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 SPELLFIRE® Tournament Rules Version 2.0 2/2

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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  2/2 Empty
MessageSujet: SPELLFIRE® Tournament Rules Version 2.0 2/2   SPELLFIRE® Tournament Rules Version 2.0  2/2 EmptyLun 5 Mai - 21:06

A few cards and rulings have caused some confusion in determining how they work. While the 4th Edition decks don’t include these cards, long-time players may still be using them in their decks. These rulings supersede the text written on the card.

Cards No Longer “In Play”
Cards that have been taken out of the “in play” area, no longer have any effect (long or short term) on the game.

Alarm (85/NS)
This spell is now castable at any time to negate a just-played thief skill (Defensive). It can be cast in phase 4 on an opposing champion to prevent that champion from playing any more thief skills during this round of combat

Ancient Kalidnay (92/Artifacts)
This card allows a player to take another turn by razing this realm during phase 5 of his turn. When first played, Ancient Kalidnay is placed vertically in the formation. Once its special power to grant an extra turn has been activated, it is placed horizontally in the formation, just like other razed realms. If rebuilt, it is played horizontally and retains only its special power of being considered a RAVENLOFT realm. Ancient Kalidnay can provide only one additional turn per player per game.

Avanil (5/BR)
When Avanil is discarded to get five extra cards, it is sent to the Abyss instead of the discard pile. This special rule applies only to tournaments.

Control Wind (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, while the player of the Control Wind power has nothing to fear from a harmful event, he is likewise prevented from playing such helpful events as Good Fortune and Caravan for the duration of the power. A Wish spell can go through the protection of Control Wind, however.

Poor Oriental Lord (20/DU Chase)
The Poor Oriental Lord’s power applies to cards labeled “First Edition” on the back of the card. Cards without an edition label are not affected by the Poor Oriental Lord's power.

It can sometimes be a bit confusing when you try and determine what a particular phrase really means. The following glossary of terms is designed to help eliminate the confusion. Bold-faced entries indicate that the term used is defined elsewhere in the glossary.

Abyss: This is a place where cards are sent when they are struck by spells such as Estate Transference (437/3rd), Takhisis’ Abyssal Gateway (13/DL Chase), or Mindkiller (56/UD). Events that were discarded but never used are sent to the Abyss as well. Cards can be recovered from the Abyss through cards like the Gatekeeper (422/3rd) or Karlott the Shaman (63/3rd). A champion with a once-per-turn power recovered from the Abyss still must wait a full turn before using his power (unless he's already been out of play for more than a full turn since he was sent to the Abyss).

Adjusted Level: This is the current level of a champion (his or her base (printed) level plus bonuses for attached cards). If a card does not specify a card's base or adjusted level, it is considered to be referring to adjusted level.

Adventurers: This is a card type that gains powers based on other adventurers being in the pool. An adventurer who enters combat retains powers as if he was in the pool.

Allies: These cards are added to a champion (normally during phase 4; combat) to increase its adjusted level. They are not considered to be a specific type of champion (hero, wizard, monster, etc.) even if the picture looks like they should be. Some allies are considered to be undead, dragons, flyers, earthwalkers, or to possess some other classification related to movement or race.

Artifacts: These powerful items can be attached only to a champion from the same world as the artifact. Each champion can have only one artifact attached to him at a time, though the Ego Coin (419/2nd) can allow a single champion to own artifacts from any world. A few artifacts can also be attached to realms of the same world (during phase 3; or during phase 4 if the realm is defending itself). Artifacts are not considered to be magical items.

Attached Cards: Magical items and artifacts are typically attached to champions (and rarely realms) during phase 3 or 4 of a player's turn. Other cards (such as spells, blood abilities, thief abilities, unarmed combat cards, and others) 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 round of battle.  During combat, an attached card is one that normally stays in the combat until the end.  It does not  include cards that just “happen” and go away.

Attachments: Sometimes, a card's power will refer to an opposing card's "attachments." Most of the time, this means all of the cards currently attached to the opposing champion. It can sometimes mean only magical items and 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) can be sacrificed to bring any avatar into play.

Base Level: This is the level printed on the card. In some cases, a card's base level can change due to time of day or other circumstances. Raistlin Majere (31/DL) is one example of a card whose base level can change.
It's also possible that another card can affect a champion's base level, such as Orcus (44/NS). Such adjustments are always applied to a champion's base level on a permanent basis (outside of Order of Activation). In other words, the champion's adjusted base level becomes his new permanent base level as long as the cards granting the adjustment remain in play.

Battle: This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm, when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is 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 like spells.

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 legal in tournament play, and are used by most playing groups.

Calm: This term refers to ignoring the effects of a harmful event for a particular player. The event still effects other players in the game, but the player who Calms the event continues to play as if the event wasn't there.

Cancel: This term refers to a method for removing a particular type of card from play or canceling its special power. For example, Limited Wish cancels an event card, removing it from play and sending it to the Void before its effects occur. Some cards are immune to cancellation, such as the Genie Bottle.

Caster: The champion responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster.

Champion: A card with a wizard, hero, cleric, psionicist, regent, thief, or monster icon in the upper left-hand corner of the card.

Clerics: These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule.

Coast: This is a designation for realms that have an ocean or sea somewhere in the illustration. Coastal realms can be attacked by swimming champions and allies, regardless of the realm's position in the formation. Some realms (like Doc's Island (5/RR)) have pictures that depict water, but are still considered to be coastal realms.

Combat: See Battle.

Combat Round: This is one round of a battle, the time at which an attacker faces a defender.

Defeated: A champion is considered to be defeated if he is forced to be discarded from battle through cardplay, or his adjusted level is lower than his opponent's and the owner either cannot or will not play cards to increase his level. Unless a champion's power states otherwise, defeated champions are normally sent to the discard pile. If a card states that the defeated champion is discarded, then the champion goes to the discard pile regardless of special powers.

Defensive: This designator means that the card has a power that effects only itself (not an opposing champion). For example, the Mirror Image spell (386/4th) doubles the casting champion's level. Unless specifically noted, a champion is never immune to defensive cards.

Discarded: Spellfire cards are discarded as a result of being defeated in battle, or by another card's special powers during other phases of the game, such as spells cast into an opponent's pool.  Unless otherwise stated, cards that are discarded go to a player's discard pile. Discarded cards are always sent to their owner's discard pile even if they were being used by another player via a card's special powers. Other phrases in the game that mean the same as discarded are killed, swallowed, devoured, or slain.  Remember that being discarded causes a defeat, but being defeated doesn’t always cause a discard.

Discard Pile: When a card is discarded as a result of combat or another card's special powers, it is placed in that player's discard pile. Several cards in the game can cause a discard pile to be reshuffled into a player's draw pile, or allow a card to be drawn from here during the course of the game. Discard piles are always kept separated from other areas (the Abyss, Limbo, the Void, and the draw pile).

Dispel: This normally means casting Dispel Magic or Dispel on a spell card. Champions whose spells cannot be affected by the Dispel Magic spell can't have their spells dispelled in this manner.

Dragons: Champions and allies designated as dragons gain bonuses or penalties based on other card's special powers. Many dragons are monster champions, though they can be of any type.

Draw Pile: This is the stack of cards from which a player draws his three cards at the beginning of his turn. When a player picks the last card from his draw deck, he is not entitled to any more cards until he creates a new draw pile. At the end of the turn in which he runs out of cards, he reshuffles his discard pile and that becomes his new draw pile.

Dungeon Cards: 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. Dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection.

Dwarf: Champions and allies designated as dwarves gain bonuses or penalties based on other card's special powers. Cards designated as being duergar are also dwarves.

Earthwalking: A champion with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to earthwalkers, or that earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to earthwalk is granted to allies unless it specifically states so in the earthwalker's card.

Elf : Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. Any cards designated as half-elves are considered to be elves.

Elf (Drow): Elf (Drow) champions and allies are considered to be both elf and elf (drow) for the purposes of cardplay. Champions and allies designated as elf (drow) gain bonuses or penalties on other card's special powers.

Events: These cards can be played at any time, unless a specific time to play is stated on the card. Each has a special power that takes effect immediately. Once played, an event is placed in the Void and cannot be played again. If it is somehow discarded and not used, it is placed in the Abyss.

Exposed Realm: The foremost realm is the only one a champion can attack if he's not a flyer, swimmer, or earthwalker, or possesses some other special power. As a player's realms get razed and flipped over, the ones behind them become exposed and can be attacked. In the pyramid shape of the formation, each realm in the middle row protects two realms in the last row. The center realm in the last row is protected by both realms in the middle row.

Flyers: Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is automatically granted to allies unless it specifically states so on the flyer's card.

Formation: The pattern of realm cards on the table is called the formation. The standard formation is a six-card pyramid with the base facing the owner.

Gnome: Champions and allies designated as gnomes gain bonuses or penalties based on other cards' special powers.

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: This refers to the cards held (but not yet in play) by the player.

Harmful: Harmful is a designation for event cards that have detrimental effects to one or more players in the game. These types of events can be negated through the use of Calm (400/3rd), or any other card whose special power negates harmful events.

Helpful: Helpful is a designation for event cards that have beneficial effects for one or more players in the game.  These types of events cannot be negated through the use of Calm, though they can be negated by other cards whose special powers negate helpful events. Helm (255/4th), Intercession (48/RR), and Limited Wish (382/4th) can all stop helpful events.

Heroes: This is a type of champion whose icon gives them the ability to use unarmed combat cards.

Holdings: A holding is attached to a realm during phase 2 of a player's turn. A holding must be from the same world as the realm, unless otherwise stated by a special power. For example, a DARK SUN holding can only be placed on a DARK SUN realm. It could not be placed on a realm with any other world logo. In most cases, the power of the holding can only by used when the realm it's attached to is being attacked.

Icon: The icon is the symbol in the upper left-hand corner of a card, designating the type of card. Within the icon is the level or level bonus the card possesses, if any.

Ignore: See immune.

Immunity: Spellfire cards with an immunity cannot be affected by a specific type of card or card effect.  This includes levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards.

In Play: This term refers to cards that are on the table, but not those in the players hand, discard pile, limbo, or the Abyss. Cards in the pool, realms, and holdings in formation, and any card being used in a battle is considered in play.  Even razed realms are considered in play.  Cards with a stated duration of effect are placed on the table and are considered in play.

Kender: See halfling.

Limbo: Cards temporarily removed from play by another card's special powers, but not discarded or sent to the Abyss or Void, are instead sent to Limbo. Cards in Limbo return to play at the end of their player's next turn. If an opponent puts a realm or champion into play that is currently in Limbo, the Rule of the Cosmos discards the card in Limbo when it returns to play. A champion sent to 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 powers and are attached to a champion during phase 3 or phase 4 (combat). A champion can carry any number of magical items. Each magical item lists whether it is defensive (only affects the wielder's side) or offensive (affects opposing side). All of a champion's magical items can be used when attacking or defending a realm (unless otherwise indicated).

Monsters: Monsters can use magical items and artifacts normally, in addition to whatever other special powers they posses. The red monster icon does not possess an icon power.

Negate: This term refers to a method for removing a particular type of card from play or stripping a card of its special power. Some cards might be immune to negation-related powers. For example, "negating a just-cast spell" would refer to dispelling a spell. Thus, a champion who can't have his spell dispelled would be immune to the power.

Offensive: This designator means that the card has a power that directly effects another card. For example, the Vorpal Blade (56/FR) instantly defeats an opposing champion if the player draws a "3" or less, making that an offensive item.

This normally means the player or champion you are facing in battle. Some special powers can be used against any opponent, while some can be used against only the opposing player or champion.

Phase: The Spellfire game is divided up into phases that divide out the order of play. Phase 1 is when you draw cards, phase 2 is when you play realms, etc. Refer to the Game Play section of the rules for a complete listing.

Player: This refers to the person playing the game; the one who controls the actions for a particular group of champions and other cards. When a card states that it targets the player, it normally refers to his hand of cards.

Played against in combat: This refers to cards played into a combat; cards currently attached don't count toward activating a special power with this stipulation. For example, the Rod of 7 Parts, Part 7 (27/AR) allows the wielder to ignore one card played against him in combat. Any card entering the combat after the special powers of attacker and defender (and their attached items) have activated can thus be ignored.

Pool: Champions, magical items, and artifacts that have been put in play are kept in the pool. When a champion attacks or defends, it is not considered to be in the pool. Cards in the pool cannot be returned to the player's hand, except as a result of a cards special power. The cards in the pool do not count against the players hand size limit. A player can place any number of champions in his pool.  A player with no realms (including razed ones) must discard his entire pool at the end of the current player's turn. Cards are typically played into a players pool during phase 3 of their turn or as a result of spoils of victory.

Psionic Attack: This refers to any offensive psionic power or ability. For example, Agis (261/1st) can psionically destroy an opposing monster. Cards with an immunity to offensive psionics (or psionic attack) would be immune to his power.

Psionic Power Cards: These cards are usable by psionicist champions as part of their icon ability (the same way a wizard is able to use wizard spells). Like spells, psionic power cards are either offensive or defensive and can be canceled by other cards' special powers.

Psionicist: This champion type is able to use psionic power cards as part of their icon ability. Psionicists may also have a special power that is either offensive or defensive (see individual card entries) that can be negated by the special powers of other cards. Psionicists can also use allies, magical items, artifacts of the same world, and other cards (such as spells) depending on their special powers.

Rarity: This is the frequency of the cards in distribution. The four types of rarity are Common, Uncommon, Rare, and Chase. Chase cards are the rarest of all Spellfire cards.  If a card's rarity is referred to as Realm, this indicates that it's a common card.

Razed Realm: When a champion attacks a realm and the 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). The powers of the realm no longer function. Any holdings attached to the realm are discarded. Razed realms are discarded when a new realm is played in that portion of the formation. During phase 2 of a player's turn he can discard 3 cards from his hand to rebuild a razed realm instead of playing one from his hand.

Realms Typically a kingdom, nation, or empire, realms are placed in the player's formation. Unless otherwise stated in the card's special powers, the powers of a realm can only be used when the realm is being attacked. Realms are placed into the formation facing the opponent so he can read the realm's special powers.

Regents: This type of champion is able to use blood ability cards as part of the champions icon ability (the same way that a cleric is able to cast cleric spells). Regents can also use magical items, artifacts of the same world, and any other cards allowable by their special powers.

Removed from Game: See Void.

Round: A round is a single combat of champion vs. champion, one the attacker, and one the defender. It may include any number of spells, allies, and magical items. A battle frequently lasts multiple rounds.

Rule Cards: Rule cards are played at the beginning of a player's turn (phase 0), before he draws his three cards. These cards change the rules of the game in a very specific manner. This change affects all players for as long as the rule card is in play. If another player puts a rule card into play, the previous one is discarded and the power no longer has any effect on play.

Special Powers: Most cards in the Spellfire game have special powers, which can be found in the card's text box. ' Special powers take effect whenever a card is used during the game or is the target of another card's special powers.  When a card's special powers take effect is based on the cards type (see Order of Activation). Another term for special powers is special abilities.

Spells: Wizards and clerics can cast spells as part of their champion's icon ability. Wizards cast only wizard spells and clerics cast only cleric spells. Each spell lists whether it is defensive or offensive. It has nothing to do with who is attacking or defending. Offensive spells can be used when attacking or defending a realm, as can defensive spells. Each spell also lists what phase of a player's turn it can be cast (for example, Off/4). Only the current player can cast spells in phase 3 or 5. The attacker and defender can both cast spells in step 4. There are also spells that can be cast at any time as long as there is a champion in the pool able to cast the spell. Some spells can be cast at any time to counter another spell or event (like Dispel Magic or Limited Wish).

Sword: Certain magical items are designated as being a sword in the cards special power box.  Such magical items gain bonuses based on other cards special powers, such as a champion who gets additional levels when using a sword. Magical items that are swords are also weapons.

Swimmers: A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. For example, Raven's Bluff (11/3rd) shows a coastline in the picture, and thus is vulnerable to swimmers.  This also includes realms with pictures instead of maps that depict coasts, such as Doc's Island (5/RR). The ability to swim is automatically conferred to other cards, so a champion attacking a protected coastal realm must have a means to get his allies there if he intends to use allies in the round of battle.

Thieves: This type of champion can use thief skills as part of the champion's icon ability (the same way a cleric can cast cleric spells). Thieves can also use allies, magical items, artifacts of the same world, and any other cards allowable by their special powers.

Thief Skills: These cards can be used by thief champions as part of the champion's icon ability. Thief skills are either offensive or defensive and are usable only during a certain phase of a player's turn (for example Def/4). These cards can also be used by other champions whose special powers designate they can use thief skills.

Trademark: See World.

Unarmed Combat Cards: The champion type that can use 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 generally used during phase 4.

Undead: Undead are a special kind of champion or ally, designated in a card's text box. Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise.

User: This is the champion (not the player) who uses a psionic power, unarmed combat, thief skill, or blood ability card.  Unless otherwise specified, such cards that are turned are sent back to the using champion.

Void: The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards are never able to be retrieved from the Void by another card.

Weapon: Certain magical items are designated as being a weapon in either the card's special powers or in the blueline corrections. Such magical items gain additional bonuses based on other cards' special powers, such as a champion who gains additional levels when using a weapon.

When Attacking: This activates as soon as the attacker pushed forward to attack.  No defender is needed for this to activate.  It takes place before the Order of Activation begins.

When Defending: This activates as soon as the defender is pushed forward to defend a realm.  It takes place before the Order of Activation begins.

Wizards: These champions can cast wizard spells as part of their icon abilities.

World: This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no affect on determining which cards can be attached. The AD&D logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions.

To run a SPELLFIRE tournament, all you need are:

• At least 9 players (for a scored tournament)
• A copy of both SPELLFIRE Reference Guides
• A coordinator, who is in charge of interpreting rules during the tournament. Large tournaments might require more than one judge.

There are a variety of different tournaments to choose from that are considered standard. Standard tournaments are detailed below. Most of the tournaments are intermediate-level events, though there are a few advanced tournaments to challenge experienced players.
Additional tournament types are legal as long as the rules for the tournament are clear. If you create a new tournament, please send us your rules and we’ll consider making it a standard tournament. Ways to contact the Design Team are at the end of this document.
Most of these tournaments work well at any deck size, though the Shattered Land tournament takes a lot longer with larger deck sizes. Every tournament is comprised of three players. The first player to win two games advances.

Championship (Intermediate)
This is the standard SPELLFIRE tournament game. Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cards are not considered part of these deck totals.

Conqueror’s Game (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 realms he has razed.
Realms razed outside of combat (through “vengeful” ally or champion powers or through events) don’t count. A realm is only considered razed if the attacking player’s champion wins the round of combat and causes the realm to be razed.
Each time a realm is razed, the victorious player pushes one of his markers forward. Once a realm is razed, it makes no difference whether the realm is rebuilt or discarded (the player always keeps his marker). Likewise, multiple players can get a marker by razing the same realm (through rebuilding by the owning player), and a player can get an additional marker by razing the same realm in combat at a later time. Any realm that is discarded as a result of combat does not earn a marker, however.

King’s Decree (Intermediate)
All champions get to attack any realm of an opponent, regardless of its position or special powers. Each time a realm is razed in combat, the victorious player gets to draw one card at random from each of his opponents and discard it.

Sealed Deck (Beginner)
This is the best type of tournament to introduce new players to SPELLFIRE. Each player gets one sealed deck of 4th Edition cards to use. Each sealed deck is considered to be tournament legal, allowing the player to use any card in the deck.

Master’s Strategy (Intermediate)
This is a typical sealed deck tournament with a twist. After the first game, players get to take the DRACONOMICON booster from the other side of their sealed deck and fine-tune their decks by removing up to 12 cards and replacing them from those in the booster.

No-Xs (Intermediate)
Under this variant, legal decks can't have cards that have the number X in them (0-9). For example, a No-9s tournament would prevent decks from using cards that have the number 9 anywhere in the card number (cards #9, 39, 192, 95, etc.).

The Grind (Intermediate)
Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cards are not considered part of these deck totals.
However, realms, except those playable at any time (like Menzoberranzan), may not be played during phase 2 of turns granted by cards such as Caravan and Ancient Kalidnay. Realms may be unrazed normally, by discarding three cards during phase 2 or through the powers of another card, on all turns.

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

Shattered Land (Advanced)
All players create decks that use realms, holdings, artifacts, and champions from the DARK SUNÆ world. The Rule of the Cosmos is doubled, allowing two of any card to be in play at the same time (though decks still must be constructed with one of any card). A player who brings a third realm, holding, artifact, or champion into the game gets to choose which existing card is discarded. That player then gets to play his card normally.

Team Spirit (Intermediate)
This tournament requires three teams of two players each to compete against one another. The first team to have 10 unrazed realms at the start of one of the team member’s turns wins. Normal deck construction rules apply.
Teams are not allowed to sit side-by-side. Seating starts with whoever wins the draw to see who goes first followed by opposing team members. Players always sit: A1, B1, C1, A2, B2, C2. Thus, the second member of the team always goes fourth in turn rotation.
Rule cards, events, and other cards that affect an “opponent” have no effect on a player on the same team. Opponents who play cards that affect a single opponent still affect only a single opponent, not the entire team.

Warrior's Rule (Intermediate)
A champion victorious in a round of battle against a realm automatically razes that realm, regardless of its special powers or those of the defending champion (if any). Attacking champions who lose a round of combat are sent to the discard pile, regardless of special powers. Defending champions who lose a round of combat are sent to the discard pile, regardless of special powers.

Wizard’s Challenge (Advanced)
All players create decks composed of champions of any world and spells that can be cast in phase 4. Spells that can be cast only in phase 3 are not allowed, though spells able to be cast at any time are legal. Allies, unarmed combat cards, blood abilities, thief skills, and psionic power cards cannot be used.

World War! (Intermediate)
This tournament forces all decks to be constructed using realms, holdings, artifacts, and champions from one specific world (player’s choice). Items that are “generic,” such as an artifact that’s usable by any champion, are not permitted. The world logos must be the same.

These rules add a different twist to the tournament. Make sure that any tournament that is using these optional variants is clearly marked as such.

This variant allows other players to add cards into battles they’re not involved in. Both the attacker and the defender can request aid from other players, but players outside the battle can never force their aid on an unwilling attacker or defender. In addition, a player can aid only one side or the other, never both.
Contributed allies and spells are discarded at the end of the combat; magical items and artifacts are discarded only if the champion they are attached to is defeated. If the allied champion is victorious, the contributed magical items and artifacts are returned to the original player’s hand. Magical items and artifacts can only appear in a single round of battle (they can’t be contributed in each round).
If the winner of the battle is entitled to a spoils of victory, the allies of that player are likewise entitled to a card. This card is not treated as a spoils of victory, however.

Destroyed Worlds
Any realms that are sent to the discard pile or the Abyss are instead permanently removed from the game; they can’t be brought back by any means. This only applies to realms that were in play; realms discarded from the hand or draw pile are placed in the discard pile.

Fear of Undead
Undead can be a powerful source of champions and allies in the SPELLFIRE game. Any undead champion or ally of base level 4 or higher automatically frightens away opposing allies of levels 1 or 2 (undead allies are immune to this effect). Clerics and their allies are immune to this effect, and some cards (such as the magical item Banner of the One-Eyed God) can increase the level bonus of allies to allow them to oppose undead champions.

The Dungeon Discard
This rule allows ones Dungeon card to do more than just sit on the table.  At any time during the players turn, the player can choose to remove their dungeon card from the game, causing any card of their choice in any players discard pile to the removed from the game also.  

Melon Rule
Any player who brings a ripe melon to the table causes all other players to draw one card less at the start of each turn. The Melon Rule is not cumulative; only one card can be lost each turn as the result of this rule. The person who brings the melon is not affected, but if two players bring melons, all players (including the two who brought the melons) draw one fewer cards each turn. A minimum of one card is drawn each turn, without exception.

During phase 2 of your turn, you may turn face down a champion in your pool. It must be a champion that is able to attack or defend on that turn, not one impaired by an event or spell. This champion has gone questing and cannot be used to attack or defend until your next turn. Remember that turns gained through Caravan or Ancient Kalidnay don’t count as a real turn.
During phase 2 of your next turn, discard the top card from an opponent’s draw deck. If the card is anything but a champion, the card is discarded and the questing champion returns to his pool. If the card is a champion, the questing champion must face it in one-on-one combat. Neither champion can have cards added to them—including events. Judge the victor strictly by the levels and powers of both cards. Consider the questing champion the attacker and the drawn card the defender (the defender automatically wins ties). The victor of the battle returns to his pool. Note that avatars can be brought into play like this without the required cards being discarded.
Each player can send only one champion questing on his turn, and questing can’t be performed through turns gained by Caravan or Ancient Kalidnay.

This variant grants players a limited pool of cards from which they can change their deck between games. Decks that do not contain 55 cards plus a dungeon card (optional), or sideboards that contain more or fewer than seven cards are not tournament legal. Use of illegal decks and/or sideboards can result in the player being ejected from the tournament. Players who opt not to have a sideboard must inform their opponents before a match begins.
The tournament organizer may require players to register their decks and sideboards upon arrival at a tournament. Registration records the original composition of each deck and sideboard. Once a player's deck list is received by a tournament official, it may only be altered at the judge's discretion. The deck and sideboard must each be returned to their original composition before the beginning of a new match. Thus, cards transferred from a player's deck to his or her sideboard, and vice versa, must be returned before the player begins a new match. Failure to properly register a deck and/or sideboard or return a deck and/or sideboard to its original composition can result in ejection from the tournament.

Sideboard Use
Before a the first game of the match begins, each player must allow his or her opponent(s) to count the number of cards in the sideboard (face down), if requested. Before the beginning of the second or third game in a match, players may change the composition of their decks by swapping cards from their decks with cards in their sideboards. Any card exchanges between decks and sideboards must be one-for-one to ensure that the sideboard remains at exactly seven cards at all times. There are no restrictions on the number of cards a player may exchange as long as one card from the deck is traded for one in the sideboard. Attempts to alter a deck other than through a legal sideboard exchange can result in the player being ejected from the tournament.

There are three different types of victory conditions for a tournament game. Unless otherwise specified, all tournaments are considered to use the Standard conditions.

Standard Conditions
The first player to have six unrazed realms wins.

Enhanced Conditions
The first player to have 10 unrazed realms wins.

Barbaric Conditions
A game ends only when a player has six unrazed realms in his formation at the beginning of his turn. Again, a turn gained through Caravan or Ancient Kalidnay doesn’t count; it has to be a “real” turn.

Since space in many convention booklets is rather limited, it’s a good idea to get into the habit of using shorthand forms to identify tournaments using optional rules. The shorthand form is always: SPELLFIREÆ: <Tournament Name> (Variants used in parentheses)—<Victory conditions> [deck size].

SPELLFIREÆ Regional Championship—Barbaric [55]
This indicates that the regional championship is a 55-card game using Barbaric victory conditions to determine the winner.

SPELLFIREÆ: King’s Decree (Questing)—Enhanced [75]
This indicates a 75-card King’s Decree tournament using the Questing variant and the enhanced victory condition to achieve victory.

If space is available, try to detail the specific tournament rules used and other relevant information. For example, a typical entry at the GEN CONÆ Game Fair might read:

SPELLFIREÆ World Championship—Standard [55]
Tournament rules are the Law of the Land! Join the battle to discover who is the best of the best. Tournament scoring system; double points.

There are two types of tournaments you can establish for a convention, scored and unscored. Unscored tournaments are normally small gatherings of players who get together for a day or two of challenging play. To run an unscored tournament, there’s nothing you need to do other than decide what kind of tournament you’re going to run (detailed above).
Scored tournaments are another matter entirely. To run a tournament whose points count toward international rankings, you must:

1.) Have at least 9 players.

2.) Advertise the tournament. A sign at your local SPELLFIRE supplier is sufficient for smaller tournaments, but a half-page ad (or more) should be set aside for advertising a tournament for conventions. If a tournament has a pre-registration book, make sure to include SPELLFIRE events in it.

3.) Run the tournament using the latest rules. This allows 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 participants are not eligible for scoring.

Don’t forget to include advertising as part of your overall plan to promote your tournament. It’s the little things—like making sure you’re involved in a convention early enough in the process so that SPELLFIRE events get included in the pre-registration booklet—that turn small gatherings of SPELLFIRE players into major tournaments. Major tournaments serve to promote the game and give participants more scoring potential.

Making It Official
Once the tournament has been completed, mail copies of the Tournament Scoring forms within 30 days. Make sure to keep a copy for your own records in case your originals are lost in the mail. Send everything to:

SPELLFIRE Tournament Program
ATTN: Greg Kilberger
3214 E Court St
Iowa City, IA  52245

If you prefer to e-mail the results to Greg, you can send them directly to:

We also encourage you to post your results on-line; in the Spellfire forum on the TSR Homepage; in the alt.cardgame.spellfire newsgroup; and on the SPELLFIRE Mailing List. Make sure to post the results at your local supplier of SPELLFIRE cards as well!

Note: Tournament scores not postmarked within 30 days are subject to disqualification. Please submit scoring information as soon as possible.

One of the hardest—and most important—aspects of running a tournament is keeping track of the players and making sure that everyone is advancing at an even pace. Tournament grids are included at the end of this file for a variety of three-player tournaments.
If you’re running an official tournament where points are going to be recorded, make sure that everyone fills out the appropriate lines on the advancement grid. Incomplete or illegible forms will not be accepted. Complete instructions for scoring a tournament are included in the next section.
Since each round of a tournament requires at least three players, it will be necessary at times to have four-player games to balance things out. Players should never be turned away from a tournament because they would create a four-player game by their presence.
If at the end of bracket there are only two players for the next round, the player who has scored the highest ranking thus far in the tournament (excluding those that have already advanced in the round, of course) gets another chance at winning. Normally this will be one of the players who was eliminated in the previous round.

Since the goal of the SPELLFIRE game is to create realms, the point system is geared toward rewarding players who have successfully constructed realms. Of course, players who win receive more points than those who lose, but everyone who plays receives at least one point.
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 receives 4 points for winning the bracket. The player with the highest number of unrazed realms (excluding the victor) receives 3 points, the next highest 2 points, and if it’s a four-person game that player receives 1 point.
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 player receives points. Thus, in round 2 the victor receives 8 points for winning, while those who are eliminated from Round 2 receive 6, 4, and 2 points respectively. This serves to reward those players who perform well at the larger tournaments.
The coordinator of a tournament receives one point for every player that participates in the tournament. Additional judges receive one point for every two players. A coordinator or judge who participates in a tournament receives only the number of points he earned by playing the tournament and forfeits any points that he might have earned as coordinator or judge.

SPELLFIRE Scoring System
Winner of bracket 4 points
Second place in bracket 3 points
Third place in bracket 2 points
Fourth place in bracket 1 point
Tournament winner 5 points
Semifinalist 3 points
Tournament coordinator 1 point/player
Judge assistants 1 point/2 players

Example: Mike, Jim, and John are in the championship round  (5th bracket) of a tournament. Mike wins the first game, with Jim and John each having four realms. John wins the second game, with Mike having five realms and Jim having three. Jim wins the third game, with Mike and John each having four realms. Mike wins the final game, and Jim and John each have five realms. The scoring would be:

Jim: 4+3+6+5 = 18 unrazed realms
For finishing third, Jim receives 2 points (times the round multiplier—5) = 10 points.
John: 4+6+4+5 = 19 unrazed realms
As runner-up for the tournament, John receives 3 points (times the round multiplier—5) = 15 points
Mike: 5 points (times the round multiplier—5) = 25 points


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 time period.  So as to make things fair for everyone, when “Time” is called on a round (or match) the current player finishes their turn and then 5 more turns total are played.  These can be normal turns, or “fake” turns.  But there is a limit to a total of 5 more turns only to be played.

In certain cases, deck lists might be required before you play in a tournament.  A deck list is a list of all the cards in your deck by name (and in some cases edition also).  It is usually best to list them by groups of card types (events, realms, champions, etc.) to make it easier on a judge to check to see if your deck matches your list.

To learn your latest point totals and ranking, send a SASE (Self-Addressed Stamped Envelope) to the same address as scoring materials. If you live in a country other than the United States, make sure to send International Reply Coupons (IRCs) in lieu of stamps. These coupons are available at any post office, regardless of the country in which you reside.
We’ll also post the complete rankings at TSR’s web page ( Just check under the SPELLFIRE area to learn your current ranking. Tournament coordinators are responsible for posting their results to the Internet and other areas (if they so desire). We won’t publish the results of individual tournaments on the web page, only current rankings.

If you’re running a convention and want a member of the Design Team to attend, please contact us at the address below (or via e-mail) as far in advance as possible. While we’d love to attend every SPELLFIRE gathering, sometimes the fates are not kind. Giving us advance warning will only improve the chances of getting us to your convention.
The most important requirement for a member of the Design Team appearing at your convention is advertising. We want to make sure that the events we are participating in are the very best that they can be—and advertising is an important part of that formula. Publicity photos (or card photos) are available for advertisements promoting our presence at your tournament.
Members of the Design Team will gladly judge tournaments, hold special seminars, and generally perform other duties to promote the game. Since we’re all associated with other TSR product lines, we’ll gladly talk about those products as well.
If your convention is within a few hours’ drive of Seattle, a simple request is all it takes. If your convention is much farther away than that, you’ll need to provide transportation and housing to get us to the convention. We don’t require first-class transportation, but we won’t travel by bus either!
Former members of the Design Team reside in southeastern Wisconsin, Iowa and Northern Virginia, so it’s possible that they might be lured to attend as well. No promises.
Even if your convention is a long way away and you don’t have a budget to bring us there, still let us know in advance. We might be in the area for other TSR duties; we might have family in the area; TSR might decide to pay our way. Anything can happen!

If you have any questions, comments, or suggestions about the SPELLFIRE game, feel free to send us a letter. We’d love to hear from you! Address your letters (and include a SASE if you’d like a written response) to:

The Spellfire Answer OGRE
7053 Skyles Way  Apt. T-4
Springfield, VA  22151

You can also send messages to us via e-mail by sending them to: If you have rules questions, you can contact the Answer OGRE at the above e-mail address or send them to the WotC Customer Service Team at:  In dire extreme circumstances, you can contact Jim Butler, the Spellfire ORACLE at: or, Inc. All TSR characters, character names
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