Spellfire cards

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Caravan
Levels 1 2 3 4 5 6
131 / 999

Caravan

Play only between players' turns. The player of this event can take a turn immediately. Afterwards, play continues where it left off. (Helpful)

Properties

Type
Event card type
Rarity
Common
Element
Water
World
Spellfire
Edition
The Classics
Level
3
Phases
1/2/3/4/5

Copyrights:
Art by: Edgaras Guršnys

Extended description

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Caravan cannot be played until every player has had their first turn. The Caravan Caravan is played between two player's turns. Multiple Caravans cannot be played in succession; as soon as one is played you are no longer "between turns". Thus, all other Caravan's must be held in hand until the current Caravan turn ends. Note that the active player (the one who just ended his turn) gets priority to play his or her Caravan before other players. This event could be argued as being the most used Spellfire card in the game, since it's always beneficial to gain an additional turn. The ability to take an extra turn, and the accompanying chance to build an additional realm, should not be ignored. Since the Caravan is a common card, it shouldn't be a difficult one to obtain. When using Caravan, it is best played immediately after ending a player's turn, or if drawn as a spoils when defending can be used between other player's turns (in a multiplayer game). Because the Caravan is a commonly used card, it is considered good etiquette to pause briefly before your turn, to allow an opponent to play the Caravan (the "Caravan Pause"). You must get your hand down to eight or fewer cards before playing The Caravan, since it can be played only after the end of your turn (it is one of the few events that cannot be played at any time). Being a helpful event, Caravan cannot be negated through the use of Calm (400/CL). Caravan cannot be player during the final stage. In the 25-card game, the final stage is triggered when there are three unrazed realms anywhere in play. Once the final stage activates, all cards preventing final attacks against the winning player are canceled, and any new such cards are discarded immediately. This includes cards like Caravan, Mutiny, and similar ones, which are discarded if there are three unrazed realms in formation.

Story

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When you least expect it The Caravan breaks havoc and ruins all of your plans. At the time that all is calm and everyone makes their own plans, one that is among us has other things in mind. The small window of time allows them to make moves, so be quick to act and be the first one to rule. Some have this opportunity in their possession, but not every one of them knows the real power. You need to be the wisest one and the quickest so there are no others that could outplay you. This is not a stab in the back but a move while they're sleeping. So, no one should be mad but perhaps might be weeping. Take matters into your own hands while no one acts on it. The minute it goes silent, your turn is to cut corners. Once that move is done, life can be changed in more ways than anyone could imagine. There is nothing that you can do about it once you are on the other side of things. Just watch and learn, try to take care of your things.