The are many new phrases and words here, in the Spellfire game. Trying to determine what a particular thing means could be confusing and challenging. To help eliminate the confusion, we have compiled a glossary of terms below. There are entries that indicate the term used is defined elsewhere on the website or App.
3D/AR/VR
This card has a 3D asset available. Augmented Reality and Virtual Reality experiences are available through this card. Scan QR code to inspect the card.
Abyss
This is a place where cards are specifically sent. Events that were discarded but never used are sent to the Abyss. Cards can be recovered from the Abyss through other card's special powers. Demons are the race in the Spellfire world that uses the Abyss extensively and can return cards from there. Battle in the Abyss happens in the same way as in the battle area if the card's special powers do not state otherwise. Support cards can be added.
Adjusted Level
The current level of a champion including his or her base (printed) level, each attached card's base level, and all additional bonuses or/and penalties. Certain cards give out bonuses and penalties based on a card's race or type. Although allies also possess race and type, they individually do not contribute to adjusted level bonuses or penalties. If a card's special power impacts the adjusted level of the card, it refers to the champion's adjusted level.
If a card does not specify whether it refers to the card's base or adjusted level, it's considered to be a bonus or a penalty which is added as an addition to card's base level.
Adventurers
This is a card type that gains powers based on other adventurers being in the pool. An adventurer who enters combat retains powers as if he was in the pool.
Aid In Battle As An Ally
If a champion takes another champion to aid him in battle as an ally, then that champion is treated as an ally, and all rules for allies apply. Allies cannot take magical items and artifacts into battle; they are sent to limbo. If a champion dies as an ally, only cards marked "mutual" can return from limbo to pool. Other cards are discarded.
Air
Alchemists
Champions and allies who use alchemy blueprints.
Alchemy blueprints
Knowledge carried by Alchemists. Unique magical items can be created using Alchemy blueprints. You will need to fuze (burn) various cards for making these items.
Allies
Allies are added to a champion (normally during combat phase 4) to increase its adjusted level. They are not considered to be a specific type of champion (hero, wizard, monster, etc.) even if the picture looks like it should be. Some allies are considered undead, dragons, flyers, earthwalkers, or possess some other classification related to movement or race. If a champion takes another champion to aid him in battle as an ally, then that champion is treated as an ally, and all rules for allies apply. Allies cannot take magical items and artifacts into battle; they are sent to limbo. If a champion dies as an ally, magical items and artifacts are discarded.
Amazons
The Clan of the Female species lives in harmony with nature. Many Creatures do not fight Amazons. For that, the art of the amazon and creature must match.
Amulet
Amulets are a special type of magical item or artifact that receives bonuses or penalties specifically as amulets.
AR
Augmented reality experience. It is an interactive experience of a real-world environment where the champions from the Spellfire world are brought into the real world.
Artifacts
These powerful items can be attached only to a champion from the same world as the artifact. Each champion can have only one artifact attached to them at a time, unless the card's power states otherwise. Some artifacts can also be attached to realms of the same world. Artifacts are not considered magical items.
Attached Cards
Magical items and artifacts are typically attached to champions (and rarely realms) during phase 3 or 4 of a player's turn. Other cards (such as spells, blood abilities, thief abilities, unarmed combat cards, and others) can also be attached to a champion (normally during phase 4; combat). Magical items and artifacts normally return from battle with the victorious champion; other attached cards are normally discarded at the end of a round of battle. During combat, an attached card is one that normally stays in the combat until the end. It does not include cards that just “happen” and go away.
Attachments
Sometimes, a card's power will refer to an opposing card's "attachments." Most of the time, this means all of the cards are currently attached to the opposing champion. It can sometimes mean only magical items and artifacts.
Avatar
These cards represent the gods of the Spellfire card game. Each normally requires other cards to be sacrificed (discarded) in order to bring them into play. Only one Avatar per pool is allowed.
Base Level
This is the level printed in the card icon. In some cases, a card's base level can change due to the time of day or other circumstances.
It's also possible that another card can affect other's card base level.
Such adjustments are always applied to the base level on a permanent basis (outside of Order of Activation). In other words, the adjusted base level becomes their new permanent base level as long as the cards granting the adjustment remain in play.
On top of that cards might as well get bonuses or penalties as an addition to their base level. These additions do not change card's actual base level.
Battle
This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle usually lasts one round, but there might be situations when it may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm, when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is involved. There are champions who need to be defeated two times before being discarded. The defender cannot be changed, which means if you defend with a samurai, this samurai stays in the battle till death. For the second round, the same samurai must defend the realm. All support cards are discarded before round 2.
Black
Blood Abilities
This card type can be used by regent champions as a part of their icon abilities. All blood abilities are either offensive or defensive in nature, just like spells.
Bloodborns
Bloodborns are a special kind of champions or allies. There are 2 types: Bloodborns and Holy Bloodborns, and it is designated in a card's text box. Bloodborns and Holy Bloodborn gain different bonuses or penalties on other cards' special powers. They can be of any type, but most of them are monsters.
Bluelines
This is a rules addendum that fixes card classifications, such as making a particular champion undead or granting flying to a champion because the picture on the card shows wings. Bluelines are always legal in tournament play and are used by most playing groups. Clarifications of card powers in various situations during the card play are added in the extended description of every card. You can read it by scanning the QR code.
Book
Books are a special type of magical item or artifact that receives bonuses or penalties specifically as books.
Bow
Bows are a special type of magical item or artifact that receives bonuses or penalties specifically as bows.
Brotherhood of the Light
Brotherhood powers are activated only if the Brotherhood of the Light (37/Prime) realm is in formation.
Calm
This term refers to ignoring the effects of a harmful event for a particular player. The event still affects other players in the game, but the player who Calms the event continues to play as if the event wasn't there.
Cancel
This term refers to a method for removing a particular type of card from play or canceling its special power. For example, Limited Wish cancels an event card, removing it from play and sending it to the Void before its effects occur. Some cards are immune to cancellation, such as the Genie Bottle.
Caster
The champion is responsible for casting a given wizard or cleric spell. Sometimes referred to as a spellcaster.
Catcher
Can intercept defensive and offensive spells and psionic powers.
Champion
A card with a wizard, hero, cleric, psionicist, regent, thief, or monster icon in the upper left-hand corner of the card.
City
This is a designation for realms that have cities somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in the cities.
Clerics
These champions can cast cleric spells as a part of their icon abilities. Clerics are immune to the Fear of Undead rule.
Co-Op
Can aid champion in battle as a secondary champion. The art of the cards must match.
Coast
This is a designation for realms that have an ocean or sea somewhere in the illustration. Coastal realms can be attacked by swimming champions and allies, regardless of the realm's position in the formation. Some old Spellfire realms have pictures that depict water and are considered to be coastal realms.
Collectible
Collect related cards to obtain a Collectible card or enhance its power. In most cases, 'collectible' means that there are cards with matching art, and these cards provide additional powers to the collectible card.
Combat
Same as a battle: This term refers to an attack upon a single realm during phase 4 of the current player's turn. A battle usually lasts one round, but there might be situations when it may last several rounds, with each new round having a new attacker and defender. A battle ends when the attacking player razes or discards the realm, when the defender discards (defeats) an attacker, or when the attacking champion doesn't win a round of battle. The battle can also be ended voluntarily between rounds by the attacking player. Most of the time, when a card mentions "battle," it is referring to the round of battle in which it is involved. There are champions who need to be defeated two times before being discarded. The defender cannot be changed, which means if you defend with a samurai, this samurai stays in the battle till death. For the second round, the same samurai must defend the realm. All support cards are discarded before round 2.
Combat Round
This is one round of a battle, the time at which an attacker faces a defender. In rare cases, there can be two or more rounds in the same battle. There are champions who need to be defeated two times before being discarded. The defender cannot be changed, which means if you defend with a samurai, this samurai stays in the battle till death. For the second round, the same samurai must defend the realm. All support cards are discarded before round 2.
Creatures
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.
Cults
There are secret organizations in the Spellfire world, and some champions are active members of these organizations. Cults are not written directly on the card itself. You can find if the champion belongs to any cult only on the website or the Spellfire app. Cult members get some bonuses.
Dark Elves
Dark-elf champions and allies are treated as both elves and dark-elves for card interactions. Any bonuses or penalties that apply to elves also affect them.
Defeated
A champion is considered defeated if they are forced to be discarded from battle through card play, or if their adjusted level is lower than their opponent's, and the owner either cannot or will not play cards to increase their level. Unless a champion's power states otherwise, defeated champions are normally sent to the discard pile. If a card states that the defeated champion is discarded, then the champion goes to the discard pile regardless of special powers. If both champions are discarded in combat, the round of battle ends without a winner or loser, and no spoils are drawn. Other champions may be selected for another round of battle.
Defensive
This designator means that the card has a power that affects only itself (not an opposing champion). Unless specifically noted, a champion is never immune to defensive cards.
Demons
Champions and allies designated as demons gain bonuses or penalties on other card's special powers. They can be of any champion type. Demons are notable for the intensive usage of Abyss.
Desert
This is a designation for realms that have deserts somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
Discard Pile
When a card is discarded as a result of combat or another card's special powers, it is placed in that player's discard pile. Several cards in the game can cause a discard pile to be reshuffled into a player's draw pile, or allow a card to be drawn from here during the course of the game. Discard piles are always kept separated from other areas (the Abyss, Limbo, the Void, and the draw pile).
Discarded
Spellfire cards are discarded as a result of being defeated in battle, or by another card's special powers during other phases of the game, such as spells cast into an opponent's pool. Unless otherwise stated, cards that are discarded go to a player's discard pile. Discarded cards are always sent to their owner's discard pile even if they were being used by another player via a card's special powers. Other phrases in the game that mean the same as discarded are killed, swallowed, devoured, or slain. Remember that being discarded causes a defeat, but being defeated doesn’t always cause a discard.
Dispel
This normally means casting Dispel Magic or Dispel on a spell card. Champions whose spells cannot be affected by the Dispel Magic spell can't have their spells dispelled in this manner.
Dragons
Champions and allies designated as dragons gain bonuses or penalties based on other card's special powers. Many dragons are monster champions, though they can be of any type. Not all Dragons are "Flyers". Unless the card says "Flyer", it is not a flyer.
Draw And Discard A Card
Drawing and discarding a card is considered one action, meaning you draw and discard the same card.
Draw Cards
In a 25-card deck, players draw 3 cards. In a 55-card deck, players draw 3 cards. In a 75-card deck, players draw 4 cards. In a 115-card deck, players draw 5 cards.
Draw Pile
This is the stack of cards from which a player draws their cards at the beginning of their turn. When a player picks the last card from their draw deck, they are not entitled to any more cards until they create a new draw pile. Depending on the tournament or game settings, there can be two options: at the end of the turn in which a player runs out of cards, the game ends, and the victorious player is selected, or the discard pile is reshuffled to create the new draw pile.
Druids
Druids can summon various Creatures for help in Combat. For that, the druid and creature art of the cards must match. Only one Creature can be summoned during the battle.
Dungeon Cards
These special cards are considered free cards in deck construction; they don't count as part of a deck, thereby creating actual deck sizes of 56, 76, or 111 cards. Dungeon cards grant a player special advantages. These advantages range anywhere from enacting normally optional rules to shielding your draw pile from inspection. Dungeon must be placed under the realm of the same world. (Logos on the cards must match).
Dwarves
Champions and allies designated as dwarves gain bonuses or penalties based on other card's special powers. Some older Cards designated as being duergar are also dwarves. Not all dwarves are "Earthwalkers". Unless the card says "Earthwalker", it is not an earthwalker
Earth
Earthwalker
A champion or ally with the earthwalking ability can travel under the ground to attack any realm in a player's formation. Earthwalkers cannot attack realms that specifically state that they are immune to Earthwalkers, or that Earthwalkers cannot attack. Earthwalkers cannot attack realms that specify that only other types of champions may attack (such as "Can only be attacked by clerics" or "Can only be attacked by flyers or swimmers"). The ability to Earthwalk is not granted to allies unless it specifically states so in the Earthwalker's card. 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 earthwalker, they can choose how to move. The statement 'earthwalkers cannot attack' does not restrict the champion from flying to that realm, and 'only earthwalkers can attack' does not mean that the flying ability makes the champion unable to attack.
Elements
All cards in Spellfire World have an assigned element, which you can see in the bottom right corner of the card. If you see "?" question mark instead of an element, any element of your choice may be assigned to the card. If you see N/A markings, the element is not assigned. If you see a rainbow instead of an element, cards consist of all elements combined.
Elf (Drow)
Elf (Drow) champions and allies are considered to be both elf and elf (drow) for the purposes of card play. Champions and allies designated as elves (drows) gain bonuses or penalties on other card's special powers.
Elves
Champions and allies designated as elves gain bonuses or penalties on other card's special powers. Elves can be of any champion type. There are several sub-races: Elf (Drow) (some old cards), Half-elves, and High elves. Half-elves have a natural immunity to offensive magical items used against them. High-elves do not sleep and can attack or defend the realms twice.
End Of Turn
There are several different mechanisms related to "end of turn":
"Until end of turn" means until the end of the current turn, regardless of whether it's your turn or your opponent's.
"Until end of your turn" indicates that the effect will last until the end of your current turn. So, if you play the card during your turn, the effect ends when that turn ends. If the card is played during your opponent's turn, the effect lasts through your subsequent turn until it ends.
"Until end of next turn" means that the effect doesn't end with the current turn, but remains effective until the end of the next player’s turn. This could be your turn or the turn of any other player in sequence.
"Until the end of your next turn" indicates that the effect doesn't end with your current turn, but remains effective through your subsequent turn. Should you play the card during your turn, the effect lasts not only for the current turn but also until the end of your next turn.
The phrases "until end of your turn" and "until end of your next turn" convey the same message if the card is played during your opponent's turn.
Additionally, some cards have an "effect for 2 full turns" or "for 2 full rounds." This means that the effect remains active for two complete rounds following the card's placement. All players will have their own turns twice before this effect dissipates.
Ether
Events
These cards can be played at any time unless a specific time to play is stated on the card. Each has a special power that takes effect immediately. Once played, an event is placed in the Void and cannot be played again. If it is somehow discarded and not used, it is placed in the Abyss. There are some events like Caravan, which cannot be played until every player has had their first turn. Also, Caravan cannot be played on the last turn when the rule to defend the formation for one turn is active. Events stay 'in play' until their effect is fully resolved. After that, they go to the Void.
Exclusive
Card cannot be used with other magical items on the same champion.
Exiles
Exiles do not participate in the normal world order. Rules and Dungeons that affect everyone or this player's whole pool do not apply to exiled characters.
Exposed Realm
The foremost realm is the only one a champion can attack if he's not a flyer, swimmer, or Earthwalker, or possesses some other special power. As a player's realms get razed and flipped over, the ones behind them become exposed and can be attacked. In the pyramid shape of the formation, each realm in the middle row protects two realms in the last row. The center realm in the last row is protected by both realms in the middle row.
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.
Fire
Flyer
Champions or allies with the ability to fly can attack any realm, regardless of its position, by flying over intervening realms. If a card does not specify that it's a flyer, it is not, even if the picture shows wings or the name of the card implies the ability to fly. Flyers cannot attack realms that specifically state that they are immune to flyers or that flyers cannot attack. The ability to fly is not automatically granted to allies unless it specifically states so on the flyer's card. 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.
Forest
This is a designation for realms with forests somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
Formation
The pattern of realm cards on the table is called the formation. The standard formation is a six-card pyramid with the base facing the owner.
Giants
Champions and allies designated as giants gain bonuses or penalties based on other card's special powers. Many giants are monster champions, though they can be of any type.
Gnome
Champions and allies designated as gnomes gain bonuses or penalties based on other cards' special powers.
Golems
Champions and allies designated as golems gain bonuses or penalties based on other card's special powers. Many golems are monster champions, though they can be of any type. Golems are artificially created races, most of them can be used either as champions or as magical items.
Half-Elf
Half-elves have a natural immunity to offensive magical items used against them. Half-elf champions and allies are treated as both elves and half-elves for card interactions. Any bonuses or penalties that apply to elves also affect them. It's important to note that half-elves are not considered half-humans, which means they do not receive bonuses or penalties as humans.
Halfling
Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling. Halflings are not humans. Cards affecting humans do not affect halflings.
Hand
This refers to the cards held (but not yet in play) by the player.
Hand Size
In 25-cards deck, maximum hand size is 7 cards. In 55-cards deck, maximum hand size is 8 cards. In 75-cards deck, maximum hand size is 10 cards. In 115-cards deck, maximum hand size is 12 cards.
Harmful
Harmful is a designation for event cards that have detrimental effects on one or more players in the game. These types of events can be negated through the use of cards whose special power negates harmful events.
Helpful
Helpful is a designation for event cards that have beneficial effects for one or more players in the game. These types of events cannot be negated through the use of Calm, though they can be negated by other cards whose special powers negate helpful events.
Heroes
This is a type of champion whose icon gives them the ability to use unarmed combat cards.
High-Elf
High-elves do not sleep and can attack or defend the realms twice. High-elf champions and allies are treated as both elves and high-elves for card interactions. Any bonuses or penalties that apply to elves also affect them. For High Elves, upholding honor is absolutely crucial. During the gameplay, when faced with scenarios where retreat is the only option, they are unable to withstand the disgrace and hence opt to end their lives. As a result, it's necessary to discard them.
Holdings
A holding is attached to a realm during phase 2 of a player's turn. A holding must be from the same world as the realm unless otherwise stated by a special power. For example, a Frozen Fire holding can only be placed on a Frozen Fire realm. It could not be placed on a realm with any other world logo. In most cases, the power of the holding can only be used when the realm it's attached to is being attacked.
Holy Bloodborns
Bloodborns are a special kind of champions or allies. There are 2 types: Bloodborns and Holy Bloodborns, and it is designated in a card's text box. Bloodborns and Holy Bloodborn gain different bonuses or penalties on other cards' special powers. They can be of any type, but most of them are monsters.
Humans
Champions and allies designated as humans gain bonuses or penalties on other card's special powers. Humans can be of any champion type.
Icon
The icon is the symbol in the upper left-hand corner of a card, designating the type of card. Within the icon is the level or level bonus the card possesses, if any.
Ignore
Same as immune: Spellfire cards with immunity cannot be affected by a specific type of card or card effect. This includes the levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards.
Immunity
Spellfire cards with immunity cannot be affected by a specific type of card or card effect. This includes the levels and powers of such cards. Cards immune to offensive spells are immune to both wizard and cleric spells; cards immune to psionics are immune to offensive psionic power cards, and the offensive psionic special powers of champions, etc. Unless otherwise specified on the card, an immunity never applies to defensive cards.
In Play
This term refers to cards that are on the table, but not those in the player's hand, discard pile, limbo, or the Abyss. Cards in the pool, realms, and holdings in the formation, and any card being used in a battle are considered in play. Even razed realms are considered in play. Cards with a stated duration of effect are placed on the table and are considered in play.
Some Dungeons have powers to hide champions, and champions placed in the dungeons are not considered "in play." Another player may add an identical champion to his pool, but when the champion leaves the dungeon, the identical champion "in play" should be discarded. Check who is hiding in the dungeons in order not to lose your champions.
In the right hands
Refers to the "The art of the cards must match".
Insects
Champions and allies designated as insects gain bonuses or penalties based on other card's special powers. Insects can be of any champion type.
Interactive
Card special powers are controlled by the Spellfire app. Scan QR code to see the powers. Interactive cards lose their interactivity when switched sides.
Invisible
The 'Invisible' effect should be treated as though the card is not in play at all.
Kender
Same as halfling: Champions and allies designated as halflings gain bonuses or penalties based on other card's special powers. Cards designated as Kender are considered halfling.
Lava
This is a designation for realms that have lava somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
Liespreaders
On phase 0, the player with Liespreader in a pool can draw cards from a selected opponent's hand and place them in limbo without looking into them. The amount of cards to draw is equal to the liespreaders in a pool. Cards return from limbo to hand at the start of an opponent's turn. Truthseekers and Liespreaders cannot use their powers in the same turn.
Limbo
Cards temporarily removed from play by another card's special powers, but not discarded or sent to the Abyss or Void, are instead sent to Limbo. Cards in Limbo return to play at the end of their player's next turn. If an opponent puts a realm or champion into play that is currently in Limbo, the Rule of the Cosmos discards the card in Limbo when it returns to play. A champion sent to Limbo during combat loses all of his attachments. A champion sent to Limbo outside of combat retains his attachments. Battle in Limbo happens in the same way as in the battle area if the card's special powers do not state otherwise. Support cards can be added.
Magical item
Magical Items
Magical Items have inherent magical powers and are attached to a champion during phase 3. Some of them might be placed during phase 4, but that is specified in the card's special power. A champion can carry any number of magical items. Each magical item indicates whether it is defensive or offensive, and other cards may affect either defensive or offensive items.
Meditator
Can be put to limbo on phase 5 to meditate. Goes back to the pool on phase 5 of the player's next turn. Meditation cannot start in the same turn meditation ended.
Monsters
Monsters can use magical items and artifacts normally, in addition to whatever other special powers they possess. The red monster icon does not possess icon power.
Mountain
This is a designation for realms with mountains somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
Mutual
For magical items: card can be placed in the pool separately from the champion. Any champion can take a mutual magical item before going to the upcoming battle. If defeated - discards. If victorious, placed in the pool separately from the champions. For holdings: card can be placed near the formation. Holding power works for all realms in formation.
If the mutual item has been stolen by the opponent, it remains in the opponent's pool after the opponent wins
Necromancy
Negate
This term refers to a method for removing a particular type of card from play or stripping a card of its special power. Some cards might be immune to negation-related powers. For example, "negating a just-cast spell" would refer to dispelling a spell. Thus, a champion who can't have his spell dispelled would be immune to the power.
Ninjas
Sneaky and always one step ahead of the opponent, the ninja can attack twice in a battle. If the first defender loses the battle and the realm is razed, the ninja can attack the second realm of the same player, and support cards are discarded before the second attack. For ninjas, upholding honor is absolutely crucial. During the gameplay, when faced with scenarios where retreat is the only option, they are unable to withstand the disgrace and hence opt to end their lives. As a result, it's necessary to discard them.
NPC
Non-Player Character (NPC) might attack you first. Win the battle against NPC before fighting the opponent.
Offensive
This designator means that the card has a power that directly affects another card. This is written on the card in brackets at the end of the card's description. For example, (Off).
Opponent
This normally means the player or champion you are facing in battle. Some special powers can be used against any opponent, while some can be used against only the opposing player or champion.
Orcs
Champions and allies designated as orcs gain bonuses or penalties based on other card's special powers. Many orcs are monster champions, though they can be of any type.
Phase
The Spellfire game is divided up into phases that divide out the order of play. Phase 1 is when you draw cards, phase 2 is when you play realms, etc. Refer to the Game Play section of the rules for a complete listing.
Plants
Champions and allies designated as plants gain bonuses or penalties on other card's special powers. Plants can be of any champion type.
Played against in combat
This refers to cards played into combat; cards currently attached don't count toward activating a special power with this stipulation. For example, the Rod of 7 Parts, Part 7 (27/AR) allows the wielder to ignore one card played against him in combat. Any card entering the combat after the special powers of attacker and defender (and their attached items) have activated can thus be ignored.
Player
This refers to the person playing the game; the one who controls the actions for a particular group of champions and other cards. When a card states that it targets the player, it normally refers to his hand of cards.
Poisonous
The opposing player draws and discards a card. If the number is Odd, the champion is poisoned and loses half of his base level rounded down. Lasts until the end of turn. The effect does not accumulate. That means if a second venomous card is placed, it does not halve the levels even more, and the player doesn't need to draw and discard a card for the second 'venomous' card.
Pool
Champions, magical items, and artifacts that have been put in play are kept in the pool. When a champion attacks or defends, it is not considered to be in the pool. Cards in the pool cannot be returned to the player's hand, except as a result of a card's special power. The cards in the pool do not count against the player's hand size limit. A player can place any number of champions in his pool. A player with no realms (including razed ones) must discard his entire pool at the end of the current player's turn. Cards are typically played into a player's pool during phase 3 of their turn or as a result of spoils of victory.
Propaganda
Psionic Attack
This refers to any offensive psionic power or ability. Cards with immunity to offensive psionics (or psionic attack) would be immune to his power.
Psionic Power Cards
These cards are usable by psionicist champions as part of their icon ability (the same way a wizard is able to use wizard spells). Like spells, psionic power cards are either offensive or defensive and can be canceled by other cards' special powers.
Psionicist
This champion type is able to use psionic power cards as part of its icon ability. Psionicists may also have a special power 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.
Races
There are very different races living in the Spellfire world. Champions of a specific race gain bonuses or penalties on other cards' special powers.
Rarity
This is the card distribution frequency. In the old Spellfire game, there were four types of rarity: Common, Uncommon, Rare, and Chase. Chase cards were the rarest of all Spellfire cards. If a card's rarity was referred to as 'Realm,' it indicated that it's a common card. In the new Spellfire game, we have six types of rarity: Common, Uncommon, Rare, Super Rare, Epic, and Legendary. Legendary cards are the rarest ones.
Razed Realm
When a champion attacks a realm and the defending player does not put forward a champion to defend it, the realm is razed. The realm card is turned upside down but remains in the formation (preventing other players from playing the same realm into their formations). The powers of the realm no longer function. Any holdings attached to the realm are discarded. Razed realms are discarded when a new realm is played in that portion of the formation. During phase 2 of a player's turn, he can discard 3 cards from his hand to rebuild a razed realm instead of playing one from his hand.
Realm Champion
These realms can defend without the aid of a champion from your pool or hand, as the realm (or attached holding) provides the champion. If the realm does not declare the type of champion (stating champion instead of a specific champion type), it is considered to be a hero. Allies are played normally with a realm champion.
Realms
Typically a kingdom, nation, or empire, realms are placed in the player's formation. Unless otherwise stated in the card's special powers, the powers of a realm can only be used when the realm is being attacked. Realms are placed into the formation facing the opponent so he can read the realm's special powers.
Red
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.
Removed from Game
Same as Void: The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards can never be retrieved from the Void by another card.
Ring
Rings are a special type of magical item or artifact that receives bonuses or penalties specifically as rings.
Round
A round is a single combat between a champion and another champion—one acting as the attacker, and the other as the defender. It may include any number of spells, allies, and magical items, and co-op champions can also be involved. While a battle typically lasts one round, there might be situations when the card's powers allow for several rounds in the battle. There are champions who need to be defeated two times before being discarded. The defender cannot be changed, which means if you defend with a samurai, this samurai stays in the battle till death. For the second round, the same samurai must defend the realm. All support cards are discarded before round 2.
Rule Cards
Rule cards are played at the beginning of a player's turn (phase 0) before they draw their cards from the draw pile. These cards change the rules of the game in a very specific manner, affecting all players for as long as the rule card is in play. If another player puts a rule card into play, the previous one is discarded, and its power no longer has any effect on play.
Rule Of Cosmos
As a rule of the Cosmos, only one champion, one artifact, one realm, one dungeon, and one holding card can be 'in play' at a time. When a specific champion, artifact, realm, dungeon, or holding is 'in play', another player cannot have it in their formation, pool, or battle. The same cards, even if they are upgraded, cannot be played. Whether a realm is razed or not, it remains 'in play', preventing other players from playing the same realm into their formation. Remember that champions in Limbo, Dungeon, Discard pile, Abyss, and Void are not considered to be 'in play.' Check the 'Limbo' and 'Dungeon' sections for details on what happens if you play your champions while another's is still stuck in Limbo or hides in the Dungeon. Support cards - allies, spells, psionic powers, unarmed combat cards, blood abilities, and thief skills are not affected by the Rule of Cosmos. Events and Magical Items are not affected by the Rule of Cosmos either.
Runecaster
Runecasters
Champions and allies, sometimes realms and holdings, who can use runes.
Runes
Knowledge carried by Runecasters. Unique patterns can create various harmful or Helpful effects in the game.
Samurais
Loyal to the death, a samurai must be defeated twice before being discarded during defensive battle. All cards including magical items and artifacts are discarded after the first defeat. Winning just one round of battle against a samurai is akin to losing. The samurai regenerates in the next turn. For samurais, upholding honor is absolutely crucial. During the gameplay, when faced with scenarios where retreat is the only option, they are unable to withstand the disgrace and hence opt to end their lives. As a result, it's necessary to discard them.
Scavenger
Can loot treasures after the victorious battle.
Shapeshifters
During phase 3, Shapeshifters can fully transform into a different form. The new form is psionic, can not cast spells, and use unarmed combat cards. Magical items and artifacts melt into a new form. They are sent to limbo until the shapeshifter transforms to its original form. In the Spellfire world, not all werebeasts are shapeshifters. The shapeshifting ability is specific to cards where it is directly written on the card.
Shield
Shields are a special type of magical item or artifact that receives bonuses or penalties specifically as shields.
Snow
This is a designation for realms with snow or ice somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
Special Powers
Most cards in the Spellfire game have special powers, which can be found in the card's text box. Special powers take effect whenever a card is used during the game or is the target of another card's special powers. When a card's special powers take effect is based on the cards type (see Order of Activation). Another term for special powers is special abilities.
Spells
Wizards and clerics can cast spells as part of their champion's icon ability. Wizards cast only wizard spells and clerics cast only cleric spells. Each spell lists whether it is defensive or offensive. It has nothing to do with who is attacking or defending. Offensive spells can be used when attacking or defending a realm, as can defensive spells. Each spell also lists what phase of a player's turn it can be cast (for example, Off/4). Only the current player can cast spells in phase 3 or 5. The attacker and defender can both cast spells in step 4. There are also spells that can be cast at any time as long as there is a champion in the pool able to cast the spell. Some spells can be cast at any time to counter another spell or event (like Dispel Magic or Limited Wish).
Spiritual
Sub-Races
There are several different sub-races living in the Spellfire world. Champions of a specific race gain bonuses or penalties on other cards' special powers. The Elven race includes dark elves, half-elves, and high-elves. The Bloodborn race comprises bloodborns and holy bloodborns.
Support Cards
Most support cards are discarded after the round of battle. These include allies, spells, psionic power cards, unarmed combat cards, blood abilities, and thief skills.
Swamp
This is a designation for realms that have swamps somewhere in the illustration. Some Spellfire cards are stronger or weaker, and champions get positive or negative bonuses in these areas.
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.
Sword
Certain magical items are designated as being a sword in the cards' special power box. Such magical items gain bonuses based on other cards' special powers, such as a champion who gets additional levels when using a sword. Magical items that are swords are also weapons.
Tempt Fate
The player draws and discards a card from their draw pile to view the last digit of the first number in the bottom right corner of the card. They use that value as a reference for the card powers.
The Dark Brotherhood
Brotherhood powers are activated only if The Dark Brotherhood (44/Prime) realm is in formation.
Thief Skills
These cards can be used by thief champions as part of the champion's icon ability. Thief skills are either offensive or defensive and are usable only during a certain phase of a player's turn (for example Def/4). These cards can also be used by other champions whose special powers designate they can use thief skills.
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.
Trademark
Same as world: This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no effect on determining which cards can be attached. The Spellfire logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions. Spellfire trademark is NOT owned by the TSR, Wizards of the Coast, or Hasbro.
Trolls
Champions and allies designated as trolls gain bonuses or penalties based on other card's special powers. Many trolls are monster champions, though they can be of any type.
Truthseekers
On phase 0, the player with Truthseeker in a pool can see the top cards in a selected opponent's draw pile. The amount of cards to see is equal to the truthseekers in a pool. Truthseekers and Liespreaders cannot use their powers in the same turn.
Unarmed Combat Cards
Unarmed Combat Cards are used by heroes. Additionally, there may be other cards that can use Unarmed Combat Cards, but this must be specified on the card. Unarmed Combat Cards are either offensive or defensive and are typically employed during Phase 4. However, as with other rules, there might be exceptions that allow their use in other phases.
Unbreakable
Cards with the attribute unbreakable never go to the discard pile. If discarded, they return to hand and can be removed from play only if sent to the void.
Undead
Undead are a special kind of champion or ally, designated in a card's text box. Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise. Many undead monsters are champions, though they can be of any type.
Underdark
Underdark is a copyrighted term by Wizards of the coast. It is another world (or pseudo-world) in the Old Spellfire game. Some old cards use this term, but it is not used in Spellfire Re-master the magic game.
Upgradable
Card Powers can be Upgraded. Scan QR code to see upgrade options.
User
This is the champion (not the player) who uses a psionic power, unarmed combat, thief skill, or blood ability card. Unless otherwise specified, such cards that are turned are sent back to the using champion.
Vampires
Vampires are a special kind of champion or ally, designated in a card's text box. Not all Vampires are "Undead". Unless the card says "undead", it is not undead, even if the picture or name of the card seems to indicate otherwise. Many vampires are monster champions, though they can be of any type.
Venomous
The opposing player draws and discards a card. If the number is Odd, the champion is poisoned and loses half of his base level rounded down. Lasts until the end of turn. The effect does not accumulate. That means if a second venomous card is placed, it does not halve the levels even more, and the player doesn't need to draw and discard a card for the second 'venomous' card.
Victory
There can be different victory conditions depending on the game or tournament settings. The standard ones are when a player builds a six-realm formation or when one of the players in the match runs out of cards in their draw pile. They have the opportunity to finish their turn, but the game concludes when they end their turn. The player with the most unrazed realms wins. In the event of a tied number of unrazed realms, the count of razed realms is considered. The player with the most unrazed and razed realms combined emerges as the winner. If a tie persists, holdings are also taken into account. If there is still no winner, champions in the pool are counted. The player with fewer champions wins. If the game remains tied, the levels of the champions are considered (counting the first number if there are two in the icon). The winner is the player with fewer levels among the champions. If the game is still tied, the remaining cards in the draw pile are counted. The winner is the player with more cards in the pile.
In the 25-card game, there is one important additional rule when determining the winning player. Initially, the player with the most unrazed realms wins. However, in the event of a time limit or depletion of cards in the draw pile, and if multiple players have three unrazed realms, the winner is determined by the player who placed the three realms first.
Void
The Void is the name for the 'out of game' area. All events played from the hand go here once used (regardless of successful use or failure). Cards can never be retrieved from the Void by another card.
VR
Virtual reality experience. A simulated experience that can bring you into the Spellfire world.
Water
Weapon
Certain magical items are designated as being a weapon in either the card's special powers or in the blueline corrections. Such magical items gain additional bonuses based on other cards' special powers, such as a champion who gains additional levels when using a weapon.
Werebeasts
Champions and allies designated as werebeasts gain bonuses or penalties based on other card's special powers. Many werebeasts are monster champions, though they can be of any type. In the Spellfire world, not all werebeasts are shapeshifters. The shapeshifting ability is specific to cards where it is directly written on the card. Werebeasts are a specific race; you cannot treat werebeasts as creatures or as humans.
When Attacking
This activates as soon as the attacker is pushed forward to attack. No defender is needed for this to activate. It takes place before the Order of Activation begins.
When Defending
This activates as soon as the defender is pushed forward to defend a realm. It takes place before the Order of Activation begins.
White
Wizards
These champions can cast wizard spells as part of their icon abilities.
World
This refers to the origin of a realm, holding, champion, or artifact. It is noted by a logo on the card, right beside the card's name. A logo at the bottom of the card by the card number refers to the publishing set, not the world, and has no effect on determining which cards can be attached. The AD&D logo is a world all its own; it is not a generic world whose artifacts are usable by all other world champions.
Worshippers
If a worshipper is in a player's pool, an Avatar can be brought into play by discarding allies instead of champions. If 4+ worshippers are in the same pool, an Avatar can be brought into play without discarding any card.