Spellfire Rules - Overview

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SpellfireTM is a collectible card game for two or more players. As in most
collectible card games, each player builds and plays with his own unique deck
of cards. The game has a set of general rules, which are described here. In
addition, most cards list individual powers that add to, change, or break the
general rules of the game. These powers listed on the cards take precedence
over the general rules.

The Game

The goal of SpellfireTM is to build an empire. As each player is building his
empire composed of a specific type of card called a realm, the other players
try to destroy it by attacking individual realms. The players use another card
type, champions (clerics, heroes, monsters, psionicists, regents, thieves, and
wizards), to attack opponent's realms and defend their realms. These
champions are aided by spells, magical items, artifacts, events, allies, and
other special cards. If the attack is successful, the realm is razed or a
defending champion is defeated.

The Cards

Each card has attributes that describe the type of card, its powers, and how it
is used. These attributes are the icon, the world, and special powers. All cards
have an icon and world logo. Most cards have special powers. Most cards are
laid our vertically. The exception is realms, which are laid out sideways.

Icon

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.
Both spell and power icons are pale yellow.
Seven of these icons belong to a single card type: champion. Clerics, heroes,
monsters, psionicists, regents, thieves, and wizards and 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. All champions have a number. 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 clerical avatars, have much higher levels of power.

World

At the bottom of the card is a marble box that contains four elements, the
uppermost being a world logo. The logos are ADVANCED DUNGEONS & DRAGONS,TM BIRTHRIGHT,TM DARK SUN,TM DRAGONLANCE,TM
FORGOTTEN REALMS,TM GREYHAWK,TM and RAVENLOFT.TM Only
champions, artifacts, realms, and holdings have specific world logos, and
these logos typically dictate how cards work together. For example, an AD&D
champion can use only an AD&D artifact. AD&D realms can have only
AD&D holdings attached to them.

Special powers

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.

The Deck

A standard SPELLFIRE game deck contains 55 cards; a mixture of realms,
holding, 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. Two cards are
considered the same for this purpose if they have the same name and icon.
Card types have the following limits per deck.

Realms

8-15

Holdings

0-6

Champions*

1-20

Artifacts

0-10

Magical items

0-12

Events

0-10

Allies

any number

Blood abilities

any number

Cleric spells

any number

Psionic powers

any number

Thief skills

any number

Unarmed combat

any number

Wizard spells

any number

Rule Cards

0-3

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.