Borrowing cards

The special powers of some champions (as well as other cards) allow them to borrow cards from other players. After each round of combat in which they are borrowed, borrowed cards always return to their original source. It is only an exception when the card explicitly states that the borrowed card should not be returned or when the borrowed card has been discarded during combat.

Copying powers

When you copy a special power from another card, you copy the exact text on the card. Avatar cards have special powers that cannot be copied. "Blueline" powers are gained as well, as are any racial characteristics. Copies are made immediately after the card is played. When a card has the ability to copy a special power of another card, the owner chooses a new card to copy each turn during phase 3, unless otherwise stated on the card. Copies last for either the stated duration on the card or on the player's next turn if it is shorter.

Using "all" or "any" cards

Cards of a particular type can be used by some champions and allies. In addition to being able to use certain cards, a champion can also use cards that have additional restrictions (such as "only usable by heroes"). Heros with the ability to cast any spell, for instance, can cast the Dragon's Calm spell, which is normally reserved for dragons.

Order of play

Playing cards down first before someone else can stop you can feel like a race in intense games. When you play a card, all players have the opportunity to respond. There's no need for a "play-pause," but playing cards quickly isn't the answer.

Whenever you play a card, all players have the opportunity to respond. Once that's done, you can continue. For example, you must give others the chance to respond if you play Gib Kcir into your pool. If no one does so, you may activate her power and send another card to the Abyss.

The player who activates an already-in-play card gets priority over other players on his turn. No one should be surprised at the card's activation since it has already been in play. The acting player gets to resolve his card first if there is any question regarding who played the card first.

Running out of cards

The game ends when the draw pile of a player is emptied. There is an optional rule that applies when a new draw pile is formed out of the discard pile at the end of a turn. It is important to note that cards in the Abyss, Limbo, and Void are not reshuffled. The player loses cards that should be drawn during a time when he has no cards.

Bringing Avatars into Play

Each player is allowed to include a "free" avatar in their deck, but its level doesn't count. For deck construction purposes, it is still considered a single card.

Avatars may only be brought into play during phase 3 of a player's turn. This may not apply to all cards, as some may indicate differently. Avatars must also be brought into play under all the conditions listed on the individual cards every time they are brought out.

Flyers, Swimmers, and Earthwalkers

The flying champion is capable of attacking any realm, regardless of its location. Whenever a champion attacks a protected realm (such as a realm in position B) while the realm in position A has not been razed, all his allies must be flyers, swimmers, or Earthwalkers to reach it. Champions do not automatically grant their allies the ability to fly, swim, or earthwalk.

Even a protected realm on which there is a coastline can be attacked by a swimming champion. In realms that do not show coastlines, swimmers can only attack them if they are exposed (such as in the A position or behind razed realms). Rivers and ponds don't count as a realm with coastlines. The Spellfire App and website have a list of all realms with coastlines.

The Earthwalker can enter realms otherwise inaccessible by digging underground. Earthwalking is a special power that allows that champion to attack any realm that doesn't have special movement requirements or is limited by champion type (such as a power that "only clerics can attack" or "only swimmers/flyers/monsters can attack").

The decision not to fly is not up to the flyer. The same applies to swimmers. No Earthwalker can choose not to walk either. If a realm cannot be attacked by a flyer, a champion designated as a flyer cannot attack it. It holds true for swimmers, Earthwalkers, and anyone else who is a champion of this type. Flyers, swimmers, and Earthwalkers can be defeated by any champion or ally.

Counter-Effect Cards

Spellfire's standard rule states that the effects of cards occur in the order in which they are played. The powers and effects of each card are dealt with before the next one is played.

However, one notable exception exists. Calm, for example, is designed specifically to be a counter-effect card. In the play, counter-effect cards negate the effects of cards played before them. This must always be the next card played by the affected player. For example, if a player chooses to lay down a Cataclysm! the event, his chosen realm will be discarded. However, the Calm event negates the Cataclysm! If the player plays any other card before he reacts with a Calm or similar card, the Cataclysm! is not negated.

Once-per-Turn Items

Some cards have abilities that can be used "once per turn." Usually, this means that the player is allowed to use the power once during the third phase of his turn. After that, he can use it a second time during phase 3 of the next turn.

Before their powers can be activated, some cards must wait for another action. The Bell of Might, for instance, can duplicate an event's effects "once per turn." In these cases, the item can be used once between phase 3 of your turn and phase 3 of your next turn.

During phase 3 of the current turn, items that duplicate the abilities or powers of another champion must be selected. They can be selected when played too (such as during phase 4 of a battle when the item is played from the hand). You cannot wait for a battle to begin before deciding which power to use.