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Crime Does Not Pay
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Crime Does Not Pay

Played at the beginning of the player's turn this card is not discarded. It affects all players and remains in effect until any other rule card is played. Players who have thieves in play must discard a card at the beginning of their turn in order to use thief skills or thief champions' special powers that turn.

This is an old and copyrighted card, and it is restricted to use in the New Spellfire Game or official tournaments.

Properties

Type
Rule card type
Rarity
Very rare
World
AD&D
Edition
NightStalkers Chase
Level
1

Copyrights:
TSR
Wizards of the Coast

Extended description

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When another rule card is put into play, this card must be discarded. Rule cards can only be played before cards are drawn at the beginning of a player's turn, or as a spoils of victory.

This is a very specialized rule card created to hinder the powerful potential of the thief champion. Any player who has thieves in play and wishes to use either their special powers or any thief skill cards must discard a card from their pool or hand. This must be done in phase 0 (before any cards are drawn for that turn) and if not done or forgotten, that player cannot use any thief skill or thief special power for the entire turn. Once this rule card is in place, the only way around this power, aside from removing the rule card, is to not have any thief champions in play at the beginning of your turn. Then you are free to make use of thief skills and powers until the beginning of your next turn, where you'll have to make a discard to be able to use those cards.

Since this rule card only affects one type of champion, it could prove to be useless in many games. Although having this rule card still enables you to get rid of another unwanted rule card, and if you hate being suckered by the Con Game (82/DU), put this rule card in your deck.