From: nayes@plains.NoDak.edu (Mark R Nayes) Subject: spellfire rules Date: Thu, 15 Sep 94 10:03:10 PDT Organization: North Dakota Higher Education Computing Network This is the rules clarification sent by TSR to the hobby store in which I work. This will be word for word. If you have any further questions my address is nayes@plains.NoDak.edu. 1)Spellcasting and Magic Items:magic items, some artifacts, and spells cast by wizards and priests have a small code in parentheses following the description of the card effect. there is a number that indicates in which phase the spell or item can be used, and an offensive or defensive classification. there is a misconception that this classification dictates whether the spell or item can be used in attack or defense. the nature of the spell or item is listed only to determine whether other cards are immune to the effects of the card (as some items and champions are immune to offensive spells or magical items). Unless otherwise indicated in the text of the card, any spell or magic item can be used in attacking and defending. 2)Pools:a player with no realm cards on the table cannot have a pool of champions. a realm that has been razed but not removed from the table is still capable of ofsupporting a pool. 3)In Play:refers to any cards on the table in a player's pool, in realm formation or in battle. even if the card is face down(to indicate a razed realm) it is considered in play. cards in a player's hand, draw pile, or discard pile are not in play. 4)Event Cards:this rule was accidentally omitted from the first printing of the rulebook. once played, an event card can never be returned to the player's hand by any means. once an event card is played, it shoud not be placed in the discard pile; remove it from play entirely. 5)Realm Cards:a realm retains its position in the formation even if other realms have been razed or discarded. a realm played in position B,for example, remains in position B even if the realm in position A has been razed or destroyed and removed from the game. 6)Special Powers:many realms, champions, and allies have special combat powers. these take effect only when those cards are involved in battle. realm powers take effect only when that realm is the target of an attack. Exceptions are specifically stated on the cards. for example, the Greyhawk Ruins card states that all of the player's Greyhawk champions gain +2, in which case that card would be active at all times until it is razed or destroyed. 7)Draws:if a card in play pevents a champion from attacking(e.g. a non-flying champion is blocked by a wall spell), that champion is defeated put returns to its pool, and the battle ends. a defending champion defeated in this manner likewise returns to its pool, but the atacking player may continue battle with a new champion. 8)Optional Rules:some of the rules are more optional than others. it is strongly suggested that the following optional rules be used:aiding the attacker or defender, world bonuses, the rule of the cosmos, cleric vs. undead, and fear of undead. the use of these rules makes the value of certain cards much more apparent. Well, that is it. Unless I mispelled a word, that is the rule suppliment sheet word for word with the exception of capitolization. If you want a copy for yourself, give me an email and we'll talk. Mark