The Rules
How to play Spellfire and use the appChampion Cards
A guide to different champion types in Spellfire
Their icons identify seven champion types in the upper left corner: heroes, wizards, clerics, psionicists, regents, thieves, and monsters. The most important cards in the game, aside from realms, are champions. They have access to spells, magical items, artifacts, allies, psionic powers, unarmed combat cards, blood abilities, and thief skills to attack and defend their realms.
Champion cards can be played into the pool during phase 3 of the turn, or they can be used from the player's hand to enter combat in phase 4. The champion in the pool can have any number of magical items attached but no more than one artifact. The rule doesn't apply if the card has a special power that allows it. During combat, a champion can use any number of allies. If icon type permits it, other cards could be used as well. For example, wizards can cast wizard spells; regents can use blood abilities, etc. In a round of combat, a champion can use his special power.
Champions can be discarded, sent to the Abyss, Limbo, or the Void. This happens when a champion is defeated in battle or removed by another card. If a champion is discarded, it does not necessarily mean it is permanently lost. Depending on the specific power of the other card, the champion may be retrieved and allowed to play again, but don't get your hopes up. It is not true in all cases.
Monsters
The majority of non-humanoid champions are none other than monsters. They possess whatever special abilities they have. In addition, they can use magical items and artifacts. Red monster icons do not possess icon power, and a monster is only referred to as a champion in a card, not an ally.
Heroes
Any race can have its own heroes. This is a type of champion whose icon gives them the ability to use unarmed combat cards. They can use magical items and artifacts. Some heroes may have additional powers written on the description of the card. These champions may use psionic powers, blood abilities, thief skills. Allies also help them in battle.
Wizards
Any race can have its own wizards. These champions can cast wizard spells as part of their icon abilities. They can use magical items and artifacts. Some wizards may have additional powers written on the description of the card. These champions may use psionic powers, blood abilities, thief skills. Allies also help them in battle..
Clerics
Any race can have its own clerics. These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule, and they can use magical items and artifacts. Some clerics may have additional powers written on the description of the card. These kinds of champions may use psionic powers, blood abilities, thief skills. Allies also help them in battle.
Psionicists
Any race can have its own psionicists. This champion type is able to use psionic power cards as part of its icon ability. Psionicists may also have a special power that is either offensive or defensive (see individual card entries) that can be negated by the special powers of other cards. Psionicists can also use allies, magical items, artifacts of the same world, and other cards (such as spells) depending on their special powers.
Regents
Any race can have its own regents. This type of champion is able to use blood ability cards as part of the champion's icon ability (the same way that a cleric is able to cast cleric spells). Regents can also use magical items, artifacts of the same world, and any other cards allowable by their special powers.
Thieves
Any race can have its own thieves. This type of champion can use thief skills as part of the champion's icon ability (the same way a cleric can cast cleric spells). Thieves can also use allies, magical items, artifacts of the same world, and any other cards allowable by their special powers.