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 SPELLFIRE® Tournament Rules Version 2.0 1/2

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Gib Lacsap
Gib Lacsap

Messages : 218
Date d'inscription : 27/04/2014
Age : 40
Localisation : Toulouse

SPELLFIRE® Tournament Rules Version 2.0 1/2 Empty
MessageSujet: SPELLFIRE® Tournament Rules Version 2.0 1/2   SPELLFIRE® Tournament Rules Version 2.0 1/2 EmptyLun 5 Mai - 21:04

These rules for the SPELLFIREÆ card game are very similar to those for the latest edition of SPELLFIRE (4th Edition). These rules make special modifications for specific types of tournaments and serves as a more expanded commentary on the game (since we weren’t limited to a certain number of panels like in the published game).

SPELLFIRE is a collectible card game for two or more players. The idea is that each player builds his own unique deck of cards from all the cards he owns. Most cards have strange powers that break or change the general rules of the game. In all cases, the special power on the card takes precedence over the rules presented here.
These rules are slightly different than those presented in 4th Edition. In all cases, these rules supersede any other published rules. The major changes include:

• When a player runs out of cards, he reshuffles his discard pile to form a new draw pile at the end of the current turn.

• Ancient Kalidnay, along with the Caravan event, cannot be used until the last player to go in the first “turn cycle” has started his turn (or has had his turn skipped).  The last player to go in the first “turn cycle” may use both of these freely after he has started his first turn.

• Everyone is allowed to include a “free” avatar in his deck; that is, its level doesn’t count. It still counts as a single card for purposes of deck construction, however.

• The blueline rules presented in the two Reference Guides are legal and in play in tournaments. The online version takes precedent and includes all of the blueline rules included in the reference guides.

• Rules clarifications now exist for running out of cards, champions who have the ability to play "all or any" of a particular card type, copying the special powers of other 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 from game area). Events that are discarded before having been played are sent to the Abyss.

In addition, your fellow SPELLFIRE players have subjected these rules to intense scrutiny. Where possible, clarifications and examples have been provided to make the rules easier to understand. Since space isn't an issue in this version of the rules, we've spent more time discussing some of the more complicated rules.


There’s no such thing as an ante or sideboard in sanctioned tournaments (refer to variants under the tournament structure for exceptions). Players are encouraged to build as challenging a deck as they can while at the same time being aware of strategies that may work against their creation. Players are not allowed to change decks or add cards once the tournament has begun unless special rules exist for a particular tournament. The only exception to this rule is that a player may replace a card destroyed by the Enter Darkness Together event at the end of the current round, unless the player replaces the destroyed card with the same card.  Then the player may do so at the end of the current game.
Likewise, “touch rules” don’t exist in tournaments. If a champion casts an offensive spell at a champion who is immune to offensive spells, he’s allowed to re-target the spell in most circumstances (the exception being that if he casts into a pool at a hidden champion who happens to be immune, the spell is wasted). Likewise, if a player unknowingly sends his champion into an instant-defeat (like attacking with a monster when the Lovely Colleen is in the defender’s pool), he’s allowed to take back his attack, except in the case of a hidden pool. Remember that everyone’s supposed to be having fun.

The idea of the game is to build an empire. Players take turns drawing and laying down cards from their individual decks. In a collectible card game, each player has his own deck. Cards from one player’s deck are never mixed in with cards from another player’s deck.
As each player builds his empire, other players try to 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, and other special cards aid these champions. If the attack is successful, part of the defender’s empire is razed or a defending champion is defeated. “Razed realm” is a term that pops up continuously in these rules.
In any game, the idea is to have fun. Don’t get hung up on rules technicalities or play “touch rules.” No one has fun in a game with a rules lawyer. Play fair and honestly. Be willing to replay a few cards if a player didn’t understand what was going on. Remember that it’s just a game.

Each card has a similar look and layout. Take a moment to place down a few of the cards. The horizontal cards mostly have map pictures; they are the realms that make up an empire. The rest of the cards are laid out vertically. In the upper left-hand corner is an icon that identifies the type of card. The wizard champion icon and wizard spell icon have the same shape, but different colors. The same is true for the cleric champion icon and the cleric spell icon, the psionicist champion icon and the psionicist power icon, etc. Spell and power icons are pale yellow.
Seven of these icons belong to a single card type: champion. Clerics, heroes, monsters, wizards, psionicists, thieves, and regents are all champions. Rules that discuss champions apply to all of these cards. There are some rules unique to individual types of champions.
Some of the icons have a number. Most champions have a number for a level. The number is the level of the card. The higher the level, the more powerful the card. Most cards have levels ranging from 0 to 9, though a few cards, notably the avatars and select “Gib” champions, have much higher levels of power.
Some champions and allies have a "?" for a level. This means that there base level won't be known until the conditions on the card have been performed that grant it a level or icon bonus.

At the bottom of the card is a marble box that contains four elements, the most obvious of which is a world logo. The logos are ADVANCED DUNGEONS & DRAGONSÆ, BIRTHRIGHTÆ, DARK SUNÆ, DRAGONLANCEÆ, FORGOTTEN REALMSÆ, GREYHAWKÆ, and RAVENLOFTÆ. Only champions, artifacts, realms, and holdings have world-specific logos, and these logos typically dictate how cards work together. For example, an AD&DÆ champion can use only an AD&D artifact. AD&D realms can have only AD&D holdings attached to them.

The marble box at the bottom of a SPELLFIRE card contains its special power. This power is an ability or function that falls outside the normal rules of the game.
Racial and movement characteristics are not considered to be part of a card’s special powers. An elf always remains an elf, a flyer always remains a flyer, and an undead champion always remains an undead champion. Cards that strip away a card’s special powers never strip away these characteristics. Card powers that specifically strip away a champion’s ability (such as flying, being undead, or other characteristic) work normally.
The Reference Guides also list clarifications that are not printed on the cards themselves. This grants characteristics to some champions, making them flyers, swimmers, undead, etc. These are called the blueline rules, and they are not optional in SPELLFIRE tournaments—they are part of the rules.

A standard SPELLFIRE deck contains a mixture of realms, holdings, champions, allies, events, spells, magical items, artifacts, and other cards. The precise mix depends on the deck and the player. Each type of card has its own purpose and value in the game.
No individual card can appear more than once in a deck, unless that card states that multiples are allowed in the same deck (such as the Shaqat Beetles (329/3rd) or War Party (54/3rd)). A card is considered the same if it has both the same icon and the same name. There are three different sizes of decks used in SPELLFIRE tournaments, and each deck is limited by the number of specific cards it can include.

55-Card Deck (Standard)
Rule cards 0–3 Allies any number
Realms 8–15 Blood abilities any number
Holdings 0–6 Cleric spells any number
Champions* 1–20 Psionic powers any number
Artifacts 0–10 Thief abilities any number
Magical items 0–12 Unarmed combat any number
Events 0–10 Wizard spells any number
Total cards 55
*The champions in a deck may not total to more than 90 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include one avatar in his deck for free; its levels don’t count toward the 90-level maximum (but it still counts as a single champion).

75-Card Deck
These decks are used frequently for tournaments offering rules variants like the Barbarian’s Game or where a 10-realm victory condition is set.

Rule cards 0–4 Allies any number
Realms 10–20 Blood abilities any number
Holdings 0–7 Cleric spells any number
Champions* 3–27 Psionic powers any number
Artifacts 0–12 Thief abilities any number
Magical items 0–15 Unarmed combat any number
Events 0–13 Wizard spells any number
Total cards 75
*The champions in a deck may not total to more than 115 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include one avatar in his deck for free; its levels don’t count toward the 115-level maximum (but it still counts as a single champion).

110-Card Deck
This is the largest deck that is sanctioned in a SPELLFIRE tournament. These massive decks are normally quite strategy-oriented, since the chance of specific cards being drawn is half that of a standard deck. The Campaign Classic tournament frequently uses 110-card decks.

Rule cards 0–5 Allies any number
Realms 15–30 Blood abilities any number
Holdings 0–10 Cleric spells any number
Champions* 4–40 Psionic powers any number
Artifacts 0–15 Thief abilities any number
Magical items 0–20 Unarmed combat any number
Events 0–17 Wizard spells any number
Total cards 110
*The champions in a deck may not total to more than 180 levels. Use the number appearing in the icon on the card to determine a champion’s level. If there is more than one number in the icon, use the first one. Note that each player can include two avatars in his deck; their levels don’t count toward the 180-level maximum (but they still counts as two champions—and each may have limitations that prevent both of them from being in play at the same time).

Tournaments should always post what optional rules variants and victory conditions are being used so as to allow players to create decks that match the intent of the tournament. If no variants are listed, it assumes a standard, 6-realm game is being played. If a specific type of tournament is listed, players should refer to the rules under that tournament type before constructing their decks.
Tournament players cannot choose what optional rules they’re going to use during their game, even if everyone at the table agrees to them. The tournament coordinator always decides optional rules.

These special cards are considered a free card in deck construction; they don’t count as part of a deck, thereby creating actual deck sizes of 56, 76, or 111 cards. Originally introduced in the Dungeons! booster, dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection.
Unless otherwise noted in the event description, all tournaments allow the use of dungeon cards. Note that some optional rules are already in use in tournaments, so make sure to build decks with that fact in mind.

How Dungeon Cards Work
Players don’t shuffle their dungeon card into the deck like they do a normal rule card. At the start of the game, each player gets to put his dungeon card into play.
There are only three ways to remove a dungeon card. The first is by casting a Wish spell. If the Wish is successfully cast, both the Wish spell and the caster are removed from the game. The dungeon card is also removed from the game. See the notes below about the "Removed From the Game" area of the game.
Gib Kcir (16/RR Chase) has a special power that allows her to place another non-realm card in the Abyss. This also removes the dungeon card from the game, but Gib Kcir remains in the Abyss (so there is a possibility that she can be recovered later).
The final way to remove a dungeon card is by attacking the Dungeon Card itself. This is performed in phase 4 in lieu of attacking an opponent’s realm. In order for a dungeon card to be attacked, however, the owner of the card must have a formation (at least one realm in play, razed or not).
If the attack is successful and the dungeon card is “razed,” the victorious champion is removed from the game. Cards that were attached to the champion are sent to the discard pile. The attacker then gets a dungeon spoils. If a defender defeats an attacker, the defender gets a dungeon spoils, and no further rounds of combat can be waged this turn over the dungeon card.
A dungeon spoils is a special kind of spoils of victory. The victor draws a card, showing it to all the players. If the card drawn is a realm, the dungeon spoils is sent to the Abyss and the victor gets the opportunity to shuffle his discard pile into his draw pile. If the card drawn is any other type of card, he gets to play it like a normal spoils (or place it in his hand).
Once a dungeon card is removed from the game, it can’t be put back into the game by any means. The only time you can play a dungeon card is at the beginning of the game.

To find out who goes first in a game, each player randomly draws (or cuts to) one card, noting the last digit of the card number. The player with the highest number goes first. In case of a tie, the players who tied draw again until one of them draws a higher card. Each player then shuffles his deck thoroughly and places it face down on the table. The player to his right is entitled to cut the deck before the owning player can draw any cards. Each player has his own draw pile and never draws cards from any other draw pile.
The size of deck being played determines the number of cards drawn and a player’s maximum hand size. These are detailed below. All players always draw the indicated cards during their first turn, regardless of any card that limits the number of cards an opponent can draw. For example, if Player A plays the Taxation rule card before his first turn, all players still draw three cards for their first turn. After the first turn, normal rules apply (so everyone would follow the rule card after their first turn).

55-Card Game Drawing & Hand Size
Each player draws five cards to form his starting hand. At the start of a player’s turn, he draws three cards. Play proceeds clockwise around the table.
At the end of a player’s turn, he can have only eight cards in his hand; extras must be discarded. Events that are discarded are sent to the Abyss; all other cards go to the discard pile.

75-Card Game Drawing & Hand Size
Each player draws six cards to form his starting hand. At the start of a player’s turn, he draws four cards. Play proceeds clockwise around the table.
At the end of a player’s turn, he can have only 10 cards in his hand; extras must be discarded. Events that are discarded are sent to the Abyss; all other cards go to the discard pile.

110-Card Game Drawing & Hand Size
Each player draws seven cards to form his starting hand. At the start of a player’s turn, he draws five cards. Play proceeds clockwise around the table.
At the end of a player’s turn, he can have only 12 cards in his hand; extras must be discarded. Discarded events are sent to the Abyss; all other cards go to the discard pile.

Two-Draw Mulligan
If a player has not played a realm and does not have a realm in his hand that he could play by the end of his second turn, stop the game and start over. No one wins or loses. The player calling for a mulligan must have played any helpful event cards that might give him a chance to get a realm, such as Good Fortune, and he must reveal his hand to prove he has no realms. It is possible for a player to draw a realm, but then be forced to discard it through card play. If, however, the player chooses to discard a realm of his own volition, he may not call a mulligan. The player can call for a mulligan as long as he never got the chance to play a realm card onto the table. If a player has realms in his hand, but other players have them all in play, he can still declare a mulligan.
A mulligan can only be declared by the same player twice in a row. On the third game, that player is forced to continue play with the cards he draws. When starting a new game as a result of a mulligan, players need to determine again who goes first.

A SPELLFIRE game ends when the victory conditions are met. The standard victory conditions for 55- and 75-card decks are when one player has six unrazed realms in his formation. The first player to do this wins.
Decks composed of 110 cards end when one player has 10 unrazed realms in his formation. Certain 75-card variants also require 10 realms to win, but these are clearly stated in the tournament guidelines.

Every player must follow this turn sequence. Phases 1, 5, and 6 must be performed. Phases 0, 2, 3, and 4 are optional.

Perform any other actions that must happen at the beginning of a player’s turn. For example, Marco Volo allows a player to look at an opponent’s top card at the beginning of his turn (phase 0).
Some cards allow a player to draw additional cards each turn. Unless another phase is specified, all cards that grant extra cards do so during this phase.
Only one of each can be played in a turn, even if you have more in your hand. Steps A & B can be performed in any order.
You may do only one of the three options. If a realm is played, the player cannot rebuild another realm in the same turn. For more details on rebuilding and replacing realms, see Razed Realms.
Holdings must be attached to realms from the same world. Once attached they cannot be rearranged.
You are not required to perform steps A & B of this phase in a set order; you can bounce back and forth between them. Only the player whose turn it is can perform actions during this step.
Artifacts and magical items must be attached to champions. Once attached, they may not be rearranged. A single artifact can be placed on a champion from the same world; any number of magical items can be attached to any champion. You can continue placing magical items and artifacts on your champions during this phase.
There must be a champion in the pool able to use the spell, power, ability, or skill. Other players may use cards to negate the cards you’re trying to play. You can only play Phase 3 cards during this time.
Once the realm is chosen, the attacker cannot switch the attack to a different realm, even if he uses different champions. Champions for the attack can come from the player’s hand or from his pool. For more details on attacking realms, see the Combat section.
At this point in the turn, it’s no longer possible to place champions in your pool, attach magical items, or perform other actions typically done during phase 3 unless obtained as a spoils of victory.
There must be a champion in the pool able to use the card. Only the player whose turn it is can play cards in phase 5.
Some card powers may allow you to keep more cards in your hand. Other cards may limit the number of cards you can keep in your hand.
The player to the left may now take his turn.

Only one of each champion, artifact, realm, and holding card can be in play at once. While one player has a specific champion, artifact, realm, or holding in play, no other player can have that card in play. For example, if a player has Elminster in his pool or in combat, no other Elminster card can be brought into play.
If the card name and icon are identical, the Rule of the Cosmos prevents them from being played. Razed realms are considered to be in play and prevent another player from playing that same realm into his formation.
Champions in Limbo are not considered to be in play. For the effects of playing champions into your pool while another player’s version is stuck in Limbo, refer to the Limbo section.

Realms represent places that are loyal to the player. They are the focus for attacks and defenses. Each realm is a kingdom, nation, city-state, or empire found in one of TSR’s AD&D role-playing worlds.
During phase 2, a player can play one new realm. This new realm is played into the foremost empty space in the formation or on top of a razed realm; it can’t replace an active (face-up)realm. A razed realm is discarded if a new realm is played over the top of it.
Empty places in the formation must be filled in a certain order. The tip of the pyramid (card A) must have a card, even if it is razed, before playing one in the middle (cards B and C) or last row (cards D, E, and F). The middle row must have cards in both of its positions before a card can be played in the last row. It doesn’t matter which card in a particular row is played first.
If a player has no realms on the table, razed or unrazed, all champions in his pool are discarded at the end of the current turn. A player who has earned spoils of victory (see below) and draws a realm can save his champions from being discarded as long as he plays the realm into his formation.

The Formation
As realms are played, they form a triangle with its base toward the player. The first realm played is the top point of the triangle. The second row must be filled before any realms may be played in the third row.
If cardplay forces a realm to be discarded, it is possible to have an empty spot in the lead position when there are realms in the second row, or an empty spot in the second row when there are realms in the third row. In those cases, new realms must be played into the empty spots first.
For example, if realms A through E are filled, but A and B have been discarded by events, the player must lay down his next realm into position A. He cannot lay it down into position B or F.
Each realm protects the realms behind it by shielding them from attack. A realm cannot be attacked if it is behind another unrazed realm, unless the attacking champion possesses a special power to allow him to attack there.. A razed realm offers no protection. Realms that are exposed by a razed realm can be attacked normally.

A razed realm is turned face down. It is not removed from its position in the formation or discarded. If a holding is attached to that realm, it is discarded when the realm is razed. During phase 2, a player can replace a razed realm with a new one. The razed realm is then discarded.
Once a realm has been razed, any special power the realm provided is eliminated. It is not considered to be a realm from any particular world, and it has no special powers (unless the special power activates as a result of 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 realm each turn, and by doing so forfeits play of a new realm. When the rebuilt realm is flipped back over, its special power is reactivated.
In the set-up diagram, realm A protects realms B and C. If A is razed, B and C can be attacked. If A and B are razed, C and D can be attacked. Realms E and F are still protected. A realm retains its position in the formation even if other realms are discarded. For example, if realms A, B, and C are all discarded, realms D, E, and F do not move up to fill the empty spots.

The pool is just a place on the right side of the formation. In phase 3 of his turn, a player can put any number of champions into the pool from his hand. He can attach artifacts and magical items to these champions. These cards are considered to be in play but don’t count against the player’s hand size limit. The cards in the pool stay there until they are used in battle or until cardplay forces them to be discarded. If a champion is sent to the discard pile, Limbo, or the Abyss, all of his attached cards are placed in the discard pile.

A card is considered "in play" when the card is either in the pool, in the formation, or involved in a battle. Rule cards that are on the table, and events with a stated duration, are also cards considered to be "in play." A card that is removed from play is typically sent to the discard pile, unless a card's power specifically sends it somewhere else, such as to Limbo or to the Abyss. A card that is not  “in play”, no longer has any effect on the game. Recall that when an event is discarded, it is placed in the Abyss.

Limbo is a special place that cards are sometimes sent to, either as a result of losing combat or through the power of some realms, events, and other cards. While a variety of cards can be sent to Limbo, only champions can typically emerge; all other attached cards are discarded. The exception to this is that if a champion is sent to Limbo outside of combat, all of his attachments return with him.
Limbo is typically a place to the left of the player’s formation. All cards in Limbo are considered not in play. If another player brings an identical champion into his pool, the champion in Limbo is sent to the discard pile when he leaves Limbo. Players can never choose to leave their champions in Limbo to avoid being discarded.
Unless otherwise specified, any champion sent to Limbo remains there until the end of his owner’s next turn.
If a player is allowed to draw cards from his discard pile, or shuffle cards back into his draw pile, cards in Limbo are not included.

The Abyss is a place where events are placed if they have been discarded without having been played. In addition, some spells, realms, holdings, and other cards can place a card in the Abyss. Once any card is sent to the Abyss, it cannot be brought back into the current game except by cards that state they can retrieve cards from the Abyss, such as the Gatekeeper or Karlott the Shaman.

Some cards specify that a card is to be removed from the game. Commonly referred to as the Void, this is a special area outside the game from which cards can never return. It might be the box that you normally hold your SPELLFIRE cards in; just make sure that they don’t get mixed up with your discard pile, Abyss, Limbo, or draw pile. Currently, there are very few means by which a card is permanently removed from the game. A dungeon card removed from play is permanently removed from the game. A champion who razes a dungeon card is removed from the game. If a champion casts Wish to remove a dungeon card, both the champion and the Wish spell are removed from the game. Finally, the ally Bottomless Horror (54/DU) has the ability to transfer cards out of the game from the Abyss. Once a card is sent to the Void, it can never be brought back into that game.

During phase 4 of a turn, the acting player can attack one realm of another player. All attacks against a single realm are known as a battle; each champion that comes forward during the battle constitutes a single round of combat. An attack follows this sequence:

It must be a realm he is able to attack, either because it is exposed (in position A, for example) or because he has some special movement power allowing him to attack it. A player can choose to attack any other player’s realm except his own.
The player may not add any artifacts, magical items, or other cards to the champion at this time. However, if the attacking champion came from the player’s pool, he may already have some attached cards. If that champion is attacking a realm from the same world, he adds 3 to his adjusted level (see World Bonuses, below). An attacker may be involved in only one round of combat (unless her special power states otherwise), either as attacker, defender, or ally.
The player may not add any cards to the defending champion at this time. However, if the defender came from the player’s pool, he may already have some attached cards. If there is no defense, the realm is razed. If the defending champion is from the same world as the attacked realm, he adds 3 to his adjusted level (see World Bonuses, below). A champion may be involved in only one round of battle (unless her special power states otherwise), either as attacker, defender, or ally.
Refer to the Order of Activation section for the precise order that cards activate. If an attacker wins the round of battle through use of his special power (before the defender gets to activate his special power), the defender is discarded and that round is over.
Take into account any realm, holding, magical items, artifacts, events, spells, etc. that affect the combat. The side with the largest total is winning. A tie means the defender is winning.
Compare the total levels again. The losing player keeps playing cards one at a time until he is winning. The winning player can play only events or "play-at-any-time" cards. Cardplay goes back and forth like this until the player that is losing either cannot or refuses to play another card. This round of combat is over. The winner does not have the option to play any more cards, no matter how badly he may want to.
The defender always wins ties.
He discards all allies, spells, and other non-permanent cards used in the combat; magical items and artifacts are typically all that remain. The loser discards all the cards he used in the combat, including his champion and all its attached cards.
If the attacker won the round, but the realm he attacked was not razed, he may select another champion and attack again unless otherwise stated. He may not use the same champion to attack more than once in his turn. He must attack the same realm; he cannot switch the attack to a different realm. The defending player likewise must choose a new defender (but is never required to defend).
If the attacker lost or the defending realm was razed or discarded, the battle is over. The attacker may not continue to attack new realms, even if he has champions left who have not participated in battle this turn.
Spoils of victory is one card from the player’s draw pile. The attacker draws spoils of victory if the realm he was attacking was razed or discarded. The defender draws spoils of victory if an attacking champion was defeated in combat and discarded (sent to Limbo, the Abyss, or the Void).

World Bonuses
When a champion attacks or defends a realm from the same world, that champion’s adjusted level is increased by 3.

Order of Activation
When the combat round begins, cards activate in a particular order. Most of the time, all of the attacker’s cards activating in the order that they are attached doesn’t cause any questions to arise. Sometimes, however, the precise order that cards activate can be important.
The list below details the precise order that cards activate. Note that you should only use this listing to resolve disputes. Most of the time, the attacking champion and all attached cards activate first and there is no problem.

a.) Artifacts*
b.) Allies*
c.) Magical items*
d.) Blood abilities*
e.) Thief skills*
f.) Unarmed combat cards*
g.) Psionic power cards*
h.) Spells*
Attached cards (same order as attacker)

*Multiple same-type cards activate first by highest bonus modifier and then alphabetically (starting with the first letter of the card name). When determining bonus, use only the number in the card’s icon. In the case of same-name cards with no bonuses, lowest card number goes first.

Champion powers (and attached cards) activate fully when moved into combat. This includes all cards that adjust the level of the attacking or defending champion (such as the Triumvirate realms or magical items like the Banner of the One-Eyed God (103/3rd)). Cards whose special powers actually bring another card to the battle (like Gib Aklem (23/NS Chase), who can use another champion as an ally), can only activate those powers when it is legal for the player to play a card into the battle.
Some cards allow other cards to be played immediately outside of the realm of the Order of Activation.  These card supercede this rule.

Ending the Battle
The battle ends if the defender’s realm is razed or discarded, or if one of the attacker’s champion is defeated or discarded. However, there are some special circumstances. All possible results for a round of combat are listed below (see also Wall Spells).
• If the defender defeats an attacking champion during a round of combat, the battle is over. The attacker may not put forward another champion to continue the attack. The defender earns spoils of victory if the attacking champion was discarded (not sent back to his pool).
• If the attacker wins a round by defeating the defending champion, he can continue the attack. The victorious champion returns to the attacker’s pool and the player can bring forth a different champion that has not already been used in this battle and start another round of combat against the same realm.
• If the defender ever declines to defend the realm, the realm is razed and the battle is over. The attacker earns spoils of victory.
• If the attacker ever declines to put forward a champion, the battle is over. Neither side has won, and neither player gets spoils of victory. The attacker is never required to continue an attack.
• If cardplay causes the attacked realm to be razed or discarded (such as by a Cataclysm! event) during combat, the battle is over. The attacking player gets spoils of victory and both attacker and defender return to their respective pools. Both champions must be selected (and their special powers must have activated) before combat is considered to have started.
• If cardplay causes both champions to be discarded (both champions being monsters and treasure being played).  The battle ends without a winner or loser.
• 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 monster champion.
Note that some cards actually cause an opponent to be discarded after combat and have no effect on altering a successful attack or defense. Examples include Iuz the Evil (167/1st) and the Aurak Draconians (50/DL). Some cards even discard a successful attacking champion, but these effects occur outside of the battle and don't alter spoils of victory or the ability of the attacker to attack again with a new champion.

Most cards have some sort of special ability that is bestowed upon them by their particular icon. Wizards, for instance, gain the ability to cast wizard spells, psionicists gain the ability to use psionic power cards, regents can use blood abilities, and so on. Any card that removes a champion’s special power does not negate the champion’s icon ability.  Any card that changes the champion type of the champion, actually changes the icon ability of the champion, and they lose the power of their former class.

Casting Spells
All spells are either offensive (meaning that they directly affect the opposing card) or defensive (only affect the casting champion or other friendly cards). While some champions are immune to offensive spells, very few are immune to defensive spells.
Spells can be cast only in the phases listed on the card during your turn, unless otherwise specified on the card. In addition, all spells must have a target. For example, you can’t have your champion cast Dispel Magic if there is no spell or effect he is negating by casting it.

Wall Spells

If cardplay prevents an attacking champion from continuing to fight, that champion is defeated but returns to its pool and the battle is over. Since the champion was not discarded, the defender does not get spoils of victory. Examples include the Wall of Fire, Wall of Iron, Wall of Stone, Wall of Force, and Wall of Thorns spells.
It’s worth noting that a flying or earthwalking champion can be defeated by using any of the above spells, since he’s essentially trapped behind the wall where his nonflying allies can’t reach him. An attacking champion always has the opportunity to play a single card that will enable him to continue the battle (regardless of current combat totals), such as the Fly spell.
If cardplay prevents a defending champion from continuing to fight, that round of combat is over. The defending champion returns to the player’s pool. The attacking player may select a different champion that has not already been used in this battle and start another round of combat against the same realm.

Dispel Magic, Spell Turning, and Reflection
These spells can be cast at any time in response to the casting of another spell. Spell Turning and Reflection work only on offensive spells; Dispel Magic is effective against offensive or defensive spells. The special power of Reflection, where it continues to reflect all spells back at the caster, works only if it is cast in phase 4 (otherwise it works exactly like a Spell Turning).

Wish Spell
The Wish spell is the most powerful spell in the game. It ignores all cards that state they are immune or otherwise unaffected by spells unless they state an immunity to the Wish spell. Regardless of a champion’s immunities or special powers, Wish can discard them.
Once cast, the spellcaster is incapable of being used in any way, including the casting of further spells and use of any attachments (unless they are continuous effect items like ones that provide immunity). Thus, if the Wish spell is turned back on its caster, another champion capable of casting spells needs to cast another Spell Turning or Dispel Magic to save the original caster.

Certain cards in the SPELLFIRE game instantly defeat other cards of a specific type. Examples include the Lovely Colleen’s ability to kill monsters, the Living Scroll’s ability to defeat heroes and clerics automatically, and others.
Any time an instant-win due to champion powers is indicated during combat (phase 4), the player about to suffer the defeat gains the opportunity to play a single card in an effort to avoid defeat. It makes no difference who is winning or losing. Cards like the Chest of Many Things (which allows the player to change his champion into a different champion type) can thus turn the tide of battle.
The card played must change the condition of defeat (such as changing a champion from a monster to a hero). Cards can’t be played to go after the cause of the defeat (like playing the Heartwood Spear to destroy the Living Scroll).
The special powers of allies, artifacts, and magical items don’t count for the instant-defeat rule. Thus, a level 8 champion who is facing an attacker with the Wand of Orcus is defeated, a champion of base level 5 or less is always discarded by an Intellect Devourer, and the Loup-Garou always defeats a champion who can’t play a magical item. Only events that remove the source of the instant defeat can help in situations like these (such as Airship for ally-related powers, Fast Talking to remove magical items and artifacts).

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 immunity is noted. For most cards, this is a simple matter of glancing at the card’s notation (Off/Def) and making the necessary adjustment to the battle.
Artifacts (and some magical items and other cards) complicate matters by granting their attached champion an immunity or special movement power in addition to the card’s other special powers. In these instances, any level bonus gained from the item is lost, but the special movement power and immunity remains. In short, if the power or ability only affects the attached champion, it is not negated by an opposing champion’s immunity.
A champion’s immunities are always active, regardless of the order in which cards activate (detailed above). This applies to all cards that are in play, but not to cards that are in Limbo, the Abyss, or the hand. A champion immune to offensive magical items is always immune to such items, regardless of whether attacking, defending, or sitting in his pool.

Some champions (as well as other cards) have the special power to borrow cards from other players. Borrowed cards are always returned to the original source at the end of the round of combat that they are borrowed. The only exceptions to this are if the card specifically states what happens to the borrowed card, or if the borrowed card is discarded during the combat.

When copying the special power of another card, the exact text on the card is copied. The special power of any card marked as an Avatar cannot be copied. If the blueline rules are in effect, blueline powers are gained as well, as are any racial characteristics.  The ability to copy happens immediately after the card is played.
Whenever a card states that it can copy another card's special power, the owner chooses a new card to copy each turn during phase 3, unless otherwise stated on the card. The copied card lasts for the stated duration of the card, or until phase 3 of the owning player's next turn, whichever is shorter.

Some champions and allies grant the ability to use cards of a particular type. The ability to use a particular card type permits the champion to use all types of cards, even those that have additional restrictions (such as "only usable by heroes"). For instance, a hero who has the ability to "cast any spell" can cast the Dragon's Calm spell, which normally can be cast only by dragons.

In intense games, it can sometimes feel like it's a race to play cards down first before someone else can play a card to stop you. Whenever you put a card into play, all players have a chance to respond to your action. This doesn't necessitate a "play-pause" but it does mean that playing cards quickly isn't the solution.
If you've just put a card into play, all players get a chance to respond. After that, you can continue. For example, if you play Gib Kcir (16/RR Chase) into your pool, you must give other players a chance to respond. If no one does, then you can activate her power and send another card to the Abyss.
A player who is activating a card already in play on his turn gets priority over other players. The card has been in play, so its activation should come as a surprise to no one. If there's any question as to who played a card first, then the acting player gets to resolve his card before other players.

When a player's draw pile is depleted, the discard pile is reshuffled to form a new draw pile at the end of the current turn. Cards which are supposed to be drawn during a time when the player doesn't have any cards are lost.


If the realm being attacked is razed or discarded during combat, the attacker gets to draw one card from his draw pile. This is true even if cardplay other than combat causes the realm to be razed or discarded. This card can then be played immediately, held in the hand, or returned to the top of the draw pile. The ability to play a spoils allows the player to play a card that normally can't be played (such as casting a Disintegrate spell as spoils, placing a champion into the pool, or playing a realm, for example). The only restriction with playing a spoils of victory applies to playing avatar into the pool. While the avatar can be played as spoils, the cost associated with bringing the card into play must be met.
If the attacker is defeated and discarded during combat, the defender gets to draw one card from his draw pile. Once again, this is true even if the defense itself did not cause the champion to be discarded, but some other cardplay.
In the event that rule cards, champion powers, or events allow more than one card to be drawn as a spoils of victory, only the first card drawn can be immediately put into play. The remaining cards must either be held in the hand or left on top of the draw pile.
A spoils of victory card can be played, kept in the hand, or returned to the top of the draw pile as chosen by the player.

A player may only bring an Avatar into play during phase 3 of his own turn.  As of this writing, only two exceptions to this exist because the cards indicate such: Great Mother (479/4th) and Gib Drawesmaj (22/NS Chase).  Furthermore, all conditions that are required to bring out an avatar (as written on each individual card) must be followed each and every time the avatar is brought into play.  The only exceptions to this are the event Titans Walk the Earth (158/4th), the rule card Avatar's Edict (20/PO Chase), and the cleric Nenioc (284/4th).

A flying champion can attack any realm, regardless of its position. If it attacks a protected realm (such as a realm in position B when the realm in position A is still unrazed), all allies of that champion must be flyers, swimmers, or earthwalkers in order to reach it. A champion’s ability to fly, swim, or earthwalk is automatically conferred to its allies.
A swimming champion is able to attack any realm that shows a coastline, even if it is protected. Realms that do not show coastlines can only be attacked by swimmers if they are exposed (such as in the A position or behind razed realms). Rivers and ponds don’t count for coastline; a complete list of realms with coastlines are in the SPELLFIRE Reference Guides.
An earthwalking champion can move underground to reach realms that are otherwise protected. Earthwalking is a special power that allows that champion to attack any realm that doesn’t have special movement requirements or is limited by champion type (such as a power that “only clerics can attack” or “only swimmers/flyers/monsters can attack”).
A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. If a realm cannot be attacked by a flyer, a champion designated as a flyer cannot attack it, even if the realm is exposed and he need not fly to get to it. The same is true for swimmers, earthwalkers, or any other champion of this type. Any type of champion and ally can defend against flyers, swimmers, and earthwalkers.

Most event cards can be played at any time, even during another player’s turn. Those that cannot state specifically when they can be played. In general, events take effect in the order they are played. If another player is drawing a card from his hand to play, it is considered rude to quickly whip out an event before he can finish playing his 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 Dragon’s Calm, or by discarding Helm from his pool. A Wish can only negate an event that has a duration stated on the card (such as cards that state “Until the end of this player’s next turn”).
Helpful events only affect the player who played them and can only be negated by other players through use of Limited Wish, Intercession, or by discarding Helm from the pool. While allowing another player to have an extra turn through use of the Caravan event might be undesirable, it’s not considered harmful.
Event cards are placed in the Removed from Game area after being played; they can never be returned to a player’s hand. Events that are discarded from the hand before having a chance to be played (such as from a Transformation event) are sent to the Abyss, where cards like Karlott the Shaman have a chance to recover them. Some cards, such as Myrmidons, allow a player to reshuffle his discard pile into his draw pile. Since event cards are in the Abyss or the Removed from Game area, the Myrmidons have no effect on them.
No player can play the Caravan event or activate the special power of the realm Ancient Kalidnay, until the end of the first “turn cycle”. Once this has happened, the Caravan event can be played normally and Ancient Kalidnay can be razed to gain an extra turn.

The “Event Pause”
The moment an event is played, the event-player gives other players a chance to do one of the following actions:


*The decision to Calm or negate an event begins clockwise from the event-player. Once the player has been passed, he can’t choose later to Calm or negate an event.
**An event that has been negated cannot be duplicated by use of Onad the Weasel, the Bell of Might, or similar cards.

Once an event has been played, the first action a player does must apply to the event or the event occurs normally. For example, a player with the Bell of Might in his pool is the subject of a Cataclysm! event. The player can either choose to Calm or negate the event, thereby nullifying it, or choose to duplicate the event against someone else. He can’t do both; he’s only entitled to a single action.
A player who attempts to negate an event can still choose to Calm the event if his method for negation fails. Likewise, a player who has both a Limited Wish and an Intercession in his hand can make two attempts to negate the event (since if another player dispels his Limited Wish, he still hasn’t performed his action against the event; his spell never occurred). Even if all methods for negation fail, the player is still allowed to Calm or duplicate an event (actions performed by a player to stop an event that are themselves stopped don’t count as an action against events).

Events and Calm
An event that is Calmed still exists for other players. For example, if player A Calms the Bronze Dragons event, then the Bronze Dragons have no effect on him. The Bronze Dragons still prevent other players from attacking, though.

The Wish Spell
The Wish spell is not a counter-effect spell like Limited Wish; it can’t be used to negate most events. It can only be used to negate an event with a stated duration (like events that last “until the player’s next turn”). It can’t be used to stop events like Caravan or Cataclysm! since those cards’ effects are instantaneous.

Many realms, champions, and allies have special combat powers. These take effect only when that card is involved in a round of battle, unless the card states otherwise. Realm and holding powers take effect when that realm is the target of attack.
Occasionally there is a direct conflict of powers, where one ability completely contradicts the other. In most cases, careful thought by the players can figure out what the results should be. If no solution presents itself, the first card played gets to use the power first. In the case of champions in combat, the attacker gets first use, since he is pushed forward into combat first. The same is true of the attached magical items and artifacts that are brought into combat from the player’s pool.
For example, a player attacks a realm with the Lovely Colleen. The defender puts forward the Living Scroll. Colleen’s power immediately destroys any monster champion. The Living Scroll’s power immediately defeats any hero. However, since Colleen was put into play first, the attacking player gets first use of his power. In this case, Colleen would defeat the Living Scroll and return to her pool victorious. For more information, refer to the Order of Activation section.
Some cards have special powers that work only if a certain condition is fulfilled.  For example, the Raze spell (BR/59) requires the caster to be discarded for the spell to work, and The Blamblower (DL/56) requires that it be discarded if its power is used.  In all cases these conditions must be followed, otherwise the power will not work.  For example, Falx the Silver Dragon (31/RR) has a power such that magical items attached to him can not be removed by any means.  However, If Falx wants an attached Blamblower to function, the Blamblower must be discarded.  In this case the magic item can be used properly.
Any champion, magical item, or artifact that is voluntarily taken out of play, then brought back into play during the same turn, loses its "voluntary" special power until the end of the current turn. Immunities, race classifications, and other special abilities remain in effect.

The standard rule for the SPELLFIRE game is that the effects of cards played take place in the order they are played. In other words, when a card is played, all of its powers and effects are dealt with before the next card can be played.
There is one notable exception to this rule. Some cards, such as Calm, are specifically designed to be counter-effect cards. When a counter-effect card is played, it negates the effects of a card that was played before it. In all cases, it must be the next card played by the affected player. For example, if a player lays down a Cataclysm! event, the realm he chooses is discarded. However, the Calm event negates the Cataclysm! If the player plays any other card before he reacts with a Calm or similar card, the Cataclysm! is not negated.

Certain cards have abilities that can be used “once per turn.” In most cases, this means that a player can use that particular power once during phase 3 of his turn. He can then use the power again during phase 3 of his next turn.
Some cards have to wait for another action before their powers can activate. For example, the Bell of Might can be used “once per turn” to duplicate the effects of an event. In instances like these, the item can be used once between phase 3 of your turn and phase 3 of your next turn. Remember that turns gained from playing the Caravan event or by razing Ancient Kalidnay don’t count.
Items that duplicate the powers or abilities of another champion or card must be selected during phase 3 of the current turn or immediately when played (such as during phase 4 of a battle when the item is played from the hand). A player can’t wait for a battle to begin, push a champion forward, and then decide on whose power/ability to use.

Spells and events that are duplicates of just-played cards are treated like normal spells and events and carry the full  benefits and drawbacks of the original spell or event. They can be dispelled, spell-turned, Calmed, and negated as usual. Treat each effect as a separate card for the purposes of counter-effect cards.
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