A game can be made more interesting by adding optional rules. In games with optional rules, players can omit them at their discretion, but it is necessary for everyone to agree on which rules are to be used. Before deck selection, players must agree on which optional rules are to be used. To keep track of additional levels or cards under the control of another player, several of these rules use counters or chips. We recommend that you try the rules marked with an asterisk (*).

Multiple attack mode *

This optional rule differs primarily in the fact that a realm is not automatically razed when the attacker wins a round of combat. This usually means several combat rounds. A separate champion must be chosen and the battle entered a second time. A third champion must then be chosen by the attacker if the defender loses again. Upon winning a combat round, a defender can take the spoils. The attacker cannot attack again. Unless otherwise specified on the card, neither attacker nor defender can use the same champion twice. Realms are razed when defenders fail to defend or lack champions to defend with.

Aiding the Attacker or Defender *

This variant adds excitement to games with four or more players as all players can participate in the battle. Attackers and defenders can request help from other players. Players outside of the battle cannot force their aid. It is only possible to aid one side and not the other.

At the end of a battle, allies and spells are discarded. Magical items and artifacts are discarded if the champion they are attached to is defeated.

Battle winners are entitled to spoils of victory, but so are their allies. Both players will share the victory if they can put down their sixth realm.

The Barbarian's Game *

With this variant, a game ends when the player at the beginning of a turn (phase 0) has six unrazed realms in his formation. Caravan or Ancient Kalidnay turns aren't counted; they have to be "real" turns. Seven realms cannot be placed in a formation (six is the maximum). The discard pile of a player becomes the new draw pile when the player runs out of cards in his draw pile.

Conqueror's Game

Those who want a more aggressive version of this game can win by having six realms in their formation and razing three other realms. This optional rule is recommended only for multi-player contests since it is challenging to achieve in a one-on-one game.

It does not matter whether your formation's six realms are razed or not. It's still possible to win even after all of them are razed. Whenever a realm is razed, mark that realm with a marker so that everyone knows who did it. These markers should all be unique. A coin, dice, or poker chip are excellent markers. The marker will be returned to the player if the realm is rebuilt or discarded.

Destroyed Worlds

Sending a realm to the discard pile or the Abyss will permanently remove it from the game. They cannot be brought back. The rule applies only to realms that were in play. Those that were discarded from the hand or draw pile will be placed in the discard pile

Fear of Undead *

When it comes to Spellfire, the Undead make powerful champions and allies. Undead champions and allies of level 4 or higher automatically frighten away opposing allies of level 1 or 2 (undead allies are immune to this effect). Clerics and their allies are immune to this effect. Certain cards (such as Banner of the One-Eyed God) will allow allies to overcome undead champions by boosting their level bonus.

World Bonuses *

Champions' levels increase by 3 when they attack or defend a realm in their world.

True Victory *

In this option, you must have at least six realms in one formation to win. By this rule, nobody can win the game by drawing a final card from his draw pile. Once you have drawn all your cards, you must shuffle the discard pile to form a new draw pile. Abyss cards do not get reshuffled.

Treasure Spoils

As an optional rule, this expands upon spoils of victory. Once an opponent is defeated in a battle, the item/artifact(s) held by the defeated champion is transferred to the victor. Limbo or the Abyss champions do not fall under this rule. It is important that artifacts and magical items can be legally attached to the victor (whether they are from the same world or they meet special requirements). To keep track of which cards belong to whom, players should use counters or chips.

Parallel Universes

When the number of players is particularly large (6 or more), the Rule of the Cosmos can limit gameplay. With the Parallel Universes optional rule, two champions, artifacts, realms, or holdings can exist at the same time.

Experience Point Spoils

A champion's base level increases when he wins a battle against an opposing champion and that champion is discarded (sent to the Abyss). In this case, your champion gains levels equal to the difference between his base level and his opponent's base level. When his level exceeds that of his opponent, he gains levels equal to the opponent. Whenever a level 4 attacker defeats a level 10 defender, its base level is increased by 6 levels. Upon winning the battle, the victor's level would rise by 4.

The experience points earned by a champion in the discard pile or the Abyss are forfeited if he returns to the game after being sent there. If, however, a champion is sent to Limbo, he will return to the game with all of his previous experience. The increased level of all successful champions should be noted on paper or on counters.

Questing

A champion in your pool can be turned face down during phase 2 of your turn. An eligible champion must be capable of attacking or defending that turn and not be hampered by an event or spell. In your next turn, you cannot use this champion to attack or defend.

Discard the top card from an opponent's draw deck during phase 2 of your next turn. In that case, the card is discarded and the questing champion returns to its pool; it may not attack that turn. The questing champion must engage it in one-on-one combat if the card is a champion. There can be no add-ons to the battle - including events. The winner will be determined by the levels and powers on the two cards, with the questing champion as the attacker and his opponent the defender (who wins ties). The winner returns to his pool. Remember that avatars can be brought into play like this without the required cards being discarded.

It is possible for each player to send one champion to quest each turn. Questing has the advantage of forcing an opponent's card to be discarded without them using it. It can also be used to remove an opposing champion.

Questing can only be done by one champion per turn, and not through Ancient Kalidnay or Caravan turns.

Sideboard Use

Whether or not requested, each player is required to allow his or her opponent(s) to count the cards on the sideboard (face down) before they begin playing. Players may swap cards from their decks with cards in their sideboards before the start of the second or third game of a match. Cards must always be exchanged one-for-one between decks and sideboards to keep the sideboard at seven cards at all times. As long as one card from the deck is exchanged for one on the sideboard, there are no restrictions on how many cards a player may exchange. If a player alters his or her deck in any other way than through a legal sideboard exchange, he or she will be ejected from the tournament.

Optional Play of Dungeon Card

In the deck construction, these cards are free cards; they do not count as part of the deck, resulting in actual deck sizes of 56, 76, or 111 cards. They were originally introduced in Dungeons! booster. Cards give players special advantages. You can enact normally optional rules or shield your draw pile from inspection.

Dungeon cards aren't shuffled into the deck like normal rule cards. A player puts his dungeon card into play at the beginning of the game.

A dungeon card can only be removed in three ways. The first is to cast a Wish spell. Wish and the caster is both removed from the game if it is successfully cast. In addition, the dungeon card is also removed from the game. For more information regarding the "Removed From the Game" area of the game, see the notes below.

The Abyss power of Gib Kcir (16/RR Chase) entails placing another non-realm card there. As a result, the dungeon card is also removed from the game, but Gib Kcir remains in the Abyss (so it's possible that she can be recovered later).

The final option for removing a Dungeon Card is to attack it directly. During phase 4, this is done instead of attacking an opponent's realm. A Dungeon Card can only be attacked by an opponent who has a formation in play (at least one realm, razed or not).

In the event that the attack is successful and the dungeon card is razed, the victorious champion is removed from the game. The attached cards go into the discard pile. Afterward, the attacker gets dungeon spoils. Defenders who defeat attackers get dungeon spoils, and they may not be engaged in any additional combat this turn.

Dungeon spoils are special types of victory spoils. When you win, you draw a card, which is shown to everyone. The dungeon spoils are sent to the Abyss if the card drawn is a realm, and the victor gets to shuffle his discard pile into his draw pile. Other types of cards are played as regular spoils (or placed in the player's hand).

A dungeon card can never be reinserted into the game once it has been removed. Dungeon cards can only be played at the beginning of the game.


Rule Variant: The Tyrant's game

The optional rule changes the game in a minor way. Changing some of the rules does not change the focus of the game. Basically, a rules variant is a new way to play SPELLFIRE. With this variant, combat and destruction take center stage. It requires the players to build specialized decks, unlike the optional rule of Conqueror's Game.

The Decks

Each player needs two decks to play the Tyrant's Game. In the first deck, there are 12 cards that are strictly realm-based. There is also a 55-card combat deck, which comprises all kinds of cards. All limit types apply to this deck as well. For example, champion levels cannot exceed 90, and event cards cannot exceed 10. A realm card may even be present. Each deck cannot have duplicate cards.

Set-up

Each player takes out his 12-card realm deck to make sure that he can see them all. Every player at the table lays down a realm card starting with the oldest. Each player lays down six realms in a formation around the table. The same order as a regular game must be followed in laying down the realm cards. The Rule of the Cosmos states that there can be no more than one of any realm in play at a time. The realm deck might need to be increased to 15 cards if four or more players are involved.

A player's realm deck is set aside once they have laid out six unique realms in formation. It is no longer used.

Winning

During the game, players attempt to raze each other's realms. All six realms of a player must be destroyed or discarded for the game to end. A player earns points whenever he razes a realm. However, forcing a realm to be discarded does not earn victory points. A piece of paper or counters can be used to score. In the end, the player who has earned the most points wins.

With the Tyrant's Game, a draw is possible. Players must play with the cards they have in their hands if they run out of cards in their draw pile. The problem may be that he will no longer have any viable champions to press the attack. When every player agrees that the game cannot be won, it is called a tie, and no winner is established.

Game Play

Aside from that, the game follows the usual rules. A player can replace discarded or razed realms with cards from their hand. Rebuilding realms can delay the end of the game. Even so, the player who razed a realm retains the points he earned for it. Except for the Conqueror's Game, all optional rules are available.