Played at the beginning of this player's turn, this card is not discarded. It affects all players and remains in effect until another rule card is played. All swimmers can attack any realm regardless of position or restiction. All swimmers gain +3 to their base levels.
Copyrights:
TSR
Wizards of the Coast
This rule card is a very good choice for any deck featuring swimmers. This also can work very well with Song of the Dragonlance (22/DU), since it can make all your champions swimmers.
Swimmers become more powerful right away by adding 3 to their base levels. Additionally, all swimmers can attack any realms, regardless of position or restrictions.
This means it helps regardless of movement restrictions. Thus a swimmer could attack The Lost City (16/RR) only if they are an AD&D champion (the movement restriction is removed, but not the AD&D champion restriction). While this isn’t great support against some of the nastiest “red hat” realms like Ruins of Zhentil Keep (3/3rd).
These powers are very useful, as is the ability to get rid of other rule cards by playing this one. However, this still does not make the swimming theme worthy of tournament contention. As said before, any deck using the Song of the Dragonlance can profit from this rule card.