongivesthem theabilitytouseunarmedcombatcards. Holdings:Aholdingisattachedtoarealmduringphase2 ofaplayer'sturn.Aholdingmustbefromthesameworld astherealm,unlessotherwisestatedbyaspecialpower. Forexample,aDARKSUNholdingcanonlybeplacedon aDARKSUNrealm.Itcouldnotbeplacedonarealm withanyotherworldlogo.Inmostcases,thepowerofthe holdingcanonlybyusedwhentherealmit'sattachedto isbeingattacked. Icon:Theiconisthesymbolintheupperlefthandcorner ofacard,designatingthetypeofcard.Withintheiconis thelevelorlevelbonusthecardpossesses,ifany. Ignore:Seeimmune. Immunity: Spellfire cards with an immunity cannot be affected by a specific type of card or card effect. This includeslevelsandpowersofsuchcards.Cardsimmune tooffensivespellsareimmunetobothwizard and cleric spells;cardsimmunetopsionicsareimmunetooffensive psionic power cards, and the offensive psionic special powersofchampions,etc.Unlessotherwisespecifiedon thecard,animmunityneverappliestodefensivecards. InPlay:Thistermreferstocardsthatareonthetable,but notthoseintheplayershand,discardpile,limbo,orthe Abyss. Cards in the pool, realms, and holdings in formation, and any card being used in a battle is consideredinplay.Evenrazedrealmsareconsideredin play.Cardswithastateddurationofeffectareplacedon thetableandareconsideredinplay. Kender:Seehalfling. Limbo:Cardstemporarilyremovedfromplaybyanother card's special powers, but not discarded or sent to the AbyssorVoid,areinsteadsenttoLimbo.CardsinLimbo

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returntoplayattheendoftheirplayer'snextturn.Ifan opponent puts a realm or champion into play that is currentlyinLimbo,theRuleoftheCosmosdiscardsthe cardinLimbowhenitreturnstoplay.Achampionsentto Limbo during combat loses all of his attachments. A champion sent to Limbo outside of combat retains his attachments. Magical Items: These devices have inherent magical powersandareattachedtoachampionduringphase3or phase4(combat).Achampioncancarryanynumberof magical items. Each magical item lists whether it is defensive (only affects the wielder's side) or offensive (affectsopposingside).Allofachampion'smagicalitems canbeusedwhenattackingordefendingarealm(unless otherwiseindicated). Monsters: Monsterscan use magicalitems andartifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an iconpower. Negate: This term refers to a method for removing a particulartypeofcardfromplayorstrippingacardofits specialpower.Somecardsmightbeimmunetonegation relatedpowers.Forexample,"negatingajustcastspell" wouldrefertodispellingaspell.Thus,achampionwho can't have his spell dispelled would be immune to the power. Offensive: This designator means that the card has a powerthatdirectlyeffectsanothercard.Forexample,the Vorpal Blade (56/FR) instantly defeats an opposing championiftheplayerdrawsa"3"orless,makingthatan offensiveitem. Opponent: Thisnormallymeanstheplayerorchampion youarefacinginbattle.Somespecialpowerscanbeused against any opponent, while some can be used against onlytheopposingplayerorchampion. Phase: TheSpellfiregameisdividedupintophasesthat divideouttheorderofplay.Phase1iswhenyoudraw cards,phase2iswhenyouplayrealms,etc.Refertothe GamePlaysectionoftherulesforacompletelisting. Player:Thisreferstothepersonplayingthegame;theone who controls the actions for a particular group of champions and other cards. When a card states that it targetstheplayer,itnormallyreferstohishandofcards. Playedagainstincombat:Thisreferstocardsplayedinto a combat; cards currently attached don't count toward activating a special power with this stipulation. For example,the Rodof7Parts,Part 7(27/AR) allows the wieldertoignoreonecardplayedagainsthimincombat. Anycardenteringthecombatafterthespecialpowersof attacker and defender (and their attached items) have activatedcanthusbeignored. Pool:Champions,magicalitems,andartifactsthathave beenputinplayarekeptinthepool.Whenachampion attacksordefends,itisnotconsideredtobeinthepool. Cardsinthepoolcannotbereturnedtotheplayer'shand, exceptasaresultofacardsspecialpower.Thecardsin thepooldonotcountagainsttheplayershandsizelimit. Aplayercanplaceanynumberofchampionsinhispool. A player with no realms (including razed ones) must discardhisentirepoolattheendofthecurrentplayer's turn.Cardsaretypicallyplayedintoaplayerspoolduring phase3oftheirturnorasaresultofspoilsofvictory. PsionicAttack:Thisreferstoanyoffensivepsionicpower or ability. For example, Agis (261/1st) can psionically destroyanopposingmonster.Cardswithanimmunityto offensivepsionics(orpsionicattack)wouldbeimmuneto hispower. PsionicPowerCards:Thesecardsareusablebypsionicist champions aspartoftheiriconability(thesame waya wizardisabletouse wizardspells).Likespells,psionic powercardsareeitheroffensiveordefensiveandcanbe canceledbyothercards'specialpowers. Psionicist: This champion type is able to use psionic powercardsaspartoftheiriconability.Psionicistsmay also have a special power that is either offensive or

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defensive(seeindividualcardentries)thatcanbenegated bythespecialpowersofothercards.Psionicistscanalso useallies,magicalitems,artifactsofthesameworld,and other cards (such as spells) depending on their special powers. Rarity:Thisisthefrequencyofthecardsindistribution. ThefourtypesofrarityareCommon,Uncommon,Rare, andChase.ChasecardsaretherarestofallSpellfirecards. Ifacard'srarityisreferredtoasRealm,thisindicatesthat it'sacommoncard. RazedRealm:Whenachampionattacksarealmandthe defending player does not put forward a champion to defend it, the realm is razed. The realm card is turned upside down, but remains in the formation (preventing other players from playing the same realm into their formations).Thepowersoftherealmnolongerfunction. Anyholdingsattachedtotherealmarediscarded.Razed realmsarediscardedwhenanewrealmisplayedinthat portionoftheformation.Duringphase2ofaplayer'sturn hecandiscard3cardsfromhishandtorebuildarazed realminsteadofplayingonefromhishand. Realms Typically a kingdom, nation, or empire, realms are placed in the player's formation. Unless otherwise statedinthecard'sspecialpowers,thepowersofarealm can only be used when the realm is being attacked. Realmsareplacedintotheformationfacingtheopponent sohecanreadtherealm'sspecialpowers. Regents:Thistypeofchampionisabletousebloodability cardsaspartofthechampionsiconability(thesameway thataclericisabletocastclericspells).Regentscanalso use magicalitems,artifactsofthesame world,andany othercardsallowablebytheirspecialpowers. RemovedfromGame:SeeVoid. Round: A round is a single combat of champion vs. champion,onetheattacker,andonethedefender.Itmay includeanynumberofspells,allies,andmagicalitems.A battlefrequentlylastsmultiplerounds. Rule Cards: Rulecardsareplayedatthebeginningofa player'sturn(phase0),beforehedrawshisthreecards. Thesecardschangetherulesofthegameinaveryspecific manner.Thischangeaffectsallplayersforaslongasthe rulecardisinplay.Ifanotherplayerputsarulecardinto play, the previous one is discarded and the power no longerhasanyeffectonplay. Special Powers: Most cards in the Spellfire game have specialpowers,whichcanbefoundinthecard'stextbox.' Specialpowerstakeeffectwheneveracardisusedduring thegameoristhetargetofanothercard'sspecialpowers. Whenacard'sspecialpowerstakeeffectisbasedonthe cards type (see Order of Activation). Another term for specialpowersisspecialabilities. Spells:Wizardsandclericscancastspellsaspartoftheir champion'siconability.Wizardscastonlywizardspells andclericscastonlyclericspells.Eachspelllistswhether itisdefensiveoroffensive.Ithasnothingtodowithwho is attacking or defending. Offensive spells can be used when attacking or defending a realm, as can defensive spells.Eachspellalsolistswhatphaseofaplayer'sturnit canbecast(forexample,Off/4).Onlythecurrentplayer cancastspellsinphase3or5.Theattackeranddefender canbothcastspellsinstep4.Therearealsospellsthatcan becastatanytimeaslongasthereisachampioninthe poolabletocastthespell.Somespellscanbecastatany timetocounteranotherspellorevent(likeDispelMagic orLimitedWish). Sword:Certainmagicalitemsaredesignatedasbeinga swordinthecardsspecialpowerbox.Suchmagicalitems gainbonusesbasedonothercardsspecialpowers,suchas a champion who gets additional levels when using a sword.Magicalitemsthatareswordsarealsoweapons. Swimmers:Aswimmingchampionorallycanattackany realminanopponent'sformationthatshowsa coastline initspicture.Forexample,Raven'sBluff(11/3rd)showsa coastline in the picture, and thus is vulnerable to swimmers. This also includes realms with pictures insteadofmapsthatdepictcoasts,such asDoc'sIsland (5/RR).Theabilitytoswimisnotautomaticallyconferred

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toothercards,soachampionattackingaprotectedcoastal realm must have a means to get his allies there if he intendstousealliesintheroundofbattle. Thieves:Thistypeofchampioncanusethiefskillsaspart ofthechampion'siconability(thesamewayaclericcan cast cleric spells). Thieves can also use allies, magical items, artifacts of the same world, and any other cards allowablebytheirspecialpowers. ThiefSkills:Thesecardscanbeusedbythiefchampions as part of the champion's icon ability. Thief skills are eitheroffensiveordefensiveandareusableonlyduringa certainphaseofaplayer'sturn(forexampleDef/4).These cardscanalsobeusedbyotherchampionswhosespecial powersdesignatetheycanusethiefskills. Trademark:SeeWorld. UnarmedCombatCards:Thechampiontypethatcanuse this kind of card is designated in the card's special powers, but are generally heroes, dragons, or undead. These cards are either offensive or defensive and are generallyusedduringphase4. Undead:Undeadareaspecialkindofchampionorally, designated in a card's text box. Unless the card says "undead",itisnotundead,evenifthepictureornameof thecardseemstoindicateotherwise. User:This isthe champion (nottheplayer)who uses a psionic power, unarmed combat, thief skill, or blood abilitycard. Unlessotherwisespecified,suchcardsthat areturnedaresentbacktotheusingchampion. Void:TheVoidisthenameforthe'outofgame'area.All events played from the hand go here once used (regardlessofsuccessfuluseorfailure).Cardsarenever abletoberetrievedfromtheVoidbyanothercard. Weapon:Certainmagicalitemsaredesignatedasbeinga weapon in either the card's special powers or in the blueline corrections.Suchmagicalitemsgainadditional bonusesbasedonothercards'specialpowers,suchasa champion who gains additional levels when using a weapon. When Attacking: This activates as soon as the attacker pushedforwardtoattack.Nodefenderisneededforthis toactivate. IttakesplacebeforetheOrderofActivation begins. WhenDefending: Thisactivatesassoonasthedefender ispushedforwardtodefendarealm.Ittakesplacebefore theOrderofActivationbegins. Wizards:Thesechampionscancastwizardspellsaspart oftheiriconabilities. World: This refers to the origin of a realm, holding, champion,orartifact.Itisnotedbyalogoonthecard, rightbesidethecard'sname.Alogoatthebottomofthe cardbythecardnumberreferstothepublishingset,not theworld,andhasnoaffectondeterminingwhichcards canbeattached.TheAD&Dlogoisaworldallitsown;it is not ageneric worldwhose artifacts are usable by all otherworldchampions.

WHATDOINEED?
TorunaSPELLFIREtournament,allyouneedare: Atleast9players(forascoredtournament) AcopyofbothSPELLFIREReferenceGuides A coordinator, who is in charge of interpreting rules duringthetournament.Largetournamentsmightrequire morethanonejudge.

TOURNAMENTTYPES
There are a variety of different tournaments to choose fromthatareconsideredstandard.Standardtournaments are detailed below. Most of the tournaments are intermediatelevel events, though there are a few advancedtournamentstochallengeexperiencedplayers. Additionaltournamenttypesarelegalaslongasthe rules for the tournament are clear. If you create a new tournament,pleasesendusyourrulesandwellconsider

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making it a standard tournament. Ways to contact the DesignTeamareattheendofthisdocument. Mostofthesetournamentsworkwellatanydecksize, thoughtheShatteredLandtournamenttakesalotlonger withlargerdecksizes.Everytournamentiscomprisedof threeplayers.Thefirstplayertowintwogamesadvances.

SealedDeck(Beginner)
This is the best type of tournament to introduce new playersto SPELLFIRE.Eachplayergetsonesealeddeckof 4thEditioncardstouse.Eachsealeddeckisconsideredto betournamentlegal,allowingtheplayertouseanycard inthedeck.

Championship(Intermediate)
This is the standard SPELLFIRE tournament game. Each playerconstructsadeckbasedonthenumberofcards(55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cardsarenotconsideredpartofthesedecktotals.

MastersStrategy(Intermediate)
This is a typical sealed deck tournament with a twist. Afterthefirstgame,playersgettotaketheDRACONOMICON boosterfromtheothersideoftheirsealeddeckandfine tunetheirdecksbyremovingupto12cardsandreplacing themfromthoseinthebooster.

ConquerorsGame(Advanced)
The first player to raze four realms in combat and have three unrazed realms of his own wins the game. Each player brings his own unique markers to identify the realmshehasrazed. Realmsrazedoutsideofcombat (throughvengeful allyorchampionpowersorthroughevents)dontcount. Arealmisonlyconsideredrazediftheattackingplayers championwinstheroundofcombatandcausestherealm toberazed. Each time a realm is razed, the victorious player pushesoneofhismarkersforward.Oncearealmisrazed, it makes no difference whether the realm is rebuilt or discarded(theplayeralwayskeepshismarker).Likewise, multiple players can get a marker by razing the same realm(throughrebuildingbytheowningplayer),anda playercangetanadditionalmarkerbyrazingthesame realm in combat at a later time. Any realm that is discardedasaresultofcombatdoesnotearnamarker, however.

NoXs(Intermediate)
Underthisvariant,legaldeckscan'thavecardsthathave the number X in them (09). For example, a No9s tournament would prevent decksfrom using cards that havethenumber9anywhereinthecardnumber(cards #9,39,192,95,etc.).

TheGrind(Intermediate)
Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the establishedvictoryconditions(6or10realms).Notethat dungeon cards are not considered part of these deck totals. However, realms, except those playable at any time (likeMenzoberranzan),maynotbeplayedduringphase2 ofturnsgrantedbycardssuch asCaravanandAncient Kalidnay. Realms may be unrazed normally, by discarding three cards during phase 2 or through the powersofanothercard,onallturns.

KingsDecree(Intermediate)
All champions get to attack any realm of an opponent, regardlessofitspositionorspecialpowers.Eachtimea realm is razed in combat, the victorious player gets to drawonecardatrandomfromeachofhisopponentsand discardit.

RuleLawyer'sDelight
Every game begins with the rule card Rule Lawyer's Delight (491/4th) being in play. This rule card can be removedfromplaybythenormalmeanstoremoverule cards, but it effects all players. All other rule cards brought into play are applicable only for the owning player.

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All players create decks that use realms, holdings, artifacts,andchampionsfromthe DARK SUN world.The RuleoftheCosmosisdoubled,allowingtwoofanycard tobeinplayatthesametime(thoughdecksstillmustbe constructedwithoneofanycard).Aplayerwhobringsa thirdrealm,holding,artifact,orchampionintothegame gets to choose which existing card is discarded. That playerthengetstoplayhiscardnormally.

WorldWar!(Intermediate)
Thistournamentforcesalldeckstobeconstructedusing realms, holdings, artifacts, and champions from one specificworld(playerschoice).Itemsthataregeneric, suchasanartifactthatsusablebyanychampion,arenot permitted.Theworldlogosmustbethesame. Thedifferentworldsare:AD&D,BIRTHRIGHT,DARKSUN, DRAGONLANCE, FORGOTTEN REALMS, GREYHAWK, and RAVENLOFT.

TeamSpirit(Intermediate)
Thistournamentrequiresthreeteamsoftwoplayerseach tocompeteagainstoneanother.Thefirstteamtohave10 unrazedrealmsatthestartofoneoftheteammembers turnswins.Normaldeckconstructionrulesapply. Teamsarenotallowedtositsidebyside.Seatingstarts with whoever wins the draw to see who goes first followedbyopposingteammembers.Playersalwayssit: A1,B1,C1,A2,B2,C2.Thus,thesecondmemberofthe teamalwaysgoesfourthinturnrotation. Rule cards, events, and other cards that affect an opponenthavenoeffectonaplayeronthesameteam. Opponentswhoplaycardsthataffectasingleopponent stillaffectonlyasingleopponent,nottheentireteam.

VARIANTS
Theserulesaddadifferenttwisttothetournament.Make sure that any tournament that is using these optional variantsisclearlymarkedassuch.

Allies
Thisvariantallowsotherplayerstoaddcardsintobattles theyrenotinvolvedin.Boththeattackerandthedefender canrequestaidfromotherplayers,butplayersoutsidethe battlecanneverforcetheiraidonanunwillingattackeror defender.Inaddition,aplayercanaidonlyonesideorthe other,neverboth. Contributedalliesandspellsarediscardedattheend ofthecombat;magicalitemsandartifactsarediscarded onlyifthechampiontheyareattachedtoisdefeated.If thealliedchampionisvictorious,thecontributedmagical items and artifacts are returned to the original players hand. Magical items and artifacts can only appear in a singleroundofbattle(theycantbecontributedineach round). If the winner of the battle is entitled to a spoils of victory,thealliesofthatplayerarelikewiseentitledtoa card. This card is not treated as a spoils of victory, however.

Warrior'sRule(Intermediate)
Achampionvictoriousinaroundofbattleagainstarealm automatically razes that realm, regardless of its special powers or those of the defending champion (if any). Attackingchampionswholosearoundofcombataresent to the discard pile, regardless of special powers. Defending champions who lose a round of combat are senttothediscardpile,regardlessofspecialpowers.

WizardsChallenge(Advanced)
Allplayerscreatedeckscomposedofchampionsofany worldandspellsthatcanbecastinphase4.Spellsthat canbecastonlyinphase3arenotallowed,thoughspells able to be cast at any time are legal. Allies, unarmed combat cards, blood abilities, thief skills, and psionic powercardscannotbeused.

DestroyedWorlds
AnyrealmsthataresenttothediscardpileortheAbyss are instead permanently removed from the game; they cantbebroughtbackbyanymeans.Thisonlyappliesto realmsthatwereinplay;realmsdiscardedfromthehand ordrawpileareplacedinthediscardpile.

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Undeadcanbeapowerfulsourceofchampionsandallies in the SPELLFIRE game. Any undead champion or ally of base level 4 or higher automatically frightens away opposingalliesoflevels1or2(undeadalliesareimmune tothiseffect).Clericsandtheiralliesareimmunetothis effect,andsomecards(suchasthemagicalitemBannerof theOneEyedGod)canincreasethelevelbonusofallies toallowthemtoopposeundeadchampions. attackerandthedrawncardthedefender(thedefender automaticallywinsties).Thevictorofthebattlereturnsto hispool.Notethatavatarscanbebroughtintoplaylike thiswithouttherequiredcardsbeingdiscarded. Eachplayercansendonlyonechampionquestingon histurn,andquestingcantbeperformedthroughturns gainedbyCaravanorAncientKalidnay.

Sideboard
Thisvariantgrantsplayersalimitedpoolofcardsfrom whichtheycanchangetheirdeckbetweengames.Decks thatdonotcontain55cardsplusadungeoncard (optional),orsideboardsthatcontainmoreorfewerthan sevencardsarenottournamentlegal.Useofillegaldecks and/orsideboardscanresultintheplayerbeingejected fromthetournament.Playerswhooptnottohavea sideboardmustinformtheiropponentsbeforeamatch begins. Thetournamentorganizermayrequireplayersto registertheirdecksandsideboardsuponarrivalata tournament.Registrationrecordstheoriginalcomposition ofeachdeckandsideboard.Onceaplayer'sdecklistis receivedbyatournamentofficial,itmayonlybealteredat thejudge'sdiscretion.Thedeckandsideboardmusteach bereturnedtotheiroriginalcompositionbeforethe beginningofanewmatch.Thus,cardstransferredfroma player'sdecktohisorhersideboard,andviceversa,must bereturnedbeforetheplayerbeginsanewmatch.Failure toproperlyregisteradeckand/orsideboardorreturna deckand/orsideboardtoitsoriginalcompositioncan resultinejectionfromthetournament.

TheDungeonDiscard
ThisruleallowsonesDungeoncardtodomorethanjust sitonthetable.Atanytimeduringtheplayersturn,the playercanchoosetoremovetheirdungeoncardfromthe game, causing any card of their choice in any players discardpiletotheremovedfromthegamealso.

MelonRule
Anyplayerwhobringsaripemelontothetablecausesall other playerstodrawone cardless at thestart ofeach turn.TheMelonRuleisnotcumulative;onlyonecardcan belosteachturnastheresultofthisrule.Thepersonwho bringsthemelonisnotaffected,butiftwoplayersbring melons,allplayers(including thetwo who brought the melons)drawonefewercardseachturn.Aminimumof onecardisdrawneachturn,withoutexception.

Questing
Duringphase2ofyourturn,youmayturnfacedowna championinyourpool.Itmustbeachampionthatisable toattackordefendonthatturn,notoneimpairedbyan event or spell. This champion has gone questing and cannotbeusedtoattackordefenduntilyournextturn. RememberthatturnsgainedthroughCaravanorAncient Kalidnaydontcountasarealturn. Duringphase2ofyournextturn,discardthetopcard fromanopponentsdrawdeck.Ifthecardisanythingbut a champion, the card is discarded and the questing championreturnstohispool.Ifthecardisachampion, thequestingchampionmustfaceitinoneononecombat. Neither champion can have cards added to them includingevents.Judgethevictorstrictlybythelevelsand powersofbothcards.Considerthequestingchampionthe Page25

SideboardUse
Beforeathefirstgameofthematchbegins,eachplayer mustallowhisorheropponent(s)tocountthenumberof cardsinthesideboard(facedown),ifrequested.Before thebeginningofthesecondorthirdgameinamatch, playersmaychangethecompositionoftheirdecksby swappingcardsfromtheirdeckswithcardsintheir sideboards.Anycardexchangesbetweendecksand sideboardsmustbeoneforonetoensurethatthe sideboardremainsatexactlysevencardsatalltimes. Therearenorestrictionsonthenumberofcardsaplayer

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mayexchangeaslongasonecardfromthedeckistraded foroneinthesideboard.Attemptstoalteradeckother thanthroughalegalsideboardexchangecanresultinthe playerbeingejectedfromthetournament. Ifspaceisavailable,trytodetailthespecifictournament rulesusedandotherrelevantinformation.Forexample,a typicalentryattheGENCONGameFairmightread: SPELLFIREWorldChampionshipStandard[55] TournamentrulesaretheLawoftheLand!Jointhebattle to discover who is the best of the best. Tournament scoringsystem;doublepoints.

VICTORYCONDITIONS
Therearethreedifferenttypesofvictoryconditionsfora tournament game. Unless otherwise specified, all tournaments are considered to use the Standard conditions.

RUNNINGATOURNAMENT
Therearetwotypesoftournamentsyoucanestablishfora convention,scoredandunscored.Unscoredtournaments arenormallysmallgatheringsofplayerswhogettogether foradayortwoofchallengingplay.Torunanunscored tournament, theres nothing you need to do other than decide what kind of tournament youre going to run (detailedabove). Scoredtournamentsareanothermatterentirely.Torun a tournament whose points count toward international rankings,youmust: 1.)Haveatleast9players. 2.) Advertise the tournament. A sign at your local SPELLFIREsupplierissufficientforsmallertournaments,but a halfpage ad (or more) should be set aside for advertisingatournamentforconventions.Ifatournament hasapreregistrationbook,makesuretoincludeSPELLFIRE eventsinit. 3.)Runthetournamentusingthelatestrules.Thisallows all players to know what to expect at the tournament. Also, the only legal tournaments are those using three player (or more) games of nine people or more. Two player games or those tournaments with less than 9 participantsarenoteligibleforscoring.

StandardConditions
Thefirstplayertohavesixunrazedrealmswins.

EnhancedConditions
Thefirstplayertohave10unrazedrealmswins.

BarbaricConditions
Agameendsonlywhenaplayerhassixunrazedrealms inhisformationatthebeginningofhisturn.Again,aturn gained through Caravan or Ancient Kalidnay doesnt count;ithastobearealturn.

SHORTHANDSPECIFICATIONS
Sincespaceinmanyconventionbookletsisratherlimited, itsagoodideatogetintothehabitofusingshorthand formstoidentify tournaments using optionalrules.The shorthand form is always: SPELLFIRE: <Tournament Name> (Variants used in parentheses)<Victory conditions>[decksize]. SPELLFIRERegionalChampionshipBarbaric[55] Thisindicatesthattheregionalchampionshipisa55cardgame usingBarbaricvictoryconditionstodeterminethewinner. SPELLFIRE:KingsDecree(Questing)Enhanced[75] Thisindicatesa75cardKingsDecreetournamentusingthe Questingvariantandtheenhancedvictoryconditiontoachieve victory.

Advertising
Dontforgettoincludeadvertisingaspartofyouroverall plantopromoteyourtournament.Itsthelittlethings like making sure youre involved in a convention early enoughintheprocesssothatSPELLFIREeventsgetincluded inthepreregistrationbookletthatturnsmallgatherings

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of SPELLFIRE players into major tournaments. Major tournaments serve to promote the game and give participantsmorescoringpotential. beturnedawayfromatournamentbecausetheywould createafourplayergamebytheirpresence. Ifattheendofbracketthereareonlytwoplayersfor the next round, the player who has scored the highest rankingthusfarinthetournament(excludingthosethat have already advanced in the round, of course) gets anotherchanceatwinning.Normallythiswillbeoneof theplayerswhowaseliminatedinthepreviousround.

MakingItOfficial
Oncethetournamenthasbeencompleted,mailcopiesof theTournamentScoringformswithin30days.Makesure tokeepacopyforyourownrecordsincaseyouroriginals arelostinthemail.Sendeverythingto: SPELLFIRETournamentProgram ATTN:GregKilberger 3214ECourtSt IowaCity,IA52245 IfyouprefertoemailtheresultstoGreg,youcansend themdirectlyto:gregberg@inav.net. Wealsoencourageyoutopostyourresultsonline;in the Spellfire forum on the TSR Homepage; in the alt.cardgame.spellfire newsgroup; and on the SPELLFIRE MailingList.Makesuretoposttheresultsatyourlocal supplierofSPELLFIREcardsaswell! Note:Tournamentscoresnotpostmarkedwithin30days are subjecttodisqualification.Pleasesubmitscoringinformationas soonaspossible.

TOURNAMENTSCORINGSYSTEM
SincethegoaloftheSPELLFIREgameistocreaterealms,the point system is geared toward rewarding players who havesuccessfully constructedrealms.Ofcourse,players who win receive more points than those who lose, but everyonewhoplaysreceivesatleastonepoint. At the end of the game, each player counts up his unrazed realms in play, recording them on the advancement grid. Once a single player has won two games, that bracket is finished. The victorious player receives4pointsforwinningthebracket.Theplayerwith the highest number of unrazed realms (excluding the victor)receives3points,thenexthighest2points,andif itsafourpersongamethatplayerreceives1point. In addition to earning points for winning a bracket, players who advance receive round multipliers. This multiplier is equal to the round number in which that playerreceivespoints.Thus,inround2thevictorreceives 8pointsforwinning,whilethosewhoareeliminatedfrom Round2receive6,4,and2pointsrespectively.Thisserves torewardthose playerswhoperformwellatthelarger tournaments. Thecoordinatorofatournamentreceivesonepointfor every player that participates in the tournament. Additionaljudgesreceiveonepointforeverytwoplayers. Acoordinatororjudgewhoparticipatesinatournament receivesonlythenumberofpointsheearnedbyplaying thetournamentandforfeitsanypointsthathemighthave earnedascoordinatororjudge. SPELLFIREScoringSystem Winnerofbracket 4points Secondplaceinbracket 3points Thirdplaceinbracket 2points

TOURNAMENTTRACKING
One of the hardestand most importantaspects of runningatournamentiskeepingtrackoftheplayersand makingsurethateveryoneisadvancingatanevenpace. Tournamentgridsareincludedattheendofthisfilefora varietyofthreeplayertournaments. Ifyourerunninganofficialtournamentwherepoints aregoingtoberecorded,makesurethateveryonefillsout the appropriate lines on the advancement grid. Incomplete or illegible forms will not be accepted. Complete instructions for scoring a tournament are includedinthenextsection. Since each round of a tournament requires at least threeplayers,itwillbenecessaryattimestohavefour playergamestobalancethingsout.Playersshould never

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Fourthplaceinbracket Tournamentwinner Semifinalist Tournamentcoordinator Judgeassistants 1point 5points 3points 1point/player 1point/2players checktoseeifyourdeckmatchesyourlist.

HOWCANIFINDMYRANK?
Tolearnyourlatestpointtotalsandranking,sendaSASE (SelfAddressedStampedEnvelope)tothesameaddress asscoringmaterials.Ifyouliveinacountryotherthanthe United States, make sure to send International Reply Coupons (IRCs) in lieu of stamps. These coupons are availableatanypostoffice,regardlessofthecountryin whichyoureside. Well also post the complete rankings at TSRs web page(www.wizards.com).Justcheckunderthe SPELLFIRE area to learn your current ranking. Tournament coordinatorsareresponsibleforpostingtheirresultstothe Internet and other areas (if they so desire). We wont publishtheresultsofindividualtournamentsontheweb page,onlycurrentrankings.

Example:Mike,Jim,andJohnareinthechampionshipround (5thbracket)ofatournament.Mikewinsthefirstgame,with JimandJohneachhavingfourrealms.Johnwinsthesecond game,withMikehavingfiverealmsandJimhavingthree.Jim wins the third game, with Mike and John each having four realms.Mikewinsthefinalgame,andJimandJohneachhave fiverealms.Thescoringwouldbe: Jim:4+3+6+5=18unrazedrealms Forfinishingthird,Jimreceives2points(timestheround multiplier5)=10points. John:4+6+4+5=19unrazedrealms As runnerup for the tournament, John receives 3 points (timestheroundmultiplier5)=15points Mike:5points(timestheroundmultiplier5)=25points

GETTINGUSTHERE
Ifyourerunningaconventionandwantamemberofthe DesignTeamtoattend,pleasecontactusattheaddress below(orviaemail)asfarinadvanceaspossible.While wedlovetoattendevery SPELLFIRE gathering,sometimes the fates are not kind. Giving us advance warning will only improve the chances of getting us to your convention. Themostimportantrequirementforamemberofthe DesignTeamappearingatyourconventionisadvertising. Wewanttomakesurethattheeventsweareparticipating inaretheverybestthattheycanbeandadvertisingisan importantpartofthatformula.Publicityphotos(orcard photos) are available for advertisements promoting our presenceatyourtournament. Members of the Design Team will gladly judge tournaments, hold special seminars, and generally performotherdutiestopromotethegame.Sincewereall associatedwithotherTSRproductlines,wellgladlytalk aboutthoseproductsaswell. If your convention is within a few hours drive of Seattle,asimplerequestisallittakes.Ifyourconvention is much farther away than that, youll need to provide transportationandhousing to get us to the convention.

PECIALTOURNAMENTRULES S TIMEDEVENTS
In some cases where a tournament is held at a large convention, there is a premium on space and time. In these unusual cases, there need to be time limits on matches, so that an event can finish within an allotted timeperiod.Soastomakethingsfairforeveryone,when Timeiscalledonaround(ormatch)thecurrentplayer finishestheirturnandthen5moreturnstotalareplayed. Thesecanbenormalturns,orfaketurns.Butthereisa limittoatotalof5moreturnsonlytobeplayed.

DECKLISTS
Incertaincases,decklistsmightberequiredbeforeyou playinatournament.Adecklistisalistofallthecardsin yourdeckbyname(andinsomecaseseditionalso).Itis usuallybesttolistthembygroupsofcardtypes(events, realms,champions,etc.)tomakeiteasieronajudge to

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Wedontrequirefirstclasstransportation,butwewont travelbybuseither! Former members of the Design Team reside in southeasternWisconsin,IowaandNorthernVirginia,so itspossiblethattheymightbeluredtoattendaswell.No promises. Evenifyourconventionisalongwayawayandyou donthaveabudgettobringusthere,stillletusknowin advance.WemightbeintheareaforotherTSRduties;we mighthavefamilyinthearea;TSRmightdecidetopay ourway.Anythingcanhappen! at:custserv@wizards.com.Indireextremecircumstances, you can contact Jim Butler, the Spellfire ORACLE at: tsrjim@aol.comororacle@wizards.com.
indicatesregisteredtrademarksofTSR,Inc.indicatestrademarksof TSR, Inc. All TSR characters, character names, and the distinctive likenessesthereofaretrademarksownedbyTSR,Inc.1996TSR,Inc. Allrightsreserved. TSR grants permission to photocopy this information package for personalandtournamentuse.

LOOKINGFORPLAYERS?HINTS?STRATEGIES?
TheTSRHomepagecontainsamessageboardforposting questions,answers,strategies,orpleastofindplayersin yourarea.Justlogontowww.tsr.comandtypetoyour heartscontent.TherearealsolinkstoSPELLFIREwebpages createdbythefansthatcontaintonsofusefulinformation aboutthegame.YoucanfindthoseintheGamessection. Anothergoodsourceforplayers,rulings,andgeneral knowledgeaboutthegameistheSPELLFIREMailingList.To join, just send an email to: listserv@oracle.wizards.com with "subscribe SPELLFIREL" in the body and subject line of the message. If you experience difficulties with getting subscribed, send a plea for help to webmaster@wizards.com. Finally, you can post questions and such to the alt.cardgame.spellfirenewsgroup.

COMMENTS?
If you have any questions, comments, or suggestions abouttheSPELLFIREgame,feelfreetosendusaletter.Wed lovetohearfromyou!Addressyourletters(andincludea SASEifyoudlikeawrittenresponse)to: TheSpellfireAnswerOGRE 7053SkylesWayApt.T4 Springfield,VA22151 Youcanalsosendmessagestousviaemailbysending themto: lordogre@aol.com.Ifyouhaverulesquestions, you can contact the Answer OGRE at the above email addressorsendthemtotheWotCCustomerServiceTeam

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