Spellfire cards

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Turtle Fish
Levels 1 2 3 4 5 6
1AL / 367

Turtle Fish

Creature. Swimmer. Strong shell gives additional +2 levels against all opposing swimmers. It can be placed only in coastal regions.

Properties

Type
Ally card type
Power
+4
Rarity
Interactive
Element
Air
World
Spellfire
Edition
Interactive
Level
3
Race
Creature
Phases
4

Copyrights:
Art by: AI art / Ugnius Kiguolis

Story

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The story of Turtle Fish is about strength and resilience. As a creature born to swim, he embodied the power of the ocean in his strong shell and sleek fins. Turtle Fish always lived a life filled with adventure. He ventured into the ocean's depths, seeking new challenges, developing new skills, and making new friends. His shell served as armor against danger, allowing him to explore further and discover more than any other creature would dare. With each challenge, his shell grew thicker and stronger, making him an even more formidable opponent with each passing journey. He often found success in his daring escapades, coming back with trophies from conquests. Turtle Fish quickly became known as a legend of the ocean, a nearly unbeatable creature that all other swimmers had to take seriously. His life story is one of overcoming adversity and rising above any challenge.

Terms explained

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Creature - Champions and allies designated as creatures gain bonuses or penalties on other cards' special powers. Creatures can be of any champion type. Creatures are a specific race in the Spellfire world. Not all creatures are monsters.

NPC - Non-Player Character (NPC) might attack you first. Win the battle against NPC before fighting the opponent.

Swimmer - A swimming champion or ally can attack any realm in an opponent's formation that shows a coastline in its picture. This also includes realms with pictures instead of maps that depict coasts. The ability to swim is not automatically conferred to other cards, so a champion attacking a protected coastal realm must have the means to get his allies there if he intends to use allies in the round of battle. A flyer cannot choose to not fly. A swimmer cannot choose to not swim. An earthwalker cannot choose to not earthwalk. In situations where a champion or ally has several types of movement, the champion can choose which type of movement to use. For example, if a champion becomes a flyer and swimmer, they can choose how to move. The statement 'flyers cannot attack' does not restrict the champion from swimming to that realm, and 'only flyers can attack' does not mean that the swimming ability makes the champion unable to attack.