Tournament Protocol

There’s no such thing as an ante or sideboard in sanctioned tournaments (refer to variants under the tournament structure for exceptions). Players are encouraged to build as challenging of a deck as they can while at the same time being aware of strategies that may work against their creation. Players are not allowed to change decks or add cards once the tournament has begun unless special rules exist for a particular tournament. The only exception to this rule is that a player may replace a card destroyed by the Enter Darkness Together event at the end of the current round, unless the player replaces the destroyed card with the same card. Then the player may do so at the end of the current game.

Likewise, “touch rules” don’t exist in tournaments. If a champion casts an offensive spell at a champion who is immune to offensive spells, he’s allowed to re-target the spell in most circumstances (the exception being that if he casts into a pool at a hidden champion who happens to be immune, the spell is wasted). If a player unknowingly sends his champion into an instant-defeat (like attacking with a monster when the Lovely Colleen is in the defender’s pool), he’s allowed to take back his attack, except in the case of a hidden pool. Remember that everyone’s supposed to be having fun.

Tournaments should always post what optional rules variants and victory conditions are being used so as to allow players to create decks that match the intent of the tournament. If no variants are listed, it assumes a standard, 6-realm game is being played. If a specific type of tournament is listed, players should refer to the rules under that tournament type before constructing their decks.

Tournament players cannot choose what optional rules they’re going to use during their game, even if everyone at the table agrees to them. The tournament coordinator always decides optional rules.

Official tournaments are played with cards not older than 2 years old, or with the older, but renewed cards. You can renew any cards within spellfire.com website or Spellfire App.


What Do I Need to run a tournament?

To run a Spellfire tournament, all you need are:

• At least 9 players (for a scored tournament)
• Access to spellfire.com website or App
• A coordinator, who is in charge of interpreting rules during the tournament. Large tournaments might require more than one judge.


Tournament Types

There are a variety of different tournaments to choose from that are considered standard. Standard tournaments are detailed below. Most of the tournaments are intermediate-level events, though there are a few advanced tournaments to challenge experienced players.

Additional tournament types are legal as long as the rules for the tournament are clear. If you create a new tournament, please send us your rules and we’ll consider making it a standard tournament. For that, you need to Contact Sanil, the Elven King.

Most of these tournaments work well at any deck size, though the Shattered Land tournament takes a lot longer with larger deck sizes. Every tournament is comprised of three players. The first player to win two games advances.

Sealed Deck (Beginner)

This is a type of tournament to introduce new players to Spellfire. Each player gets one sealed deck of 5th Edition cards to use. Each sealed deck is considered to be tournament legal, allowing the player to use any card in the deck.

Booster wars! (Beginner) RECOMMENDED

This is the best type of tournament to introduce new players to Spellfire. Each player gets 3 sealed boosters of 5th Edition cards to use. All cards in boosters are considered to be tournament legal, allowing the player to use any card in the deck. Players should build a deck in a limited amount of time. This type of tournament is played with the 25-card deck. There are 15 cards per pack in Boosters. They need to build a deck of 25 cards. After the game, they can adjust and fine-tune their deck by switching cards they got from boosters.

Master’s Strategy (Intermediate)

This is a typical sealed deck tournament with a twist. After the first game, players get to take the 5th edition booster and fine-tune their decks by removing up to 12 cards and replacing them from those in the booster.

No-Xs (Intermediate)

Under this variant, legal decks can't have cards that have the number X in them (0-9). For example, a No-9s tournament would prevent decks from using cards that have the number 9 anywhere in the card number (cards #9, 39, 192, 95, etc.).

Championship (Intermediate) RECOMMENDED

This is the standard Spellfire tournament game. Each player constructs a deck based on the number of cards (55, 75, or 110) and players battle toward the established victory conditions (6 or 10 realms). Note that dungeon cards are not considered part of these deck totals.

World War! (Intermediate)

This tournament forces all decks to be constructed using realms, holdings, artifacts, and champions from one specific world (player’s choice). Items that are “generic,” such as an artifact that’s usable by any champion, are not permitted. The world logos must be the same.

The different worlds are: Frozen Fire, Holy Deadlands, Wet Deserts, Blood Birth, Flaming Waters.

Team Spirit (Intermediate)

This tournament requires three teams of two players each to compete against one another. The first team to have 10 unrazed realms at the start of one of the team member’s turns wins. Normal deck construction rules apply.

Teams are not allowed to sit side-by-side. Seating starts with whoever wins the draw to see who goes first followed by opposing team members. Players always sit: A1, B1, C1, A2, B2, C2. Thus, the second member of the team always goes fourth in turn rotation.

Rule cards, events, and other cards that affect an “opponent” have no effect on a player on the same team. Opponents who play cards that affect a single opponent still affect only a single opponent, not the entire team.

Conqueror’s Game (Advanced)

The first player to raze four realms in combat and have three unrazed realms of his own wins the game. Each player brings his own unique markers to identify the realms he has razed.

Realms razed outside of combat (through “vengeful” ally or champion powers or through events) don’t count. A realm is only considered razed if the attacking player’s champion wins the round of combat and causes the realm to be razed.

Each time a realm is razed, the victorious player pushes one of his markers forward. Once a realm is razed, it makes no difference whether the realm is rebuilt or discarded (the player always keeps his marker). Likewise, multiple players can get a marker by razing the same realm (through rebuilding by the owning player), and a player can get an additional marker by razing the same realm in combat at a later time. Any realm that is discarded as a result of combat does not earn a marker, however.

Shattered Land (Advanced)

All players create decks that use realms, holdings, artifacts, and champions from the Wet Deserts world. The Rule of the Cosmos is doubled, allowing two of any cards to be in play at the same time (though decks still must be constructed with one of any card). A player who brings a third realm, holding, artifact, or champion into the game gets to choose which existing card is discarded. That player then gets to play his card normally.

Wizard’s Challenge (Advanced)

All players create decks composed of champions of any world and spells that can be cast in phase 4. Spells that can be cast only in phase 3 are not allowed, though spells able to be cast at any time are legal. Allies, unarmed combat cards, blood abilities, thief skills, and psionic power cards cannot be used.