Escolar Documentos
Profissional Documentos
Cultura Documentos
Regra Brasil
Versão 6.0
Oficial para todos os jogos,
torneios e campeonatos da Liga BSW
www.spellfire.org
2021
Clãs Oficiais da Liga BSW
SPELLFIRE
Regra Brasil 6.0
Oficial para todos os jogos, torneios e campeonatos da Liga BSW
Resource 5.0;
Promos TSR;
Promos BSW;
1ª Edição em Português;
Série 25 Anos
Bluelines: Estas são regras adendas que estabelecem algum Defensivo: Esta designação quer dizer que o poder da carta
tipo de classificação à carta, como, por exemplo, estabelecer afeta somente a si mesma (não um campeão adversário). Por
que um campeão em particular seja morto-vivo ou voador exemplo, o feitiço Mirror Image (386/4th) dobra o nível do
pela aparência do desenho em sua carta. Bluelines são campeão lançador. A menos que especificado o contrário, um
sempre obrigatórias em torneios e costumam ser aceitas pela campeão nunca é imune a cartas defensivas.
maioria dos grupos de jogadores.
Descartado: Cartas de Spellfire são descartadas como
Serenizar (Calm): Este termo significa ignorar os efeitos de resultado de uma derrota em batalha ou pelo poder especial
um evento maléfico para um determinado jogador. O evento de uma carta usada em outras etapas do jogo, como feitiços
ainda afeta os demais jogadores em jogo, mas o jogador que usados no poço do adversário. A menos que o contrário seja
sereniza o evento continua a jogar como se o evento não especificado, cartas que são descartadas vão para a pilha de
estivesse ali. descartes do jogador. Cartas descartadas são sempre
enviadas para a pilha de descartes do seu dono mesmo que
Cancelar: Este termo refere-se ao método usado para elas estejam sendo usadas por outro jogador através do poder
remover-se uma determinada carta do jogo ou cancelar o seu especial de uma carta. Termos equivalentes a “descartado”
poder especial. Por exemplo, Limited Wish cancela um evento, incluem killed (morto), swallowed (engolido), devoured
removendo-o do jogo e o enviando ao Void antes que seus (devorado) e slain (assassinado). Lembre-se que ser
efeitos ocorram. Algumas cartas não podem ser canceladas, descartado sempre causa uma derrota, mas ser derrotado não
como Genie Bottle (436/3ª edição). implica sempre em ser descartado.
Lançador: O campeão capaz de lançar um feitiço de mago ou Cúpula BSW 2021: Cartas que previnem que outra seja
de clérigo. Também pode ser chamado de spellcaster descartada, mas que não mencionam especificamente a pilha
(lançador de feitiço). de descartes, não previne que a carta salva seja enviada para
o Abismo, Void ou Limbo, pois, para que ela previna que a
Campeão: Uma carta com o ícone de mago, herói, clérigo, carta afetada seja enviada para qualquer outra pilha, a
psionicista, regente, ladrão ou monstro em seu canto superior menção deve ser expressa ou usar a designação genérica
esquerdo. removed from game (removido de jogo).
Cúpula BSW 2021: os poderes de campeões que simulam o Pilha de descartes: Quando uma carta é descartada através
uso de uma carta suporte devem ser tratados como um poder de combate ou pelo poder especial de uma carta, ela é
de campeão como outro qualquer, apesar da redação de colocada na pilha de descartes daquele jogador. Algumas
seu poder. Seu uso não provoca a ativação de cartas como cartas fazem com que a pilha de descartes seja
Mulmaster (73/4th ed) ou Highmaster Illithios (21/DU ch), reembaralhada com a pilha de saque do jogador ou permitem
tampouco podem ser negados como se fossem cartas que uma carta seja comprada diretamente da pilha de
suporte. descartes durante o jogo. A pilha de descartes deve ficar
separada das demais áreas do jogo (o Abismo, Limbo, o Void
Clérigos: Estes campeões podem lançar feitiços de clérigo e a pilha de saque).
como parte de suas habilidades de ícone. Clérigos são imunes
à regra Medo de Mortos-Vivos. Dispersar: Este termo normalmente refere-se ao uso dos
feitiços Dispersar Magia ou Dispel em um outro feitiço.
Costa: Esta é a designação para reinos que tenham oceanos Campeões cujos feitiços não possam ser afetados pelo feitiço
ou mares em alguma parte de seu desenho. Reinos costeiros Dispersar Magia não podem ter seus feitiços dispersados
podem ser atacados por campeões e aliados nadadores, dessa maneira.
independentemente de sua posição na formação. Alguns
reinos (como Doc's Isle [5/RR]) possuem figuras que retratam Dragões: Campeões e aliados designados como dragons
água, mas ainda são considerados reinos costeiros. Pela (dragões) ganham bônus ou penalidades baseados nos
Cúpula BSW 2010, reinos com rios (embora não propriamente poderes especiais de outras cartas. Muitos dragões são
costeiros), também podem ser atacados por campeões e campeões monstros, porém eles podem ser de qualquer tipo.
aliados nadadores independentemente de sua posição na
formação. Pilha de saque: Esta é a pilha de cartas de onde um jogador
saca suas três cartas no início de seu turno. Quando um
Cúpula BSW 2016: com o lançamento de novas cartas e jogador pega a última carta de seu baralho, ele não tem o
aumento da quantidade de campeões com o poder de direito a sacar novas cartas até que ele crie uma nova pilha de
movimentação e/ou de burlar restrições de ataque, retorna-se saque. Ao final do turno em que o jogador fique sem cartas em
ao entendimento original da expressão coastal realm/reino sua pilha de saque, ele reembaralha sua pilha de descartes,
costeiro, proibindo o ataque de reinos protegidos que que se torna sua nova pilha de saque.
contenham apenas rios por campeões nadadores.
Dungeons: Estas cartas especiais são consideradas uma
Combate: veja Batalha. Cúpula BSW 2015: Cartas com o carta grátis na construção de um baralho; elas não contam
termo combate têm seu poder ativado quando o passo 4 como parte de um baralho, desse modo criando tamanhos de
inicia. baralho de 56, 76 ou 111 cartas. Dungeons garantem
vantagens especiais a um jogador. Estas vantagens variam
Round de combate: Este seria a etapa de uma batalha em desde a ativação de regras opcionais do jogo a evitar que a
que um campeão atacante enfrenta um campeão defensor. pilha de saque do jogador seja espionada.
Derrotado: Um campeão é considerado derrotado se ele for Anão: Campeões e aliados designados como dwarves
forçado a ser descartado em batalha devido ao poder de uma (anões) ganham bônus ou penalidades baseados nos poderes
carta ou se seu nível ajustado for menor que o de seu especiais de outras cartas. Cartas designadas como sendo
oponente, e ele não puder ou não quiser mais jogar cartas que duergar são também consideradas anões.
aumentem o seu nível. Exceto se o poder do campeão
especificar o contrário, campeões derrotados são enviados Cavando: Um campeão com a habilidade de cavar pode viajar
para a pilha de descartes. Se o poder de uma carta especifica por baixo da terra para atacar qualquer reino na formação de
que o campeão derrotado por ela deve ser necessariamente um jogador. Cavadores não podem atacar reinos que sejam
Halfling: Os campeões e aliados designados como halfling Magical Items (Itens Mágicos): Estes dispositivos tem
ganham bônus e penalidades baseado nos poderes especiais poderes especiais inerentes e são anexados a um campeão
de outras cartas. Cartas designadas como kender são durante o passo 3 ou 4 (combate). Um campeão pode ter
consideradas Halfling. qualquer número de itens mágicos. Cada item mágico lista se
é defensivo (só afeta o seu lado) ou ofensivo (afeta o lado
Hand (Mão): Isto se refere as cartas seguradas (mas não oponente). Todos os itens mágicos de um campeão podem
estão em jogo) por este jogador. ser usados quando atacando ou defendendo um reino (a
menos que o contrário seja indicado).
Harmful (Maléfico): Maléfico é uma designação para as
cartas de evento que têm efeitos prejudiciais a um ou mais Monsters (Monstros): Monstros podem usar itens mágicos e
jogadores no jogo. Estes tipos de eventos podem ser negados artefatos normalmente, além de quaisquer outros poderes
com o uso de Calm (400/4ª), ou qualquer outra carta cujo especiais que eles possuam. O ícone vermelho do monstro
poder especial nega eventos prejudiciais. não possui um poder de ícone.
Helpful (Benéfico): Benéfico é uma designação para cartas Negate (Nega): Este termo se refere a um método para
de evento que têm efeitos benéficos para um ou mais remover do jogo um tipo particular de carta ou tirar o poder
jogadores no jogo. Este tipo de evento não pode ser negado especial de uma carta. Algumas cartas poderiam ser imunes
pelo uso de Calm, entretanto eles podem ser negados por ao poder de negação relatado. Por exemplo, “negando um
outras cartas cujos poderes especiais negam eventos feitiço recém jogado” se refere a estar dispersando um feitiço.
benéficos. Helm (255/4ª), Intercession (48/RR), e Limited Wish Assim, um campeão que não pode ter o feitiço dele
Played against in combat (Jogado contra em combate): Removed from Game (Removido do Jogo): Veja Void.
Isto se refere a cartas jogadas dentro do combate; cartas que
já estavam anexadas não contam para ativar um poder Round: Um round é um combate simples de campeão versus
especial com esta estipulação. Por exemplo, a Rod of 7 Parts, campeão, um de ataque, e um de defesa. Pode incluir
Part 7 (27/AR) permite que o possuidor ignore uma carta qualquer número de feitiços, aliados, e itens mágicos. Uma
jogada contra ele em combate. Qualquer carta que entre em batalha frequentemente dura multiplos rounds.
combate depois que os poderes especiais do atacante e
defensor (e seus itens anexados) foram ativados pode ser Rule Cards (Carta Regra): Cartas regras são jogadas no
ignorada. início do turno de um jogador (passo 0), antes de sacar as três
cartas dele. Estas cartas mudam as regras do jogo de uma
Pool (Poço): Campeões, itens mágicos, e artefatos que foram maneira muito específica. Esta mudança afeta todos os
postos em jogo estão no poço. Quando um campeão ataca ou jogadores a partir do momento em que a carta regra está em
defende, não é considerado que ele esteja no poço. Não jogo. Se outro jogador puser uma carta regra em jogo, a
podem ser devolvidos a mão, cartas que estejam no poço, anterior é descartada e seu poder já não tem efeito no jogo.
exclua-se quando por poderes especiais de cartas. Cartas no
poço não contam no limite de tamanho da mão do jogador. Cúpula BSW 2021: cartas regra devem ser consideradas
Um jogador pode colocar qualquer número de campeões no como cartas pertencentes ao jogo e não ao jogador que as
poço dele. Jogador sem reinos (incluindo arrasados) tem que põe em jogo
descartar o poço inteiro ao término do turno do jogador atual.
As cartas são jogadas no poço tipicamente no passo 3 do seu Special Powers (Poderes Especiais): A maioria das cartas
turno ou como resultado de espólios de vitória. no jogo de Spellfire tem poderes especiais que podem ser
vistos na caixa de texto da carta. Poderes especiais entram
Psionic Attack (Ataque Psíônico): Isto se refere a qualquer em vigor sempre que uma carta é usada durante o jogo ou se
poder psiônico ofensivo ou habilidade de campeão psiônico. ela é alvo do poder especial de outra carta. Quando os
Pro exemplo, Agis (261/1ª) pode psionicamente destruir um poderes especiais de uma carta tem por base um tipo de carta
monstro oponente. Cartas com imunidade a psiônicos (veja Ordem de Ativação). Outro termo para poderes especiais
ofensivos (ou ataque psiônico) seriam imunes ao poder dele. é habilidades especiais.
Psionic Power Cards (Cartas de Poder Psíônico): Estas Spells (Feitiços): Magos e clérigos podem lançar feitiços
cartas são utilizáveis por campeões psíônicos como parte de como parte de suas habilidades de ícone. Magos podem
sua habilidade de ícone (do mesmo modo um mago pode usar lançar apenas feitiços de mago e clérigos lançam apenas
feitiço de mago). Como feitiços, cartas de poder psíônico são feitiços de clérigo. Cada feitiço marca se é defensivo ou
ofensivas ou defensivas e podem ser canceladas pelos ofensivo. Não tem nada a ver com quem está atacando ou
poderes especiais de outras cartas. defendendo. Podem ser usados feitiços ofensivos quando
atacando ou defendendo um reino, assim como feitiços
Psionicist (Psíônico): Este tipo de campeão pode usar cartas defensivos. Cada feitiço também marca o passo do turno em
de poder psíônico como parte de sua habilidade de ícone. que o jogador pode lançá-lo (por exemplo, Off/4). Só o jogador
Psíônicos também podem ter um poder especial que é corrente pode lançar feitiços de passo 3 e 5. O atacante e o
ofensivo ou defensivo (veja entrada individual de cartas) este defensor podem lançar feitiços no passo 4. Há também feitiços
pode ser negado pelos poderes especiais de outras cartas. que podem ser lançados a qualquer momento, contanto que
Psíquicos também podem usar aliados, itens mágicos, haja no poço um campeão capaz de lançá-los. Alguns feitiços
artefatos do mesmo mundo, e outras cartas (como feitiços) podem ser lançados a qualquer momento para conter outros
dependendo dos poderes especiais deles. feitiços ou eventos (como Dispel Magic ou Limited Wish).
Rarity (Raridade): Esta é a freqüência na distribuição das Sword (Espada): Certos itens mágicos tem na caixa de
cartas. Os quatro tipos de raridade são Comuns, Incomuns, poderes especiais da carta um designação como sendo uma
Raras e Chases. Cartas chase são as mais raras de todas as espada. Tais itens mágicos ganham bônus baseado nos
cartas de Spellfire. Se a raridade de uma carta é referida como poderes especiais de outras cartas, como um campeão que
um Reino, isto indica que esta é uma carta comum. adquire níveis adicionais ao usar uma espada. Itens mágicos
que são espadas também são armas.
Razed Realm (Reino Arrasado): Quando um campeão ataca
Até cinco minutos de atraso – sem penalidade. - Abandono do evento: caso algum jogador abandone o
De cinco a quinze minutos de atraso – o jogador será evento antes de seu término, o pareamento deverá prosseguir
considerado derrotado em seu primeiro duelo e poderá jogar entre os jogadores restantes, sendo mantidos os resultados
apenas o segundo. das rodadas das quais ele houver participado. O jogador
Mais de quinze minutos de atraso – o jogador será receberá apenas metade dos pontos devidos por sua
considerado derrotado por 2 x 0, podendo participar das participação no evento.
demais rodadas normalmente.
- Enter Darkness Together (10/DU chase): Se ambos os
Jogadores não inscritos que compareçam ao local do evento jogadores estiverem de acordo, o EDT, ao invés de obrigar o
após o início do torneio poderão participar do evento, mas oponente a rasgar uma carta, pode ter seu poder impedido
estão sujeitos às penalidades acima previstas não só para a caso o adversário doe a carta para o jogador da EDT.
rodada corrente, como para todas as anteriores. Caso o evento afetado seja uma impressão caseira, seu
possuidor NÃO poderá rasgá-la para negar o poder de EDTe
- Organização do Campeonato Individual: O torneio será NÃO poderá responder com o evento Deflection.
organizado na modalidade emparelhamento suíço, no qual os EDT NÃO poderá ser impressa como as demais cartas,
jogadores enfrentar-se-ão pelos seguintes critérios: podendo ser usada apenas se for original.
- O emparelhamento em cada rodada ocorrerá dos jogadores - Cartas da mão: Um jogador deve informar corretamente a
de maior pontuação para os de menor; quantidade de cartas em sua mão sempre que solicitado pelo
- Dois jogadores não poderão enfrentar-se mais de uma vez jogador adversário.
durante o evento;
- Em caso de número ímpar de participantes, aquele que tiver - Voltar jogada: Um jogador poderá retornar uma carta
menos pontos na rodada anterior não participará da rodada jogada desde que não tenha ativado a carta ou nenhuma
corrente e receberá dois pontos (que não contarão como uma outra carta tenha sito jogada. Ex: baixar um reino e se
vitória para efeitos de desempate); arrepender: é possível retornar a carta para sua mão e baixar
- O emparelhamento da primeira rodada será efetuado outro; anexar um item a um campeão e se arrepender: é
aleatoriamente; permitido retornar o item para a mão ou anexá-lo a outro
- Critérios de desempate: campeão.
a) maior número de vitórias de três pontos; Porém se a carta foi ativada, o jogador não poderá mais voltar
b) maior número de vitórias de dois pontos; atrás. Ex: um jogador ativa o poder de Gib Kcir (16/RR
c) maior número de empates; chase) e envia uma carta não reino para o Abismo. Neste
d) saldo de reinos; caso, não é possível refazer a jogada e escolher uma nova
e) total de reinos construídos; carta no lugar da primeira.
f) total de reinos destruídos; ATENÇÃO! Esta regra não se aplica a passos! Se o jogador
g) total de fortalezas; pular um passo ao jogar uma carta, ele não poderá desfazer a
h) classificação no Ranking Brasileiro 2016; e jogada para voltar ao passo anterior (ex.: o jogador baixa um
i) número de inscrição. campeão antes de baixar um reino, caso em que ele não
poderia voltar o campeão para sua mão e baixar um reino).
A pontuação de cada rodada obedecerá aos seguintes
critérios: - Cartas da coleção em português: Subentende-se que as
cartas da coleção em português têm o mesmo nome e poder
- Vitória por 2x0: concedidos 3 pontos para o jogador das cartas da segunda edição em inglês, portando não
vencedor; poderiam ser usadas em um mesmo baralho, exceto as cartas
- Vitória por 2x1 ou 1x0: concedidos 2 pontos para o jogador 85, 97, 143, 168, 178, 179, 182, 191, 197, 218, 219, 238, 239,
vencerdor; 267, 326, 339, 345, 381 e 399, que possuem nomes e
- Empate: concedidos 1 ponto para cada jogador. poderes diferentes que suas contrapartes, cartas 401 a 420 da
segunda edição.
Obs. Resultado de uma partida não concluída antes do Para fins desta regra, equiparam-se à coleção em português
término do tempo: Será declarado vencedor o jogador que as edições em alemão, em espanhol, em francês e em
obtiver o maior resultado nos seguintes critérios em ordem italiano.
decrescente: 1) total de reinos construídos, 2) total de reinos
arrasados, 3) total de fortalezas, 4) total de campeões no poço - Cartas com mudanças de poder entre edições: Em jogos
ou 5) total de artefatos e itens anexados. da Liga, a carta possui o poder descrito em seu texto (mais
eventuais bluelines contidas na Regra Brasil), não tendo seu
Cada rodada será composta por um duelo em melhor de três, poder atualizado pelas novas edições do jogo. P.E. o Rings of
com duração de 60 minutos. Após o 50º minuto, não se All-Seeing da primeira edição não pode descartar uma carta
poderá iniciar uma nova partida. Cada jogador terá 30 da mão do adversário no passo 0 como a sua contraparte da
minutos para realizar todas as suas jogadas durante a 4ª edição.
rodada, tempo este cronometrado em relógio apropriado
(recomenda-se o uso do aplicativo Chessclock). Caso o tempo - Saque e cartas da mão: Durante o passo 1, considera-se
do jogador se esgote, seu oponente será considerado que o jogador instantaneamente comprou suas cartas
vencedor da partida por 2x0 permitidas naquela etapa do turno, não havendo qualquer tipo
Após cada rodada, haverá um intervalo de 10 minutos para de intervalo durante este ato, ainda que, na prática, o jogador
descanso, e a cada 3 rodadas haverá um intervalo de, no pegue uma carta de cada vez em sua pilha de saque.
mínimo 30 minutos, a critério da organização do evento. Cabe lembrar ainda que a ação de comprar cartas no passo 1
é obrigatória, não podendo o jogador prescindir do saque por
O evento terá a duração de 10 rodadas, 6 no primeiro dia e 4 qualquer razão.
no segundo. O total de rodadas poderá ser alterado a critério
da organização do evento em virtude do número de jogadores - Encerramento do Passo 0: O passo 0 é considerado
presentes. encerrado quando o jogador retira ao menos uma carta de
Abaixo constam somente o extrato das decisões ocorridas nas reuniões da Cúpulas BSW que implicaram mudança nas regras do jogo.
Na hipótese de atualização das resoluções de Cúpulas antigas em reuniões posteriores, serão postadas abaixo apenas as suas
versões mais recentes.
Cartas uma vez por turno: Uma mesma carta só poderá ser usada uma vez por turno, mesmo que retorne ao jogo.
Bag of Holding: Não pode descartar a si mesma para ter seu poder.
The Forest Oracle: Foi tornado uma carta counter, podendo usar seu poder a qualquer momento
- Enter Darkness Together (10/25 DU): Ela pode ser defletida, o que faz com que o jogador de EDT, caso ainda queira cancelar o
evento/feitiço, precise rasgar a própria EDT para fazê-lo. Ex: Jogador A lança Cataclisma, jogador B lança EDT, jogador A usa
Deflection, se o jogador B quiser que o Cataclisma ainda seja cancelado terá que rasgar o EDT para fazê-lo surtir efeito.
- The Azure Tower of the Onad Fallen (24/100 DU): Esta Dungeon deixa seus eventos benéficos imunes de serem cancelados ou
negados.
- Spell-Turning: Caso utilizado em um feitiço que não afete o lançador (campeão) a exemplo de Desintegrar, ao retornar para o
lançador original não trará qualquer efeito e simplesmente se dissipará.
- Antimagic Cloud: Esta carta NÃO nega o ÍCONE de campeões, ou seja, não inabilita o campeão de ser mago, clérigo, regente,
ladrão, etc...
- Chernevik (347/500 4th): Caso receba o efeito de uma Con Game (82/100 DU), Chernevik vai para a pilha a ser dividida e caso
esteja no lado a ser descartado ele voltará ao seu poço e não será descartado. Cartas anexas a ele vão para o descarte normalmente.
- Unusually Good Fortune (11/25 FR): Pode ser lançada sobre Good Fortune quando Azure Towers the Onad Fallen estiver em jogo,
- Estate Transference (437/440 1ª ed): Se retornado, o jogador que a lançou tem um de seus reinos e seu campeão lançador
enviados para o abismo.
Se Estate é retornada (spell-turning, re-target, etc), independente de seu lançador disperse ou reflita novamente, seu lançador é
enviado para o abismo. O lançador é enviado para o abismo ao final do efeito de Estate Transference, ou seja, ele ainda pode ser
usado para usar um Dispersar Magia se necessário. Caso o lançador seja imune a feitiços ofensivos ele não é enviado para o abismo.
Ex: Pelath lança Estate no jogador B, jogador B usa Re-target, Pelath é enviado para os abismo mesmo que seu possuidor cancele ou
reflita novamente o Estate. Revogado pela Cúpula BSW 2015.
- Weasel Attack (428-1st): Quando defletido o usuário de Deflection escolhe outro jogador a ser atacado e receber os efeitos do evento
maléfico. O usuário de Weasel que fará todas as ações contra si mesmo, caso seja ele o escolhido. Quem utilizou o Weasel pode
realizar novos ataques ainda neste turno.
Se copiado Weasel o jogador pode guardar a cópia somente até seu próximo turno e será obrigado a utilizá-lo.
- Quill Pen of the Planes: Mesmo que o Quill Pen seja descartada por efeito de uma magia, carta de poder psiônico ou poder de
campeão psiônico, seu possuidor pode copiar e usar o poder da cópia antes de ser descartado.
- Necba the Wrathmaker: Se o jogador possuidor do mesmo não tiver reinos a serem atacados, seu adversário ao final do seu turno
deverá descartar o campeão de maior nível e o dono do Necba deverá descartá-lo também no mesmo instante. Revogado pela Cúpula
BSW 2015.
- Combo Renovação + Serenidade + Hijacking: Este não é permitido, pois não se pode dar duas respostas para uma mesma carta
- Poder de campeão uma vez por turno: Poder de campeão que faça com que ele seja retirado do poço ou mão pelo seu possuidor
para realizar um efeito, só poderá utilizar seu poder uma vez por turno, mesmo que o mesmo retorne ao jogo, a exemplo de Gib Kcir e
Gatekeeper. Eles ainda podem utilizar de seu ícone para lançar cartas.
- Foram tornadas cartas Counter-effects e Just-cast: Wyrm's Decree (19/100 DR), The Boss Wants a Cut (21/100NS) e Nullification
(35/100 PO), portanto podem ser utilizadas a qualquer momento para obter os efeitos descritos nelas.
- Turnos extras seguidos: Não é possível usar dois turnos extras seguidos ou intermediados por seu turno normal, em resumo não é
permitido ter 3 turnos seguidos.
- Uso Imediato: Se uma carta não diz expressamente que seu uso é imediato durante a batalha, por uma regra geral ela deve ter de
uso imediato;
- Mastter Illithid (DU 53): Este aliado pode pegar cartas oponentes mesmo se estiver vencendo;
- Skull Tumor (DU 49): Os campeões anexados nele não podem ser usados para baixar Avatar;
- Cartas que chequem a pilha de saque e colocam cartas em cima, devem embaralhar as cartas restantes;
- Alvo Válido: Se é lançado ou rebatido em um jogador cartas que ele mesmo escolhe o alvo, este deve escolher um alvo válido para
receber seus efeitos ele não pode escolher alvos imunes;
- Orcus (NS 44): Adiciona nível a si mesmo, porém ele só fornece nível para campeões e não para aliados, por que ele adiciona ao
nível base e aliados não tem nível base;
- Lareth, King of Justice (DR 31): Ele não é Imune ao poder de campeões psiônicos;
- Ethereal Champion (4th 508): Ele não é Imune ao poder de campeões psiônicos quando no poço;
- Turnos Extras: Qualquer turno extra concedido por Caravana/Ancient Kalidnay não é considerado turno normal, portanto qualquer
carta que seja utilizada uma vez por turno não pode ser usada no mesmo;
- Final do Turno: Deve ser considerado passo 5 como o fim do turno, passo 6 é somente para passar o turno;
- Ativação no fim do Turno: Deve haver ordem de ativação no passo 5, de mesmo modo como em batalha;
- Aliados Triumvirates: São como cartas geradas, do tipo ícone Aliados, eles sofrem as mesmas conseqüências de qualquer carta
anexada ao campeão, ou seja, podem trocar de lado, ser descartados, enviadas ou limbo, abismo, etc;
- Defensor Imobilizado: Não é possível se escolher um defensor que esteja impossibilitado de defender; Ex: Trapped, Pavor, Stryck
- Wish: Mesmo um campeão imune a Wish deve ficar paralisado após usar esta magia;
- Deflection (4th 137): Não dá o direito do jogador usar o poder da carta defletida, ele somente escolhe o jogador alvo, e este escolhe
um alvo válido para sofrer os efeitos da carta.
Texto revisto pela Cúpula BSW 2013: Se Espionage (BR 18) é defletida, seu poder é perdido caso seja defletida para o jogador
original, pois é expresso no texto que deve ser outro jogador a receber seus efeitos e não seu lançador, se defletida para outro jogador
o lançador original usará o poder no alvo escolhido.
- Montagem de Deck: A partir desta Cúpula de Discussão, em todos os decks de campeonatos deverá haver somente uma ou outra
das cartas citadas abaixo, não podendo haver as duas no mesmo deck:
- Foram tornadas cartas Counter-effects e Just-cast: Blight (BR 51), Invulnerability (BR 45) e
Dark Negation (PO 37) – Se usado em cartas que são enviadas para abismo, limbo ou void, as mesmas devem ir para o descarte. Se
usado em cartas que são destruídas, descartadas ou saem de jogo, estas ainda precisam cumprir seu pré-requisito ou conseqüência
- Aliados fornecidos por reinos Triumvirates: Não entrarão automaticamente em batalha, devendo ser anexados somente se forem
necessários;
- Imunidade de Campeão durante a Batalha: Cartas ofensivas lançadas pelo campeão em batalha, que afetem poço, pilha de saque,
descarte ou mão, se o campeão oponente for imune NÃO podem ter efeito;
- Aliados usados como eventos: (Write Weird / Crime Lord / Indios Terenas, entre outros possíveis): Serão enviados para o descarte
normalmente após serem usados como eventos;
- Cartas que devem ser consideradas anexadas ao campeão durante a batalha: itens mágicos, artefatos, aliados e cartas que
sejam lançadas ou usadas e fiquem em jogo (Ex.: magia, carta de poder psiônico, habilidades de ladrão, de sangue, etc) cartas que
sejam usadas durante a batalha e não fiquem em jogo, não são consideradas anexas ao campeão;
- Limite de saques entre turnos: Não deverá haver limite de saques entre turnos;
- Olhar dígito sem pilha de saque: Cartas que olham o dígito, se não houver pilha de saque estas não terão poder.
- Ataque de Nadadores: Nadadores poderão atacar qualquer reino que tenha rios ou mar. Revogado pela Cúpula BSW 2016
- Lançamento de cartas durante a batalha: Qualquer carta anytime poderá ser lançada por campeões durante a batalha, estando no
poço ou em combate, desde que possa lançar a mesma;
- Cópia de Poder: Somente o poder real de uma carta é copiado, raças e habilidade de movimento não são copiados. Nomes e
características do ícone expressos no texto são considerados partes explicativas, não fornecendo a carta que copia suas habilidades e
não obrigando o jogador a cumprir suas exigências;
- Turno Extra 1: Cartas que tem efeito uma vez por turno, mas, que não estão expressos em seu texto o mesmo, NÃO poderão ser
usados no turno extra, mesmo que tenham sido baixadas durante o turno extra. Exemplo: Tyr, Necba, Marco Volo, Hetman, Pelath,
Remnis, Taxation, entre outras;
- Turno Extra 2: Cartas que foram usadas no turno normal e saíram do jogo, se retornarem, NÃO poderão ser usadas no turno extra.
Ex: bloods abilities, Gib Kcir, cartas retornadas com Remnis, entre outras;
- Labyrinth of Castle GreyHawk (06 DU): Protege os reinos deste jogador de serem descartados também para o abismo fora de
combate;
- Ancient Arms of Furyondy - 146/3rd: Foi tornada Counter-effect, portanto pode ser baixada a qualquer momento para obter seu
poder de refletir eventos maléficos e feitiços ofensivos para qualquer reino em jogo a escolha de seu possuidor. Esta carta só afeta
eventos e feitiços lançados contra os reinos;
- RESTRIÇÕES DE REINO: Deve ser considerada restrição de reino qualquer poder especial que dificulte o ataque, sem distinção
entre restrições de movimento (voador, nadador e cavador), de classe (mago, clérigo, herói, etc.), de raça (gigantes, mortos-vivos.
etc.) ou qualquer outra. As restrições de reinos devem ser tratadas como parte do poder do reino, sem qualquer distinção de raça ou
classe, podendo ser copiadas ou negadas normalmente. Restrições de reinos não são classificadas como ofensivas ou defensivas.
- ARTEFATOS QUE ANEXAM A REINOS: Todos os poderes dos artefatos anexos a reinos só funcionam quando o reino em anexo é
atacado.
- CARTAS USADAS “UMA VEZ POR TURNO”: Poderes de cartas usadas uma vez por turno que impliquem uma ação repetitiva
precisam ser ativadas pelo jogador a cada turno ou seu uso é perdido, a exemplo de Horned Society (117/3rd edition), Necba (14/DU
Chase), Johydess Mask, Staf of Mimicry, etc.
- IMUNIDADES DE REINOS: Imunidades de reinos funcionam para as cartas a ele anexadas, assim como as imunidades dos
campeões.
- ATIVAÇÃO PARA USO DE PODER DE CARTAS: Somente cartas que indicam uma escolha (cartas que possuam os verbos can ou
may ou textos semelhantes) tem uso facultativo. Nas demais, o uso é obrigatório.
- TURNOS SEM REINOS: Se um jogador não tiver reinos inteiros ou destruídos após o passo 2, ele automaticamente vai para o passo
4, não podendo realizar nenhuma ação de passo 3.
- DESCARTE DE CARTAS: O descarte voluntário de CHERNEVIK (347/4th edition) ou de qualquer outra é possível para a ativação do
poder especial da própria carta ou de uma outra que aquele jogador possua ou controle.
- WISH (384/4th edition): Pode descartar qualquer carta independente de imunidades e poderes especiais, incluindo Chernevik.
Excetua-se a regra quando a imunidade é declarada a carta Wish.
- A ORDEM DE ATIVAÇÃO DAS CARTAS NO PASSO 4: NÃO deve ser aplicada às demais etapas do turno, excetua-se quando
houver regra específica para aquela etapa.
- Cartas cujo poder especial é ativado como resultado de um combate: como Amaril (280/4th edition) e Pergaminho de Acesso a
Outros Mundos (191/portuguese edition), deve respeitar a ordem de ativação das cartas no passo 4.
- UNARMED COMBAT CARDS: Quando não especificado o tipo de campeão no texto da carta, as unarmed combat cards devem ser
usadas por Heróis.
- VITÓRIA AUTOMÁTICA: A ordem de ativação prevalece sobre a vitória automática, permitindo que campeões como Gib Irod (21/NS
Chase) e Lyr of the Mists (23/PO) ativem seu poder normalmente quando atacando e em batalha contra campeões Instant Win.
- CARTAS USADAS PARA EVITAR VITÓRIA AUTOMÁTICA: Cartas que neguem o poder de campeão ou deixem o campeão ou
jogador imune ao poder do campeão Instant Win, como Blessing of Bahamut (58/DC) e Control Wind (74/PO), entre outras, podem ser
usadas para evitar vitória automática, seguindo a regra abaixo:
Any time an instant-win due to champion powers is indicated during combat (phase 4), the player about to suffer the defeat
gains the opportunity to play a single card in an effort to avoid defeat. It makes no difference who is winning or losing.
Revogada pela Cúpula BSW 2016
- NEGAR PODER DE CAMPEÃO: Cartas que negam poderes de campeão, NÃO afetam suas características de raça, movimento
(voador, nadador, cavador, elfo, awnshegh, morto-vivo) ou sua habilidade de lançar cartas inerentes a sua classe (magos e clérigos
deixam de lançar feitiços, psiônicos, etc.)
- NEGAR PODER DE REINO: Cartas que negam poderes de reino também negam suas restrições caso isso NÃO seja especificado
na carta
- RE-TARGET (389/4th edition): Quando usado em feitiços defensivos, o jogador toma posse da carta afetada pelo Re-target usando
da maneira como preferir, inclusive nas próprias cartas. Pode ser jogado para rebater um feitiço defensivo para o mesmo alvo
escolhido pelo lançador original (Re-target em Hallucinatory Terrain [42/FR] para escolher copiar a mesma fortaleza, beneficiando o
lançador do Re-Target).
- Literalidade da condição: Para que o poder de uma carta condicionado a alguma circunstância ocorra, essa circunstância não
necessita ocorrer literalmente, pois o poder de uma outra carta pode amenizar a circunstância. Caso o Throne of Mountain God esteja
em jogo, Gib Kcir pode ser enviado para o Limbo para enviar uma carta não-reino para o Limbo, ou Runes of Future pode usar seu
poder mesmo que Manshoon of the Zhentarim use seu poder para permanecer no poço.
- Pré-requisito x conseqüência: Apesar da diferença de grafia, ambos devem ser tratados da mesma maneira em jogo. Tanto Mask
como Portinari podem se beneficiar do poder de Mintarn (3/NS) para não ir para o Abismo.
- TANTELEAR (9/PO Chase): Tantelear não pode copiar o poder do campeão a ele anexo.
- DRAGON'S CALM (47/DN): Ele funciona da mesma maneira que o evento Serenidade (400/portuguese edition), afastando os efeitos
de um evento maléfico para o jogador lançador da carta.
- THE SPHINX (43/4TH EDITION) Seu uso é entre o passo 3 do turno do possuidor do reino e o passo 3 de seu próximo turno,
podendo o poder da carta ser usado durante o turno de outro jogador.
- QUILL PEN OF THE PLANES (8/PO): Pode copiar o poder de campeões psiônicos de qualquer jogador, inclusive os seus, podendo
copiar o poder de campeão psiônico a qualquer momento, mesmo se ele não tiver usado.
- TOUCH OF DECAY (41/BR): Se utilizado em um jogador com Herald of Mei Lung (54/NS) o possuidor fica imune somente a retirar
cartas de sua mão, o jogador da Blood pode descartar um item mágico ou artefato do poço.
- DISINTEGRATE (393/2ª ed), CATACLYSM! (119/4ª ed) E PSIONIC DISINTEGRATION (73/DU): Devem continuar sendo usados
somente em reinos inteiros, pois o entendimento de que destroy, em termos de jogo, é sinônimo de raze deve permanecer o mesmo
(vide Cúpula BSW 2008). Revogado pela Cúpula BSW 2016
- USO DOS BOOSTERS ONLINE: O uso dos boosters online em torneios oficiais deverá ser restrito às impressões oficiais da Liga
BSW.
- Cartas que afetem ao oponente que estejam baixadas em um poço encoberto, o jogador possuidor NÃO precisa avisar da presença
desta carta ao adversário. Ex.: Necba [14/DU Chase], Rings of All-Seeing [171/4th edition], etc.)
-Qualquer carta usada uma vez por turno (once per turn) deve ser ativada no passo 3 do turno do jogador, com exceção quando o
passo ou maneira de utilização, estiver especificado no texto ou regra da carta.
- ELEMENTAL SWARM (52/UD) – O modo de sua utilização seguirá a regra presente no Spellfire Reference Guide 2, que estabelece
que TODAS as cartas individualmente, cujos ícones sejam inferiores à metade do nível ajustado do campeão lançador devam ser
descartadas:
(...) The Elemental Swarm then sweeps through one player's pool causing all champions, allies, magical items,
and artifacts with a level bonus less than or equal to the spell's to be discarded.
(Spellfire Reference Guide 2, p. 306)
- Cartas Canceladas: Quando uma carta suporte, evento, etc é cancelada, o custo ou consequência do seu uso/lançamento devem
ser cumpridos. Com exceção quando a maneira de utilização estiver especificada no texto ou regra da carta. (Ex.: Wish, Estate
Transference, Desintegrar, Sabotador Suicida.etc.)
-Cartas que encerram automaticamente uma batalha, porém que não sejam expressas em seu texto que são cartas de vitória
automática (Wish, Mind Killer, Tyranthraxus, Cataclsym, etc...), devem ser consideradas cartas de vitória automática, quando usadas
em batalha.
-Cartas que possuam o termo “oponente” em seu texto, quando refletidas, tem seu efeito normal no lançador original
(ConGame/Rebater – Espionage/Deflection, etc.)
- BUMBLING IDIOT [MI-BR/1] - Este aliado quando jogado em um campeão no poço, deve permanecer em jogo somente até o round
de batalha terminar.
- INDIANARA, A PRINCESA INDÍGENA [111/ML] - Quando a pilha de saque do jogador que vai comprar cartas extras não possui a
quantidade total de cartas a serem sacadas, a exemplo de Boa Sorte em que a pilha de saque só tem 3 cartas, O jogador deve
descartar a quantidade total de cartas descridas no texto da carta que originou o poder de saque, independente de quantas existirem
na pilha de saque.
- VITÓRIA AUTOMÁTICA – Regra de vitória automática utilizada para campeões, não deve ser utilizada para outro tipos de cartas de
vitória automática.
- PROTEÇÃO DO CAIPORA (86/ML) - A restrição imposta a cartas DEFENSIVAS e BENÉFICAS pela regra deve ser retirada.
- USO DE CAMPEÂO DUAS VEZES EM UM MESMO PASSO 4 (uma como atacante/defensor e outra como aliado) – devem
permanecer como na regra não podendo ser utilizado duas vezes em uma mesma batalha.
- GIB RECNEPS (Promo BSW 15) – A texto original da carta foi revalidado, impedindo que qualquer carta que gere cartas extras
imediatamente ou posteriormente a sua entrada em jogo, estejam impedidas de ser jogadas ou baixadas. (Ex.: Gib Irod, Redbelt,
Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras).
- DESAFIO AOS CORAJOSOS – DECK COM MENOS CHASES: As promos BSW (inclusive dungeons) serão consideradas chase
para fins de determinação do vencedor do Desafio aos Corajosos – Deck com Menos Chases.
- NOT SO FAST (CHBR 20/20): Ao responder a uma tentativa do adversário de comprar cartas extras, reconstruir um reino ou jogar
um turno extra, Not So Fast afeta apenas a ação de comprar cartas extras, reconstruir um reino ou jogar um turno extra. Caso a carta
respondida tenha outros poderes, eles funcionam normalmente.
Ao responder uma das ações acima descritas, a fortaleza nega a ação afetada.
Not so Fast não pode afetar eventos protegidos pela dungeon Azure Tower of Onad the Fallen (24/DU).
- BÔNUS DE REINO: O bônus de sinergia por atacar ou defender um reino de mesmo mundo do campeão escolhido deve ser
adicionado no início da batalha.
- RETORNO DO CAMPÃO DO LIMBO: Via de regra, um campeão retorno da Limbo no final do passo 5 do próximo turno de seu
controlador, não podendo realizar ações durante esta etapa.
- TERMO COMBATE: Cartas com o termo combate têm seu poder ativado quando o passo 4 inicia.
- MASTTER ILLITHID (53/DU): O poder do aliado pode ser usado para roubar cartas antes da ativação de seus poderes.
- MATINTA (118/ML): O primeira parte do poder desta carta (Ao enfrentar Matinta em combate o oponente deve doar uma carta usável
a ser utilizada por ela. Caso o oponente não coopere na doação, ele fica paralisado de medo, não poderá usar seu poder e habilidades
de seu ícone. A carta é embaralhada depois do combate.) é considerado do tipo Before Combate.
- HERO SLAYER (50/DU): Este aliado pode ser jogado para negar uma carta de combate desarmado recém-jogada apenas durante o
passo 4.
- RECIFE (Promo BSW 26): Devido ao grande potencial para criação de loops, seu poder deve ser usado apenas uma vez por
partida, de modo semelhante ao funcionamento do reino Ancient Kalidnay (97/AR).
- REBATER (74/ML): Rebater pode ser jogado mesmo sem um alvo válido, nos moldes de outros counters (Deflection, Contrafeitiço,
etc.).
- ESTATE TRANSFERENCE (437/3rd ed): Quando refletida, porém dispersada pelo jogador original, o campeão que lançou o feitiço
não deve ir para o Abismo, revogando o que foi decidido na Cúpula BSW de 2008.
- NECBA THE WRATHMAKER (14/DU): Se não houver reinos a serem atacados pelo jogador oponente, como quando o adversário só
possui reinos arrasados, Necba não deve ser descartado ao ativar o seu poder, revogando o que foi decidido na Cúpula BSW de 2008.
- IMPRESSÃO DAS PROMOS BSW: a partir de 2016, as promos BSW deverão ser impressas em português ou inglês, à escolha do
participante do Campeonato Brasileiro de Spellfire, devendo ser impressas apenas em quantidade suficiente para atender aos
participantes do evento e encomendas anteriores à sua realização, passando a ser permitido aos jogadores utilizar impressões
caseiras destas cartas para uso em campeonatos oficiais.
- PRÊMIO AOS CORAJOSOS – MENOS CHASES: para disputar a referida premiação, a quantidade de promos e chases em um
baralho passa a ser de 11 cartas (20% do baralho).
- NECBA THE WRATHMAKER (14/DU chase): o poder do Necba NÃO é ativado quando todos os reinos do adversário estiverem
arrasados ou então quando ele não tenha reinos, arrasados ou construídos, em sua formação.
- PINGUELA (28/ML): quando o reino do adversário afetado pela poder da fortaleza for arrasado, o poder da fortaleza é perdido,
mesmo que o reino seja reconstruído posteriormente.
A fortaleza NÃO contorna as restrições de ataque impostas pelos reinos afetados por seu poder.
- COLOSSAL TURTLE (Promo BSW 28): em virtude da decisão da Cúpula BSW 2011, na qual, sem reinos na formação, o jogador
não poderia realizar ações de passo 3 em seu turno, quando os campeões de um jogador permanecem no poço em função do poder
deste monstro, aplica-se a Cúpula normalmente, e o jogador torna-se incapaz de realizar ações de passo 3 em seu turno até que
jogue um reino em sua formação.
- ANCIENT KALIDNAY (92/AR): é permitido ao último jogador do ciclo (em um torneio individual, o segundo jogador) arrasar
Ancient Kalidnay e jogar seu turno extra ainda no primeiro ciclo do jogo.
- HEAVEN & EARTH (18/MIBR): o usuário desta carta pode cancelar o poder de qualquer carta jogada por um campeão de nível
base inferior, ainda que ela não tenha qualquer poder no momento em que ela é jogada.
- REINCARNATE (33/FR): esta carta NÃO pode ser ativada descartando-se um campeão da mão do jogador.
- CONVOCAÇÃO (97/Port ed):O jogador deve examinar sua pilha de saque para saber qual aliado será convocado no momento em
que o campeão for jogado, seja no passo 3 ou no passo 4.
- PAWNMASTER (16/COBR): o poder deste campeão pode ser ativado apenas durante o passo 3 do turno de seu controlador,
conforme a Cúpula BSW 2013, ao contrário do que ocorre com o poder de Vaerhirmana, por exemplo, que possui uma
complementação de significado no próprio poder da carta.
- EFEITO DE REDIRECIONAMENTO DE SAQUE DE CARTAS EXTRAS: quando o saque de cartas extras é redirecionado para outro
jogador pelo uso de cartas como Hijacking e Frevo, a carta que provocou a mudança NÃO passa a ser considerada a fonte das cartas
extras, funcionando de forma análoga a Deflection e Re-Target, não podendo ser afetada pelo aliado Block Golem ou pela fortaleza
Not So Fast.
- DRAKE: quando o poder deste aliado é usado para prevenir que um campeão dragão seja descartado, as cartas anexadas
permanecem com o campeão afetado.
- NOT SO FAST (CHBR 20/20): devido à enorme dificuldade em oferecer uma resposta ao poder desta carta, seu poder deve ser
ativado apenas se ela for descartada da formação.
- REGRA DO PROTETOR: visando compensar a vantagem que um jogador possui ao ser o primeiro a jogar durante um duelo, a
Regra do Protetor deve ser aplicada apenas ao primeiro jogador, de forma que o jogo termine caso o segundo jogador coloque o
sexto reino construído em sua formação.
- KING’S PEACE (Promo BSW 24): devido à enorme proteção conferida por esta carta, seu poder fica restrito aos eventos maléficos
jogados por jogadores oponentes.
- DESINTEGRAR (392/2nd ed), CATACLYSM! (119/4th ed) e PSIONIC DISINTEGRATION (73/DU): o termo destroy/destruir NÃO
deve continuar sendo entendido como sinônimo de arrasar, mas sim de DESCARTAR, de forma que as cartas acima (e outras que
contenham o referido verbo) passem a afetar reinos arrasados.
- UNUSUALLY GOOD FORTUNE (11/FR chase): quando jogada em resposta ao evento Boa Sorte, a ação provocada por Unusually
Good Fortune é classificada como deflexão da compra de cartas, assim como Hijacking e Frevo, podendo portanto ser jogada mesmo
contra um jogador protegido pela dungeon The Azure Tower of Onad the Fallen.
- ATAQUE A REINOS COM RIOS: com o lançamento de novas cartas e aumento da quantidade de campeões com o poder de
movimentação e/ou de burlar restrições de ataque, retorna-se ao entendimento original da expressão coastal realm/reino costeiro,
proibindo o ataque de reinos protegidos que contenham apenas rios por campeões nadadores.
- USO DE CARTAS QUE NEGAM O PODER DE CAMPEÕES COMO RESPOSTA À VITÓRIA AUTOMÁTICA: com o lançamento de
novas cartas e o aumento de cartas que evitam e/ou respondem uma vitória automática, como Arena of Dori the Barbarian (2/IQBR),
Morte Renegada (113/ML), Whirling Dervish (20/MIBR), entre outras, volta-se ao entendimento original sobre a regra abaixo, que
permite que uma carta seja jogada para evitar uma vitória automática quando ela for capaz de mudar as condições de vitória, NÃO
se podendo mais jogar cartas que negam o poder do campeão adversáro.
Caso algum deles cause uma vitória automática, o adversário é derrotado, salvo se puder jogar uma carta (qualquer uma, mesmo que
não seja anytime) que possa mudar a condição de vitória (ex.: Monstro x Adorável Coleen - para evitar uma derrota, o jogador do
monstro poderia usar um Chest of Many Things para mudar o tipo do campeão).
- YEAR OF PLENTY (98/AR): tornado carta-resposta, podendo ser jogado para negar um evento, evitando que outros sejam jogados
até o fim do próximo turno deste jogador.
- AWNSHEGH: apesar de sua origem no universo Birthright/Dungeons and Dragons, as cartas awnshegh NÃO são capazes de usar
habilidades de sangue se isto não estiver escrito em seu texto.
- PRIMITIVE BLOOD (Promo BSW 33): seu uso não será permitido no Nacional.
- COLONIZAÇÃO (Promo BSW 32): Essa habilidade de sangue pode ser usada em reinos arrasados. Caso o reino afetado por
Colonização seja arrasado, ele continua sob controle do jogador da habilidade de sangue, permanecendo em sua formação.
- STURM BRIGHTBLADE (9/25Y): ele pode pegar na pilha de saquea apenas cartas-suporte ou eventos que cancelem um ou
mais efeitos da carta ofensiva ou maléfica, pois estas podem ser baixadas da mão conforme descrito na regra de cartas conter
(p.33).
- BRAIN CONSTRUCT (22/25Y): mesmo que a carta recuperada tenha duração continuada, tanto ela quanto Brain Construct são
enviados para o Abismo no momento em que a carta recuperada é usada. Seus poderes especiais funcionam tanto quanto possível.
- PAPA-FIGO’S ATTACK (9/ML ch): esta carta pode ser usada durante a batalha por um campeão fora do combate para cancelar
uma carta recém-jogada por um campeão em batalha.
- TERMO ‘DESCARTAR’: Cartas que previnem que outra seja descartada, mas que não mencionam especificamente a pilha de
descartes, não previne que a carta salva seja enviada para o Abismo, Void ou Limbo, pois, para que ela previna que a carta afetada
seja enviada para qualquer outra pilha, a menção deve ser expressa ou usar a designação genérica removed from game (removido de
jogo).
- VERIFICAÇÃO DAS RESTRIÇÕES DE ATAQUE A REINO: as restrições devem ser atendidas quando o campeão tenta chegar ao
reino atacado. Caso ele consiga fazê-lo e outras restrições sejam impostas, elas se aplicam a novas cartas usadas naquela rodada
de combate, como aliados.
- PODERES DE CAMPEÃO QUE SIMULAM O USO DE UMA CARTA SUPORTE: os poderes de campeões que simulam o uso de
uma carta suporte devem ser tratados como um poder de campeão como outro qualquer, apesar da redação de seu poder. Seu uso
não provoca a ativação de cartas como Mulmaster (73/4th ed) ou Highmaster Illithios (21/DU ch), tampouco podem ser negados como
se fossem cartas suporte.
- IMPARCIALIDADE DA CARTA REGRA: cartas regra devem ser consideradas como cartas pertencentes ao jogo e não ao jogador
que as põe em jogo
- BÔNUS DE MUNDO: O bônus de mundo não se aplica a campeões de reino, pois o bônus é gerado pela sinergia entre duas cartas
do mesmo mundo, campeão defensor e reino defendido.
- Hettman Tsurin (257/4th ed): O poder deste campeão pode ser usado no primeiro turno do jogo, antes que o jogador adversário
tenha sequer jogado, pois a carta não faz qualquer menção ao fato de o oponente ter ou não jogado um turno, condicionando o uso do
poder ao fato de Hettman ter ou não entrado em combate.
- TYR (28/4TH ED), ARKHOLD (94/4TH ED), MEDALLION OF FAITH (25/ DL CH) e POINTS EAST TRADING GUILD (101/4 TH ED): A
carta extra deve ser comprada apenas no turno seguinte ao em que essas cartas forem jogadas.
- SPIRIT OF THE LAND (288/3RD ED) e ANCIENT KALIDNAY (92/AR): Um jogador pode usar o evento Spirit of the Land para evitar
que um reino de outro jogador seja arrasado ou descartado. Se o evento for usado para prevenir que Ancient Kalidnay (92/AR) seja
arrasado para dar um turno extra ao seu dono, Ancient Kalidnay só poderá ser arrasado novamente no próximo turno daquele
jogador.
- YEAR OF PLENTY (98/AR): Apesar de ter sido tornado carta-resposta pela Cúpula BSW 2016, ele não pode cancelar eventos que já
estavam em jogo antes dele, pois ele cancela apenas o evento que foi alvo de seu poder, não afetando outros que já estavam no jogo
antes dele.
- THE RED DEATH (68/TU): o poder de Red Death é ativado quando ele é usado como atacante no passo 4.
- WRATH OF THE IMMORTALS (157/4th ed): Quando o jogador adversário já escolheu um campeão para batalhar e é alvo do evento
Wrath of the Immortals, o combate prossegue normalmente, pois o campeão atacante ou defensor já está em batalha, assim como
no caso de o Lord Blacktree (7/AR ch), que, ao copiar o poder de um reino com restrição, não impede que o atacante prossiga com seu
ataque.
- TYROL (215/4th ed): este aliado pode ser jogado para negar uma carta de combate desarmado recém-jogada a qualquer momento.
- THE DREADED GHOST (246/4th ed): seu poder é ativado quando o nível ajustado do campeão adversário é reduzido para menos
que zero como está descrito em seu texto.
- RE-TARGET (389/4th ed): Re-Target não pode ser usado para redirecionar uma magia que afeta uma carta fora do jogo, como
Time Stop (383/4th ed) e Drawmij’s Instant Summons (63/BR).
- BLIND SIDE! (440/4th ed) e CARTAS-RESPOSTA QUE SÃO ESPECÍFICAS DE PASSO 4: Esta carta não pode ser usada fora de
batalha, pois isto significa apenas que a carta pode ser usada sem respeitar a ordem de ativação das cartas no passo 4. Cartas-
Resposta que são específicas de passo 4, como Blind Side!, mas que não especificam que podem ser jogadas a qualquer momento,
podem ser jogadas por campeões fora de combate para auxilar um campeão em batalha.
- LABYRINTH OF CASTLE GREYHAWK (6/DU): Caso um jogador obtenha como espólio de vitória uma carta que descarte ou arrase
um reino da formação, ele não poderia lançar contra outro que esteja protegido pela dungeon, pois, embora o espólio possa ser usado
no momento em que é comprado, o poder da dungeon ainda é válido e impediria que o reino fosse descartado ou arrasado, já que não
haveria combate.
- CASTLE ARBORGATE (1/IQBR): Se um jogador for forçado a descartar um reino da mão e este for o único reino disponível, seu
poder é ativado, pois o adversário provocou o descarte.
- LORD NIZEREF, THE PALADIN (Promo BSW 11): O poder de Lord Nizeref não pode ser ativado caso um dos regentes deste
jogador use uma habilidade de sangue, pois a última frase deixa clara a intenção do criador da carta de que o poder seja ativado
apenas quando Lord Nizeref permite que seu adversário use uma habilidade de sangue.
- ELVEN TOWERS (92/AR) X THE KING’S PEACE (Promo BSW 24): Caso este reino seja arrasado ou removido de jogo e o outro
jogador esteja protegido por The King’s Peace, que estava sendo negada pelo reino, eventos maléficos que o estejam afetando no
momento em que o poder do reino deixa de ser aplicado deixam de afetá-lo.
- KYS M’YEASCHE, THE CHASE HUNTER (14/CHBR): Quando Chase Hunter entra em jogo, cartas que normalmente não ficam em
jogo, como magias e aliados são descartadas, pois elas não permaneceriam em jogo se não fosse seus respectivos poderes
especiais.
- CORRUPTION OF SOUL (2/CQBR): Como o lançador é enviado para o Limbo, conforme a literalidade da carta, e como o custo para
uso de seu poder acontece concomitantemente ao efeito de enviar o campeão para o Abismo, o lançador não pode ser alvo do
redirecionamento de Corruption of Soul.
- NECRONOMICON (Promo BSW 27): Pode trazer um avatar de volta ao jogo utilizando o seu poder, pois avatares são campeões,
mas o jogador precisaria pagar o custo para coloca-los no jogo, assim como ocorre com Create Minion (79/DU).
- ZIELESCH, ANCIENT. GREEN DRAGON (73/AR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.
- THE LION OF URIK (304/3rd ed): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.
- THE REALM OF THE WHITE WITCH (40/4th ed): Este reino não deve ser considerado costeiro.
- THE BATTLE-FENS (41/4th ed): Este reino não deve ser considerado costeiro.
- THURAZOR (47/4th ed): Este reino não deve ser considerado costeiro.
- BOERUINE (51/4th ed): Este reino não deve ser considerado costeiro.
- FI LENDICOL (33/DR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.
- SPARKLE, CRYSTAL DRAGON (35/DR): Pelo fato de o campeão ter asas e ser dragão, ele deve ser considerado voador.
- SHADOW DRAGON (36/DR): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.
- THE CELESTIAL EMPEROR (43/DR): Pelo fato de o campeão ser dragão, ele deve ser considerado voador.
- REI DRAGÃO (108/ML): Este campeão é considerado dragão, mesmo fora de combate.
The vast number of cards in the SPELLFIRE game can sometimes cause even the most dedicated game designer to make an error when
detailing a card’s powers. This document serves to correct such oversights, and it will be used in conjunction with the two Reference
Guides at sanctioned tournaments.
I’d like to thank John Danovich, Dori Hein, Kevin Melka, Brian Mikula, Bruce Nesmith, Bill Olmesdahl, and Jim Ward for all of their work
on helping make the SPELLFIRE game even more enjoyable!
If you see errors in this document (or even those that we’ve missed from the Reference Guide Volume II), please drop me an e-mail at
oracle@wizards.com so I can include them in any future errata release.
Don’t forget that the Tournament Rules (available on TSR’s web page at www.tsr.com) supersede the rules published in the Reference
Guide Volume II. Those rules are more comprehensive, since we didn’t have to worry about page counts and such for the electronic
release. Here is some other helpful advice on determining a card’s special power.
Base Level vs. Adjusted Level: Some cards have special powers that activate based on the level of the opposing champion. If a
card’s special power refers to a “champion’s level,” it normally means the champion’s adjusted level. If a card’s power refers to a
champion’s base level, it normally states so on the card, though there are exceptions.
For example, the Living Wall’s power doesn’t state base level, so some players take that to mean that his power works against the
adjusted level of the champion. But his power is base level, because he couldn’t be defeated in combat otherwise. A good rule to follow
in all cases is that if a card’s power seems unstoppable, you’re probably looking at it in the wrong way.
Some champions and allies can change their “base” levels as well. Any time a card states that it can “become” a larger level, consider
that its base level (the number printed in the icon) has increased.
Spells and powers before Combat: A spell, blood ability, thief skill, psionic power card, or unarmed combat card played in phase 3
that has a stated duration retains that bonus when it enters combat.
Spells in Combat: Most phase 4 spells can only be cast against the champion opposing your champion in that round of combat. Some
spells, however, can be cast from combat into the pool of another player. Examples include cards like the Death Spell, Slay Living, and
Cone of Cold.
When determining whether a spell can be cast from combat into the pool, look at the wording on the card. If the wording refers to “the
opposing champion,” then that spell can’t be cast into the pool. If the card states things like “any champion” or “a champion,” then allow
the spell to affect a pool champion.
Note that a phase 4 spell cast at a target outside of the current round of battle doesn’t grant the casting champion any bonuses
whatsoever.
Reflecting and Spell Turning: Spells that effect all players cannot be Spell Turned or Reflected, just like events that effect all players
cannot be Deflected.
Defeated versus Discarded: An attacking champion who is defeated is normally sent to the discard pile, but there are certain times
when a card’s special powers defeat a champion and send him back to his pool. Examples include cards like Rand the Bowyer and the
Storm Giant.
If an attacking champion is defeated but not discarded, that player’s turn moves into phase 5. He can no longer bring forward attacking
champions since he didn’t win the round of combat. Some cards, like Word of Recall (FR/37), allow the battle to continue, but in most
cases the battle is ended in a draw.
Phase 3 Cards With Lasting Effects: Cards played during phase 3 that grant a numerical bonus stay with that champion until the spell
effect or power ends. If no duration is stated, assume that the power ends at the end of the current turn.
Card Powers: A card only has its special powers when it is in play. A card in the hand or in Limbo has no power whatsoever (unless its
power specifically applies to being in Limbo or being in the hand). This means that Delsenora cannot be discarded from the hand to
negate an event; she must be in play first. Onad the Weasel can’t duplicate an event unless he is in play.
UNDERDARK BOOSTER
Note: Allies gained from the Triumvirate realms are considered to be separate allies
TSR grants permission to distribute this errata in paper and electronic form as long as it remains unchanged.
COUNTERS
What is a Counter Card?: A counter card is defined as any card played or discarded from hand that cancels/negates one or more
effects of a just played card or that cancels/negates a just played card itself. In addition, counter cards ignore printed phase
requirements for being played/discarded from hand provided that the appropriate effect that they would counter has occured. Note that
allies must still be played into battle unless otherwise stated.
What about cards that are in play?: Any card that is already in play is subject to the "I'm in play first so I get to use my power first" rule
and is not considered a counter card, though its abilities may have one or more effects that are "counter card-like."
What about cards that redirect, replace, retarget or prevent an effect? Cards that redirect, replace, retarget or prevent the effect of
another card are normally not counter cards because they do not cancel/negate a card that is granting the effect. In these cases, the
Cúpula BSW 2021: Cartas-Resposta que são específicas de passo 4, como Blind Side!, mas que não especificam que podem ser
jogadas a qualquer momento, podem ser jogadas por campeões fora de combate para auxilar um campeão em batalha.
All Spells, Blood Abilities, Can be cast at any time to cancel the effects of an existing or just-
Dispel (400/4th ed)
Psionic Power Cards cast spell, blood ability, or psionic power card. (Def)
This spell may be cast at any time. This spell prevents a card from
being played (return it to the players hand). The card is considered
Dispel Illusion (83/IQ) Any card
to have been "not played", and cannot be played again until that
players next turn. (Off)
This spell can be cast at any time to negate the effects of a psionic
Dispel Psionics (17/RR Chase) Psionics power card or a psionicist's special power. Negated special powers
cannot be used again until the end of that player's next turn. (Def)
Play to instantly counter one unarmed combat card or ignore one
Dodge (12/RR Chase) Unarmed Combat opposing ally's special power. If played to counter an unarmed
combat card, this player draws two cards. (Helpful)
Play this card to cancel the effects of any just-played event or spell.
This event cannot be calmed, and it may only be negated by tearing
Enter Darkness Together (10/DU chase) All events and spells
up the card which this event was played on. If this happens, the
original event or spell works normally. (Harmful)
Play at any time to cancel a just played thief skill and send its user to
Entrapment (96/IQ) Thief Skills the discard pile. (def) Can be played during phase 3 or 5 to send
one thief champion to Limbo. (Off)
Any Card Played by a Usable only by heroes, adventurers or giants. It can be played at any
Heaven & Earth (18/MIBR) Champion of Lower Base time in response to any card played by a champion of lower base
Level. level. That card is negated and this player draws a card. (Def)
Giant. This ally negates a just played unarmed combat card or
Hero Slayer (50/DU) Unarmed Combat Cards
instantly slays an opposing hero of base level 4 or less.
Counters - Página 34
Play on another player’s event card. If played on a helpful event,
Helpful Events & Unusually negate the event. If played on “Unusually Good Fortune”, negate the
Insanely Good Fortune (8/MIBR)
Good Fortune event. Both players then draw 6 cards, and the other player then
randomly discards his hand down to 2 cards. (Harmful)
Can be cast at any time. This spell cancels the effects of any just-
Intercession (48/RR) All Events
played event card. (Off) (bluelined Def)
Playable at any time to cancel a just played thief skill. The player of
Law & Order (33/MI) Thief Skills the thief skill must discard one card from hand, pool, or formation for
each thief in his pool. (Def)
This spell can be cast at any time to negate the effects of any event
Limited Wish (382/4th ed) All Events
card. (Def)
May be attached at any time to a champion to absorb any blood
ability as it is played. The blood ability is then put under this card and
Mace of Blood Drain (8/CQBR) Blood Abilities
its bonus is added to the mace. When in play still absorbing any
blood ability played against this champion. (Def)
Can be played at any time to negate all spells in play, including a just
Magic Draining Field (74/DU) All Spells cast spell. No more spells may be cast until the end of this player's
next turn. (Def)
This champion may be sent to the Void from pool or hand to stop any
Events or Spells that Raze or
Mij Reltub, the Spellfire Oracle (14/IQ) event or spell that razes or discards realms. The card stopped is
Discard Realms
also put into the Void.
This card cannont be included in a deck that includes The Caravan
Opponent's attempt to draw
or Good Fortune. May be discarded from hand or formation when an
extra cards (other than spoils),
Not So Fast (20/CHBR) opponent attempts to draw extra cards (other than spoils), rebuild a
rebuild a realm, or attempts to
realm, or attempts to take an extra turn. If discarded in this manner,
take an extra turn.
counter that action.
This magic item may be discarded from the hand or pool to cancel a
Ogre's Horned Helm (67/IQ) Counter Effect Cards just played counter effect card. This power even works on Enter
Darkness Together, but then it goes to the abyss. (def)
Passwall (388/3rd ed) Wall Spells Negates any wall spell. (Def/4)
Phase Door (20/FR chase) Wall Spells Negates any wall spell.
Use this power at any time to cancel an offensive psionic power card
Synaptic Static (71/DR) Psionics
when it is first played. (Off)
Counters - Página 35
Todas as cartas que Until this player's next turn, cards cannot be drawn by another player
Wyrm's Decree (19/DR)
descartem cartas da mão e da from your draw deck, discard pile, or hand, and opposing players
(Cúpula BSW 2008)
pilha de saque cannot force you to draw or discard cards.
Until the end of this player’s next turn, all realms, holdings, and
The Boss Wants a Cut (21/NS) Reinos, fortalezas e artefatos artifacts that give another player extra cards are instead given to the
(Cúpula BSW 2008) que gerem cartas extras event player. (drawn from this player’s draw pile) This event cannot
be copied or negated. (Harmful)
Nullification (35/PW) All spells in play must be discarded. No more can be cast until this
Qualquer feitiço
(Cúpula BSW 2008) player's next turn, including Limited Wish. (Harmful)
Blight (51/BR) Reinos, artefatos e fortalezas All realms, artifacts and holdings that grant extra cards are negated
(Cúpula BSW 2009) que gerem cartas extras while this spell is in play, which lasts until dispelled. (Off/3)
Dark Negation (37/PW) Negates the special power of one champion or one realm (this
Campeões e reinos
(Cúpula BSW 2009) player's choice) until the end of this player's next turn. (Harmful)
Blood ability. This champion ignores the special powers of offensive
Invulnerability (45/BR)
Habilidades de Sangue magical items of less than +4 enchantment or cancels one offensive
(Cúpula BSW 2009)
blood ability card. (Def/4)
This player's realms that show trees are protected from being razed
The Forest Oracle (24/TU) Eventos e feitiços que arrasem
or destroyed by spells and events until the end of his next turn.
(Pesquisa Brasil 2010) ou descartem reinos
(Helpful)
Ancient Arms of Furyondy (146/3rd ed) The attached realm deflects all offensive spells and harmful events
Eventos e feitiços
(Cúpula BSW 2010) directed at it to any other realm of the player's choice.
Year of Plenty (98/AR) No events can be played, including Calm, until the end of this
Eventos
(Cúpula BSW 2016) player's next turn. (Harmful)
Negate a card that would allow your opponent to search for a card in
Procura de cartas na pilha de his draw pile. The affected card is sent to the discard pile, regardless
Bad Luck (4/RLCh)
saque of its original destination. Can be Calmed but cannot be canceled.
(Harmful)
Forçar o usuário a deixar o Negate a card or an action that would force the caster to leave the
Prisoner of the Mists (19/RLCh)
poço por qualquer razão pool he currently ocupies. (Def)
Usabel only by monsters. Papa-Figo’s attack devours a portion of a
Negar uma carta recém- champion in play, discarding a card attached to him. In phase 4, it
Papa-Figo’s Attack (9/MLCh)
jogada em combate. can be played as a counter card to a just-played card, denying the
card. (Off/3/4/5)
Negar uma ação que If this player is forced to discard a realm from formation or a
descartaria um reino da champion from pool, Brazilian’s Way negates the action and this
Brazilian’s Way (13/MLCh)
formação ou um campeão do player draws a card. If this card is successfully used, it is sent to the
poço Abyss. (Def)
Negar uma carta de poder Usable at any time by any champion. When played, cancel the
psiônico, habilidade de ladrão, effects of any psionic power card, thief skill, blood ability, or unarmed
Run Away! (18/25Y)
habilidade de sangue ou carta combat card. If used outside of phase 4, both this card and the
de combate desarmado. cancelled card are sent to the Void. (Def)
Negar uma magia, habilidade
Can be used at any time to cancel the effects of one spell, thief skill
Inherent Refusal (21/25Y) de ladrão ou carta de combate
or unarmed combat card.
desarmado
Counters - Página 36
CARTAS PROMOS TSR
The Legendary Artifact
GenCon Promo #1
Artifact
This artifact can be attached to any champion, and increases his level to 10. Limit one per deck.
Geneva Conclave
GenCon Promo #2
Holding
This holding can be attached to any realm. The realm can cast any spell and is never affected by events. Limit one per deck.
História: Luiz Cláudio, também chamado Lucal, foi o campeão do 1º Campeonato Brasileiro de Spellfire, organizado por membros da
Liga BSW em 01 de julho de 2006, na cidade de São Paulo/SP.
Resumo Campeão: Formado em Design de Projeto de Produto, casado, com 1,93m, aos 29 anos partiu com um conterrâneo de
Vitória/ES, para 14 horas de viagem, indo competir no campeonato Brasileiro. Com o objetivo de vencer duas partidas, teve sorte
quando por uma única vitória de 2x0, na primeira fase, passou para a fase final como o lanterninha. Com um deck sem as cartas mais
Personagem: Psiônico nascido em DarkSun, utiliza seus machados para efetivar seus ataques, tem 7 metros de altura
Texto: Giant. Earthwalker. Can cast wizard spells. Lucal can be placed to abyss to send any card from any abyss to the void as
well.(Def/Off)
Regra: Lucal pode ser enviado para o abismo a qualquer momento do jogo. A carta escolhida pode ser qualquer uma que esteja no
abismo, tanto do jogador quanto do oponente. Lucal é um “Celestial Warrior”.
Texto: Play this event when attacking, just after that the opponent has sent a defender forward. He must say the name of the last
Tournament Champion, if he guesses, the battle continues, but if he doesn't know, then he loses the round and his champion is
discarded. (Harmful)
Tradução: Você conhece o Campeão do Torneio? Jogue este evento quando atacando, depois do oponente escolher o defensor. Ele
deve dizer o nome do último Campeão do Torneio, se ele acertar a batalha continua, se não, ele perde o round e seu campeão é
descartado.
Regra: O nome a ser dito é o do campeão atual do campeonato Brasileiro e deve ser o nome oficial completo. Este muda a cada
campeonato Brasileiro.
Resumo Campeão: Residente em Vitória/ES, este capixaba é capitão da policia militar, ele desempenha importante função dentro da
Liga BSW atuando junto na organização do campeonato de seu estado. Trazendo consigo sua esposa Glauce Santiago, que também
joga, estando presentes em todos os campeonatos oficiais da Liga.
Personagem: Os Guerreiros Celestiais são formados de honra e glória, seu poder divino os torna capazes de grandes feitos, quando
descem a terra sua presença é notada por todos os mortais. Sua linhagem é eterna trazendo sempre novos membros a presença do
seleto grupo dos vencedores.
Imagem: Fotomontagem do próprio Gelson Lozer, segurando uma espada européia com cabo foliado a ouro, trazida por ele próprio de
uma viagem a este continente. De capa, Lucal o Vice-Campeão e ao fundo Glauce Santiago esposa de Gelson.
Texto: Flyer. During a round of battle, the Celestial Warriors rearrange the seven top cards of any draw pile.
Tradução: Voador. Durante um round de batalha, The Celestial Warriors rearranja sete cartas do topo de qualquer pilha de saque.
Regra: Pode rearranjar o topo de qualquer pilha de saque, em qualquer ordem desejada, mesmo se for utilizado como campeão por
Gib Hcinonad. Este aliado não afeta o campeão em si, portanto os campeões não são imunes aos seus efeitos.
Tradução: Sorte Tripla. Em cada tempo que uma de suas cartas for duplicada, copiada ou refletida, você pode olhar três cartas do
topo de sua pilha de saque. Se qualquer uma das cartas puder cancelar a ação oponente, você pode usá-la sendo esta de qualquer
tipo. Sua pilha de saque deve ser embaralhada e a carta usada deve ser descartada.
Regra: A carta a ser procurada pode ser tanto para cancelar a carta que copia/duplica quanto a carta gerada na cópia/duplicata. (Ex:
Quill Pen copia um feitiço, você pode olhar e sacar um Dispel para dispersar a cópia, o mesmo se aplica a eventos por Bell of
Might e Onad the Weasel)
A carta sacada somente pode ser uma carta “Counter Effect”.
A pilha de saque deve ser embaralhada independentemente de se achar uma carta ou não. Também no caso de uma cópia que não
possa ser cancelada pode-se checar e embaralhar a pilha de saque.
O campeão anexado pode utilizar a carta sacada sendo ela de qualquer tipo, porém respeitando-se imunidades já existentes em jogo.
Refletir se aplica também a Deflection, Re-target, Reflection, Spell-Turning e outras cartas que gerem este tipo de poder.
Detalhes: Quem o conhece acredita que já tenha nascido com a alma contaminada. Ele elimina inimigos sem reconhecer rostos ou
vidas, enxerga apenas mais uma vitória para um deus obscuro, que tanto murmura em seus monólogos... como Vecna.
Ele é uma mistura de sacerdote e guerreiro. Com ombros largos e músculos grandes escondidos debaixo de um gibao de couro sem
mangas para deixar à mostra seus braços fortes e exibir as cicatrizes de batalha, que para ele são como pequenos troféus de
combate..
O rosto de feições bruscas é enfeitado por olhos negros. Com longos cabelos loiros em grandes tranças e cachos, não deixa dúvidas
sobre sua origem nórdica.
Entre tantas armas e objetos, carrega consigo a "Caçadora de Almas" uma espada larga dedicada ao seu deus, e que sempre a usa
nos combates e principalmente na eliminação de seus inimigos.
Texto: Champions defeated by Armar Bori become his slaves, all cards attached to them are discarded. The slave champions remain
attached and giving him their levels and powers. If Amar Bori is defeated or discarted the attached champions is then discarded.
Tradução: Campeões derrotados por Amar Bori tornam-se seus escravos, todas as cartas anexadas a eles são descartadas. Os
campeões escravos permanecem anexados a ele fornecendo a ele seus níveis e poderes. Se Amar Bori é derrotado ou descartado os
campeões anexados são descartados.
Regra: Campeões derrotados subentende-se que fizeram face contra Amar Bori em combate, campeões mortos por Amar Bori no
poço não se tornam seus escravos.
Se Amar Bori for derrotado ou descartado de alguma forma do jogo, todos os escravos devem ir para as pilhas de descarte
pertencentes aos seus possuidores.
O poder de Amar Bori nega os poderes de todas as caras que impeçam o campeão derrotado de se tornar seu escravo.
Texto: Can not be used by undead. When played, discard all attached cards of the opposing champion, Cards attached after it have
only its level. (Off/4)
Tradução: Não pode ser usado por mortos-vivos. Quando jogada, descarta todas as cartas anexadas ao campeão oponente, cartas
anexadas depois, tem somente nível. (Ofe/4)
Regra: Como toda carta de combate desarmado, em sua íntegra, só pode ser utilizada por heróis.
Cartas anexadas subentende-se cartas já existentes em jogo e não cartas recém lançadas.
Texto: Village of Vitoria can redirect an offensive/harmful effect cast against any other realm of this player to itself, absorbing
(canceling) it completely. After that, if this power is used a second time or if the realm is affected by an offensive/harmful effect it is then
sent to the abyss.
Tradução: Village of Vitória pode redirecionar um efeito ofensivo/maléfico lançado contra qualquer outro reino deste jogador para si,
absorvendo-o completamente. Depois disto, se o poder é usado uma segunda vez ou se o reino é afetado por um efeito
ofensivo/maléfico ele é enviado para o abismo.
Regra: Se Village of Vitoria for atingida por uma carta maléfica/ofensiva antes de usar o seu poder, o reino sofre o efeito normal da
carta lançada.
Uma carta que atinge simultaneamente os reinos deste jogador e outros reinos em jogo, Village também pode ser usada para cancelá-
la.
Village Of Vitoria só retém poderes de cartas lançáveis ou eventos, outros tipos de cartas não são retidas por seu poder.
História: Everton Borella, também conhecido como Borys, colecionador e jogador de Spellfire, foi campeão do 4° Campeonato
Brasileiro de Spellfire organizado pela Liga BSW realizado nos dias 23 e 24 de Agosto de 2008 na cidade de Vitória-ES. Também foi
vice-campeão Brasileiro no campeonato de 2006 realizado em São Paulo-SP e terceiro lugar no Brasileiro de 2007 realizado na cidade
do Rio de Janeiro-RJ.
Resumo Campeão: Natural de São Carlos, interior de São Paulo, 27 anos, solteiro, formado em Administração, trabalha com E-
Commerce no segmento de informática e tecnologia, encarou sozinho uma viajem de 16 horas até Vitória-ES para poder jogar com os
melhores jogadores do Brasil. Sabendo das dificuldades de um torneio de Spellfire aliados ao tempo que é outro fator de peso, fui com
um deck bem preparado com muitas cartas de peso e uma estratégia anti-magias e focando na força dos campeões.
Acredito que devido aos ares do Espírito Santo, consegui realizar ótimas partidas, chegando a semi-final tendo uma sequência de 5
partidas sem derrota, o que me garantiu na final, além de ter conseguido se consagrar campeão deste torneio de alto nível, consegui
jogar contra meus maiores rivais de jogo, o Sr. Gelson e o Sr. Luiz Claudio (Lucal) que nos torneios anteriores foram meus carrascos,
joguei com o Gelson uma partida muito dura logo no inicio da segunda fase, consegui vencê-lo com muito custo, depois enfrentei 2
vezes, isso mesmo, 2 vezes o Luiz e consegui vencer ambas as partidas, o que realmente deu um tempero maior a minha suada vitória
e novamente mostrando que nosso duelo já é o mais tradicional nos nacionais.
Personagem: O Guerreiro das Sombras é um herói de AD&D que não aceita injustiças, detentor da temível força das sombras, aliado
aos seus poderes mágicos, vive sua vida em função das batalhas para acabar com todo o mal e para trazer a glória e a vitória para
todos que o seguem, sempre mantendo o espírito guerreiro que é a lenda de seu nome.
Texto:. Underdark. Can use wizard spells. This warrior and his allies loves the battles and can attack any realm ignoring any
restrictions. The first card played against him in combat is lose in the shadows (is discarded), the enemy must play other card, if he
does not play, his champion is defeted and he must raze one of his realms, (enemy´s choice). No more attacks can be made by this
player in this turn.
Tradução: Borella, o Guerreiro das Sombras. Underdark. Pode lançar feitiços de mago. Este guerreiro e seus aliados amam a batalha
e podem atacar qualquer reino ignorando quaisquer restrições. A primeira carta jogada contra ele em combate é perdida nas sombras
(é descartada), o inimigo deve jogar outra carta, se ele não jogar, seu campeão é derrotado e ele deve destruir um de seus reinos (a
escolha do inimigo). Nenhum outro ataque pode ser feito por este jogador neste turno.
Regra: Cartas anexadas no oponente antes do combate não podem ser descartadas por Borella. Somente se o oponente não tiver
cartas para jogar que seu reino é destruído, caso ele perca normalmente nenhum reino é destruído pelo poder de Borella.
Somente se o poder de Borella for usado para destruir um reino que o seu possuidor não poderá mais atacar naquele turno.
A escolha do reino a ser destruído é feita pelo oponente que está sendo atacado.
Detalhes: Desesperado para sair da prisão que é o Semiplano de Ravenloft, Azalin, o poderoso lich Lorde de Darkon, acaba por
explodir uma bomba de energia negativa que mata todas as pessoas comuns do domínio e transforma as demais em mortos-vivos.
Conhecido como Réquiem, este foi possivelmente o pior cataclisma da história de Ravenloft, e não poderia faltar em Spellfire. Fora
Texto: This player's champions (except clerics and avatars) become undead. All champions of base level 3 or less played in this pool
are discarded at the end of the current turn.
Tradução: O Grave Engano de Azalin. Os campeões deste jogador (exceto clérigos e avatars) tornam-se mortos-vivos. Todos os
campeões de nível base 3 ou menor jogados no posso são descartados no final do turno atual.
Regra: Esta carta Dungeon atinge somente os campeões de seu possuidor. O turno atual se refere tanto do jogador quanto de seu
oponente.
As Brumas de Ravenloft só afetam campeões em jogo, campeões que estejam na mão, pilha de descarte, limbo, abismo ou void não
são tornados mortos-vivos por esta Dungeon.
Detalhes: Todo o estado de Minas Gerais é dotado de muitas riquezas e sua história remonta ao descobrimento do país, buscando a
era dourada deste estado, sua capital Belo Horizonte é homenageada com esta carta.
Texto: Immune to events. Famous for its wealth, this realm gives two spoil cards when successfully defended. If Village of Vitoria is in
the same formation, the effect of this card is also applied to all realms of this player.
Tradução: Imune a eventos. Famoso por suas riquezas, este reino concede duas cartas de espólio quando defendido com sucesso.
Se Village of Vitoria estiver na formação, o espólio duplo vale para todos os reinos deste jogador.
Regra: O sucesso da defesa segue a regra normal de espólios concedidos em defesa, onde somente se o campeão oponente for
descartado (descarte, abismo ou limbo) o possuidor de Belo Horizonte terá direito aos espólios.
Detalhes: Natural de São Paulo, Samuel Ferezin, foi campeão do 5º Campeonato Brasileiro em 2009 na cidade de Belo Horizonte-MG,
seu deck era basicamente formado por regentes por isso a idealização de sua carta como um campeão desta classe. O nome Nizeref
vem de seu sobrenome, Ferezin, invertido.
Texto: Lord Nizeref is imune ofensive blood abilities. All regents must be ask for his permission to cast blood abilities. If the permission
is conceded his player can draw one extra card or destroy one magical item/artifact on a opponent`s poll. The act of choosing is the
opponent but the target of Lord Nizeref.
Tradução: Lord Nizeref, o Paladino – Lord Nizeref é imune a habilidade de sangue ofensivas. Todos os regentes devem pedir
permissão para lançar habilidade de sangue. Se a permissão é concedida este jogador pode sacar uma carta extra ou destruir um item
mágico ou artefato no poço oponente. A ação é de escolha oponente mas o alvo é de Lord Nizeref.
Regra: O poder de Lord Nizeref é diferente dos outros campeões estilo Guild Master ou Deusa da Magia, que existem praticamente
para proibir o uso das cartas para o seu oponente, este regente pode sim dar permissão para o uso de habilidades de sangue, porém
isso tem um custo por parte do seu possuidor onde deverá escolher entre deixar o dono de Lord Nizeref comprar uma carta extra ou
deixá-lo descartar de seu poço um item mágico ou artefato, a escolha de Nizeref.
Somente outros jogadores pedem pedir permissão para usar habilidades de sangue; os regentes no poço de Lord Nizeref não
precisam (ou podem) fazê-lo.
Cúpula BSW 2021: O poder de Lord Nizeref não pode ser ativado caso um dos regentes deste jogador use uma habilidade de sangue,
pois a última frase deixa clara a intenção do criador da carta de que o poder seja ativado apenas quando Lord Nizeref permite que seu
adversário use uma habilidade de sangue.
Texto: In his Phase 3 he can take one Capoeira's unarmed combat card from his discard pile and bring to hand. Mestre Coruja can
learn to cast any card of a class (spells, psionic power card, blood ability, etc), since he was in the pool when any other champion casts
it. This ability is cumulative.
Tradução: Em sua fase 3 ele pode pegar uma carta de combate desarmado de capoeira de sua pilha de descarte e trazer para a mão.
Mestre Coruja pode aprender a lançar qualquer carta de uma classe (magias, cartas de poder psiônico, habilidade de sangue, etc)
desde que ele esteja no poço quando qualquer outro campeão lançar. Este habilidade é acumulativa.
Regra: Como Mestre Coruja aprende a lançar as determinadas cartas, ele não esquece, acumulando assim cada uma delas, ou seja,
ele pode aprender a lançar quantas forem utilizadas em jogo enquanto ele estiver no poço. Se ele for descartado deverá aprender tudo
novamente, perdendo as já conhecidas.
Nome: Curitiba
Referencia: Promo 13
Quantidade Fabricada: 30
Ícone/Características: Reino de Dark Sun
Imagem: O Jardim Botânico de Curitiba foi inaugurado em 1991, com uma área de 245 mil m². Seus jardins geométricos e a estufa de
três abóbadas tornaram-se um dos principais cartões postais de Curitiba.
A estufa abriga plantas características da floresta atlântica do Brasil. Sua arquitetura, em estrutura metálica e estilo art-noveau, foi
inspirada em um palácio de cristal que existiu em Londres, no século XIX.
Texto: When defending Curitiba, all psionicists use their powers first. In Phase 3, this player can discard two realms or champions from
his hand to automatically play a psionic power card that's in his discard pile, sending the caster to limbo until the end of this player's next
turn. The discard pile is then reshuffled.
Tradução: Quando defendendo Curitiba, todos os psionicos usam seu poder primeiro. Na fase 3, este jogador pode descartar dois
reinos ou campeões de sua mão para automaticamente jogar uma carta de poder psionico que esteja em sua pilha de descarte, sendo
o lançador enviado para o Limbo até o final do próximo turno deste jogador. A pilha de descarte é re-embaralhada.
Regra: A pilha de descarte é re-embaralhada somente se for usada uma carta de poder psiônico.
Imagem: Fantasia
Detalhes: Natural de São Paulo, Samuel Ferezin, se tornou bi-campeão Brasileiro vencendo o 6º Campeonato Brasileiro em 2010 na
cidade de Curitiba-PR.
Texto: Can be played directly into the pool, but still considered as an ally. Can be used in a future battle and, at the end of it, can absorb
(Discard) a champion from any pool. Can be sent from the pool to the abyss to make a player reshuffle a just-used card that grant him
any number of extra cards to his draw pile, before the activation of it´s power.
Tradução: Pode ser jogado diretamente no poço, mas é considerado um aliado. Pode ser usado em uma batalha futura e ao final
desta, pode absorver (descartar) um campeão em qualquer poço. Pode ser enviado do poço para o abismo para fazer um jogador
reembaralhar uma carta recém jogada que garanta qualquer número de castas extras para sua pilha de saque, antes da ativação do
poder.
Regra: Con Game não afeta aliados, portanto esta Carta Counter não é embaralhada com os campeões. Cartas como Renovação,
Hijacking, The Boss Wants a Cut, Frevo, entre outras, também são afetados por Block Golem e perdem todo o seu efeito. The Fates,
Redebelt, Gib Irod, Tyr, entre outras do mesmo tipo de poder, só são afetados se gerarem compra extra de cartas. Templo da Maldade
Elemental (124/1ª Ed), quando afetado por Block Golen, o jogador perde o passo 2 e não pode mais baixar reinos neste turno. Se
Menzoberranzan (1/4th) é baixada com Duchy of Tenh (139/3rd) em jogo, Block Gólem atua sobre Duchy of Tenh embaralhando-o.
Taxation não é afetada pelo poder de Block Golem.
Texto: Immune to harmful events. While in play, all cards that grant extra cards from players' draw piles are negated and no more of
such cards can be played.
Tradução: Gib Recneps, o Coletor de Impostos. Imune a eventos maléficos. Quando em jogo, todas as cartas que garantam cartas
extras da pilha de saque são negadas e não mais podem ser jogadas.
Regra: Espólios não são considerados cartas extras. Taxation não é afetada pelo poder de Gib Recneps. Cartas como Gib Irod,
Redbelt, Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras, PODEM ser jogadas quando Gib Recneps já estiver em
jogo, porém seu poder de gerar cartas extras é negado. Eventos, Magias, Habilidades de Sangue, Cartas de Poder Psiônico, Cartas de
Combate Desarmado, Habilidade de Ladrão, entre outras cartas deste tipo que geram cartas extras não podem ser jogadas. Ex: The
Fates, Renovação, etc.
Texto grifado alterado pela Cúpula BSW 2013: A texto original da carta foi revalidado, impedindo que qualquer carta que gere cartas
extras imadiatamente ou posteriormente a sua entrada em jogo, estão impedidas de ser jogadas ou baixadas. (Ex.: Gib Irod, Redbelt,
Avanil, Templo da Maldade Elemental, Bag of Holding, entre outras).
Detalhes: Rio de Janeiro, cidade maravilhosa, sedia pela segunda vez o Campeonato Brasileiro de Spellfire.
Texto: When this realm is in play, no more psionic power cards, spells and events outside combat have any effect. This realm can be
attacked by any opposing champion regardless of their position or current restrictions provided by other cards of this player."
Tradução: Quando este reino está em jogo, não mais cartas de poder psiônico, magias e eventos jogadas fora de combate tem
qualquer efeito. Este reino pode ser atacado por qualquer campeão oponente independente de sua posição ou restrições atuais
provindas de outras cartas deste jogador.
Regra: Rio de Janeiro pode ser atacada por qualquer campeão oponente em qualquer posição que esteja, independente de qualquer
outras cartas que estejam em jogo que possam impossibilitar o ataque, a exemplo de Border Garrison, Song of Dragonlance, entre
outras. Eventos, magias e cartas de poder psiônico lançadas fora de combate, são anuladas e descartadas normalmente. Cartas que
permaneçam em jogo podem ser jogadas, porém somente tem efeito durante o passo 4.
Detalhes: Em comemoração aos seus 5 anos de existência a Liga BSW lançou uma promo extra, a de número 17 de sua série, esta
foi dada gratuitamente a todos os jogadores que participam de alguma forma de jogos e campeonatos em todo o país.
A imagem na carta tem um simbolismo marcante, uma guerreira que vence um dragão, fera esta que representa o grande desafio
destes 5 anos vencidos a duras batalhas, mas, com grandes conquistas e com um crescimento que a deixa cada vez mais forte.
O “V” no centro representando o 5 em algarismo romano, marca esta grande fase de 5 anos de dura caminhada, porém com grande
mérito, tendo conquistado a cada dia novos jogadores, tendo grandes vitórias com 7 campeonatos nacionais, com campeonatos em 7
estados, 4 séries brasileiras lançadas e outras 2 já em produção, 17 cartas promos, mais de 1000 acessos/mês ao site, mais de 2000
acessos/mês no fórum, mais de 250 jogadores cadastrados, e muito, mais muito mais grandes vitórias que nos permitem buscar a
cada dia, tornar spellfire mais e mais ativo.
Texto: This card cannot be used on tournaments (except if it's allowed on the tournament rules). Each player moves to the next seat to
the right. The game restarts, and each player uses the deck found on the new seat. This event cannot be negated, calmed or EDTed.
Holly Cheat cannot be used on the new match.
Tradução: Esta carta não pode ser udada em campeonatos (exceto se permitido nas regras da competição). Cada jogador move-se
para o próximo lugar a sua direita. O jogo se reinicia, e cada jogar usa o deck encontrado no novo assento. Este evento não pode ser
negado, calmado ou parado por EDT. Holly Shit não pode ser usada novamente neste jogo.
Detalhes: Promo criada a partir da proposta do tricampeão Brasileiro de Spellfire (2009, 2010 e 2011), Samuel Ferezin, com o objetivo
de homenagear os grandes ícones do universo Dungeons and Dragons não favorecidos em suas versões para Spellfire. No caso, o
escolhido foi o mago Elminster, famoso no universo Forgotten Realms.
Texto: Immune to offensive Spells (including Wish) and psionics. May use psionic power cards. Gib Elminster may attack any realm,
regardless of position or special powers. He ignores any restrictions to cast spells and use psionic power cards. Champions whose
adjusted level is equal or less than his base level don't have immunities to spells and psionic power cards used by him.3
Tradução: Imune a feitiços ofensivos (incluindo Wish) e poderes psiônicos ofensivos. Pode usar cartas de poder psiônico. Gib
Elminster pode atacar qualquer reino, independentemente de posição ou poderes especiais. Ele ignora quaisquer restrições para usar
magias e cartas de poder psiônico. Campeões de nível ajustado menor que o seu nível base não possuem imunidades a magias e
cartas de poder psiônico por ele utilizadas.
Regra: Gib Elminster é um campeão muito versátil, que estará presente em diversos tipos de baralhos diferentes que utilizam as regras
da Liga BSW. Suas imunidades garantem que ele permaneça na mesa por algum tempo, possibilitando a um jogador em dificuldades
mudar o rumo de uma partida. Seu poder de atacar qualquer reino independentemente de posição ou poderes especiais permitem que
ele supere as mais diversas barreiras, como Anytown, Anywhere (70/4th edition), Nightmare Lands (64/4th edition), The Lost City
(16/RR), entre outros. Vale ressaltar apenas que, apesar de ignorar as restrições de ataque, ele ainda deve submeter-se aos poderes
especiais dos reinos atacados, quando possível, de modo que, ao atacar Anytown, Anywhere, ele deve enviar um feitiço da mão ou da
pilha de descartes ao Abismo, porém não fica impedido de atacar caso não tenha um.
A última parte de seu poder é, de longe, a mais poderosa. Campeões de nível ajustado igual ou inferior ao nível base de Gib Elminster
não possuem imunidades contra magias e cartas de poder psiônico por ele utilizadas, possibilitando a ele eliminar campeões chatos,
como Necba the Wrathmaker (14/DU chase).
Por fim, vale ressaltar que apenas os campeões são afetados pelo poder de Gib Elminster. Qualquer outro tipo de carta afetada pelas
magias e cartas de poder psiônico usadas por ele mantêm as suas imunidades normalmente.
Texto: Play Deadly Pact in your pool. Your partner must sacrifice a card in play of any icon type and attach it to the event. All opposing
players must sacrifice all cards in play with the same icon. Those who don't must skip phases 2 and 3 of their next turn. All sacrificed
cards are discarded. This event cannot be negated. It can only be calmed by individual players. (Harmful)
Tradução: Jogue Pacto Mortal em seu poço. Seu parceiro deve sacrificar uma carta em jogo do qualquer tipo de ícone e anexar ao
evento. Todos os jogadores oponentes devem sacrificar todas as cartas em jogo com o mesmo ícone. Aqueles que não quiserem
devem pular suas fase 2e 3 do próximo turno. Todas as cartas sacrificadas são descartadas. Este evento não pode ser negado. Ele
pode somente ser “calmado” individualmente pelos jogadores. (Maléfico)
Regra: o termo “calmado” refere-se a carta Calm (400/1st) e Serenidade(400/1ª Ed), porém cartas como Delsenora e Dragon Calm
também podem ser usadas. Todos os jogadores oponentes devem descartar todas as castas em jogo do mesmo tipo ícone da carta
sacrificada anexa em Pacto Mortal, ou perder os passos 2 e 3 de seu próximo turno.
Detalhes: Carta homenageando a cidade de São Paulo, sede pela terceira vez de um campeonato Brasileiro.
Texto: The city's pollution halves the adjusted level of all attacking non-monster champions (rounded down). Its skyscrapers and its
polluted river prevent the attacks from flyers and swimmers. The city's underground allows this player's partner to send him any cards to
be used in the defense of his realms, which return to its owner's hand after a victorious battle.
Tradução: A poluição da cidade reduz o nível ajustado de todos os campeões atacantes não monstros (arredondados para baixo). O
céus e a poluição dos rios previnem o ataque de voadores e nadadores. O subterrâneo da cidade permite ao parceiro enviar qualquer
carta para ser usadas na defesa deste reino, estas retornam a sua mão depois da vitória da batalha.
Regra: O nível ajustado de todos os campeões é reduzido pela metade, arredondado para baixo, incluindo todas as cartas já anexadas
no início do combate, cartas anexadas posteriormente mantém seu nível normalmente.
Detalhes: Carta em honra ao campeão Brasileiro 2012, Maycon Schubert, do Rio Grande do Sul
Texto: Usable only by a thief during the opponent's turn and if there are 2+ thieves in this player's pool. This player steals one phase
from the opponent's turn (except phase 1) and plays it immediately. The affected player must skip the stolen phase. If sucessfully
played, this card and its user are sent to the Abyss. (Off/0)
Tradução: Usável somente por um ladrão durante o turno oponente e se existir 2 ou mais ladrões no poço deste jogador. Este jogador
rouba uma fase do turno oponente (exceto fase 1) e a joga imediatamente. O jogador afetado deve pular a fase roubada. Se jogada
com sucesso, esta carta e o usuário são enviados para o abismo. (Ofe/0)
Regra: Esta habilidade de ladrão rouba uma fase inteira do jogador oponente, fazendo com o que o jogador alvo, não tenha a mesma
dentro do seu turno. Ex: se o jogador roubar a fase 2, o jogador afetado não poderá baixar reinos ou fortalezas e nem mesmo
reconstruir, a fase é totalmente furtada e o jogador alvo deve pular esta fase ignorando-a.
O jogador que usou Schubert Convention usa a fase roubada no exato momento que a carta é lançada, se não for cancelada, ele usa a
fase completamente e somente esta, Ex. se roubar a fase 3, ele poderá baixar cartas, lançar cartas, porém, não poderá atacar ou usar
cartas que tenham efeito em outras fases.
Detalhes: Carta criada por João Paulo Bastos-RJ e escolhida entre 53 opções para ser tornar uma promo 2013. Imagem fantasy.
Texto: When Sotsab is played, he can copy the special powers of any artifact in play. The power remains until Sotsab be discarded.
Tradução: Quando Sotsab é jogado, ele pode copiar o poder especial de qualquer artefato em jogo. O poder permanece até Sotsab
ser descartado.
Regra: Somente quando jogado, mesmo que em batalha, o Mestre dos Artefatos pode usar seu poder e copiar um artefato em jogo.
Mesmo que o artefato que foi copiado saia do jogo, o poder permanece até que Sotsab seja descartado ou saia do jogo de alguma
maneira. Somente o poder do artefato é copiado, mundo e nível são desconsiderados.
Detalhes: Carta criada por José Otterço-SP e escolhida entre 53 opções para ser tornar uma promo 2013. Imagem criada por Lucal,
arte elaborada em uma fotomontagem das armas típicas utilizadas no filme 300 de Esparta.
Texto: The presence of the Spartan Weapons make all cards activate their powers only during phase 4. To deserve these weapons, its
player must attack every turn (if possible), or will have to discard this card. No card has immunity against the Spartan Weapons.
Tradução: A presença de Spartan Weapns faz todas as cartas ativarem seus poderes somente durante a fase 4. Para merecer estas
armas, este jogador deve atacar todo turno (se possível), ou terá que descartar esta carta. Nenhuma carta tem imunidade contra
Spartan Weapons.
Regra: Depois que Spartan Weapon entra em jogo, nenhuma outra carta, a não ser Spartan Weapon, tem poder fora do passo 4,
qualquer poder ativado em qualquer outro passo é anulado pelo artefato. Cartas podem ser baixadas normalmente, porém ficarão sem
poder até que o passo 4, de qualquer jogador, seja iniciado. Qualquer carta suporte (magia, UCC, habilidade de sangue. Etc) ou evento
lançado fora da fase 4, será descartado sem ter qualquer efeito. Cartas suportes ou eventos que permaneçam em jogo podem ser
jogados, porém, somente terão poder na fase 4.
O jogador possuidor deste artefato é obrigado atacar todo turno, se possível, um reino oponente. Ataque a cartas Dungeons não é
obrigatório para efeito de Spartan Weapons.
Nenhum jogador é imune ao seu poder, para evitar combos muitos fortes como com Bonemaster em deck de undead.
Texto: This player and all his cards are immune to harmful events.
Tradução: Este jogador e todas as suas cartas são imunes a eventos maléficos.
Regra: Esta dungeon protege mão, poço, formação e pilhas deste jogador, contra qualquer evento maléfico.
Cúpula BSW 2016: devido à enorme proteção conferida por esta carta, seu poder fica restrito aos eventos maléficos jogados por
jogadores oponentes.
Texto: When this card is played, all cards in all discard piles, Limbo and Abyss are sent to the Void, even if this card is negated. This
card remains in play, sending to the Void all new cards that would be discarded or sent to Limbo and Abyss. Black Hole can't be calmed
individually by any player, only negated. (Harmful)
Tradução: Quando esta carta é jogada, todas as cartas em todas as pilhas de descarte, Limbo e Abismo são enviadas para o Void,
mesmo se esta carta é negada. Esta carta permanece em jogo, enviando para o Void todas novas cartas que sejam descartadas ou
enviadas para o Limbo e Abismo. Black Hole não ser poder calmada individualmente por qualquer jogador, somente negada. (Maléfico)
Regra: Somente o destino das cartas é mudado, o efeito do poder das cartas que enviam para o descarte, limbo e abismo funciona
normalmente. O envio para o Void (fora do jogo) é imediato ao efeito das cartas, não existindo tempo para efeito de outras cartas.
Herald of Mei Lung não protege deste evento.
Detalhes: Carta idealizada pelos Campeões de Dupla 2013, Gelson Lozer-ES e Vitor Dutra-RJ, junto com os vencedores do prêmio Os
Corajosos do mesmo ano.
Texto: After this card comes into play, this player can, at any given time, exchange this realm for any other realm in his own discard or
draw piles. Put the new realm in play immediately in place of R&O (consider it as if it was just played). Recife is put in the same place
where the exchanged realm was taken from. If put into the draw pile, reshuffle it.
Tradução: Depois que esta carta estiver em jogo, este jogador pode, a qualquer momento, trocar este reino por qualquer outra reino
em sua pilha de descarte ou pilha de saque. Coloque o novo reino em jogo imediatamente e coloque R&O em seu lugar (é consideredo
como recém jogado). Recife é colocado no lugar onde o reino trocado estava. Se colocado na pilha de saque, reembaralhe.
Regra: No momento que este reino é alvo do poder de outra carta, não é possível utilizar o seu poder. (ex. Se jogado Cataclisma sobre
Recife, primeiro tem que se cancelar o evento para que possa utilizar o poder do reino). O reino trocado pelo poder de Recife & Olinda
é considerado recém jogado e pode ativar qualquer poder existente, se aplicável. Se o jogador procurar por um reino na pilha de saque
e não encontrar um para fazer a troca, a pilha deverá ser embaralhada. O reino buscado na pilha de saque deve ser um reino que não
exista em jogo, inteiro ou destruído, caso busque um já existente o jogador poderá escolher outro na pilha de saque ou descarte.
Cúpula BSW 2015: Devido ao grande potencial para criação de loops, seu poder deve ser usado apenas uma vez por partida, de
modo semelhante ao funcionamento do reino Ancient Kalidnay (97/AR).
Nome: Necronomicon
Referencia: Promo 27
Quantidade Fabricada: 50
Ícone/Características: Artefato - Ravenloft
Texto: This player can search for a champion from any world in any discard pile, and put it into play with Necronomicon attached.
Powers and levels remain, but the champion becomes undead. If this artifact is removed, the champion will return to its original discard
pile.
Regra: o jogador de Necronomicon pode escolher qualquer campeão em qualquer pilha de descartes para trazer para o jogo,
tornando-o morto-vivo. Caso o artefato seja removido de jogo por qualquer razão, o campeão retorna para a pilha de origem. Um
combo interessante seria usar este artefato e Cromlin (7/NS) no mesmo baralho, permitindo que este jogador possa sempre trocar o
campeão recuperado da pilha de descartes, bastando para isso retornar o artefato para a sua mão com o poder do reino.
Cúpula BSW 2021: Pode trazer um avatar de volta ao jogo utilizando o seu poder, pois avatares são campeões, mas o jogador
precisaria pagar o custo para coloca-los no jogo, assim como ocorre com Create Minion (79/DU).
Detalhes: Criada pelo jogador Leonardo Almeida e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.
Texto: Swimmer. While in the pool, it is immune to offensive cards and events. May cast wizard spells. While Colossal Turtle is in play,
this player’s champions aren’t discarded if he has no realms in the formation.
Tradução: Nadador. Enquanto estiver no poço, ela é imune a cartas ofensivas e eventos maléficos. Pode lançar feitiços de mago.
Enquanto Tartaruga Colossal estiver em jogo, os campeões deste jogador não são descartados se não houver reinos em sua
formação.
Regra: o fato de o jogador manter seus campeões no poço mesmo que não haja reinos em sua formação não lhe permite jogar o
passo 3 de seu turno por conta da Cúpula BSW 2011.
Cúpula BSW 2011: Se um jogador não tiver reinos inteiros ou destruídos após o passo 2, ele automaticamente vai para o passo 4, não
podendo realizar nenhuma ação de passo 3.
Cúpula BSW 2016: em virtude da decisão da Cúpula BSW 2011, na qual, sem reinos na formação, o jogador não poderia realizar
ações de passo 3 em seu turno, quando os campeões de um jogador permanecem no poço em função do poder deste monstro, aplica-
se a Cúpula normalmente, e o jogador torna-se incapaz de realizar ações de passo 3 em seu turno até que jogue um reino em sua
formação.
Detalhes: Criada pelo jogador Arthur Guerreiro da Fonseca e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.
Texto: Played at the beginning of the player's turn, this card is not discarded. It affects all players and remains in effect until any other
rule card is played. Cards with the words (including inflectional forms) ‘coast’ and ‘swimmer’ have this terms ignored from their special
powers. Scalding Sun negates the special powers of all reams and holdings that are not from Dark Sun.
Tradução: Jogada no início do turno do jogor, esta cata não é descartada. Ela afeta todos os jogadores até que outra carta-regra seja
jogada. Cartas com as palavras (incluindo formas flexionadas) “costa” e “nadador” têm estes termos ignorados de seus poderes
especiais. Sol Escaldante nega os poderes especiais de todos os reinos e fortalezas que não sejam de Dark Sun.
Regra: as únicas partes dos poderes de uma carta que são ignorados são os termos “nadador” e “costa”, portanto o restante do poder
funciona normalmente. Por exemplo, mesmo com esta regra em jogo, Pelath the Bronze Dragon (28/DR) mantém seu poder de
retornar um item mágico da pilha de descartes de seu controlador e anexá-lo a ele no passo 5 de seu turno. Os poderes de reinos e
fortalezas, contudo, são completamente negados caso eles não pertençam ao mundo Dark Sun.
Detalhes: Criada pelo jogador Luis Carlos Fellows e aprovada pela Comissão das Promos de 2015 dentre as 75 propostas
apresentadas.
Tradução: Não pode ser atacado por mortos-vivos, demônios e awnshegh. Os clérigos deste jogador são imunes a eventos maléficos
e itens mágicos ofensivos. Uma vez por turno, no passo 3, este jogador pode retornar um clérigo (não-avatar) da sua pilha de
descartes para a sua mão.
Regra: trata-se de um bom reino para um baralho com muitos clérigos, que pode inclusive receber ter anexada a fortaleza Mulmaster
(73/4th ed), o que aceleraria ainda mais a velocidade do baralho.
Detalhes: Criada pelo campeão Brasileiro 2015, João Paulo Bastos, do Rio de Janeiro/RJ, que venceu o torneio sem ser derrotado
nenhuma vez.
Texto: Can cast any spell and use any unarmed combat card. While Invictus is in play, all holdings have their special powers negated.
Tradução: Pode lançar qualquer feitiço e usar qualquer carta de combate desarmado. Enquanto Invictus estiver em jogo, todas as
fortalezas têm o seu poder negado.
Regra: um bom campeão, capaz de usar vários tipos de carta-suporte, inclusive aquelas com algum tipo de restrição, como Elemental
Swarm (52/TU), Breath of Death (63/TU) e Breath Weapon III (96/DR). A segunda parte de seu poder também afeta fortalezas cujo
poder é ativado quando ela entra em jogo, como Not So Fast (20/CHBR) e Fortification: Bailey (85/4th ed).
Nome: Colonization
Referencia: Promo 32
Quantidade Fabricada: XX
Ícone/Características: Habilidade de Sangue
Detalhes: Criada pelo jogador Rubens Bruno e aprovada pela Comissão das Promos de 2016 dentre as 124 propostas apresentadas.
Texto: Play on an opponent’s realm, which then becomes your realm and is put in your formation. You can only play this blood ability if
you haven’t played a realm this turn. If this card is negated after being successfully used, send it to the Void. Lasts until negated. (Off/2)
Tradução: Jogue em um reino do adversário, ganhando controle sobre ele e colocando-o em sua formação. Jogue esta carta apenas
se você não houver baixado um reino neste turno. Se esta carta for cancelada após ter sido jogada com sucesso, envie-a para o Void.
Dura até ser cancelada. (Ofe/2)
Regra: esta carta não pode ser usada no primeiro turno de um jogador, já que ela é usada no passo 2, quando o jogador ainda não
terá tido oportunidade de baixar seu primeiro campeão da partida. Caso a carta seja cancelada ao ser recém-jogada, ela é enviada
para a pilha de descartes normalmente.
Cúpula BSW 2021: Essa habilidade de sangue pode ser usada em reinos arrasados. Caso o reino afetado por Colonização seja
arrasado, ele continua sob controle do jogador da habilidade de sangue, permanecendo em sua formação.
Detalhes: Criada pelo jogador Luiz Cláudio Melo e aprovada pela Comissão das Promos de 2016 dentre as 124 propostas
apresentadas.
Texto: The attached champion becomes undead. Once per turn, this player can look at an opponent’s hand and shuffle a card of his
choice at that player’s draw pile. (Off)
Tradução: O campeão anexado torna-se morto-vivo. Uma vez por turno, este jogador pode olhar a mão do oponente, escolher uma
carta e embaralhá-la com a sua pilha de saque. (Ofe)
Regra: o poder desta carta é ativado no passo 3 do turno de seu controlador. Assim como Rings of All-Seeing (171/4th ed) e Ren’s
Crystal Ball (451/4th ed), a melhor forma de defender-se dos poderes desta carta é o uso do artefato Herald of Mei Lung (54/NS). A
ação de reembaralhar a carta não equivale à ação de descartar uma carta, portanto Wyrm’s Decree (19/DR) e Paredão Zeca Diabo
(13/ML) não podem ser usados para defender-se da ação de Primitive Blood.
Detalhes: Criada pelo jogador Rubens Bruno em homenagem ao falecimento do jogador Eduardo Barreto, do Rio de Janeiro/RJ.
Texto: Can cast cleric spells. Immune to harmful events. Also considered a Birthright realms for all purposes (except victory conditions
and attacks’ target).
Tradução: Pode lançar feitiços de clérigo. Imune a eventos maléficos. Também é considerado um reino Birthright para todos os
propósitos (exceto vitória ou para alvo de ataques de outros jogadores).
Regra: o poder desta carta permite algumas ações interessantes, como ter uma fortaleza Birthright anexada e manter os campeões
deste jogador no poço caso não haja reinos na sua formação. Ao contrário do que ocorre com Colossal Turtle (Promo BSW 28), este
jogador mantém o passo 3 de seus turnos mesmo que não haja reinos em sua formação, já que o campeão conta como um reino para
este propósito.
Detalhes: Promos entregues durante o 1º Campeonato Francês pela Liga BSW, realizado no dia 18 de abril de 2014 na cidade de
Lyon.
Texto: Opposing player draws and discards a card, noting its last digit. The opposing player must discard that many cards from his
hand. Undead are never immune to this spell. (Off/4)
Tradução:.O jogador oponente saque e descarta uma carat, notando o último dígito. O jogador oponente deve descartar o mesmo
número de cartas de sua mão. Mortos vivos nunca são imunes a esta magia. (ofe/4)
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 1º Campeonato Francês pela Liga BSW, realizado no dia 18 de abril de 2014 na cidade de
Lyon.
Texto: All players must ask permission from the Caravan Master to play The Caravan. Once per turn, this merchant allows this player to
discard a magical item from his hand or his pool to search for another magical item in his draw pile.
Tradução:.Todos os jogadores devempedir permissão a Caravan Master para jogar A Caravana. Uma vez por turno, o mercador
permite a este jogador descartar um item mágico de sua mão ou poço e pesquisar por um outro item mágico em sua pilha de saque.
Regra: The Caravan de qualquer edição é afetada pelo poder deste campeão. Ancient Kalidnay não é afetada pelo poder de The
Caravan Master. O poder de The Caravan Master quanto a itens magicos é ativado no passo 3.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 2º Campeonato Francês pela Liga BSW, realizado no dia 1º de agosto de 2015 na cidade de
Perpignan.
Texto: Any champion who attack this realm get drunk. A second champion must come with him. Only the level and the power of the
second champion are usable during the fight. If victorious both champions return to their pool and this player draw two spoils of victory if
the realm is razed. If defeated, both champions are discarded.
Regra: O simples fato de uma dupla de campeões atacante vencer uma rodada de batalha não faz com que o reino seja
automaticamente destruído.
Tanto o campeão bêbado quanto o segundo campeão atacante não podem ser novamente utilizados durante o passo 4 corrente.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Nome: Cyrinishad
Referencia: Promo 04
Quantidade Fabricada: 35
Ícone/Características: Artefato – AD&D
Detalhes: Promos entregues durante o 2º Campeonato Francês pela Liga BSW, realizado no dia 1º de agosto de 2015 na cidade de
Perpignan.
Texto: May be attached to any champion in any pool with two or more attached item and/or artifact (regardless of immunities). The
champion comes into your pool without other attached cards.
Tradução:.Pode ser anexada a qualquer campeão em qualquer poço com dois ou mais itens mágicos e/ou artefatos anexados
(independentemente de imunidades). O campeão vai para o seu poço sem as cartas anexadas.
Regra: Esta carta pode ser anexada a um campeão imune a arrefatos e/ou que não pertença ao mundo de AD&D.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Nome: Vagabon
Referencia: Promo 05
Quantidade Fabricada: 35
Ícone/Características: Aliado
Detalhes: Promos entregues durante o 3º Campeonato Francês pela Liga BSW, realizado em maio de 2016 na cidade de Lyon.
Texto: This ally cannot switch side. Take the level and the power of the first champion from the top of any discard pile.
Tradução:.Este aliado não pode mudar de lado. Seus nível e poder são os do primeiro campeão encontrado na pilha de descartes, do
topo para o fundo.
Regra: Para evitar problemas durante uma partida com este aliado, é recomendável que ambos os jogadores evitem manipular suas
pilhas de descartes, mantendo a posição das cartas na ordem em que elas foram colocadas na pilha.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 3º Campeonato Francês pela Liga BSW, realizado em maio de 2016 na cidade de Lyon.
Texto: Can be used at any time to cancel the effect of an existing of just cast spell, unarmed combat card, thief skill or blood ability.
(Def)
Tradução:.Este aliado não pode mudar de lado. Seus nível e poder são os do primeiro campeão encontrado na pilha de descartes, do
topo para o fundo.
Regra: Esta carta possui grande sinergia com Slap! (18/IQBR), já que a maioria dos usuários de habilidades de ladrão não lançam
feitiços.
Vale lembrar que Dispel Slyly, ao contrário de Slap!, pode ser usada em cartas-suporte que já estejam em jogo.
Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 1º Campeonato Americano pela Liga BSW, realizado no dia 19 de abril de 2015 na cidade de
Filadélfia.
Texto: The fans gather in celebration! Play during combat. The event player’s champion gets an ally this round of combat who’s level is
equal to the number of cards played on both sides, including the champions. If played at Philly GamesCon, place in the discard pile if
discarded or the Abyss if used. (Helpful)
Tradução:.Os fãs unem-se em celebração! Jogue durante o combate. O campeão do jogador do evento ganha um aliado para esta
rodada de batalha, cujo nível é igual ao número de cartas jogadas em ambos os lados, incluindo os campeões. Se jogada na Philly
GamesCon, coloque o evento na pilha de descarrtes se descartado ou no Abismo se usado. (Benéfico)
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 1º Campeonato Americano pela Liga BSW, realizado no dia 19 de abril de 2015 na cidade de
Filadélfia.
Texto: Let freedom ring! Once per turn, this player may copy one Ally card played by another player, and use it in combat before this
player’s next phase 3 If played in Pensylvania, USA, this card gets shuffled into the draw pile when discarded. (Off)
Tradução: Que a liberdade soe! Uma vez por turno, este jogador pode copiar o poder de um aliado jogado por outro jogador e o usar
até o seu próximo passo 3. Se jogado na Pensilvânia, EEUU, esta carta é reembaralhada na pilha de saque quando descartada. (Off)
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 1º Campeonato Colombiano pela Liga BSW, realizado no dia 9 de agosto de 2015 na cidade de
Bogotá.
Texto: When this champions enters combat it can use any thief champion in play as an ally, if NBB wins the battle the ally returns
without attachments, otherwise the champion is discarded.
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Caso o NBB seja derrotado em batalha após usar o seu poder, ele é descartado juntamente com o ladrão utilizado como aliado.
Detalhes: Promos entregues durante o 1º Campeonato Colombiano pela Liga BSW, realizado no dia 9 de agosto de 2015 na cidade de
Bogotá.
Texto: Played at the beginning of the player’s turn, this card is not discarded. It affects all players and remain in effect until any other
rule card is played. While this rule card is in play all promo cards (Except for this one) lose their powers and no more can be played.
Tradução: Jogada no início do turno do jogador, esta carta não é descartada. Ela afeta todos os jogadores e permanece em efeito até
que outra carta-regra seja jogada. Enquanto esta carta-regra estiver em jogo, todas as cartas-promo (exceto esta) perdem seus
poderes, e nenhuma outra pode ser jogada.
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Nome: Berlin
Referencia: Promo 01
Quantidade Fabricada: 35
Ícone/Características: Reino – AD&D
Detalhes: Promos entregues durante o 1º Campeonato Alemão pela Liga BSW, realizado no dia 20 de setembro de 2015 na cidade de
Frankfurt.
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
Detalhes: Promos entregues durante o 1º Campeonato Alemão pela Liga BSW, realizado no dia 20 de setembro de 2015 na cidade de
Frankfurt.
Texto: Choose one card from your draw pile and take it to your hand. Then reshuffle the draw pile. (Helpful)
Tradução:.Escolha uma carta de sua pilha de saque e a coloque em sua mão. Então reembaralhe a sua pilha de saques. (Benéfico)
Regra: Carta oficial para qualquer jogo e campeonato que permita o uso da mesma.
This is a very powerful card, and should be included in any King Azoun IV
deck that can use it (i.e. has realms from Forgotten Realms 42/1st
world). If a Disintegrate spell is used to destroy a realm with Hero
Mulmaster attached, the player may still draw a card. If the 7
card drawn is Dispel Magic (wizard spell), Dispel Magic (cleric Forgotten Realms
spell), Spell Turning, etc., he may play the card to save the Rare
realm. If a spell is dispelled, the player with Mulmaster still All allies of King Azoun IV gain 1 level.
draws a card for the original spell, and also for the Dispel
Magic.
Maligor the Red
43/1st
Hillsfar
Wizard
34/1st 3
Holding Forgotten Realms
Forgotten Realms Rare
Uncommon Once per battle Maligor can shift one opposing ally to his own
Any champion gains 3 levels when defending the attached side.
realm.
Elminster the Mage
Suzail
44/1st
35/1st Wizard
Holding 9
Forgotten Realms Forgotten Realms
Uncommon Uncommon
Any champion can cast wizard spells when defending the Immune to offensive spells.
attached realm. If attached to Cormyr all defenders also gain 4
levels.
Drizzt Do'Urden
45/1st
Arabel
Hero
36/1st 8
Holding Forgotten Realms
Forgotten Realms Common
Uncommon Elf (drow)
The attached realm can defend itself as a level 4 monster. If When defending Drizzt must be defeated twice in one battle
attached to Damara, the level is doubled to 8. before he is discarded.
This card was replaced with 408 in the 2nd edition. Orb of Doom
104/1st
Figurine of Wondrous Power Magical Item
98/1st 2
Magical Item Common
3
Common Staff of Conjuring
105/1st
Cataclysm! Magical Item
99/1st 5
Event Common
Uncommon
Harmful Spell of Formless Horror
Destroys one realm of the player's choice; that realm is 106/1st
discarded. Wizard Spell
3
A "must have" card for all decks. This is a very powerful event, Uncommon
since it forces an opponent's realm to be discarded. If a Cast on opposing champion to reduce its level by 3. Spell
player's last realm is discarded, he must discard his pool at the remains until dispelled
end of the current turn. Immediately playing Menzoberranzan .
or Caer Allison will prevent loss of the pool.
Safe Harbor!
If Cataclysm! is played by the attacking player during a battle
(known as Ward's Cataclysm!), the battle is over and the 107/1st
attacker is entitled to Spoils of Victory. Each champion returns Event
to its pool. Rare
Helpful
Cúpula BSW 2008: não pode afetar reinos destruídos Every player can immediately rebuild one razed realm.
(virados). Seu efeito somente funciona em reinos
inteiros/construídos (unrazed). Para efeito de "destruir", Labor of Legend
compreendemos que o termo "destroy" ou "destroyed" 108/1st
(destruir, destruído) equivale a "raze" (arrazar), portanto, a Event
Any holding affecting Great Kingdom also affects the Sea Arms of Iuz
Barons. This includes the Shield Lands if used to rebuild the 143/1st
Great Kingdom. Holding
Greyhawk
Bissel Rare
134/1st Any champion defending the attached realm can cast cleric
Realm spells.
Greyhawk
Common This card was replaced with 401 in the 2nd edition.
Any champion can use cleric spells while defending Bissel.
Arms of Greyhawk
The Scarlet Brotherhood 144/1st
135/1st Holding
Realm Greyhawk
Greyhawk Rare
Uncommon No Greyhawk realms with holdings of any player can be
Coast attacked by monsters or flyers.
Player can eliminate one champion from any pool at the start
of his turn. This realm is then razed. Arms of the Great Kingdom
145/1st
The Scarlet Brotherhood's power can be used by a player Holding
using the dungeon card Labyrinth of Castle Greyhawk, but the Greyhawk
player must still raze the Scarlet Brotherhood, voluntarily Rare
ignoring the power of the dungeon card. All undead allies of this player are doubled in level, whether
attacking or defending.
Irongate
136/1st Arms of Furyondy
Realm Greyhawk 146/1st
Special Realm Holding
Coast
Siege! functions on realms that are immune to events, due to Chariot of Lyrx
the wording "regardless of special powers." 159/1st
Artifact 3
War Banner Greyhawk
151/1st Rare
Magical Item The attached champion gains 3 levels and becomes a flyer; all
1 allies can also fly.
Common
Every champion and ally of this player gains 1 level. (Def) Cup of Al'Akbar
160/1st
Adding this magical item to a champion immediately adds 2 Artifact
levels, one for the magical item's level (icon) and one for its Greyhawk
special power (text). Uncommon
If the player discards three cards from his hand at the end of
Codex of the Infinite Planes his turn he can return any one card from the discard pile to his
152/1st Artifact hand.
Greyhawk
Common Rary the Traitor
All of this player's champions are immune to offensive magical 161/1st
items and spells. (Def) Wizard
4
Crystal of the Ebon Flame Greyhawk
153/1st Common
Magical Item Rary gains 3 levels when fighting a wizard and/or 3 levels
6 when defending a realm with an attached holding.
Uncommon
The champion who holds this crystal must attack on his turn or Mordenkainen
be discarded. (Off) 162/1st
Wizard
If the rules prohibit this champion from attacking, he is still 7
discarded. Greyhawk
Rare
Hordes of Castle Greyhawk
154/1st Tysiln San
Ally 163/1st
5 Wizard
Rare 5
Greyhawk
Otto Mutiny!
164/1st 168/1st
Wizard Event
6 Rare
Greyhawk Harmful
Rare No battles can be fought until the player's next turn. A battle in
Otto can cast both wizard and cleric spells. progress stops immediately with no victor; allies are discarded.
Mika the Wolf-Nomad
165/1st This event is useful if you are winning the game, or if you are
Wizard unable to defend yourself. If you are winning, play it
7 immediately after your turn. That wav no other player can
Greyhawk collect spoils of victory and perhaps play an extra realm. If you
Rare are vulnerable, save this card until someone allacks you, then
Mika gains 3 levels when the opponent uses allies against him. play il Lo end the battle. A Calm (400/106 or Delsenora (10/lst
Chase) played to cancel this event will allow a player to attack
or continue an attack.
Lolth, the Spider Queen
This card was replaced with 407 in the 2nd edition.
166/1st
Monster
Swordwraith
9
Greyhawk 169/1st
Rare Ally
Lolth can cast both wizard and cleric spells. If Lolth is 4
defeated, shuffle her back into the draw deck. Rare
Undead.
Iuz the Evil
Sysania
167/1st
Monster 170/1st
8 Cleric
Greyhawk 4
Uncommon Greyhawk Uncommon
Iuz can cast wizard spells. If defeated, Iuz forces one razed Flyer.
enemy realm to be discarded, or razes one realm.
Kiara
When defeated in battle, Iuz gets to raze any realm (player's 171/1st
choice) or discard any razed realm. Iuz can choose to affect a Hero
realm of a player not involved in the battle. Once Iuz enters 2
battle, his power can be triggered. Thus if an opponent plays Greyhawk
Treasure or Wish to remove Iuz before putting forth a Uncommon
defender, Iuz can still raze a realm. Because Iuz's power Elf
activates upon defeat in battle, the power is negated by the Kiara can destroy one magical item being used against her.
Ring of Reversion and Thought Eater. The affected item is discarded.
Iuz never gets spoils of victory when losing, even if he razes
the realm he was attacking. Hettman Tsurin
If Iuz is attacking a Greyhawk realm whose player is using the 172/1st
dungeon card Labyrinth of Castle Greyhawk, Iuz may choose Hero
to raze that realm, but no other Greyhawk realms of the player 2
with the Labyrinth. Greyhawk
Rare
Card Combo (from Spellfire Reference Guide Volume II): If If Hettman does not attack, at the end of his turn the player can
the Winged Boots is attached to Iuz, he can attack, lose the randomly draw one card from another player's hand and
round, use his special power to raze a realm or discard a razed discard it.
realm, and then return to the pool to attack again on the next
turn. Note, however, that this strategy will not work if Iuz's Cúpula BSW 2021: O poder deste campeão pode ser usado
opponent is a flyer. no primeiro turno do jogo, antes que o jogador adversário
tenha sequer jogado, pois a carta não faz qualquer menção ao
Card Combo (from Spellfire Reference Guide): Known as fato de o oponente ter ou não jogado um turno, condicionando
Butler's Blinking Iuz, when Iuz is losing a battle, he can cast o uso do poder ao fato de Hettman ter ou não entrado em
Blink, which causes the caster (Iuz) to lose the battle (and combate.
therefore raze a realm) but the caster returns to the pool. This
allows Iuz to use his power again in another battle.
Griffon
Similar to the above combo, the Ring of Regeneration can be
attached to Iuz. When Iuz is defeated, he razes a realm, but 173/1st
thanks to the Ring, he goes to Limbo instead of the discard Magical Item
pile. Iuz can then return to the pool to again enter battle, lose, 2
and raze another realm. This combo works only once, since Rare
the Ring of Regeneration is discarded at the first defeat. The attached champion becomes a flyer.
Card Combo (from Liga BSW Forum): O combo Iuz, o This card was replaced with 424 in the 3rd edition.
Maligno com Sabotador Suicida é válido, desde que o reino
arrasado não seja o reino que está sendo atacado. Desta Sea Zombie
forma Iuz arrasa não um, mas dois reinos de seu adversário, 174/1st
Trystan
Mist Wolf
184/1st
175/1st Ally
Event 2
Rare Common
Harmful
No allies can be played until this player's next turn. Allies in
Thorvid
play are discarded immediately.
185/1st Hero
5
Tyrinon
Greyhawk
176/1st Rare
Hero Thorvid gains 3 levels when fighting monsters, undead, or
5 flyers.
Greyhawk
Uncommon
Fairy Madness
Flyer.
186/1st
Event
Quagmiela the Dragon
Rare
177/1st Fairy madness affects one champion (not currently in battle).
Monster That champion is turned face down and cannot be used until
5 after its next turn.
Greyhawk
Uncommon This card was replaced with 426 in the 3rd edition.
Flyer.
Nenioc
Seragrimm the Just
187/1st
178/1st Cleric
Hero 5
5 Greyhawk
Greyhawk Uncommon
Rare
Undead. Seragrimm can only defend, but never attack.
Young Gold Dragon
This card was replaced with 410 in the 2nd edition. 188/1st
Monster
4
Skulk
Greyhawk
179/1st Common
Ally Flyer. The Dragon can use wizard spell.
1
Rare
Arch-Druid
This player can now play allies face down; their value is not
revealed until both players pass and the winner is determined. 189/1st
Cleric
This card was replaced with 403 in the 2nd edition. 4
Greyhawk
Rare
Berserk Fury!
If only one arch-druid is in play, clerics cannot cast spells
180/1st without his permission.
Event
Rare
Hell Hound
All heroes gain 5 levels until the current player's next turn.
190/1st
Ally
Wolf Nomads
5
181/1st Uncommon
Hero All cards friendly to the hell hound are immune to fireball
4 spells.
Greyhawk
Common
Griffon
The nomads gain 2 levels if Mika is in the player's pool.
191/1st
Monster
Zadoc
4
182/1st Greyhawk
Ally Rare
2 Flyer.
Rare
This card was replaced with 412 in the 2nd edition.
This card was replaced with 406 in the 2nd edition.
Transformation! This card was replaced with 427 in the 3rd edition.
Gladiators T'kkyl
257/1st 265/1st
Ally Hero
9 3
Uncommon Dark Sun
Common
Rikus
258/1st Azhul
Hero 266/1st
6 Hero
Dark Sun 4
Uncommon Dark Sun
Rikus can attack twice; if he wins his first round, he can attack Uncommon
again with new allies.
Chividal
Neeva 267/1st
259/1st Hero
Hero 2
7 Dark Sun
The Orb of Power negates offensive spells and offensive Kills any opposing dragon or monster in the battle
magical items played against the champion with the Orb. automatically.
Spells and items are negated even if they were played before
the Orb was played, although their effects may continue. For The Caravan
example, a Lightning Bolt that was cast before the Orb of 319/1st
Power was brought into play would no longer count as +5, but Event
any magical item or ally it may have discarded does not return. Common
Play only between two players' turns. The player of this event
Rings of All Seeing can take a turn immediately. Afterward, play resumes where it
311/1st left off.
Magical Item
Uncommon Caravan cannot be played until every player has had their first
Allows the owning player, at the beginning of his turn, to look turn.
at one player's hand. (Def) The Caravan Caravan is played between two player's turns.
Multiple Caravans cannot be played in succession; as soon as
one is played you are no longer "between turns". Thus, all
Treasure
other Caravan's must be held in hand until the current Caravan
312/1st turn ends. Note that the active player (the one who just ended
Event his turn) gets priority to play his or her Caravan before other
Common players.
All monsters are bribed to desert; discard all monsters in battle
or in pools.
The Necklace
320/1st
Dispel Magic cancels the effect of any spell, offensive or Flame Strike
defensive, including another Dispel Magic spell. The 3rd 367/1st
edition rules make it clear that Dispel Magic, Spell Turning, Cleric Spell
and Reflection may be cast at any time to dispel or turn a just- Uncommon
cast spell. A player must have a champion in the pool or in Destroys any number of opposing allies with levels totaling 6 or
battle capable of casting the spell and must specify which less, selected by the caster. Discard immediately. (Off/4)
champion is casting the spell.
Protection From Lightning
Darkness 368/1st
359/1st Cleric Spell
Cleric Spell Common
Common Lightning cannot harm the caster or his allies in this battle.
This battle ends immediately with no victor or loser; champions (Def/4)
return to their pools, allies to the players' hands, spells are
discarded. Darkness has no effect against monsters. (Def/4) This spell provides protection from any cards with lightning in
the name for the entire battle, not just the round in which the
Protection spell is cast. Cards affected are Lightning Bolt, Chain
360/1st Lightning, Call Lightning, and Lightning Glyph.
Cleric Spell
Common
The opponent cannot use undead in this battle round; any Silence
already played as allies are discarded. An undead champion 369/1st
loses the battle but returns to the pool. (Def/4) Cleric Spell
Uncommon
Chariot of Sustarre The opposing champion cannot cast any spells in this battle.
361/1st (Off/4)
Cleric Spell
Common Silence works for one round and the opposing champion can't
One champion or two allies can fly for one round of battle. cast spells for the rest of that round. If the opposing champion
(Def/4) becomes immune to magical spells for some reason (e.g. Orb
of Power) then the opposing champion can again cast spells in
that round. This spell only affects the champion in the battle.
Sunray
The opposing player could use another champion in its pool to
362/1st cast Dispel Magic or Spell Turning.
Cleric Spell
Rare
Invisibility to Undead
The sunray kills all undead in one player's pool. (Off/3)
370/1st
This card was replaced with 436 in the 3rd edition. Cleric Spell
Common
This champion ignores undead opponents.
Wall of Thorns
363/1st
Wall of Fog
Cleric Spell
2 371/1st
Common Wizard Spell
Cast only when defending. Only attackers of level3 or higher Common
can cross the wall. (Def/4) No attacks are allowed against any player until the caster's
next turn. (Off/3)
Wall of Fire
Forget
364/1st
Cleric Spell 372/1st
1 Wizard Spell
Uncommon Common
Cast only when defending. Only attackers of level 4 or higher One ally forgets to attack or defend this turn; discard the ally.
can cross the wall. (Off/4) (Off/4)
Esqueletos Enslaved!
Portuguese Edition 193 of 400 Portuguese Edition 202 of 400
Ally Event
+1 AD&D
AD&D UC
C Todos os jogadores devem descartar um campeão de sua
Morto-vivo. mão. Maléfico.
Sloth Salicia
Portuguese Edition 283 of 400 Portuguese Edition 292 of 400
Ally Ally
+1 +3
AD&D AD&D
C R
Inumano Powel
Portuguese Edition 285 of 400 Portuguese Edition 294 of 400
Ally Ally
+2 +1
AD&D AD&D
UC C
Pyreen Baber
Portuguese Edition 286 of 400 Portuguese Edition 295 of 400
Ally Ally
+3 +3
AD&D AD&D
R R
Cha'thrang Visitante
Portuguese Edition 287 of 400 Portuguese Edition 296 of 400
Ally Ally
+1 +2
AD&D AD&D
UC C
Assaltantes Paralisar
Portuguese Edition 324 of 400 Portuguese Edition 333 of 400
Ally Wizard Spell
+1 AD&D
AD&D C
UC Se lançado sobre um campeão antes de uma batalha, ele não
poderá defender. Se lançado durante a batalha, elimina um
Guerreiro do Deserto adversário a escolha do jogador.
Portuguese Edition 325 of 400
Hero Projétil Mágico
2 Portuguese Edition 334 of 400
Dark Sun Wizard Spell
R +3
After being used in battle, the Myrmidons are discarded like Drow Matron
any other ally. The entire discard pile, including the 71/3rd
Myrmidons, is then shuffled back into the draw pile. Wizard
The Myrmidons' power is not triggered if the card is sent to 5
Limbo or the Abyss. Forgotten Realms
Uncommon
The Magister Elf (drow)
62/3rd The drow matron gains 3 levels when defending
Wizard Menzoberranzan.
4
Forgotten Realms Dracolich
Rare 72/3rd
Immune to psionicists. The magister and all attached items can Monster
be moved from the player's pool to his hand during his phase 6
5. Forgotten Realms
Rare
Karlott the Shaman Can use wizard spells. Undead. Flyer.
63/3rd
Cleric Vasos Flameslayer
4 73/3rd
Forgotten Realms Hero
Uncommon 5
Must remain in his pool for one turn; after that, he may be Forgotten Realms
discarded to the Abyss to retrieve a used event to the player's Rare
hand Dwarf
Vasos gains 3 levels when fighting monsters.
Acording do the game’s current rules, Karlott can be sent to
the Abyss to bring an event found there to his player’s hand Allisa of the Mist
(and not an used event, since they’re put in the Void, not into
74/3rd
the Abyss), which makes the card much weaker than its
Hero
original special power.
5
Forgotten Realms
King Halvor II C
64/3rd Allisa gains 3 levels when fighting monsters.
Hero
5 Grypht the Saurial
Forgotten Realms
75/3rd
Uncommon
Wizard
The king has a permanent +5 magical item (flaming sword)
4
attached to him that cannot be removed by any means
Forgotten Realms
Uncommon
Pteranadon Negates the levels and special powers of all offensive magical
65/3rd items of less than +4 enchantment.
Ally
+2 This champion is extremely effective against offensive magical
The Pteranadon gains 3 levels when defending Chult. items of less than +4 enchantment. This immunity includes
offensive magical items that have no level bonus, such as the
Freater Feyr Shield of Wickedness (316/3rd) or Coibhniu's Warhammer
66/3rd (32/UD). Grypht is, however, affected by the level bonus of
Monsters defensive magical items, such as the Necklace of Protection
5 (34/UD) or Midnight's Mask of Disguise (16/AR). This
Forgotten Realms champion works well with other cards that offer some type of
The first enemy ally played against the feyr in each battle is immunity. Such cards include the All-Knowing Eye of Yasmin
discarded immediately. Sira flO/AR), the Net of Entrapment (217/3rd), and the Figurine
of Wondrous Power (98/3rd). Since Grypht is a wizard
Cleric of Torm champion, his ability to use spells like Wish (46/FR) and
Limited Wish (43/FR) can protect him from other powerful card
69/3rd
Cleric combinations.
5 Saurials are not considered dragons.
Forgotten Realms
Rare
Temple Gladiators
250/3rd 257/3rd
Holding Ally
Dark Sun 9
Common Uncommon
The attached realm can cast cleric spells. If played with a Dark Sun champion, the gladiators remain with
that champion until he is defeated or discarded.
Mogadisho's Horde
251/3rd Rikus
Ally 258/3rd
1 Hero
Common 6
If this card is on the losing side of a battle, all holdings of the Dark Sun
opponent are discarded. Uncommon
Rikus can attack twice; if he wins his first round, he can attack
All opposing holdings in play are discarded, not holdings in the again with new allies.
opponent's hand.
Neeva
Assassins 259/3rd
252/3rd Hero
Ally 7
2 Dark Sun
Uncommon Rare
Halfling Flyer. When defending a Dark Sun realm, her level is doubled.
If this card is on the losing side of the battle, it destroys one
champion anywhere in play chosen by the losing player. Sadira
260/3rd
One of the best of the "avenging allies" cards that exact Wizard
vengeance after a loss in battle. This card allows the player to 4
choose one champion to be destroyed. Note that the champion Dark Sun
is destroyed, not defeated in battle. Therefore special powers Common
such as those of Iuz the Evil, Strahd Von Zarovich, and Drizzt Sadira can use any psionic power. Psionicists must ask her
Do'Urden are not triggered. permission to use psionic powers, though they can still use
their stated special powers abilities.
Halfling Mercenaries
253/3rd For the SPELLFIRE player that fears the use of psionics in a
Ally game, Sadira is a must-have champion. Opposing psionicist
1 champions must ask permission from the player with Sadira to
Common use psionic power cards.
Strip any existing artifact and magical items from an opponent; This restriction applies to psionicists only (designated by the
do not affect any played after the mercenaries are in play. psionicist icon), and not other types of champions whose
special powers may include the use of psionic power cards;
The Halfling's powers affect only the opponent in combat. such as the Kirre (56/PO) or Acererak the Eternal (38/RR). In
253—Halfling Mercenaries: This card’s special powers only addition, Sadira has no effect on a champion's special power
affects an opposing champion. that is psionic in natural (see individual champion entries,
mainly psionicists).
War Band A good combination to use with Sadira would be the Ego Coin
254/3rd (419/3rd) and either the icon of Magic (19/RR Chase) or the
Ally Nectar of the Gods (20/RR Chase). This would have several
3 types of champions asking permission from Sadira to use their
Common powers.
Orc
+8 vs undead. Agis
261/3rd
Kank Lancers Hero
255/3rd 5
Ally Dark Sun
Uncommon
Vaerhirmana can cancel a psionic champion power or a Cúpula BSW 2016: o poder desta carta NÃO é considerado
psionic power card. "Once per turn" means from phase three carta-resposta.
of the player's turn to phase three of the player's next turn.
Stug
Herminard 272/3rd
264/3rd Ally
Hero 2
4 Common
Dark Sun If on the losing side of a battle, Stug can rob a victorious player
Common of his spoils of victory, allowing a player not involved in the
Herminard has a death wish and if he dies while defending a battle to draw spoils instead.
Dark Sun realm, the opposing champion (though victorious)
must be discarded too. Stug is an ally whose singular use involves robbing an
opposing player of his spoils of victory. For optimum use, Stug
should be played only in a threeplayer game by an attacking
T'kkyl
champion wanting to prevent a defender from receiving spoils.
265/3rd If played at any other time, the card's effects are limited.
Hero The special power of this ally can be used only if Stug is
3 present at the end of the battle; ie. has not been discarded as
Dark Sun a result of card-play sometime during the round of combat.
Common The special power of Stug is written specifically for a three or
Although allies may be played against T'kkyl, if successful, the more player game; however, if Stug is used in a two-player
thri-keen eats them. (They are sent to the Abyss and not the game it can prevent the drawing of spoils altogether.
discard pile.) Because Stug's level bonus is rather low, its best to use this
ally only for its special power.
Azhul the Hasty
266/3rd Ka'Cha
Hero 273/3rd
4 Ally
Dark Sun
Calm Calm cancels the effect of a harmful event for the player of the
400/3rd Calm card. Calm does not eliminate the event. Calm has no
Event effect on helpful events.
Chase
Chase Cards:
This card is a reprint of The Trollmoors (30/3rd). The This card is a reprint of Raurin (17/FR).
Trollmoors (30/1st-2nd) has no special power. This vengeful realm is an excellent choice for the front rank,
This realm is a good defensive realm in that it requires two because the attacking champion that actually causes the realm
successful razes by attacking champions in order for it to be to be flipped must be discarded. It makes attackers think twice
flipped down. The successful razes need not be consecutive, before attacking. Plus, it gives the defender a chance to
but the two razes must all occur in the player's current phase remove a tough, troublesome champion from the game if that
4. Any holding that is attached to the Trollmoors is removed champion is sent forward to attack Raurin. Consequently, the
after the first successful raze, even though the realm is not yet realm might be the target of events and spells that destroy or
flipped face down. This realm offers two distinct benefits when raze it out of combat, so a holding like Hellgate Keep (17/NS).
it is the subject of an attack: First, the defender may allow a For further information, see SFRG 1, p. 330.
more formidable attacking champion the first raze, hoping to
get an easier foe for the next attack. Secondly, it forces the The Vilhon Reach
opponent to attack one extra time, and if that player is low on 12/500
champions, he might not be able to continue the attack. Good Realm
cards to use in conjunction with the Trollmoors are champions Forgotten Realms
that can defend twice before being discarded or defend but Uncommon
return safely to the defender's pool, such as Drizzt Do'Urden Coast
(253/4th), Seluna Darkenstar (20/PO), and Minerva (333/4th). If the Vilhon Reach is razed, this player can discard one razed
For further information, see SFRG 2, p. 126. realm from another player's formation.
The Trollmoors are a dark, dangerous place, but especially so
at night, for it is then that the legion of trolls inhabiting these This realm functions as an excellent, defensive counter-
moors congregate in force. These hideous, regenerating measure against opponents who seek to raze the realm,
monsters fear no one, attack any they encounter on sight. whether through combat or other means. Note that if the realm
is destroyed without being razed (such as Cataclysm
The Coral Kingdom (119/4th)), then its power to discard an opponent's razed realm
10/500 does not activate. If the owner of this realm does not mind it
Realm being razed, then some nice havok can be wrought on
Forgotten Realms opposing players. For example, the owner of this realm might
Rare play Horde (8/FR) or Earthquake (403/4th) which can cause all
Coast players to raze a realm; then, when this player razes The
The Coral Kingdom can be attacked only by swimmers. Vilhon Reach, he can discard one of his opponents' realms
that just became razed. A Tarrasque (134/4th) could also
This card is a reprint of The Coral Kingdom (11/FR) with an cause the same effect, but only if the other players play the
altered text, but the same special power. Tarrasque on The Vihon Reach. If the owner of the reach can
The Coral Kingdom is an excellent defensive realm, and is an hold cards that let him rebuild realms (Labor of Legend
obvious choice for the front rank. Since the realm is so difficult (122/4th), Korgunard the Avangion (270/4th)) and also play a
to raze in combat, it will be the target of spells and events that few of the aforementioned cards in phase three of one turn, he
destroy or raze it without having to be in combat. Therefore, could cause the discard of three of his opponents' realms!
three good holdings to attach to the realm that make it immune The Vilhon Reach is a hot, fertile land comprised of many
to events and offensive spells include The Geneva Conclave nations and independent cities all aspiring for dominance in
(Promo #1), Moonwell (77/4th), and Hellgate Keep (17/NS). the region. The druids of the reach, the probable true rulers of
Additionally, if the realm is the target of swimming attacks, the land, make sure that the whims of the Reach's nations do
cards that destroy swimmers or prohibit their use in combat are not despoil these lands.
invaluable, such as Aquilla (98/UD), Poisioned Water (17/PO
Chase), Gales at Sea (161/4th), Pelath the Bronze Dragon Giant's Run Mountains
(28/DR), and Habbakuk Interferes (92/DL). Two other good 13/500
holdings to attach to this realm are Border Forts (198/3rd), Realm
which consequently makes the realm unattackable, and Forgotten Realms
Nagawater (78/4th), which instantly destroys all swimming Rare
allies. The Giant's Run Mountains can be attacked only by flyers or
For further information, see SFRG 1, p. 328. giants. Its defenders are immune to offensive unarmed combat
The Coral Kingdom lies deep beneath the waves of the cards.
Trackless Sea around the Moonsea Isles. It is the home to a
horde of sahuagin, the evil fish-man race that terrorizes sea This realm's restrictions on attackers makes it an excellent
travelers. At one time, the sea devils actually held King Tristan choice for a realm in the front rank, although its defensive
Kendrick of the Moonseas hostage in its murky abode, but he powers make it a probable target for cards like Creeping Doom
was eventually rescued by his daughter Alicia and her (402/4th) and Disintegrate (393/2nd). Cards that work well in
adventuring friends. defense of the realm include those that instantly defeat flyers,
such as Gloriana (3/1st Chase), Storm Giant (77/FR), and
Anytown, Anywhere This card is a reprint of Mithral Hall (22/FR) with an altered
70/500 text, but the same special power.
Realm For further information, see SFRG 1, p. 331.
Advanced Dungeons and Dragons
Rare Moonwell
All champions attacking this realm are "taxed." The player 77/500
must take one spell from either his discard pile or his hand and Holding
place it in the Abyss. If he can't pay the tax, he cannot attack. Forgotten Realms
Uncommon
The "tax" must be paid by the attacking player as soon as a The attached realm can cast cleric spells and is immune to
champion is brought forward to attack, regardless of whether offensive cleric spells and harmful events.
or not the defender chooses to defend the realm.
This card is a reprint of Moonwell (23/FR) with an altered text,
Haven of the Undead but the same special power.
71/500 For further information, see SFRG 1, p. 332.
Realm
Advanced Dungeons and Dragons Nagawater
Uncommon 78/500
This player's undead champions and allies are immune to Holding
offensive spells and magical items and harmful events. Forgotten Realms
Uncommon
Monastery of Perdien the Damned The waters of this lake contain a vicious naga, which acts as a
72/500 +4 ally to champions defending the attached realm. The naga
Realm instantly destroys all swimming allies.
Advanced Dungeons and Dragons
Uncommon Tilverton
Clerics refuse to attack this realm. Avatars who attack this 79/500
realm are halved in base level. Holding
Forgotten Realms
Mulmaster Uncommon
73/500 If this player has more than his maximum hand size at the end
Holding of his turn, he can place magical items underneath the holding
Forgotten Realms instead of discarding them. They are attached to the first
Uncommon defending champion and are discarded if the realm is razed or
Draw a card every time a spell is played. the holding lost.
This card is a reprint of Silver Spring (244/1st-3rd) with an Boeruine Trading Guild
altered text, but the same special power. 105/500
For further information, see SFRG 1, p. 178. Holding
Birthright
Black Waters Uncommon
98/500 If the attached realm is attacked, this player may ask help from
Holding a player outside the combat. If that player accepts, he must
Dark Sun play one or more allies or magical items on this player's side of
Uncommon the battle. He is then entitled to a free draw from his card pile.
No werecreature or monster can attack any realm in this Win or lose, the card(s) played is discarded.
player's formation.
This card is a reprint of Black Waters (246/1st-3rd) with an Taeghan Outfitters
altered text, but the same special power. 106/500
For further information, see SFRG 1, p. 178. Holding
Birthright
Dungeon of Gulg Uncommon
99/500 During phase 3, this player may rearrange magical items and
Holding artifacts between champions in his pool.
Dark Sun
Uncommon Artifacts must still be legally attached to champions after use of
All champions (if defeated) and allies who attack this realm are the Taeghan Outfitters power.
sent to the Abyss at the end of battle.
Straits of Aerele Shipping
This card is a reprint of Dungeon of Gulg (248/3rd). Dungeon 107/500
of Gulg (248/1st-2nd) has a different power. Holding
For further information, see SFRG 1, p. 179. Birthright
Uncommon
The Celestial Jewel of Sarimie During a battle he is not involved in, this player can make an
100/500 attacking player's champions and allies swimmers. In return,
Holding this player gets to draw a card from his draw pile if the attack
Birthright results in a razed or discarded realm. The attacker receives no
Uncommon spoils.
Draw a card every time a cleric spell is cast. Negates any
Mulmaster holding in play. When this holding is in play, all attackers become swimmers
and the card's owner draws a card whenever an attacker wins
Points East Trading Guild a battle and razes or discards the realm. However, the card
101/500 drawn is not spoils of victory, and therefore cannot be played
Holding immediately.
Birthright
Uncommon Grovnekevic Forest
This players draws one extra card per turn. Negates any 108/500
Arkhold holding in play. Holding
Birthright
Cúpula BSW 2021: A carta extra deve ser comprada apenas Uncommon
no turno seguinte ao em que essas cartas forem jogadas. Any elf defending the attached realm gains 3 levels. Heroes,
wizards, and clerics who are not elves cannot attack the
The Thorn Throne attached realm.
102/500
Holding Madding Springs
Birthright 109/500
Uncommon Holding
Elf champions defending the attached realm may cast wizard Dragonlance
spells and use blood abilities. Uncommon
Healing waters contained in the springs aid champions
Peaceful Seas of Nesirie defending the attached realm. Once each battle, the player
103/500 can retrieve one ally from his discard pile to play immediately.
Holding
Birthright Shark Reef
Uncommon 110/500
Swimming champions in this player's pool are protected from Holding
all harmful events. Dragonlance
Uncommon
Sarimie's Temple of Fortune The attached realm must show water or coastline. Hungry
104/500 sharks guard the waters; at this player's option, they can
Holding devour (discard) swimming allies played in any battle.
Birthright
Uncommon Barter
If one of this player's champions or realms is the target of a 111/500
phase 3 spell, all players draw a card, noting its last digit. The Holding
player with the lowest number becomes the recipient instead, Dragonlance
The Death of a Hero Cúpula BSW 2021: Quando o jogador adversário já escolheu
151/500 um campeão para batalhar e é alvo do evento Wrath of the
Event Immortals, o combate prossegue normalmente, pois o
Uncommon campeão atacante ou defensor já está em batalha, assim
One hero (chosen by this player) is killed and discarded. In como no caso de o Lord Blacktree (7/AR ch), que, ao copiar o
homage, all other players (including the event player) must poder de um reino com restrição, não impede que o atacante
discard a card. (Harmful) prossiga com seu ataque.
When Ambush is used to end and win the battle, opposing Bess's Revenge
champions that can escape back to the pool, such as with 159/500
Winged Boots, cannot use their powers and are discarded. Event
Uncommon
Brave Heart Each player must draw and discard a card, noting the last digit
153/500 of its card number. Discard all champions in play whose base
Event level is lower than this number. (Harmful)
Uncommon
Buoyed by dreams of freedom, this player's champions are Each player discards his own champions with base level less
immune to offensive spells and magical items until the end of than the last digit of the card he has drawn.
this player's next turn. (Helpful)
Foreign Wars
The Torments of Sisyphus 160/500
154/500 Event
Event Uncommon
Uncommon All heroes in pools are placed in Limbo until the end of their
Played during combat, the champions involved must discard all owner's next turn. (Harmful)
attached cards. Combat begins again between the same
champions. (Harmful) Gales at Sea
161/500
This card is a reprint of The Necklace (320/3rd) with an altered Girdle of Storm Giant Strength
text, but the same special powers. 183/500
For further information see SFRG 2, p. 176. Magic Item
Common
Dragonslayer Attached champion is considered a giant. (Def)
177/500
Magic Item Hammer of the Gods
Common 184/500
Sword Magic Item
Cancels the powers of any dragon champion or ally opposing Common
the attached champion in battle. (Off) Usable only by clerics, the attached champion is immune to
offensive cleric spells. (Def)
This card is a reprint of Dragonslayer (48/FR) with an altered
text, but the same special powers. This card should be bluelined as a Weapon (IMO - Sascha).
For further information see SFRG 1, p. 340. Dragonslayer
cancels the powers of any dragon champion or dragon ally that
Gauntlets of Golem Strength
is opposing the attached Champion in battle.
185/500
Magic Item
Gauntlets of Swimming
Common
178/500 If the attached champion is victorious in an attack, all holdings
Magic Item in that player's formation are discarded. (Off)
Common
The attached champion and its allies become swimmers that
Winged Boots
can attack any realm with a coastline, regardless of its
position. (Def) 186/500
Magic Item
This card is a reprint of Gauntlets of Swimming (51/FR) with an Common
added special power. The attached champion becomes a flyer. If he is defeated in
For further information see SFRG 1, p. 341. battle by a nonflying champion, he can retreat from combat to
his pool instead of being discarded. (Def)
Horn of Blasting
This card is a reprint of Winged Boots (20/AR) with an altered
179/500 text, but the same special powers.
Magic Item For further information see SFRG 2, p. 212.
Common
The holding of any realm the attached champion attacks is
Badge of the Wolf Nomads
immediately discarded. (Off)
187/500
Magic Item
Livekor Ruby
294/500 Hero
Monster 301/500
9 4
Advanced Dungeons and Dragons Dragonlance
Common Common
Dragon; flyer; adventurer. Livekor can cast cleric spells. When Ruby can put one hero unarmed combat card beneath her in
he is in a pool with five or more other adventurers, all monsters the pool. She can use the card during her own combat, or she
in that pool can become heroes at the start of this player's turn. can play the card for her sisters, Jacinth and Amethyst, when
they are in combat.
Shayla
295/500 Unarmed combat cards can be placed under Ruby during
Hero phase 3.
3
Advanced Dungeons and Dragons Jacinth
Common 302/500
Adventurer. When Shayla is in a pool with four or more other Hero
adventurers, all adventurers in that pool are immune to 6
offensive magical items. Dragonlance
Common
Ssilcroth Jacinth can put two hero unarmed combat cards beneath her
296/500 in the pool. She can use the cards during her own combat, or
Monster she can play them for her sisters, Ruby and Amethyst, when
5 they are in combat.
Advanced Dungeons and Dragons Unarmed combat cards can be placed under Jacinth during
Common phase 3.
Adventurer. When Ssilcroth is in a pool with four or more other
adventurers, allies cannot be used to defend against an attack Amethyst
by this player's adventurers. 303/500
This card is a reprint of Wall of Fog (371/1st-3rd) with an Power Word, Stun
altered text, but the same special power. 378/500
For further information see SFRG 1, p. 220. Wizard Spell
Common
Fear Can be cast at any time to negate the special power of an
372/500 attacking champion before his power can activate. (Off)
Wizard Spell
Common Spell Turning
Attach to any enemy champion in a pool; that champion cannot 379/500
attack or defend until the fear is dispelled. (Off/3) Wizard Spell
Common
This card is a reprint of Fear (348/1st-3rd) with an altered text, Can be cast at any time to turn a just-cast offensive spell back
but the same special power. upon its caster as if the original target had cast it. (Def)
For further information see SFRG 1, p. 212.
This card is a reprint of Spell Turning (398/3rd) with an altered
Blink text, but the same special power.
373/500 For further information see SFRG 2, p. 183.
Wizard Spell Spell Turning turns an offensive spell back against its caster.
Common Spell Turning must be played immediately after the spell being
A champion who is about to lose a round of battle, escapes to turned, although events may be played between the original
the player's pool but the round is still lost. (Def/4) spell and Spell Turning. The 3rd edition rules make it clear that
Dispel Magic, Spell Turning, and Reflection may be cast at any
This card is a reprint of Blink (374/1st-3rd) with an altered text, time to dispel or turn a just-cast spell. A player must have a
but the same special power. champion in the pool or in battle capable of casting the spell
For further information see SFRG 1, p. 221. and must specify which champion is casting the spell.
Aid
Handmine will not function while Throne of the Pharoahs is in Garl Glittergold
play. 473/500
Hero
The Emerald Throne 13
467/500 Advanced Dungeons and Dragons
Artifact Rare
Common Avatar. Gnome. A hero of level 8 or higher must be discarded
Usable only by an elf champion from any world. All elves of to bring Garl into play. All champions of this player are
this player can use unarmed combat, psionic power, and blood considered gnomes. All champions and all "true" gnomes are
ability cards. immune to offensive wizard spells.
The champion with the Throne attached can attack either an Yondalla the Provider
opponent's champion or realm. However, the player with the 475/500
Throne may still attack a realm in the same turn before or after Hero
using the Throne's power to attack a champion. The player 16
must use other champions to attack the realm. Advanced Dungeons and Dragons
Only one champion may be attacked per turn using the powers Rare
of the Throne. Thus Zaknafein's power is not helpful, since Avatar. Halfling. A monster of level 12 or higher must be
only one champion can be attacked. discarded to bring Yondalla into play. Yondalla can only
defend, never attack. If defeated in combat (or discarded for
Elemental Avatar of Earth any reason) she forces both the opposing champion and one
469/500 other champion of her choice to be discarded.
Cleric
15
Dark Sun Brandobaris
Rare 476/500
Avatar. Two Dark Sun champions must be discarded to bring Hero
this avatar into play. All champions of this player are granted 13
the earthwalking ability. Advanced Dungeons and Dragons
Rare
Elemental Avatar of Air Avatar. Halfling. A hero with an attached magical item must be
470/500 discarded to bring Brandobaris into play. Once per turn, this
Cleric player can select one champion in another player's pool to
15 take magical items and artifacts from. The magical items and
Dark Sun artifacts are then redistributed to other champions in that
Rare player's pool.
Avatar. Two flying champions from any world must be
discarded to bring this avatar into play. All flying champion of Artifacts must be redistributed so as to be legally used (i.e.
this player are immune to cards that directly target flyers. worlds of champion and artifact must match).
During each phase 3, the Great Mother selects which pool Titania
cannot cast spells. This effect lasts until the player's next 485/500
phase 3. Wizard
Champions are only affected while they are in the pool. If a 20
champion enters battle, he may cast spells. Advanced Dungeons and Dragons
Rare
Annam Avatar. Three champions must be discarded to bring Titania
480/500 into play. This player can choose one type of champion at the
Cleric start of each of his turns that is immune harmful events and
16 offensive psionic power cards.
Advanced Dungeons and Dragons
Rare Verenestra
Avatar. Giant. A giant of level 14 or higher must be discarded 486/500
to bring Annam into play. At the start of this player's turn, Cleric
Annam can discard one card at random from another player 16
who has a hand of eight cards or more. Advanced Dungeons and Dragons
Rare
Remnis Avatar. A wizard immune to offensive spells must be discarded
481/500 to bring this avatar into play. Once per turn, Verenestra can
Monster negate a defensive spell. If discarded from play for any reason,
15 all cards with the words "immune" or "immunity"' on them are
Advanced Dungeons and Dragons likewise discarded.
Rare
Avatar. One or more flyers totaling 16 levels or more must be Verenestra's power to discard cards with immune or immunity
discarded to bring Remnis into play. At the end of each turn, on them extends to over 300 cards, including the dungeon
Remnis can fly into this player's discard pile and retrieve one cards Domain of Takhisis, Queen of Darkness, The Belly of the
non-champion card, eturning it to this player's hand. Beast, Pit of the Mind Lord, The Torture Room, and Return of
the Dwarven King.
Remnis is bluelined as a flyer.
Since Remnis' power is used at the end of the player's turn, it Midnight, Goddess of Magic
can return from Limbo and use its power in the same turn. 487/500
Remnis is a great addition to any deck, particularly in games Wizard
played with Enhanced (ten realm) victory conditions, since 15
these games last longer and it becomes more important to Forgotten Realms
recycle your best cards. Rare
Avatar. Two level 9+ wizards must be discarded to bring
Cegilune Midnight into play. While in play, all champions that use wizard
482/500 spells must ask her permission to cast them. She destroys all
Monster magical items held by the opposing champion.
17
Advanced Dungeons and Dragons This card is a boosted version of Midnight, Goddess of Magic
Rare (46/1st-3rd).
Avatar. Three magical items with a least a +3 bonus each (or For further information see SFRG 1, p. 112 and SFRG 2, p.
three elf champions) must be discarded to bring Cegilune into 127.
play. When attacking, she causes all magical items held by the
opposing player to be discarded. Iuz, Avatar of Evil
488/500
When Cegilune attacks, all magical items held in the Monster
opponent's hand are discarded. Magical items attached to 14
champions in the opponent's pool are not discarded. Greyhawk
Rare
Darkon Invidia
2/RL 9/RL
Realm Realm
Ravenloft Ravenloft
Rare Rare
In a victorious defense, a maximum of one ally remains with If razed in combat, draw two cards at random from attacker's
the realm card and becomes undead. hand and discard them.
The Ghost Ship allows a player to switch his attack to another Card Combo (from zuse2@webtv.net): In battle, cast ESP,
realm when it is played. Because it makes the champion and which requires that the cards played into battle by the
allies flyers, any realm can be attacked. The attack can also be opponent are played face down. If the player guesses the card
If the Sivak Draconians choose to assume the ability of an Blamblower is often an instant win, since the requirement to
opposing ally, the Draconians' use of that power is secondary discard at least 6 levels will usually mean that the opposing
to the ally being imitated. champion must be discarded. If no allies are attached to a
champion, the Blamblower can instantly defeat that champion
Kapak Draconians unless it is immune to magical items.
49/DL When the Blamblower is used, at least six levels of your
Ally opponent's champions and allies are immediately discarded
4 from the battle. Only ally and champion levels are counted; an
Uncommon opponent's magical items, artifacts, and spells do not adjust
Become +5 if played from dawn to 6 PM. Kapaks turn to acid if the champion's level (though events do). If you play the
defeated, destroying any player's lead holding. Blamblower against a level 4 champion with a +5 ally attached,
both are discarded, because otherwise, the total levels would
be less than six. If your opponent has one ally of level six or
Aurak Draconians
better, discarding it satisfics the card's conditions.
50/DL The Blamblower does not work against champions below level
Ally 6, discarding them.
4
Uncommon
Irongnome
When played, this player can look at the top three cards in any
opponent's deck. Auraks explode if defeated, sending the 57/DL
opposing champion to its discard pile. Magical item
Uncommon
A champion wearing this ignores attacks from all magical
Dragonlance
weapons. (Def)
51/DL
Artifact
Bupu's Emerald
3
Dragonlance 58/DL
Uncommon Magical item
Usable only by heroes, the Dragonlance is +7 vs. dragon 7
champions. Common
Usable only by dwarves, gnomes, kender, and halflings, the
emerald works only against monsters. (Def)
Staff of the Magius
52/DL
Inflatable Flotilla
Artifact
5 59/DL
Dragonlance Magical item
Uncommon Common
Usable only by wizards. This gnomish invention cannot be used the turn it is first
played. A champion and all allies can attack a coastal realm,
each gaining 2 levels. They are treated as swimmers. No effect
Shield of Huma
on landbound realms. (Off)
53/DL
Artifact
Brooch of Imog
Dragonlance
Common 60/DL
The attached champion must be defeated twice when Magical item
defending before being discarded. Dragon champions lose 3 Uncommon
levels if attacking this champion. Usable only by wizards, the brooch creates a shield
surrounding the champion, allowing him to ignore the effect of
one spell per battle. (Def)
Nightjewel, The
54/DL
Solamnic Armor
Artifact
Dragonlance 61/DL
Common Magical item
The attached champion can ignore the effects of up to three Rare
spells per battle if played from 6 PM to dawn or two spells if All attacking champions and allies are lowered in level by 1 or
from dawn to 6 PM. by 3 if the armor is worn by Lord Gunthar. (Def)
Limited Wish can be cast at any time. This means that during a Deck of Many Things
battle, champions in a pool can cast the spell. 47/FR
Magical Item
Time Stop 2
44/FR Rare
Wizard Spell Defensive
Uncommon Each time the attached champion attacks or defends, draw a
Take any one wizard spell from your draw pile and play it card. If it is a spell, ally, artifact, or magic item the champion
immediately (if legal). Then reshuffle the draw pile. (Def/3/4/5 can use, play it at once, otherwise discard it
.
You may not "Time Stop" to successfully counter a instant kill Dragonslayer
card. A successful counter requires that the next card played 48/FR
stop the instant kill. Since "Time Stop", itself, doesn't counter, Magical Item
the instant kill activates before the next card can be played. 4
Rare
Water Breathing Sword, offensive
45/FR Cancels the powers of any dragon champion or allies opposing
Wizard Spell this champion in battle.
Common
All of this player's champions and allies become swimmers for Flametongue
this turn. They may attack any realm with a coastline, 49/FR
regardless of its position. (Def/3/4) Magical Item
2
Wish Rare
46/FR Sword, offensive
Wizard Spell Attached hero may cause this sword to flame as a +6 magic
Rare item for one round of battle, but it must be discarded
Discard any one card in play, regardless of its immunities, immediately afterward.
except a realm. This spell can be cast at any time, but the
casting champion cannot be used again until it's owner's next Flametongue is an offensive magical item.
turn.
Frostbrand
Wish can be canceled with Dispel Magic. It can be turned with 50/FR
Spell Turning or Reflection, in which case the champion Magical Item
casting the Wish is discarded. The caster, now the target of the 3
turned Wish, can take no further action. Only another Rare
champion can cast Dispel Magic or another Spell Turning. Sword, offensive
Wish cannot be used to cancel an event, unless that event has Attached hero may create intense cold with this sword for one
a lasting effect. Likewise, only spells with a lasting effect can round of battle, causing it to act as a +7 magic item, but it must
be canceled with Wish. be discarded immediately afterward.
Wish can be cast at any time. This means that during a battle,
champions in battle or in a pool can cast the spell. If Wish is Frostbrand is an offensive magical item.
cast on an attacking champion, that champion is defeated and
the defender is entitled to spoils of victory. If a champion casts Gauntlets of Swimming
Wish during battle, and the Wish is cancelled, the attacker is
51/FR
defeated, since he can take no further action.
Magical Item
Because Wish is not affected by immunities, it is effective on
2
cards normally immune to offensive spells, such as Elminster,
Common
and is effective against an opponent with the Codex of Infinite
Defensive
Planes.
Attached champion becomes a swimmer and may attack any
Wish can be used to discard a dungeon card. If so used, both
realm with a coastline, regardless of its position.
the Wish and the caster of the Wish are removed from the
game (sent to the Void). If Wish is Retargeted to a dungeon
card, the original caster of the Wish and Wish itself, are Helm Water Breathing
removed from the game. 52/FR
The Wish spell is the most powerful spell in the game. It Magical Item
ignores all cards that state they are immune or otherwise 1
unaffected by spells unless they state an immunity to the Wish Common
spell. Regardless of a champion’s immunities or special Defensive
powers, Wish can discard them. Attached champion becomes a swimmer and may attack any
realm with a coastline, regardless of its position.
Guenhwyvar Halfling, Inc. cannot be played against a champion with the Net
59/FR of Entrapment.
Artifact
5 Kuo Toa
Forgotten Realms 67/FR
Rare Ally
If the attached champion is defeated, Guenwyvar may be 5
attached to any other Forgotten Realms champion in the Common
player's pool. Swimmer. May attack any realm with a coastline, regardless of
its position.
Hammer of Tyr
60/FR Locathah
Artifact 68/FR
6 Ally
Forgotten Realms 5
Rare Common
When this card is used in combat, discard all undead involved Swimmer. May attack any realm with a coastline, regardless of
in the battle. its position.
Dragonbait can use his power once in each battle in which the
Simbul of Aglarond
player is defending. Dragonbait can return one of the defeated
90/FR defending champions to his pool, as long as Dragonbait does
Wizard not participate in the defense. Champion must be of base level
8 4 or lower, and any attachments that raise the champion's
Forgotten Realms adjusted level above 4 must still be discarded.
Rare
Simbul gains +4 levels when battling Maligor the Red or Red
Khelben Arunsun
Wizards.
94/FR
Wizard
Vangerdahast
8
91/FR Forgotten Realms
Wizard Common
6 Blackstaff gains +4 levels when defending Waterdeep.
Forgotten Realms
Common
Ochimo
When Vangerdahast is played in defense of a realm, the player
may immediately look at the attacker's hand. 95/FR
Hero
4
Cyric
Forgotten Realms
92/FR Common
Hero Ochimo gains +4 levels when defending Kozakura. He must be
9 defeated twice in a row before being discarded.
Forgotten Realms
Rare Despite the literal wording of the card, Ochimo need only be
Cyric can cast wizard and priest spells. All cards in his player's defeated twice in one battle, not necessarily twice in a row
pool may be turned face down when Cyric is in play. (successive battles) before being discarded.
Champions and their items must combat face up, however. The Sphere of Annihilation's power works on Ochimo, sending
them immediately to the Abyss.
Unusually Good Fortune This spell exacts a stiff price. Discarding magical items is a lot
11/FR to ask for the chance to draw new cards. However, since a
Chase player could conceivably have ten magical items in his pool, by
Event discarding them all he could draw ten new cards!. The player
Played on another player's event card, this player draws 3 cannot discard an artifact to get a magical item. There are no
cards. If played upon "Good Fortune," this player draws 5 magical items that do anything special when discarded.
cards and the other player draws none. Otherwise they. would work well with this spell. The best way
to make this spell work for you, is to make sure that Tasslehoff
Unusually Good Fortune is considered a helpful event, unless Burrfoot (39/DL) is in your pool. He has the ability to retrieve
it is played on Good Fortune, in which case is harmful. one magical item from your discard pile each turn. Dispel
Therefore Unusually Good Fortune cannot be calmed or Magic (346 & 358/lst) can stop this spell, but Spell Turning
deflected unless played on Good Fortune. (398/lst) does nothing.
If Unusually Good Fortune is played on Good Fortune, and
then the player of Good Fortune plays Deflection on the Dagger of Deception
Unusually Good Fortune, the player of Good Fortune draws 16/FR
five cards and the player of Unusually Good Fortune draws Chase
three cards. Magical item
If an opponent wants to playa card in combat, this player
Cúpula BSW 2008: Pode ser lançada sobre Good Fortune draws it randomly. Noncombat cards are returned to the
quando Azure Towers the Onad Fallen estiver em jogo, player's hand after being revealed. (Off)
The player with the Bell of Might can either calm or cancel the Wine of Eternity
event, or use the power of the Bell to duplicate the event, but 21/FR
not both. If an event, such as Ancient Curse, is used to Chase
eliminate the champion with the Bell of Might, that event can Event
still be duplicated before the champion is discarded. Puts one champion to sleep. At the beginning of his turn, the
A duplicated event cannot be duplicated with the Bell, but player may draw and discard a card. If the card's last digit
multiple Bells can duplicate the original event, if used by matches or exceeds the champion's unadjusted level, he
different players. However, an individual player can only awakens.
duplicate an event once. For example, if a player has the Bell
and the Staff of Mimicry, which is copying the Bell, he may only For a champion with ? as icon level, any card drawn will
duplicate an opponent's Caravan once, using either the Bell or awaken the champion.
Staff of Mimicry, but not both on the same event.
The Bell of Might can duplicate another player's event card. If
Spellblades
the Bell is used to duplicate a Caravan, then the duplicated
Caravan is considered played at the same time the original 22/FR
Caravan is played. Thus, the duplicated Caravan is not in play Chase
during the initial Caravan turn. Instead, it is waiting to happen Magical item
as soon as that turn ends. 5
Usable only by heroes and monsters. User is immune to the
Liga BSW: Somente pode duplicar eventos recém lançados, first two offensive spells cast in any combat.
não podendo duplicar eventos que já estejam em jogo.
Netheril
Muragh Brilstagg 23/FR
19/FR Chase
Chase Realm
Ally 7
6 Forgotten Realms
Undead. This magical skull subtracts 2 levels from all cards Wizards, magic items, artifacts, and wizard spells used in
played against its champion. But it may not be played with any defense of this realm are doubled in level. Netheril can defend
other allies. itself as a level 7 wizard.
When used, each card played against you loses two levels. Lure of Undermountain
Spells, magical items, and artifacts with no stated level are not 24/FR
reduced to a -2 level, but remain at 0. This effect ignores spells Chase
cast in step 3 that may affect combat. Events played to affect Rule
combat do not subtract two more levels. Forgotten Realms
If this ally is stolen by a Shield of Wickedness (31 6/ 1 st) or Every time a Forgotten Realms monster champion is
the Amulet of the Beast (64/RL), it may end up with other discarded, its owner may force another player to chose one
allies. In that case the skull is completely neutralized. It gives nonmonster champion of any world, from that player’s hand or
the player no level bonus, and its special power is ignored. pool to be discarded.
Mitragh Brilstagg was a máster thief in life. Now all that
remains is his skull. Some undead can drain life levels with n Zhentarim Intrigue
touch. Mitragh drains it with his mere presence. Fortunately for 25/FR
his enemies, they regain their lost vitality within a few hours. Chase
Rule
Phase Door Forgotten Realms
20/FR Whenever a player's Forgotten Realms realm is razed, he may
Chase draw a card and add it to his hand.
Wizard spell
7
Chase
The champion with the Coin can only choose to negate Gauntlets Ogre Power
offensive magical items and the offensive powers of artifacts. 19/ART
Defensive powers cannot be negated. Magical Item
6
Seal of Lost Arak Rare
12/ART Champion breaks down walls, allowing him to ignore all such
Artifact cards. Can be played on a champion even after combat is
3 ended by a wall spell. Combat must continue.
Ravenloft
Rare Winged Boots
Once per turn, the player can flip the top card of any other 20/ART
player's draw deck. He can use it only if it is a spell or ally that Magical Item
is legal for that step. The card is reshuffled into the player's 2
draw deck. Common
The attached champion becomes a flyer. If he is defeated in
The Seals' power can be used once from a player's phase 3 to battle against a non-flying champion, he can retreat from
phase 3 of the player's next turn. The Seal can be used during combat back to his pool. (Def)
another player's turn.
Card Combo (from Spellfire Reference Guide Volume II): If
Crystal of Ebon Flame the Winged Boots is attached to Iuz the Evil, he can attack,
13/ART lose the round, use his special power to raze a realm or
Artifact discard a razed realm, and then return to the pool to attack
2 again on the next turn. Note, however, that this strategy will not
Ravenloft work if Iuz's opponent is a flyer.
Common
Attached champion becomes undead. The opposing Card Combo (from Scavenger's Spellfire Corner): If Winged
champion's base level is considered to be a zero, unless it its a Boots is attached to the Aurak Draconian Lord, the Lord can
cleric or undead. Opposing undead allies switch sides. lose the round, discard the opposing champion, and then
return to the pool to do it again next turn. As with the previous
Obsidian Man of Urik combo, this only works if the opponent is not a flyer.
14/ART
Artifact Card Combo (from Scavenger's Spellfire Corner): If Winged
6 Boots also works well attached to Gloriana. If her opponent is
Dark Sun a flyer, she automatically wins the round. If her opponent is not
Rare a flyer, she can return to the pool if defeated.
If the attached champion is discarded, the artifact returns to
the player's pool as a monster. Instead of attaching this artifact Card Combo (from Mark Towse): Attach Winged Boots to Lyr
to a champion, the player can play the Obsidian Man as a of the Mists, allowing her to use her power, lose the battle, and
monster. then return to the pool (as long as the opposing champion is
not a flyer) to do it again next turn.
Rod of Teeth
Rod of 7 Parts, #1
15/ART
Artifact 21/ART
2 Magical Item
Dark Sun 1
Uncommon AD&D
An opposing wizard cannot cast spells. Before battle, the Uncommon
player can discard the attached champion and examine all Champion is a swimmer. If combined with any other parts of
other players' hands, discarding any spell cards. the rod, the rod counts as an artifact and gains an additional
+1 for each part. (Off)
Midnight's Mask Disguise
Rod of 7 Parts, #2
16/ART
Magical Item 22/ART
2 Magical Item
Common 2
A champion can be played into the player's pool with this AD&D
magical item, even of the champion is already in play Rare
somewhere. The champion's powers are unchanged. (Def) Champion is immune to events. If combined with any other
parts of the rod, the rod counts as an artifact and gains an
additional +1 for each part. (Off)
Girdle Giant Strength
17/ART
Rod of 7 Parts, #3
Magical Item
7 23/ART
Common (Off) Magical Item
3
Cúpula BSW 2016: tornado carta-resposta, podendo ser The Spellfire Reference Guide Volume II incorrectly indicates
jogado para negar um evento, evitando que outros sejam that the artifact's power to destroy a champion can be used
jogados até o fim do próximo turno deste jogador. when the Psychometron is discarded. However, the attached
champion must be discarded for the Psychometron's power to
Cúpula BSW 2021: Apesar de ter sido tornado carta-resposta be used. For purposes of the Psychometron's power, being
pela Cúpula BSW 2016, ele não pode cancelar eventos que já sent to the Abyss is considered being discarded.
estavam em jogo antes dele, pois ele cancela apenas o This artifact’s special power to discard any champion in play
evento que foi alvo de seu poder, não afetando outros que já only works if the champion who it is attached to is discarded.
estavam no jogo antes dele.
Silencer of Bodach
Thought Eater 4/ART
99/ART Chase
Ally Artifact
-2 5
Common Dark Sun
Prevents all special powers and spell casting ability of the If the attached champion is defeated in battle, all of one other
opponent's champion, allies, spells, and magical items. player's holdings are discarded. If one of this player's realms is
attacked, the attached champion must be used first in defense.
The effect of the Thought Eater is similar to that of the Ring of
Reversion, the opponent's special powers are negated during Barab's Goblet of Dissolution
the round of battle. This includes powers activated upon 5/ART
defeat, such as those of Drizzt Do'Urden, Iuz the Evil, and Chase
Ochimo. It also includes the powers of avenging allies such as Artifact
Assassins and Starving Artist. 3
The level bonuses of an opposing champion’s attached cards AD&D
are not affected by Thought Eater, only the special powers and This artifact can be attached to any champion. When the
spell casting abilities. champion with this item is defeated, the winning champion is
The Spellfire Reference Guide Volume II incorrectly indicates sent to the Abyss, permanently removed from play.
that clerics opposing the Thought Eater can still cast spells.
While icon abilities are not negated by the Thought Eater, all If a realm champion wins a round of battle against a champion
spellcasting is prevented. with Barab's Goblet of Dissolution, the realm is not sent to the
The text detailing an example of the card’s power is in error, Abyss (Technically, the realm champion is sent to the Abyss,
since the Thought Eater’s power prevents spellcasting. It
Rand's levitation power is similar to a wall spell. Upon using Bilago's mindwipe power is used at the start of battle, before
Rand's power, the round is over and champions return to their the effects of any other cards that may adjust the opponents
pools. The attacking player may continue the battle with a new level. Bilago's Psionic Power is offensive.
champion. Rand's Psionic Power is defensive. Rand is not The Spellfire Reference Guide Volume II incorrectly describes
considered a flyer. a combination of Bilago Lumen and the Sword of the High
King. Bilago's mindwipe power is used before the powers of
Card Combo (from the Sussman Zone): Attaching the Rod of any attached cards are activated. The power of the Sword of
7 Parts, #4 (Flyers cannot be played against the attached the High King thus reduces the opposing champion's adjusted
champion) to Rand makes him nearly impossible to defeat. level to 1 after Bilago uses his mindwipe power.
Rand’s power works exactly like that of a Wall spell. This
means that if Rand’s power is used as a defender, the battle Dawn d'Ereath
ends unless the attacker can fly. If used while an attacker, the 18/PW
defender returns to his pool and the battle is over. Psionicist
6
Dark Sun
Kerm's Psionic Power is offensive. Kelaser's Psionic Power is offensive. Any other player's hand
can be detonated, not necessarily the opponent in battle.
Havrum Riddle Hijacking can be played on the target of Kelaser's power to
22/PW take the five cards and leave the target player with no cards.
Psionicist This champion’s power can be used against any opponent in
5 the game, not necessarily the opposing champion’s player.
Dark Sun
Uncommon Card Combo (from Desafio aos Corajosos 2012): Not So Fast
Defensive (20/CHBR) can be played on the target of Kelaser's power to
Psionicist Champion; can use Psionic Power cards. When in a leave the target player with no cards. It’s not as good as
battle, Havrum may employ his Stasis Field power to end the Hijacking but at least it’s harder to negate this action.
battle with no victory or spoils for either side. The opposing
champion returns to his pool, and Havrum is discarded. Breshkll Logon
26/PW
Havrum's Psionic Power is defensive. Psionicist
4
Dark Sun
Common
Stasis Kirre
48/PW 56/PW
Cleric Spell Monster
Common 5
Play immediately after both champions have been chosen. No Dark Sun
more cards can be played in this round of battle. (Off/4) Uncommon
Psionicist; may use Psionic Power cards. If Kirre is defeated,
Once Stasis is played, only champions (in battle or in pools) his owner may draw one card and add it to his hand.
that are immune to offensive spells can continue to play cards.
Stasis can be dispelled if played immediately as a counter Locathah Champion
effect card. Wish cannot be played on Stasis since it does not 57/PW
have a lasting effect. Monster
Because events are played by the player, not the champion, 4
event cards may continue to be played. Forgotten Realms
Uncommon
Giant Space Hamster Swimmer. All opposing allies lose their special powers.
49/PW
Ally Living Wall
3 58/PW
Uncommon Monster
Every friendly ally played after this one gains 3 levels. 10
Forgotten Realms
Polymorph Other Rare
50/PW This monster absorbs (discards) all champions and allies of
Wizard Spell level 6 or higher. It is immune to artifacts and offensive spells
Common and magical items. Champions, offensive Psionic Powers, and
Replace an opposing champion's power with the power of any allies must be level 5 or less to attack it.
other champion in play. Lasts until dispelled. (Off/3/4)
Only champions and allies with unadjusted levels of 5 or less
can battle the Living Wall. Champions of base level 6 or
Phase Out
greater are automatically defeated. If Living Wall defends
51/PW against Lovely Colleen (22/1st Chase), it automatically loses,
Wizard Spell since the attackers power is activated first. Living Wall is also
Common defeated by the Iron Golem.
This player may not e attacked again until after his next turn. Tyvorg has the power to instantly defeat the Living Wall.
(Def/5) Tyvorg's power takes effect when he is played, so if Tyvorg is
played from the hand to defend against the Living Wall, the
Gith Living Wall is instantly destroyed. Because combat has not
52/PW begun, the attacking player may put forth another champion,
Monster but Tyvorg must continue to defend.
6
Dark Sun Tako
Uncommon 59/PW
Earth-walker. Psionicist; may use Psionic Power cards. Monster
6
Crabman Forgotten Realms
53/PW Uncommon
Monster Swimmer. In combat, the Tako multiplies its level times the
5 level of its lowest ally.
Forgotten Realms
Uncommon Tako multiplies his adjusted level (base level plus magical
Swimmer. In battle, the crabman can force one other player to items and artifacts) at the time the first ally is played by the
contribute an ally to his side. If he has none the power is lowest level ally played with him. Any cards played after the
wasted. After combat, the ally is discarded. first ally are added to Tako's adjusted level.
Aquatic Elf Card Combo: The Ogre loves to combine Tako with the Axe of
54/PW the Dwarvish Lords, which supplies a +8 ally in addition to the
Monster Axe's +3 bonus. Tako's adjusted level with the Axe is 72
4 [(6+3)x8=72].
Forgotten Realms
Uncommon Earth Elemental
Swimmer. No elf champion or ally can oppose him in battle. 60/PW
Becomes level 9 if attacking a coastal realm. Monster
4
Ixitxachitl Dark Sun
55/PW Uncommon
Monster
The +1 bonus granted by this card lasts until the stated Melt Stone
duration has expired, regardless of when the power is used. 92/PW
Cleric Spell
Control Flames 3
84/PW Common
Psionic Power The opposing champion is reduced in level to +3, and his allies
4 to +1, for the duration of this combat. (Off/4)
Common
Psionic Power. Usable by psionicist champions. This champion The powers of Melt Stone apply to cards played before and
may force the discard of one non-champion card with the word after Melt Stone has been played.
flame or fire in its title. (Def/4)
Psionic Blast
Psychic Storm 93/PW
85/PW Psionic Power
Rule 8
AD&D Common
Rare Offensive
No Psionic Power cards or artifacts may be played. Psionic Power. Usable by psionicist champions.
While prohibiting the play of new Psionic Power cards, Psychic Psionic blast is an offensive Psionic Power.
Storm does not affect powers already in play.
Magnify
Nullify Magic 94/PW
86/PW Psionic Power
Rule 1
AD&D Common
Rare Psionic Power. Usable by psionicist champions. A champion
No wizard or clerical spells may be played. using this power doubles his level for the duration of this battle.
(Def/4)
Mind of the Avatar
87/PW The Spellfire Reference Guide Volume II incorrectly indicates
Rule that base level is doubled. It is the adjusted level that is
AD&D doubled.
Rare A champion who uses this Psionic Power doubles his adjusted
All avatars can use Psionic Power cards. level at the time the power is played.
When this card is played, any opposing allies are discarded Rock of Bral
and the opponent can play no more allies for the remainder of 2/PW
the round. Chase
Holding
Create Object AD&D
97/PW Can be attached to any realm. Any defender is considered a
Psionic Power psionicist champion. If attached to the Crystal Sphere, it adds
1 +6 to the defender's level.
Common
Psionic Power. Usable by psionicist champions. The user can Unipsi
look through his draw pile and select any single magical item 3/PW
or artifact to play immediately. Reshuffle the draw pile Chase
afterward. (Def/3/4) Artifact
AD&D
Psychic Lock Usable by any avatar. An avatar with this artifact attached can
98/PW use any number of artifacts from any worlds.
Psionic Power
Common This artifact allows an avatar to avoid the world restrictions of
Psionic Power. Usable by psionicist champions. Ends combat. artifacts, but any other restrictions must still be met.
Both champions return to their pools; all other cards are
discarded. The battle is a draw; there are no spoils. (Off/4) The Inverter
4/PW
In the case of one champion being immune to offensive Chase
Psionic Powers, the Spellfire Reference Guide Volume II Artifact
incorrectly indicates that the battle is over with no victor. AD&D
However, if Psychic Lock is played by a defender against an Usable by any wizard. This artifact enables wizards to use
attacker who is immune to offensive psionics, the defender Psionic Power cards.
returns to his pool and the attacker is victorious and may
continue the battle with another champion. If Psychic Lock is
Royal Conscription/Tax Levy
played by an attacker against a defender who is immune to
psionics, the battle ends and the attacker's turn moves to 5/PW
phase 5. Chase
If Psychic Lock is played by a defender against an attacker Event
who is immune to offensive psionics, the defender returns to All opponents of this player must skip step 3 of their turns until
his pool and the attacker is victorious. If played by an attacker the beginning of this player's next turn.
against a defender who is immune to psionics, the battle ends
and the attacker’s turn moves to phase 5. Fate's Promise
6/PW
Life Draining Chase
99/PW Magical Item
Psionic Power 6
2 This sword negates all spells cast by the opposing champion.
Common (Def)
Psionic Power. Usable by psionicist champions. Automatically
defeats undead champions and allies. (Off/4) Fate's Promise negates all spells, including defensive spells,
cast by an opposing champion in combat.
Dimensional Door
Bando's Whitestone
100/PW
Psionic Power 7/PW
Common Chase
Psionic Power. Usable by psionicist champions. Forces the Artifact
attacker to redirect his attack to any other realm in play, AD&D
ignoring its placement and special powers during the battle. Usable by any psionicist champion. This artifact enables
(Off/4) psionicists to cast wizard spells.
Dimensional Door is played by a psionicist in the defending Quill Pen of the Planes
player's pool after an attacking champion comes forward. The 8/PW
round then continues with the same attacker and any attached Chase
cards. If the attack is shifted to a realm in another player's Artifact
formation, a defender must be brought forward by the player +4
whose realm is now under attack or the realm is razed. AD&D
The card states that the attack may be shifted "to any other The attached champion may duplicate the effect of any one
realm in play," however; the attack cannot be redirected to one spell, Psionic Power card, or psionicist champion power in play
of the attacker's realms.
The Quill Pen of the Planes can be used once per turn to
Crystal Sphere duplicate the effects of any OPPONENT'S spell, psionic power
1/PW card, It operates in a similar fashion to the way Bell of Might
duplicates events the use of this artifact is secondary to that of
Summon Undead The Elemental Swarm then sweeps through one player's pool
46/TU causing all champions, allies, magical items, and artifacts with
Cleric Spell a level bonus less than or equal to the spell's to be discarded.
Uncommon (Spellfire Reference Guide 2, p. 306)
Cast only by champions of level 13+. All undead champions
and allies from players' pools and hands come to the aid of the Cúpula BSW 2013: O modo de sua utilização seguirá a regra
caster. Allies are discarded: champions return to pools. presente no Spellfire Reference Guide 2, que estatui que
TODAS as cartas cujos ícones sejam inferiores à metade do
Champions summoned from pools use their attached cards, in nível ajustado do campeão lançador devam ser descartadas:
addition to level and special powers.
Cúpula BSW 2013 - Cartas que encerram automaticamente The Unnamed, Avatar of Gruumsh
uma batalha, porém que não sejam expressas em seu texto 64/TU
que são cartas de vitória automática (Wish, Mind Killer, Avatar19
Tyranthraxus, etc...), devem ser consideradas cartas de vitória AD&D
automática, quando usadas em batalha. Orc
Rare
Spacewarp Avatar: a cleric of level 8 or higher must be discarded to bring
57/TU the Unnamed into play. All players must ask Gruumsh each
Cleric Spell battle for the number of allies they can use. Limit one avatar
Rare per pool.
All attacks until the end of this player's next turn must be made
against one realm chosen by the caster; if the realm is razed, a Liga BSW (ROC 5-2011): Seguindo a história RPGística do
successful attack by the next player discards it. No further personagem este campeão foi bluelineado para Orc, podem
attacks can be made. (Off/3/5) se beneficiar e sofrer conseqüência quaisquer desta raça.
If this spell is Spell Turned or Reflected, there is no effect. The Faceless One, Avatar of Jubilex
65/TU
Spirit of Power Avatar
58/TU 20
Cleric Spell AD&D
Common Uncommon
Any 4 clerics (excluding avatars) may band together to send Avatar; two clerics equaling 12 points or more must be
an avatar to the Abyss. Each player who participates must discarded to bring the Faceless One into play. It and any
discard a magical item, either from his hand or pool. (Off/3/4/5) AD&D champions in the player's pool are immune to magical
items of less that +3 enchantment and offensive spells. Limit
one avatar per pool.
The West Wind
59/TU The immunity is only to offensive magical items.
Artifact
Greyhawk
This rule card affects all champions and allies other than Foulwing
Underdark champions and allies. Underdark champions and 76/TU
allies have either the Underdark designation in the card text or Ally
are part of the Underdark booster set. 6
Common Flyer. Devours (discards) all opposing flying allies.
Sargonnas Can be played during another player's combat to devour one
70/TU flying ally, returning to its player's hand after battle instead of
Avatar being discarded.
6
Dragonlance Gnasher
Common 77/TU
Avatar; a cleric of level 8 or higher must be discarded to bring Ally
Sargonnas into play. All cards with the word "fire" or "red" in 4
their title are doubled in level when played with Sargonnas. Rare
Limit one avatar per pool. Flyer. When played, devours one psionicist champion in any
pool.
The Uncaring, Avatar of Boccob
71/TU Magebain
Avatar
Allies in combat with Chantal have their icon levels reduced by The champion with the Ring cannot be discarded except as a
1. result of battle. The champion therefore is not discarded by
Wish, unless Wish is cast while the champion with the Ring of
Gaxx is in combat.
Aquilla
98/TU
The Deep
Wizard
4 5/TU
Dragonlance Chase
Uncommon Realm
Elf 7
AD&D
The Demi-Lich's immunity extends only to offensive magical The Sword and Helm of Garion
items and artifacts. Teh Demi-Lich is affected by the Wand of 21/TU
Negation. Chase
This card’s ability to ignore magical items applies only to Magical Item
offensive magical items. 5
If the attached champion is attacking, only psionicists, clerics,
The Minotaur and heroes can defend against it. (Off)
16/TU
Chase Card combo: If the Sword and Helm of Garion is combined
Monster with the Ring of Human Influence, only psionicists and clerics
6 can defend.
AD&D
Gains 3 levels when attacking and Underdark realm, and/or Card Combo: If the Skull of Fistandantilus (only wizards or
gains 3 levelswhen attacking from and Underdark realm. All monsters can defend) is combined with the Sword and Helm of
magical items attached to the Minotaur gain +1. Garion (only psionicists, clerics, and heroes can defend), only
champions with immunities to artifacts and magical items can
Piercer defend.
17/TU
Chase Scourge of Mika
Monster 22/TU Chase
2 Magical Item
AD&D 3
Gains 1 additional level for every Underdark realm in play. If If the attached champion is undead and is defeated in battle,
used to defend an Underdark realm, automatically defeats a this item goes with the winning champion until dispelled. The
champion of base level 6 or less. scourge becomes a -4 and that champion cannot cast spells or
use psionic powers. (Off)
Lurker in the Deep
18/TU Drow Assassin
Chase 23/TU
Monster Chase
5 Ally
AD&D 3
Can only be used to defend and Underdark realm. Engulfs all When played in battle, this ally can also instantly kill one
psionicists, magical items, and nonswimming allies, causing champion of base level 5 or less anywhere in play if this player
them to be discarded. has an unrazed Underdark realm in his formation.
Broken Arrow
The Lurker cannot attack, and can only defend Underdark 24/TU
realms. Chase
Event
Oogly the Half-Orc Play only during combat where this player is not involved.
19/TU Peace is declared and the champions return to their pools;
Chase combat is over. The event player is victorious and draws
Hero spoils. (Harmful)
6
Greyhawk Mindshatter
Oogly is so ferocious he scares away all opposing allies of less 25/TU
than +6 (+5 and lower allies cannot be played against him). Chase
Cleric Spell
The Marble Orb Attach to any enemy champion in a pool; the champion
20/TU becomes catatonic and cannot take any action until the card is
Chase dispelled. (Off/3/4)
Magical Item
3
The Spellfire Reference Guide Volume II incorrectly states that Ren o' The Blade
Falx gains 1 to his base level for each attached magical item. 37/RR
Because the card does not specify base level, it is the adjusted Hero
level that is increased. 7
Falx's special power refers to removal of magical items against Forgotten Realms
the player's will. Magical items whose power is triggered by Rare
voluntarily discarding the item, such as Blamblower and Well Ren can be sent to the Abyss to retrieve a realm from the
of Many Worlds can still be discarded and used normally. discard pile, placing it in the player's formation during phase 2
Falx gains one to his adjusted level for each magical item. instead of playing a realm from his hand.
Queen Frumpy the Fire Giant Intercession is the cleric version of Limited Wish (43/FR),
42/RR being able to cancel an opposing event, helpful or harmful.
Monster Only events that actually disallow spellcasting prevent the
5 casting of this spell, such as Dead Magic Zone (7/FR)and
AD&D Nullification (35/PO), unless Intercession is played immediately
Common to negate that even!.
Can cast cleric spells. Queen Frumpy gains 2 levels when Playing Intercession negates the effects of an event for all
defending a realm. She is so repulsive, allies of +4 or less players, removing it entirely from the game, unlike the event
cannot be played against her. Calm (400/3rd) which negates the event only for that player.
An event canceled by this spell cannot be duplicated by cards
The Keeper such as Onad the Weasel (6/AR Chase) or the Bell of Might
43/RR (18/FR Chase}. Intercession can be cast at any time, even
Monster during another player's turn . Remember that clerics in play
5 must still have the permission of the Arch-Druid (189/3rd) to
AD&D cast this spell.
Uncommon Despite the wording of the card, it can be used to cancel an
Giant. This deformed hill giant is immune to offensive psionics. event that remains in play, such as Bronze Dragons.
One artifact of any world can be attached to him; it is never
discarded, returning instead to the player's hand. Conjure Earth Elemental
49/RR
Nosnra the Hill Giant Cleric Spell
44/RR 6
Monster Uncommon
6 The +6 ally summoned with this spell stays with the casting
AD&D champion until the beginning of this player's next turn.
Common Opposing earthwalking allies are immediately discarded.
Nosnra can attack any AD&D realm, regardless of position or (Off/4)
powers. Nosnra is level 10 if no allies are played with him.
The Spellfire Reference Guide Volume II incorrectly states that
The Spellfire Reference Guide Volume II incorrectly states that this spell cannot be turned or reflected. However, because the
Nosra gains 4 to his adjusted level if no allies are played with spell is labeled offensive (it probably should have been labeled
him in battle. However, it is Nosra's base level that is defensive), it has been ruled that this spell can be turned or
increased to 10 when no allies are played. reflected. If it is turned or reflected, the champion casting the
Nosnra gains his base level increase whether he is attacking Spell Turning or Reflection gains the benefit of the conjured
or defending and not using allies. ally.
These spells can be Spell Turned or Reflected normally.
Ombi the Renegade Dwarf
Conjure Fire Elemental
45/RR
Hero 50/RR
4 Cleric Spell
AD&D 5
Common Common
The +5 ally summoned with this spell stays with the casting
champion until the beginning of this player's next turn.
Disarm Allies played after the Dream Team cannot use their special
94/RR powers, including special powers that are triggered upon
Unarmed Combat defeat, such as Assassins.
2
Common Brain Drain
Unarmed combat card; usable only by heroes. This maneuver 2/RR
strips away (discards) one magical item or artifact of an Chase
opposing champion (this player's choice). (Off/4) Event
Play this event to cancel a just-used psionic power card or
Kidney Punch psionic ability or play on an opponent's pool to prevent the use
95/RR of psionics by champions until the end of this player's next
Unarmed Combat turn. (Harmful)
Invulnerability Investiture
45/BR 52/BR
Blood Ability Cleric Spell
Uncommon Common
Blood ability. This champion ignores the special powers of Cast at any time. Discard a regent champion from your pool to
offensive magical items of less than +4 enchantment or transfer the power to use blood abilities to another champion.
cancels one offensive blood ability card. (Def/4) (Def)
Cúpula BSW 2009: Tornada uma carta resposta (Counter Control Weather
Effect), podendo usar seus efeitos a qualquer momento. 53/BR
Cleric Spell
Tighmaevril Sword Uncommon
46/BR No flyers or swimmers can be involved in combat until the end
Artifact of this player's next turn without this player's permission.
Birthright (Off/3/4/5)
Rare
The attached champion can use blood abilities and instantly Transmute Metal to Wood
defeats regent. 54/BR
Cleric Spell
Wintering Common
47/BR Destroy one magical item or artifact in any player's pool.
Artifact
Birthright Part Water
Rare 55/BR
The attached champion is immune to either the special power Cleric Spell
of a champion or the special powers of his allies. The choice Common
must be made at the start of the player's turn and remains the This player's champions and allies can attack any realm
same until his next turn. showing a coastline until the end of this turn. (Def/3)
Darien Avan The Noble Outlaw can only shift spoils to a third player, not to
86/BR the player owning the Noble Outlaw.
Regent
Birthright High Mage Aelies
Rare 92/BR
Can use blood abilities and hero unarmed combat cards. Can Regent
attack twice; if he wins his first round and doesn't raze a realm, 6
he can attack again, retaining one of his allies form the Birthright
previous round of battle. Uncommon
Elf. Can use blood abilities and cast wizard spells. Gains +2 to
Caliedhe Dosiere his base level for every unrazed Birthright realm in play.
87/BR
Regent The Sword Mage
Birthright 93/BR
Common Regent
Can use blood abilities. When attacking, he can cast cleric 7
spells; when defending, he can cast wizard spells. Birthright
Common
Tomkin Dross Can use blood abilities and cast wizard spells. Gains 4 levels if
88/BR spells are used against him.
Regent
Birthright The Wizard
Common 94/BR
Halfling. Can use blood abilities. Tomkin and his allies may Regent
attack any realm in play, regardless of position or special Birthright
power. Uncommon
Can use blood abilities and cast wizard spells. The Wizard can
The Elf Prince Fhileraene discard a realm in his player's formation to instantly win a
89/BR round of battle.
Regent
Birthright The realm discarded to activate The Wizard's power can be
Rare razed or unrazed. Because of its name, the Wizard is affected
Elf. Can use blood abilities and cast wizard spells. When by cards affecting wizards.
attacking, he can call upon his archers to destroy (discard) a
monster in player’s pool once per battle. The special power of this regent champion allow her to win any
round of battle by discarding a realm from her player's
The Elf Prince is a regent champion, and can use blood ability formation.
cards as part of his champion type's special powers. Regents The realm can be either razed or unrazed to activate this
are unique to the BIRTHRIGHT setting, and cannot be found special power, and must go to the discard pile.
on any other world. This special power is best used with razed realms.
This BIRTHRIGHT champion is best used when attacking, If the opposing champion is immune to a champion's special
especially when an opponent has monster champions in his powers, then a battle cannot be won in this manner.
pool. Much like the DARK SUN hero Agis (261/3rd), The Elf
Prince causes a monster champion in any opponent's pool to Nadia Vasily
be discarded when he is attacking. This special power occurs 95/BR
as the Prince is coming over to attack, but before a defending Regent
champion is chosen. Only those immune to a champion's 9
special powers can avoid this effect. Birthright
This potent special power is great to use on powerful monster Common
champions such as the Living Wall (58/ PO), The Gorgon Can use blood abilities and cast cleric spells. Clerics facing
(64/BR), or Oonga the Ape (30/RR). However, this champion's Nadia are at half their base level (rounded down).
special power will likely make him a target for players with
monsters. Moergan
96/BR
Tie'skar Graecher the Goblin King Regent
90/BR 6
Regent
Rhuobhe the Manslayer Blood Challenge interrupts the current turn and phase, so if the
14/BR event is played during the event player's turn, the player may
Chase still attack a realm during phase 4.
Regent
Birthright Festival
Elf; Awnshegh. Can use blood abilities and cast wizard spells. 21/BR
When attacking, Rhuobhe can imitate the special power of any Chase
champion in any pool. Gains 4 levels against non- monster Event
champions. No combat can occur until the start of the player's next turn.
Each player draws a card when this event is played. (Harmful)
Rhuobhe's power is triggered as soon as he comes forward to
attack. However, the power copied is subject to normal rules
Child's Play
for the power. If it is a power only used in battle, Rhuobhe
cannot use the power until a defender is chosen. Once the 22/BR
battle is over, Rhuobhe loses the imitated power. Chase
Event
Subtract the age of the youngest player from the age of the
Kaeriaen Whiteheart
oldest player in the game. That number is counted as a bonus
15/BR to your side in this round of combat. (Helpful)
Chase
Regent
6
War Declared!
24/BR
Chase
Event
Until the end of this player's next turn, all players must attack
on their turn if they have champions in their pools. All
champions and allies can fly, swim, or earthwalk as needed.
(Harmful)
Rauglothgor's Lair The major advantage of this realm is that it is difficult to attack,
#1 of 100 since only flyers or earthwalkers and reach the realm. The
Forgotten Realms realm's power to double Infyrana the Dragon's base level is of
Realm limited usefulness, since it is so specific.
Any nondragon champions attacking this realm are at half their
base level (rounded down). Undead defending this dragon's What can be more dangerous than trying to sneak into a
lair are immune to harmful events. dragon's lair? Trying to assault one that used to be a Dwarven
stronghold, defended by magic-wielding kobolds, and having
Rauglothgor's Lair is an excellent realm to add to your deck. the dragon know you're coming. Beware the Dragon Mountain.
Unless you are up against a dragon deck, most
opponents will start at half their base level. This alone makes it Lair of the Shadowdrake
worthwhile. Once you add in the fact that defending undead AD&D
are immune to harmful events, it becomes a must to any Realm
undead theme deck. Be aware that only the undead defenders #3 of 100
are immune to the events, not the realm itself, so although If Menzoberranzan is in play when this realm is played, Menzo
Nemon Hotep [NS-67] would be immune to the effects of any is discarded. While this realm is in play, the Underdark allies
harmful events while defending this realm, Rauglothgor's Lair gained by the Triumvirate realms are negated.
could still be affected by Cataclysm! [4th-119]. One of the best
ways to make the most out of Rauglothgor's Lair is to put it in Lair of the Shadowdrake is an excellent response to someone
the front rank of your realms and put down the rule card using Menzoberranzan [4th-1]. Not only do you get a new
Negative Planar Energy [NS-83]. Now, not only are realm when you put it down, you can discard another. This
nondragons at half base level, your undead defenders can first power only works when Menzoberranzan is already in play, so
subtract their base level from the attacker's base level. If if you put the Lair of the Shadowdrake down before Menzo is
reduced to 0 or less, they are discarded, and the spoils is in play, it has no effect on that realm. Be careful that you don't
yours. You can make this even more deadly by having Powers put this realm down while Menzo is in your own formation, or
of the Land [DR-12] attached to another realm in your you will discard your own realm. If multiple players wish to play
formation, (Powers of the Land is a Ravenloft holding, so it Menzoberranzan after the Lair discards it, the option to play
cannot be attached to Rauglothgor's Lair) and have all of your the realm start with the active player (most likely the one
defending undead double their base levels. Rauglothgor is the playing the Lair) and moves around the table in the order of
dracolich that Shandril defeated with spellfire in the novel that play (clockwise, unless Wild Magic Surge [FR-10] is in effect).
is Spellfire's namesake. The additional power of negating the Underdark allies gained
Only undead defenders are immune to the events, not the by the Triumvirate realms can make this a very powerful target
realm itself. For example, Rauglothgor's Lair is affected by for your opponents. Again, beware, for this realm can cancel
Cataclysm!. out your own Triumvirates if you choose to include them in the
same deck.
Card Combo (from Tony Novello): Put Rauglothgor's Lair in
the front rank of your formation and play the rule card Negative Dragonspine Mountains
Planar Energy. Now not only are nondragons at half base #4 of 100
level, your undead defenders can first subtract their base level Forgotten Realms
from the attacker's base level. If reduced to 0 or less, they are Realm
discarded, and the spoils is yours. You can make this even 6
more deadly by having Powers of the Land (12/DR) attached Coastal
to a Ravenloft realm in your formation. Now all of your Dragons defending this realm are immune to offensive spells,
defending undead double their base levels. psionics, and blood abilities. This realm can defend itself as a
level 6 dragon champion.
Dragon Mountain
#2 of 100 This realm is a coastal realm. This realm allows all defending
AD&D dragons immunity to offensive spells, psionics, and blood
Realm abilities. This immunity extends to include special powers that
Can only be attacked by flyers or earthwalkers. Infyrana the fall under these three categories, like the ultrablast power of
Dragon's base level is doubled when defending this realm. Kerm of Tyr [PO-21], but only those that affect the defender,
not the defender's pool or hand. Keep in mind that the level 6
This realm is very similar to several other realms, in that it can realm champion is a dragon, and therefore is also entitled to
only be attacked by flyers or earthwalkers. If you are the immunities. This realm should be considered for dragon
constructing a deck that limits the number of possible attackers theme decks, but does not give a lot of benefits to decks with
that an opponent may use, this one should be considered. The few dragons in them. It should be remembered that the realm
ability of doubling Infyrana's base level when defending is a has none of these immunities except when defending itself in
nice touch, but not altogether practical, because it means you battle. If you are considering a deck whose realms all possess
must rely on having that one card in your hand or pool when realm champions, keep Dragonspine Mountains in mind, for
attacked. Although not a bad realm, if you're debating over one the added immunity to the champion makes this realm
realm of this sort, Shining Lands [AR-87] is a better choice, as champion quite a challenge.
it also adds spell immunity and the ability to have any holding This realm has to powers that make it a good addition to any
attached to it. In addition to the Shining Lands, Dragon deck. Since Menzoberranzan appears in virtually every deck,
Mountain is a fine choice. the Lair's power to discard Menzo is very useful.
This event is useful in decks with a lot of dragon champions, This event stops all opponents from drawing cards from your
because it allows you to draw a card for each dragon in your hand, draw or discard piles, or forcing you to do the same. This
pool. This does come with a penalty. For each card you draw, protects your deck from many different cards, including Great
one of these dragon champions cannot attack or defend until Shout [FR-41], Deja Vu [AR-100], Ninjas [4th-239], and many
the event player's next turn. This event can affect all players, others. It can partially affect some cards, such as Discovery of
but is considered helpful because each player has the option Spellfire [2nd-401]; whose player would still be able to look at
to draw cards; they are not forced. You also have the choice the hand of the player protected under the Wyrm's Decree, but
as to how many cards you draw. If you have three dragon would not be able to discard a card. As this is a helpful event,
champions in your pool, you could draw from 0 to 3 cards, but cards such as Calm [3rd-400] and Delsenora [1st-c10] have no
for each card drawn, you must designate a dragon that is effect, but Wyrm's Decree can still be canceled by Limited
taking place in the Council of the Wyrms. Since it is a helpful Wish [4th-382] or Intercession [RR-48]. A useful time to use
event, cards such as Calm [4rd-400] have no effect, although it Wyrm's Decree is when you know your opponent has cards
could still be canceled by a card such as Limited Wish [4th- that force you to draw or discard cards. If your opponent
382]. attacks with a champion that has the Vorpal Blade [FR-56]
attached to it, put down Wyrm's Decree before you bring
Once every hundred years the dragons meet. What is forward your defender. You can also make it work on the
discussed is unknown to outsiders, but it is believed that they offensive, by using one of the cards that enable you to
exchange information and gossip from their respective corners examine another's hand, such as Discovery of Spellfire, and if
of the world. This must also be a time of truce for these ancient someone has several spells, events, allies, etc. that will be
creatures, as even bitter enemies are said to exchange affected by the Wyrm's Decree, play it before you attack.
information.
Cúpula BSW 2008: Tornada uma carta resposta (Counter
Dragon Magic Effect), podendo usar seus efeitos a qualquer momento.
#17 of 100
Event Dragon Raid!
Until the end of this player's next turn, only dragons can cast #20 of 100
spells. Event
Until the end of this player's next turn, all dragons can attack
This event creates a large limit on who is able to cast spells. as many times as they wish (if successful) until a realm is
Only cards designated as dragons can cast spells, but this razed.
does not confer spell-casting ability onto non-spellcasting
dragons. Therefore, while Dragon Magic is in effect, Sharla Here is another event that mainly benefits those decks that
[4th-290] could not cast spells, but neither could Flashburn focus on dragons. This event allows all dragons the ability to
[DR-32], even though he is a dragon, unless he had an repeatedly attack a realm, as long as they are victorious, until
attachment that allowed him to cast spells, such as Viperhand the realm is razed or the attacker wishes to call off the attack.
[3rd-103]. Dragon Magic can be stopped by Calm [3rd-400] for This event does affect all players, but only when attacking,
individual players, or canceled for everyone with Limited Wish therefore your dragon champions could not defend more than
[4th-382] or Intercession [RR-48]. Such spells can be cast by once a battle, unless it has been granted that power by
non-dragons to counter Dragon Magic when first played, but something else. A wonderfully nasty way to use this card is to
not once the event has fully taken effect. Coupling this event do so in conjunction with Apple of His Eye [FR-c12], so that
with another, such as Dragon Raid! [DR-20] can make a only monsters can attack or defend (since you cannot choose
dragon deck even more dangerous for a short time. dragons), and then attack with Edormira, Red Dragon [1st-c2];
now only non-monster champions immune to events can
Dragon's Graveyard defend. It would work also if you attacked with the Dragon
#18 of 100 Hatchling [DR-c8]. As this is a helpful event, cards such as
Event Calm [3rd-400] and Delsenora [1st-c10] have no effect, but this
Return one dragon champion and one dragon ally from the event can still be canceled by Limited Wish [4th-382] or
discard pile to your hand. Intercession [RR-48].
This event is most useful in a deck with a lot of dragons, so "The dragon raid of Mulmaster 2 winters ago was a terrible
that you can take full advantage of this event and retrieve both sight indeed. The great red beast came again and again,
a champion and an ally. This is more useful than several other
Pelath the Bronze Dragon Tamarand is rare in that this card is both a dragon and a cleric
#28 of 100 but not an avatar. This alone makes this card a great choice
Forgotten Realms for a dragon theme deck. As with most dragons, he is also a
Wizard flyer. Since the majority of flyers are also monsters, Tamarand
7 is a very powerful card. Opponents that want to use their flying
Flyer; swimmer. Swimming champions an allies cannot face monsters to attack realms that they could not reach without
this dragon in combat. At the end of this player's turn, Pelath flying must ask this player's permission to fly to that realm in
can retrieve one magical item from the discard pile, which is order to attack it. This power does not cover allies and non-
then attached to him. monster flyers. Flying monsters need not ask permission if
they can get to the realm in question without flying, i.e. it is
unprotected or the attacking champion has some other card in
Combat Mind Death Field renders an opposing champion without the ability
#67 of 100 to use spells, psionic power cards, blood abilities, or unarmed
Psionic Power combat cards. The affected champion cannot use either
Until the end of this turn, the champion using this power can defensive or offensive support cards of this nature during the
attack an opposing realm multiple times until he is either current battle. Any spells, psionic power cards, blood abilities,
defeated or the realm is razed. (Def/3) or unarmed combat cards already in play remain after this
psionic power card enters battle. The +3 bonus of this card is
A champion with this psionic power attached may attack an minimal for a psionic power card, but the ability to shut down
opposing realm as many times has they wish, until either it is four different types of support cards makes this a worthy card
defeated or the realm is razed or discarded. When attacking for any deck with psionic power card users. Just the ability to
multiple times, after each round of battle the champion must stop blood abilities, and unarmed combat cards is great since
discard all cards that would normally be discarded after a few cards can stop these devastating support cards currently.
round of battle such as allies, spells, psionic powers, etc. This card will weaken many decks based upon undead
Combat Mind cannot be added to a champion after battle champions, dragon champions, regents, psionisist champions,
begins due to its phase three designation so playing this card or casting champions since many of these decks are based
is a must before a player engages in battle. This can be a upon the support cards stopped by Death Field. Good cards to
devastating card if put upon a champion built up to defeat any team with this psionic power are cards that limit an opponents
champion the opponent could send forward. This card can also ability to play their support into battle, such as the unarmed
make it easier for a player to weed through a large pool of combat card Claw [DR-91], or the mighty magic item, Orb of
champions when the user only has a few champions to bring to Power [4th-170]. With the dungeon card Powers from the
battle. Other good cards to attach to such an attacker would be Savage Land [DU-20] the bonus will rise to a nice plus six. A
Energy Containment [PO-66], Control Wind [PO-74] (If your player that can limit options in battle will strangle his opponents
champion's power isn't that good), Tower of Iron Will [PO-82], deck and hopefully beat it, and this psionic power card is one
Intellect Fortress [PO-83], or Phase [DR-68] since they would that can tighten the grip bringing an opponent closer to defeat
stay with the champion from round to round. Good Psionisist's during battle.
to attach this power to are Lyr of the Mists [PO-23] who would
kill a champion in a player's pool for each attack she got, or Ultrablast
Bilago Lumen [PO-17] who could chip away at the opposing #70 of 100
force weakening them with his level draining power,which is Psionic Power
espeically deadly with other large icon bonus cards attached. +5
One way to foil this card would be to use the event Spirit of the When this card is used, the opponent must draw and discard a
Land [1st-288] if defending a Dark Sun realm, or use a nasty card, noting the last digit. If the number is 2 or less, the
avenging card to kill the psionisist that is attacking such as the opposing champion is discarded. (Off/4)
magic item Dagger of Venom [4th-341].
Wyvern's bear a close resemblance to dragons, but are Perhaps the rarest Figurine of Wondrous Power, The red
actually very different creatures. They lack the devastating dragon figurine will actually transform into a young red dragon.
breath weapon of dragonkind, but do not let this disarm you! The advantages of this are readily apparent and any person in
The poisonous stinger of the Wyvern has sent many possession of one of these rare items is lucky indeed!
adventurers to an early grave.- Raz-goul, alchemist and sage. - Raz-goul the alchemist and sage.
Charm is a dragon and flyer, and is affected by cards that Sapphire is a dragon and flyer, and is affected by cards that
target dragons and flyers. Charm is a versatile champion, able target dragons and flyers. At the beginning of combat,
to use wizard and cleric spells, and psionic power cards. This Sapphire can give the opposing champion a choice: discard all
is useful in decks where many types of cards are included, to attached items, or the player must discard a realm from the
help ensure those cards are playable once in your hand. If hand. If the opposing champion does not have any items at the
Charm attacks, and a champion is used to defend, all holdings start of combat his player is then forced to discard a realm
in that formation are destroyed. If no champion defends, the from the hand, and a player who cannot discard a realm from
special power is not used. Charm's user can take advantage of her hand must discard all attached items (artifacts and magic
this by attacking the realm with the annoying holding with items). Sapphire can be a game saving champion if the
Charm. That way, whether or not the realm is defended, the opponent is forced to discard what would have been the
holding can be destroyed, which is a great way to get rid of winning realm. Since Sapphire's power activates at the start of
Mulmaster [1st-33]. battle (before the order of activation), cards that steal magic
items (like Drawmij [4th-276]) can't help deal with Sapphire's
Chimera power. This makes Sapphire a popular champion in any deck
#13 of 25 using dragons. Sapphire is also one of the few AD&D
Ally champions able to use psionic power cards, which again
+9 makes this a popular champion in AD&D based decks that use
Flyer. When played in combat, the Chimera uses its fiery the Highmaster Illithios [DU-c21]. Interestingly, the oft forgotten
breath to blast away one card in the opposing champion's spell Protection from Lightning [3rd-368] will function as a
force (excluding the champion). prevention card for Sapphire's lightning breath.
The Chimera is a flyer, and is affected by cards that target Glimmer the Brass Dragon
flyers. The Chimera is a powerful ally, with a special power #16 of 25
worthy of most champions (in fact, most similar to Cron the AD&D
Black [DR-c5]). When played, the Chimera discards one card Hero
attached to the opposing champion, including cards like 7
unarmed combat cards. Flyer; earthwalker. Glimmer can cast cleric spells. He has a
This ally is a good candidate for use with Giv Hcivonad [NS- large hoard and is constantly adding to it. Whenever he is
c19], to turn into a champion. The Chimera uses its power victorious in battle, his player can return a magical item or
immediately upon being played, and may not be held for later artifact from his discard pile and attach it to Glimmer.
use (meaning it also must be used at the start of the battle if Glimmer is a dragon, flyer, and earthwalker, and is affected by
Chimera is made a champion). It should also be remembered cards that target those qualities. Glimmer may retrieve one
that the Chimera only destroys cards, not support bonuses magic item or artifact from the discard pile each time he is
from other cards (like the allies given by the Triumverate victorious in battle (this does not require spoils to be drawn.
realms). The Chimera is a great addition to any attacking deck. These items must be attached to Glimmer. Artifacts must still
Some other allies that have similar powers are the Ancient be attached legally. The Ego Coin [2nd-419] is a good choice
Dracolich [NS-81] and the Brine Dragon [4th-237]. for Glimmer, to allow him to retrieve artifacts from any world
and attachment, as well as the Wand of Orcus [4th-456], since
Red Dragon Figurine Glimmer is AD&D and this would help him win the battle.
#14 of 25 Another great combo for Glimmer is the Blamblower [DL-56].
Magic Item At the start of battle, you blow up the Blamblower (discarding
+5 and defeating the opponent unless he started the battle with a
This magical item can be attached to a champion to add 5 +6 or greater ally in battle), then retrieve it with Glimmer's
levels or may be played as a level 5 monster (dragon) power. This would be especially nasty with Dragon Raid! [DR-
champion. (Def) 20] in play. Since Glimmer's power activates after winning a
battle, there must be a battle, i.e. if Glimmer is unopposed
This is a useful magical item. If you receive a bad draw, and when he attacks, his power does not activate. Glimmer can be
are short on champions, this magic item can serve as a a good addition to a recycling theme deck. Other cards that
substitute. It is similar to the powers of the Obsidian Man of have similar powers would be Halcyon [1st-c16] and Remnis
Urik [AR-14]. Note, however, that once this magic item is [4th-481].
attached to a champion, it cannot be used as a champion
itself. Since most dragons are very high in level many dragon Treasure Horde
decks have fewer champions then you might like, the Figurine #17 of 25
gives you an extra dragon champion (though the champion Event
cannot fly). When played as a champion the Red Dragon Rumors of a great treasure lure dragons from their lairs.
Figurine is considered an AD&D monster and dragon for all Dragon champions in play are sent to Limbo and cannot return
cards that effect AD&D champions, monsters, and dragons.
CHASE CARDS
Spellfire Booster set #11. There are 100 cards and 25 chase cards in this set. Named for the theme of the set, Night Stalkers
will fill your decks with creatures out of nightmares. Here you will find that evil is good.
Night Stalkers introduced a new champion type, the thief, and support cards to go with it, thief skills. The affect of these new
cards is still being felt today as new combos and strategies using these cards are appearing with greater and greater frequency at
tournaments around the world.
The 25 chase cards in this set are considered among the very best as a group, rivaling the power of the Forgotten Realms
and Artifacts chase cards. Many of the very best chase feature the Spellfire design team in their alter egos.
As one of the most sought after sets in Spellfire to date, Night Stalkers also features many powerful cards aimed at juicing up
Undead Decks, by adding new allies and many unarmed combat cards useable only by undead. Players armed these cards have made
Undead Theme decks a force to be reckoned with in pick-up games and lifted Ravenloft to contention in World War Tournaments.
Moonlight Madness Dawn of the Dead lasts from the time played to the end of the
20/NS player’s next turn. Undead champions and allies that are
Event discarded for any reason, including going to the Abyss or Void,
Until the end of this player’s nest turn, all undead and are shuffled back into the draw pile immediately.
werebeasts gain 5 levels and can attack any realm, regardless This power activates when the undead champion or ally is
of position or restrictions. (helpful) actually discarded. Any cards that require a champion or ally to
be discarded to activate will still function since Dawn of the
This event lasts from the time played until the end of the Dead does not take affect until after the champion or ally is
player’s next turn. All undead and werebeasts in play have 5 discarded.
levels added to their total adjusted level, both champions and Dawn of the Dead is one of the most powerful events around
allies. They may also be used to attack any unrazed realm on for Undead Theme decks, and works well with most Ravenloft
the table regardless of position in a formation or restrictions World decks as well. It is best to play this card at the beginning
against attacking. of your turn to get the longest possible use. You will also want
Moonlight Madness is a great addition to an Undead Theme to play this event at a time when you expect to be discarding a
deck or a Ravenloft World deck. It is important to remember lot of champions or allies, like right before a major assault on
that opponents undead and werebeasts benefit from this event your opponent’s formation. Consider using Extension I (91/DU)
as well. It is usually best to play this event early in your turn, at with this event for a longer lasting effect.
least before phase 4, to get the longest benefit. The short duration of Dawn of the Dead keeps it out of most
standard tournament decks, but you could much worse in your
It was a full moon that night… you know the one I mean. They Undead Theme deck.
call it the Night of Madness in these parts. Every foul creature
of hell came out then. We were just outside Irongate camping The Long Arm of the Law
on a little knoll when a group of Ghouls attacked. Never have I 23/NS
seen Ghouls that strong. They stood up under Lord Bo’s Event
mightest blows and our cleric was at a loss to turn them. Many All thieves in play are immediately sent to Limbo until their
died before the Morning Lord cast his light that next morning. players post bail by discarding a card to the Abyss to retrieve
Yeah…It was a full moon that night, just like this one… each thief. (Harmful)
- Athena Firnwood, Halfling Adventurer.
When this event is played all thieves in play, including this
The Boss Wants a Cut player’s thieves, are sent to Limbo. During phase 3 of their turn
21/NS Players may discard a card from their hand to the Abyss to
Event retrieve a thief from Limbo. If multiple thieves are in Limbo then
Until the end of this player’s next turn, all realms, holdings, and that player must discard a card to the Abyss for each thief.
artifacts that give another player extra cards are instead given The Long Arm of the Law is an excellent defense against a
to the event player. (drawn from this player’s draw pile) This thief heavy deck. With few thief skill stoppers it also works to
event cannot be copied or negated. (Harmful) prevent normally unstoppable cards like Con Game (82/DU) by
getting your opponent's thieves out of play before they can
From the time this event is played until the end of the player’s damage you with thief skills. This second use is not very
next turn, all extra card draws given by realms, holdings and efficient, but does offer an avenue of defense against thief
artifacts to any player are given instead to this player. This skills.
event cannot be copied or negated, but may be calmed by This card works well in a thief deck if you can Calm (400/3 rd) it
individual players. for yourself. By sending all other thieves to Limbo you should
The Boss Wants a Cut is not a counter card, so cards that have little problem with the Rule of the Cosmos. If your are
allow a onetime extra draw like Temple of Elemental Evil playing a thief deck you will also want to be on guard against
(17/4th) are not affected unless this event was already in play this event, so be sure to include at least a couple of event
beforehand. stoppers.
Cards drawn for The Boss Wants a Cut are drawn at the time
that the original drawer would have drawn them, usually that Running afoul of the Town Guard is a real danger in the
player’s phase 2. Some popular cards affected by this event Profession. If you find yourself on the wrong side of the
are Tyr (28/4th), Points East Trading Guild (101/4th) and the Baron’s moat you’d best have a full purse or you will have a lot
Medallion of Faith (25/DLchase). This event does not affect of time on your hands!
extra card draws from events and rule cards or any source – Athenea Firnwood, Halfling Adventurer
other then those stated above.
The Boss Wants a Cut is a limited effect anti-speed card. It’s Wail of the Banshee
short duration offsets any real speed stopping power, but can 24/NS
give you a much needed boost if your own deck has bogged Event
down. All in all there are much better anti-speed cards and All players must discard a champion from their pool; undead
much better events then this one. are immune to this event. If a player has no champions in his
pool, he must discard two cards from his hand. (Harmful)
From the endless hordes of really good undead champions If you have found a way to make this card an indispensable
comes Winslow, with his high level and great battle power. part of your deck, pat yourself on the back. This is another
Note that this card reads icon bonuses. A card in most cases card that adds depth to the game of Spellfire, but not power.
has to have a plus sign in the card icon for Winslow to drain If you’re making a lycanthrope deck, you’ll have to add this
two levels and champions don’t have the plus sign. The champion, but his power and level probably make him
exception to this is when a champion borrows another ineffective in any other kind of deck - there just aren’t enough
champion to use as an ally in battle. When something is used swimming allies that you need to have protection specifically
as an ally, it has an invisible plus sign before the icon number. against them.
For example, you are facing Winslow in battle with a champion Only swimming allies played from the hand are discarded
who wears the Helmet of Selnor (33/TU) which allows you against the Wereshark, any that were somehow already in play
borrow Helm (255/4th) from a pool. Helm is now a level 6 ally before battle are simply ignored but do remain play.
who then loses 2 levels to Winslow to become a level 4 ally.
Combine Winslow’s power with that of Negative Planar Energy Negative Planar Energy
(73/NS) and watch the opposing champion’s adjusted level 73/NS
really drop. Winslow also works well in a deck using the Rule Card
dungeon card Spells from the Grave (19/DU), giving a combat Played at the beginning of the player’s turn, this card is not
option to an otherwise spell heavy deck. discarded. It affects all players and remains in effect until any
other rule card is played.
Caller in the Darkness Undead champions subtract their base levels from the base
70/NS level of opposing champions. If the opposing champion is
Psionicist reduced to 0 or less, it is immediately discarded. Clerics and
DS avatars are immune to this rule.
Undead. Immune to offensive psionic power cards and
offensive spells. Psionicists defeated by the Caller are sent to This card is a must for any undead deck, but if you play with it,
the Abyss. you’ll probably experience some feelings of guilt because this
rule card is almost unfair. Since base level is subtracted from
The Caller in Darkness is a pretty good champion. His power base level, your opponent cannot load up his champions in the
is not great, but his high level makes him a good champion to pool with artifacts and magic items to help them survive
play with the rule card Negative Planar Energy (73/NS). clashes with your undead. Even low level undead are to be
Unless you are building an undead psionicist deck, the best feared with this card in play since even if they don’t outright kill
use for Caller in the Darkness is in a deck themed around the an opponent by reducing his level below zero, they still
abyss. Add him to a deck loaded with cards that send people probably have at least halved the level of their opponent.
to the abyss like Mindkiller (56/TU) and Takhisis’s Abyssal Negative Planar Energy does not activate until after a defender
Gateway (13/DLc), then use the Bottomless Horror (54/DUN) is brought forward. If an attacking champion, such as the
to remove them from the game. Living Wall (58/PO), would instantly defeat the defender before
The Caller in the Darkness is an excellent choice for any the defender’s power activates then this rule card doesn’t
undead deck using psionic power cards, since so few undead activate.
are able to use psionic power cards. You may also encounter Strategy then should be to use high level undead champions
this champion in a Dark Sun World deck based on just its like Nemon Hotep (67/NS), Winslow the Lich (69/NS), or Caller
immunities and high level. in Darkness (70/NS). This can eat up your champion level total
when building your deck, though, so look for champions who
The Vampire gain levels (before combat, not during) like the Undead
71/NS Htimsen (425/1st).
Regent Another good strategy is to play with cards that create undead
BR like Corruption of the Flesh (86/NS) which even adds four
Awnshegh; undead; earthwalker. Can use blood abilities and levels (although it is adjusted level, not base level for the rule
thief skills. All allies played with this champion are considered card), Black Sail of Schnail (35/TU), or the dungeon card
undead. Under Castle Strahd (7/DUN). Imagine champions like the
Living Wall (58/POW) draining levels. Also, cards played
The Vampire is a pretty good all around champion because of before battle that affect base levels can add interesting twists
the number of attachments he can use. Besides the normal to this rule card - playing Bad Omens (91/3rd) when your
ones like magic items and allies, he can use blood abilities, undead are immune to harmful events, for instance.
thief skills, and undead unarmed combat cards and he
This is a very interesting rule card that is powerful enough to Guild Master
build an entire deck around. There are plenty of cards of all 76/NS
types in the game of Spellfire that require you to draw and Ally
discard a card, noting its last digit, and they tend to affect Halfling. The attached champion may use thief skills. He may
everyone at the table, not just one person. One weakness of also use one magical item from any pool for this round of
this rule card is that your opponents no longer have to throw combat.
away their cards, but it’s a trade-off that is in your favor.
Here is a list of some good cards to put into a deck with this The special power of this ally makes it a good one to have in a
rule card: Lady Luck (9/FR) - this is like a free Spoils of deck that has lots of thief skills in it.
Victory!, Black Bess (135/4th), Bess’s Revenge (159/4th) (play It has the main benefit of allowing a champion who normally
these two back to back if possible), Vorpal Blade (56/FR), couldn't use thief skills, to use them and at the same time, also
Great Shout (41/FR), Wand of Wonder (180/4th), Werewolf borrowing a potentially powerful magic item for use in the
(83/FR), Wine of Eternity (21/FRc), Smoke Powder Pistol battle. You can borrow a magic item from any pool, including
(19/ARTc), Grimslade the Gray (36/RR), Mordenkainen’s your own. The borrowed item is returned to its owner after
Disjunction (46/RR), Mount Nevermind (7/DN), The Black combat is over, regardless of whether you win or lose.
Death (26/NS), Trumpet of Doom (53/NS), Boot to the Head It is important to note that the ally is not the one using the thief
(434/4th), and Extension I (91/DUN) (this could be a nasty skills, the champion is. Therefore, if the opposing player plays
one). a counter card like the event Busted! (3/NS Chase), it affects
Note that there are several cards in the Dungeons booster set the champion and not the ally.
that read something like: “cut the owner’s draw pile & check A good item to use is the Staff of Conjuring (105/3rd). This
the last digit.” These cards are unaffected by A Sure Thing allows you to bring this ally back over and over again.
because they are not discarded, merely looked at.
Possibly the most powerful combination in Spellfire is A Sure Raaig
Thing and The Fates (23/BRch). Games are won and lost on 77/NS
this combination and entire decks have been set up around it Ally
and won with great success. If you see an opponent play out A Undead. Immune to harmful events and offensive magical
Sure Thing, be assured that The Fates are right behind it. items. The attached champion may use cleric spells.
When card play directs to draw and discard a card, noting its
last digit, no cards are actually drawn. The player of the Sure This resilient ally is a good choice for a spellcasting or undead
Thing receives the best possible outcome. Opponents receive deck. Its special power of being immune to harmful events
the worst possible outcome. and offensive magical items makes it very difficult to get rid of
this ally in a battle. At the same time it confers the ability to
Card Combo (from Jones' Spellfire Page): Play the rule card A cast cleric spells to the champion it is attached to.
Sure Thing. Then play Black Bess. All of the opponents' It does not pass its immunities on to the attached champion in
champions of base level 1 or more are discarded (so only any way.
Living Scroll and Gelatinous Cube survive). The downside is The fact that this ally is undead can be a huge advantage.
that you will have to discard your champions of level 10 or Cards such as the Skeleton (193/3rd), the Shovel of
more, so keep these to a minimum when using this combo. Gravedigging (36/TU), provided that the attached champion is
already undead, and/or the holding Ancient Arms of the Great
Card Combo: When Trumpet of Doom is combined with A Kingdom (14/3rd) can be utilized to greatly increase this ally's
Sure Thing, the player decides which type of card all players level in battle.
will discard. You can use the Ghost Crystal (168/4th) or the Staff of
Card Combo (from Victor Leung): While A Sure Thing is in Conjuring (105/3rd) to retrieve this ally for later use.
play, Use Poison will instantly defeat any champion not
immune to thief skills.
Cat Burglar
Card Combo (from Victor Leung): While A Sure Thing is in 76/NS
play, Death Touch will instantly defeat any champion of level 9 Ally
or less. If the player has Armor of the High King, he can Elf. When played in combat, discard a card at random from all
retrieve Death touch from the discard pile and use it each turn. players’ hands.
Pesquisa Brasil 2010: Pode ser usada no mesmo deck que The Cat Burglar is a must have for any discard deck. Its power
The Fates, porém uma não se beneficia do poder da outra. allows you to randomly discard a card from all your opponents'
hands when it is played in combat.
This might seem comparatively harmless to most people at
Kaisharga
first, but used with such cards as Athasian Sloth (230/4th), the
75/NS Ninjas (70/FR), Lady of Fate, Avatar of Istus (42/PO), Fighting
Ally Dirty (3/DU Chase), or Beggar (80/NS), it becomes quite
Undead. Immune to offensive magical items. Attached significant. Other non-combat cards that complement this one
champion may cast wizard spells. are Hettman Tsurin (172/3rd), Marco Volo (50/3rd), and Ren's
If Alarm is used in combat both of its powers function. That is, Find Traps is a very useful spell, which provides powerful
Alarm will both, cancel a just played thief skill and prevent the offensive and defensive abilities to an attacking champion.
opposing champion from playing any further thief skills. When When cast, the affected champion and any allies can attack
used to cancel a thief skill the spell is considered defensive, any realm, ignoring the realm's power and placement.
when used to deprive an opposing champion from playing thief This power alone, makes this spell quite useful as many
skills it is offensive. players like to build their formation using hard to attack realms
Alarm is also now considered a counter affect card for thief (i.e. movement restrictions).
skills. To work as such, it must be the very next card played. However, this spell also protects the champion against any
(see the Dispel Magic rule in the tournament rules for further holdings, spells, or thief skills that happen to be attached to the
details on counter affect cards in general.) realm in question.
With the wide use of such powerful thief skills as Con Game With the benefits that this spell provides, it is a good choice for
(82/DU) and Hijacking (86/DU) it was clear that a counter any deck and a virtual must have, for an attacking theme deck.
affect card was needed. A good combination would be to cast this spell on the Living
Nearly every deck should have a place for this card, as nearly Wall (58/PO), allowing this relentless champion to attack
every opponent’s deck will contain the high powered thief skills anywhere.
listed above. Similar cards include, Scroll of 7 Leagues (412/2nd), Dori's
Consistent with other counter-effect spells like Dispel Magic, Obsidian Steed of Wondrous Power (31/TU) and the Wyrm of
Alarm is now playable at any time and is considered defensive. Earthwalking (17/FR Chase).
The champion ignores holdings, spells, or thief skills attached
Corruption of the Flesh to the realm at the start of combat, not spells or thief skills
86/NS played once combat has begun.
Wizard Spell
The affected champion becomes undead; this spell lasts until Blessed Abundance
negated or dispelled. (Def/3/4/5) 89/NS
Cleric Spell
This spell causes a champion to become undead. It can have Def/3/4
a number of uses, both offensive and defensive. This card For this round of combat all cards attached to the affected
would be primarily in a deck which has an undead theme, champion are doubled in level bonus. (Def/3)
however, it has uses in any deck.
An excellent combination for this card is to cast it upon a This powerful cleric spell doubles the level of all cards attached
powerful high level champion like the Living Wall (58/PO) and to the affected champion.
use the rule card Negative Planar Energy (73/NS) for an It is important to note that the champion's base level remains
unstoppable champion in battle. unaffected. Only attached cards are doubled in level.
An effective offensive combination is to use this spell in That said, this spell is an absolute must have for a cleric deck
conjunction with the ally, Takhisis Mirror of Underworld Minions and is a good choice for any deck with a large number of
(15/DL Chase) or the event Water Hunters (276/3rd) in battle champions able to cast cleric spells.
against an non-undead champion. An interesting combination for this card, is to cast it upon Tako
You can cast this spell on the opposing champion, turning (59/PO) and then play a single high level ally with him in battle.
them undead and then play your anti-undead card, instantly Other cards that have similar powers include, Surprise Raid
winning the battle. This spell becomes offensive when cast at a (101/3rd), Complete Surprise (NS/25) and The Crystal Dome
champion you don’t own, thus champions immune to offensive (515/4th).
spells would be immune to Corruption.
Monster Mount
Power of Faith 90/NS
87/NS Cleric Spell
Cleric Spell Any monster in an opposing pool may be used as an ally for
Negates the effect of all unarmed combat cards playable only this round of battle. Win or lose, that champion returns to his
by dragons or undead and prevents any more from being pool at the end of combat.(Off/4)
played in this round. (Off/3/4)
Monster Mount allows you to use any monster from an
The Power of Faith is a defense spell, useful when playing opposing pool as an ally for the current round of combat.
against either an undead or dragon theme deck. There are three important items of note with this card. One is
With the many unarmed combat cards available exclusively to that you gain only the level and the power of the monster in
dragons and undead champions, this is an effective counter question, along with any attachments the monster has. The
card. Especially powerful, is the ability to prevent the second is, you must use an opponent's monster. You cannot
take one from your own pool.
Magic Resistance When another rule card is put into play, this card must be
98/NS discarded. Rule cards can only be played before cards are
Unarmed Combat Card drawn at the beginning of a player's turn, or as a spoils of
Usable only by any undead. Attached champion is immune to victory.
offensive spell, magical items, artifacts and blood abilities until This rule card is designed to work against decks that rely on
the end of this player’s next turn. (Def/3/4) undead and werebeasts. Any player who does not have any
werebeast or undead champions in play gain 2 levels to the
Magic Resistance is an unarmed combat card playable by base levels of all their champions. Since rule cards activate
undead champions or champions with the special power first, any additional adjustments to a champion's base level
allowing them to play undead unarmed combat cards. takes place after this adjustment. If a player brings an undead
This card makes the attached champion immune to all or werebeast champion into play, all of that player's champions
offensive spells, magic items, artifacts and blood abilities until lose the bonus levels until the offending champion in out of
the end of this players' next turn. play.
With the multi-purpose defense that this card provides, it is a In addition to the level increase, all players eligible for the level
virtual must have for any undead deck. It is especially effective bonus also is granted immunity to all harmful events played by
against a Birthright deck as there are limited cards that impart players who have undead champions in their pools. This part
immunity to blood abilities in the game. is a little more tricky. If a player has a werebeast in his pool,
Cards with similar powers include Arak (60/4th), Dark Haven he does not get any level bonuses, but his events will affect
(188/4th) and the Throne of Bones (462/4th). those who do. Also if a player has an undead champion in
battle, but not in his pool, this rule card grants no immunity.
Rapid Regeneration These restrictions only apply to champions classified as
99/NS undead or werebeasts, not allies; unless the ally is being a
Unarmed Combat Card champion through something like the Magical Champion
Usable only by any undead. Attached champion gains 2 levels (402/3rd). One final clarification; this event immunity is
for every card attached to an opposing champion for this round bestowed only upon the champions and their attachments, it
of combat. (Def/3/40) does not extend to a player's realm formation, hand or draw
pile.
Rapid Regeneration is an unarmed combat card playable by
undead champions or champions with the special power Crime Does Not Pay
allowing them to play undead unarmed combat cards. 2/NS
The attached champion gains 2 levels for every card attached Chase
to the opposing champion. This ability is unusual in that you Rule Card
are counting on your opponent to play many attachments in Played at the beginning of the player’s turn, this card is not
order to boost your score.Your opponent will definitely think discarded. It affects all players and remains in effect until any
twice before playing cards that aren’t at least level 3 or higher. other rule card is played.
By limiting your opponent’s choice of playable cards, you can Players who have thieves in play must discard a card at the
gain a big advantage. beginning of their turn in order to use thief skills or Thiefs’
Rapid Regeneration is a good choice for an undead deck that special powers that turn.
has an attack theme.
When another rule card is put into play, this card must be
This event must be played after a thief skill card is played, Dark Prophesy is a Helpful event that can end up being
otherwise it will have no effect. When Busted! is played, it Harmful to the player of the event. This card is only useful in
cancels the effect of the targeted thief skill, and it also forces multi-player games, as you cannot be involved in the
the champion using the thief skill to be immediately discarded. impending combat. As combat is being initiated by the
This event is very nice when you need to stop those pesky defender, play this event and write down (or somehow secretly
thief skills, and being able to get rid of the champion is a nice indicate) which side will win this particular battle. If you are
added bonus. Be careful about using this event in a deck right or it ends without a victor, you can either draw three cards
where you also have thief skills, because if your opponent gets from your draw pile, or discard the top three cards from any
a hold of it via something like the Ninjas (239/4th), you could draw pile. If your Prophesy was wrong, you must raze or
face being Busted! yourself. discard a realm from your formation immediately.
Busted! has an added use in a particular situation. If you are This card may seem like a potentially double-edged sword, but
attacking a realm whose realm champion is or can be a Thief, it can be used quite effectively. Try to use it when the outcome
and the realm champion uses a thief skill, you could use of the battle is obvious; when a champion has the Thrice
Busted! to cancel the skill card and discard the champion. As a Hearty Cup of Balder the Red (1/FR Chase) cast on him, or
realm champion, once it's discarded, you've had a successful when Lovely Colleen (22/1st Chase) is facing a monster. This
attack. As long as Busted! isn't canceled, you'd be eligible for a strategy takes a lot of the guesswork out, and basically gives
spoils of victory. you three extra cards, or a chance to mess with your
A Thief immune to harmful events will escape being sent to the opponents draw pile.
discard pile, but that immunity does not extend to the just Since this is a Helpful event, it cannot be deflected or calmed,
played thief skill, unless the thief skill is attached to the but can still be canceled by the likes of Helm (255/4th) or
champion. Thus Gib Retlub (20/NSch) would not be discarded Limited Wish (382/4th).
Busted!, but the thief skill Con Game (82/DU) that was played The prediction made is for the current round, not the entire
by Retlub would be. battle.
Chase Cards
The Mausoleum causes any champion sent to the Abyss by Cúpula BSW 2010: Protege os reinos deste jogador de serem
another player to be sent to the discard pile instead. If the descartados também para o abismo fora de combate.
player's own action causes one of his champions to go to the
Abyss (such as Karlott the Shaman or the Gatekeeper), the Cúpula BSW 2021: Caso um jogador obtenha como espólio
card instead goes to the Void. de vitória uma carta que descarte ou arrase um reino da
formação, ele não poderia lançar contra outro que esteja
protegido pela dungeon, pois, embora o espólio possa ser
Dungeon of the King
usado no momento em que é comprado, o poder da dungeon
2/100 ainda é válido e impediria que o reino fosse descartado ou
Dungeon arrasado, já que não haveria combate.
Common
This player's champions do not need to ask permission to use
Under Castle Strahd
spells, psionic powers, unarmed combat cards, blood abilities,
or thief skills. 7/100
Dungeon
Common
Lair of Dregoth, the Undead Dragon-King
This player's Ravenloft champions all become undead, and
3/100 Young Strahd's special power has no effect on this player's
Dungeon champions.
Uncommon
This player may discard a Dark Sun champion from his pool or
Palace of the Celestial Light
hand to psionically turn a just-cast spell back at its original
caster. 8/100
Dungeon
This dungeon's power is considered a psionic power, and can Common
be negated with Brain Drain, Dispel Psionics, and Psionic This player's clerics need never ask permission to cast spells.
Reflection. Similarly, the dungeon's power does not function if Avatars may not attack this player's realms, nor may they
Psychic Storm is in play. defend against this player's cleric champions.
Spells of the Archmage Champions with special powers that do not allow magical
17/100 items to be removed, such as Mordenkainen and Falx the
Dungeon Silver Dragon, must still leave their magical items behind if
Common they choose to attack an opponent with Bats in the Belfry.
Any wizard spells with a stated duration that are cast by this
player's AD&D champions are doubled in duration. The Azure Tower of Onad the Fallen
24/100
Spells of the Friar Dungeon
18/100 Rare
Dungeon This player's helpful events cannot be negated, and his
Common harmful events cannot be copied. Events that are discarded
Any cleric spells with a stated duration that are cast by this without being used are placed in the discard pile instead of the
player's Forgotten Realms champions are doubled in duration. Abyss.
Spells from the Grave Cúpula BSW 2008: Esta Dungeon deixa seus eventos
19/100 benéficos imunes de serem cancelados ou negados.
Dungeon
Rare Beneath Castle Drawmij
Any defensive spells cast by this player's undead Greyhawk 25/100
champions cannot be dispelled or turned. Dungeon
Uncommon
Powers from the Savage Land This player's holdings cannot be discarded except by razing
20/100 the attached realm. This player can ignore the Rule of the
Dungeon Cosmos when playing holdings.
Common
Psionic power cards used by this player's Dark Sun champions Return of the Dwarven King
are doubled in bonus level. 26/100
Dungeon
Cúpula BSW 2008: não pode afetar reinos destruídos Melt Bone
(virados). Seu efeito somente funciona em reinos 80/100
inteiros/construídos (unrazed). Para efeito de "destruir", Blood Ability
compreendemos que o termo "destroy" ou "destroyed" +6
(destruir, destruído) equivale a "raze" (arrazar), portanto, a Uncommon
palavra destruir, expressa nessas cartas, cumpre o requisito Opposing champion must immediately play an ally or return to
de arrasar quando for necessário. his pool defeated (discard all attachments). The battle may
continue with a different champion. (Off/4)
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é
cancelada, o custo ou consequência do seu uso/lançamento If this card is played by an attacker and the defending player
devem ser cumpridos. Com exceção quando a maneira de chooses not to bring forward another defender, the realm is
utilização estiver especificada no texto ou regra da carta. razed.
Cúpula BSW 2016: o termo destroy/destruir NÃO deve Card Combo (from Tim Barth, barth@twcny.rr.com): Play
continuar sendo entendido como sinônimo de arrasar, mas sim Divine Wrath so that your opponent cannot play allies. Then
de DESCARTAR, de forma que as cartas acima (e outras que follow with Melt Bone, which requires the opponent to play an
contenham o referido verbo) passem a afetar reinos ally or be defeated.
arrasados.
Card Combo (from zuse2@webtv.net): In battle, cast ESP,
Magic Draining Field which requires that the cards played into battle by the
74/100 opponent are played face down. If the player guesses the card
Psionic Power type, it is discarded. After ESP is in play, play a card that
requires the opponent to play a certain type of card, such as
The cards usable in battle are played immediately. Only spells If this spell is Retargeted, the original caster determines which
usable in phase 4 can be played. champion in his pool is duplicated by the new target champion.
Chaos Lord That's me, Mike Forester, in the picture. Dor Amberglow is my
22/25 Living City character.
Regent
9
Birthright
Castle Arborgate is a strong realm that is built around fighting This is my personal pick for the most powerful card in
many of the strongest tournament strategies available. First Inquisition, edging out Slap [IQ-78], The Apocalypse [IQ-78],
off, this Greyhawk realm has very strong immunities. Being and Etarkine [IQ-31]. This AD&D realm allows you to attack the
immune to spells, psionics, and events, this knocks out every pool, not just realms. Not just that, but the opponent must
current method of destroying the realm from the pool aside defend and not just grant spoils, so speed rebuilding never
from Castle Arborgate's other power. Since realm destruction comes into effect. This makes it possible to remove some of
is one of the most popular methods of winning in tournament the most hated champions from the game, like Necba the
level Spellfire, these immunities carry immense power, Wrathmaker [DU-c13] and Manshoon of the Zhentarim [RR-
especially as no other realm carries all of these immunities. c6]. This especially strong with good instant win champions,
The other strong method is the "touchy-feely" approach, with my personal favorites being the Living Wall [PO-58] and
destroying realms from hand or deck so they can't get to play. the Earth Elemental [PO-60]. Other good combos with the
Castle Arborgate has Arena of Dori the Barbarian include Lovely Colleen [1st-c22],
a strong defense against this also. If the opponent does this, the Living Scroll [2nd-408], The Undead Htimsen [3rd-425],
even on accident, Castle Arborgate jumps into play (outside of Mayor Charles Oliver O’Kane [3rd-433], The King of the Elves
when realms may normally be played) and send to the Void all [3rd-440], Bilago Lumen [PO-17], Lyr of the Mists [PO-23],
other Castle Arborgates in play, regardless of other powers. Corpse Dragon [TU-82], Rhuobhe Manslayer [BR-c14], and
This is very heavy and severely hurts those using this strategy Dragon Hatchling [DR-c8]. Remembering that opponent’s don’t
by using it to gain advantage, a mechanic that hopefully be have a choice to fight or not means all cards that send them
used more often in future sets. It is for these reasons that back defeated means discarded. Not only does this card give
Castle Arborgate will see play in many tournaments. However, you a chance to wipe out the opponent’s most annoying
I doubt it will see much fun deck play, as it is only strong in champions quickly, it also gives you many spoils, boosting
games where the most evil of tactics are used. card advantage. This is definitely a very high power card that
work its way into many strong tournament decks.
Cúpula BSW 2021: Se um jogador for forçado a descartar um
reino da mão e este for o único reino disponível, seu poder é Land of Legends
ativado, pois o adversário provocou o descarte. 4/99
Realm
The Shadowlands AD&D
2/99 When this realm is played, it may copy the world designation
Realm and special powers of any realm an opponent's formation,
AD&D except Ancient Kalidnay, Menzoberranzan, or Avanil.
When played or rebuilt, this realm steals the power of any
other realm in an opponent's formation, which is now This card is a great challenge for any judge to deal with. The
considered to have no special power until this realm is razed or key part to remember for judging this card is that the realm is
discarded. first played, and then it can imitate the power and world of
another realm in play. Therefore, it wouldn't work to let the
In many ways, this card is very much like the Lands of Legend realm be played immediately even if Menzo [1st-2] weren't
[IQ-4]. However, it is more offensive, by not only copying a banned on the card (I think that was just done for clarity). For
realms power, but also removing the power from the target the same reason, powers that activate only upon being played
realm. It should be remembered that this power only activates (like the Temple of Elemental Evil [1st-124] or Furyondy [3rd-
when the realm is played or rebuilt, so powers such as 122]) are worthless to imitate, because the Land of Legends is
Menzoberranzan [1st-2], Temple of Elemental Evil [1st-124], already in play. Ancient Kalidnay [AR-92] and Avanil [BR-5]
and Ancient Kalidnay [AR-92] after it has been used for the were restricted because of speed issues. It is also very
extra turn are useless, as those powers have been fully used, important to note that it can only imitate opponents' realms, so
or activate too quickly to be stolen. Since many decks carry it is only as effective as your opponents are (especially since
realms that work well against them to prevent the opponent razed realms for the most part are considered to have no
getting a chance to play (like Mount Deismaar [DR-9] in a special powers). The question of when to play this realm is a
blood ability deck), this would be the best way to turn that tough one, as by the time you have a good realm to imitate, it
strategy against them. This is strongest in a one-on-one will be well back in your formation. The best time to use this
match, as in a large multiplayer game, while a player may be card is immediately after playing Siege [1st-203], into the front
willing to take an opponent copying their realm (like with the place in the formation and imitate the opponents' most
Lands of Legend), they will mercilessly target a player who is defensible realm. However, this is the best combination you
holding their realm's power hostage. Even with this minor can come up with this card, as when you imitate another
problem, this card will find itself in many strong tournament realms power, you also take on its world designation, so it's
decks. Combinations with cards like Oasis of the White Palm near impossible to have a holding ready to attach to it. Finally,
[RR-23] or Cavern of Ancient Knowledge [NS-18] help protect remember that even if the copied realm is razed or removed
this realm well, and, unlike the Lands of Legend, this realm from play, the Land of Legends keeps this power until being
does not copy the opposing realm's world. removed from play.
Etarkine Adamar is very similar to other cards available, with a twist that
31/99 makes him an interesting choice for a wide variety of decks.
Hero First off, one will find that there aren't that many good combat
1 clerics, thus the first power isn't that great. After the round of
AD&D combat, the cleric ally returns to the owner's pool unless
Adventurer. Halfling. Etarkine is immune to offensive magic destroyed during battle. The second power is a twist of a
items. Before combat, you must play "rock, paper, scissors" victory based power found now on many cards, such as
with the opponent. The winner wins the round of battle and the Halcyon [1st-c16]. If victorious in any combat (regardless of
loser is discarded. If the game is a draw, the battle continues how he got into that combat), the owning player (NOTE: Not
normally. the controlling player, but the owning player) can pick a card in
the discard pile or abyss to get back to the deck. If a card is
This is probably the most broken card in the entire Inquisition retrieved, it and Adamar both are shuffled into the owner's
deck, and should be added to any deck with the card room deck. Compared to Halcyon, it is an interesting connection.
(which isn't that difficult with the low level of 1). Being both an One could say that Halcyon is better because it retrieves a
adventurer and a halfling, you can give Etarkine additional card from the discard pile into the hand, with Halcyon returning
powers with cards such as Vitralis [4th-292] or the Shadow to the pool, helping card advantage. However, it could be said
World [BR-72], fitting especially well into decks with those Adamar is better because he can get cards back from the
themes. Etarkine's power gives you a 33% chance to win any Abyss (which Halcyon can't do, and can include unused
combat round, even one you should be automatically defeated, events), but both cards go to the deck, hurting card advantage.
such as opposing the Living Scroll [2nd-408]. This is because I'll leave that choice up to the deck builder, but if you choose to
Etarkine's power activates before combat, therefore before the use Adamar, remember not to attach long term magic items or
rest of the order of activation, making it a very powerful artifacts to him, as they would be discarded when he gets
defensive champion. The best way to deal with an opponent shuffled back into the deck. The best combo with him is
using Etarkine is to use "poison pill" type champions against Blamblower [DL-56], as it is discarded to work, and would be
her, such as Iuz [1st-167] or Auruk Draconian Lord [2nd-418], discarded when Adamar retrieves a card. Also, note if he gets
where you are ahead in levels in case of a tie. Aside from that, Halcyon (as she is a cleric), you may retrieve cards using both
other methods of killing low level champions (like Death Fog of their powers, as neither is required to be the champion (also
[1st-391]) are also very effective against Etarkine. If at all making Adamar a great champion to borrow with another
possible, I'd suggest slipping this wonderful defensive card's special powers).
champion into your deck. I'd avoid using Etarkine offensively,
as you automatically start with a 33% chance of giving the The Devourer
opponent spoils. 34/99
AD&D
Gib Ergo Monster
32/99 9
Hero This champion must attack on the owning players’ turn or be
10 sent to the abyss. It is immune to all cards that prevent attacks
Greyhawk from occurring and the powers of all realms and holdings. If the
Immune to events. No spell may be cast at this champion or at Devourer wins a round of combat, the owning player may send
any pool he currently occupies. This player must attack each one champion in any players’ pool to the abyss.
turn (at least once), or raze one of his own realms.
The Devourer is a champion very fitting for many combat
This champion, named for Mike "The Ogre" Heubbe, is very decks. It must attack every turn or leave play for the Abyss, but
strong, especially with lots of players and a very combat it has the advantage that pretty much nothing can stop it from
oriented deck. His power, preventing any spells (wizard or attacking. Being immune to realms and holding even lasts to
This offensive spell is unique in that it targets an item or artifact Soth's Steed
without discarding it. However, negating an item like this is the 87/99
weakest use of this card. The best is to discard a champion or Ally
reduce base level to force the discard via another card's +8
power. While it can be annoying in battle, it should only be Dragonlance
used in a cleric spell focus deck. There are far better ways to Undead. Flyer. May breathe fire to discard one ally or magic
discard champion (the best being Mindkiller [TU-56]), so I item of +5 or less currently in combat. If played with Lord Soth,
wouldn't recommend this most times. However, cleric decks of this ally doubles in level and cannot be discarded or forced to
more than 55 cards would probably be the best time. switch sides, returning to the pool with Lord Soth at the end of
combat.
I Know What You are Thinking!!!
85/99 This ally can be very useful. First, it has a nice +8 bonus,
Psionic Power Card which makes it the second highest level undead ally out there
While this power is in play, all opponents must now play with (the first being Ancient Dracolich (Nightstalkers)), making it a
their hands face up on the table. This power lasts until great choice for a undead deck. It's flying ability also makes it
negated. very useful. The ally and magic item destroying power is only
effective when it is first played, so optimal use would be a few
Before this card, the closest cards to this was Zone of Truth cards into combat to get rid of a choice one. However, to get
[FR-38] and Plentiful Psionics [AR-31], being the only card that the greatest use of this ally, you need to have Soth. Lord Soth
lets you look at multiple people's hands. However, this is the (RV-99) was bluelined as undead, so both of these cards fit
only one that means you don't have to reveal your cards as into the same deck well. The +16 bonus with Soth is huge,
well. This is a very useful card, and able to be put into play especially as it can destroy an ally or item in every battle (the
from the pool, allowing it to be used when you only have a few best way to attack a player with a Blamblower in his pool).
psionic champions in play. Combined with cards that let you Now, I'm not a big believer in combos, so I'd only put this in a
remove cards from hands (like Ninjas [FR-70] or Rings of All themed undead deck in the 75 or 110 card categories so it
Seeing [4th]), you can effectively neuter opponents during your could gain from all the multipliers you can give to undead
turn, so that you can do whatever your evil plans are (nasty allies. I'd also keep Soth around to deal with a few DL dragons
spells are prepared by discarding counters, attacks prepared (Soth's power), so the combo could come up. However, aside
killing support cards, etc). There is little reason not to use this from this and fun play, I wouldn't recommend this card.
card, however, one of them is the best counter to this card:
Handmine (DUc16). This event, when in any player's hand (or Mimic
drawn while I Know What You are Thinking!!! is in play) can 88/99
counter this card, destroying the offender's hand in the Ally
process. That is by far the best defense against IKWYaT!!!. +?
However, this is also only a one time thing, and therefore might During combat, this ally can copy any one magical item or
not be what you want to use, especially if you have plans for artifact attached to the opposing champion.
those very valuable event slots. The Herald of Mei Lung [NS-
54] is not the best defense, but it does help against cards This card can be very useful, but there are many times it won't
comboed with IKWYaT, as it prevents cards from being help. The most potent items to copy would be the ones to
discarded from your exposed hand (it doesn't actually prevent instantly win battles, but most of those have discarded your
someone from looking at your hand). All in all, IKWYaT is a champion already, such as a Blamblower. The most likely
solid card that will find itself into many tournament decks and cards to copy and get strong value would include the Winner's
decks of all shapes and sizes. It should also note that if Cape (4th-520), Vorpal Sword (FR), or any item the opponent
multiple copies of this card are in play (via multiple players), all stole from you. However, this card does have one major heel.
hands are face up, as the power doesn't give your hand any The opponent must play a magic item or artifact into the battle,
special protection, just doesn't affect the users hand. or even have a battle worthy. Many decks these days are pure
outside of combat use, such as the Rings of All Seeing (4th),
White Dragon the Dragonfont (ARc20), or the Bag of Beans (NSc18).
86/99 However, in fun play, this card will usually be useful. Note, it
Ally can choose to play this ally before it has something to copy,
+7 but it won't help until one is played against it. Therefore,
Dragon. Flyer. Can use dragon unarmed combat cards. This usually it is a bad idea to play it before your opponent plays
ally's breath weapon, a cone of cold, causes all magic items one.
currently in the battle to break and be discarded.
Stool Pigeon This is another primarily defensive thief skill. The main reason
90/99 to use it to avoid an attacker's instant defeat, or have an
Ally instant defeat in before the attacker's nastiness. However,
+1 aside from cool attachments, not many thieves have instant
When played in combat, an opposing thief champion is defeat powers. However, combine with attachments such as
defeated and sent to the abyss. Vorpal Blade, Wand of Orcus, or the always nasty Blamblower,
this card could give the heaviest loaded attacker a horrible
In most 55 card tournaments, it seems most people are surprise. This gives a defensive thief deck a nice option.
obsessed with instant kill cards. This is one making it at least a However, it can also give the strong offensive thief deck a way
thought for a tourney deck, or at least for a bigger deck battle to steal back initiative to the attacker. If two cards both sieze
(like 75 or 110 card settings). Plus, the addition of sending that intitive, then they negate each other and you go back to the
champion to the Abyss is very nice. However, thieves are not original order of activation. Therefore, this could be a boon for
the most combative class of champions usually. It's their an attacking deck. Plus, the +5 bonus is significant for battle.
assisting cards that makes them so nasty. While I could Overall, good for a thief deck (for either offensive or defensive)
definitely see this card having a place in a deck focused on and for a deck with lots of instant win attachments, but
attacking champions in the pool (using cards like the Arena of otherwise it's not a great card. Since the user must be a thief,
Dori the Barbarian or Drow Throne), I'm not sure I would put it it's best with fighting thieves, like the Guildmaster (NS-28) or
in most tourney decks. It would definitely see more use in fun Jacqueline Reneir (NS-32).
games, except people tend to target players who win using just
instant killers by just blowing up their realms. Plus, this card is Hostage
useless against a non-thief (+1 bonus is practically nothing). 94/99
Overall, unless you've got a great stategy to just attack specific Thief Skill
champions, I wouldn't use this card in most games. Play on any champion in any opponent's pool before a
defender is chosen. If the attacker doesn't halt the attack, the
Gloomwing hostage is sent to the discard pile. (Off/4)
91/99
Ally This card is a very interesting Thief Skill, in that it is an almost
+3 entirely defensive card, while most thief skills are about either
Flyer. Because of its shimmering markings, an opposing gaining a skill or hamstringing an opponent. In this one, after
champion is confused and loses the use any special abilities an attacker has declared the attacker, any user of thief skills
and its icon ability during this round of combat. and targets a champion in the opponent's pool. Usually the
target is either (1) another truly deadly attacker, or more likely
I can see where this card could be truly evil. Powers are the (2) a champion that never goes into battle because of their
main reasons to choose your champions, and stripping those value in the pool (like Necba, Hettman, or others). This could
of people in combat (including immunity nasties, like the often be a means to get an attacker to call off an attack and
Etherial Champion or Lareth, King of Justice) could be very end a battle. Halting calls back the champion to the pool and
useful to clear the way for your own nasty cards. That is the fully ends the battle (no more rounds of battle are allowed). As
only reason to choose this card (a +3 bonus is usually not that nice as it is, I would only play this card in a thief focused deck
significant in a battle). If you are playing a primarily defensive that was focused on speed. However, it might be useful to
deck with no instant kills, DON'T choose this card, as it will not most decks in the setting you play in is very combat oriented,
stop instant kills against you by the Order of Activation. You and your deck is a speed, defensive focused deck. One needs
would want cards that end combat quickly, and this one by to look at their home environment to decide if you need it. I
itself won't do that. However, if you are a battle focused deck usually thrive in combat, so I wouldn't play it, and most often
annoyed at how restrictions in play and immunities block your wouldn't care if I lost the attack. The times it'll be the most
every turn, this card is definitely for you. Overall, this is great effective is against a person who just goes for combat's where
for an offensive deck (especially with it's flying subability), for spoils seem guaranteed (like a really built up Tithian or Living
not a keeper for a solid defensive deck. Wall attacking).
Heaven & Earth This is the weakest unarmed combat cards in the Millenium
#93 of 99 set. While it can be used with cards like Rigged Dice [MI-22],
Unarmed Combat Card this card really isn't worth it, as it grants just a bonus of +11 to
+? +8 (or +12 with a monster). However, for the most part, the
Usable also by any adventurer. Roll 1d6 for the bonus of this icon bonus will average at +7 (or +4.5 if used by a non-
card. (Off 4) May also be played at any time in response to any monster), which is a useful bonus, but nothing worth writing
card played by a champion of lower base level. That card is home about. Headbutt can be used by any champion, bu not
negated and this player draws a card. every deck, since the final line restricts the user, as well as the
victim, from using spells or psionics, it should never be
This hero unarmed combat card is usable by adventures as included in any deck that uses either of those types of cards.
well as by heroes. If used for its initial abilty, the user is Similar unarmed combat cards include Slap! [IQ-78] (for non-
wasting this card for an average offensive bonus of 3.5. spellcaster to counter a psionic power or spell as it is played),
However, if used by a high level champion, this counter card Uppercut [RR-93] (for heroes), Chokehold [4th-436] (for heroes
can be one of the best counters available. It negates a card against spells), and Tail Sweep [DR-92] (for dragons). These
played by the opponent of any type, and still allows you to cards are often not as strong as Headbutt if you don't intend to
draw a card to fill in its place. Therefore, card advantage works play spells or psionics, but Headbutt's varying icon bonus (that
nicely, as you spend one card to get a card and discard an feasably could even be negative) doesn't make Headbutt worth
opponent's card. You can't always count on this card, as it is the risk, except maybe in an all monster deck.
affected by the opponents' play, but if used with a level 9 or
greater champion, it will usually work, and hero avatars could Roundhouse
gain well from this card greatly. I wouldn't expect to see this #96 of 99
card pop up often in games, but this card could be used in all Unarmed Combat Card
settings and situations. Aside from immunity (best by the +?
Forgotten Ruins [DU-34]), there is no best method on dealing Usable by any champion. Roll 3d6 for the bonus of this card.
with this card, but since it won't be in all decks, the best This champion may not play any more cards that are
strategy is not to lead off with your best combat card, so they designated as Defensive. (Off 4)
waste this card on that and not you big guns.
Roundhouse potentially is the largest single non-event bonus
Tsuki Kotegaeshi card except for the Crystal Dragon Figurine [DU-67], which
#94 of 99 only gets that high by discarding the attached championn after
Unarmed Combat Card battle. This card couples nicely with Ridded Dice [MI-22],
–4 insuring a +18 bonus. This card also couples nicely with Field
Usable also by any adventurer. Play on an opposing champion of the Battlelord, as you re-roll the bonus every time (getting
whose player must draw (face up) the top two cards from their over bad rolls), and can play defensive cards again. Normally,
draw pile. If neither can be played into battle, discard the cards cards that just grant levels don't win battles (usually it is card
along with the opposing champion. (Off 4) special powers), but level bonuses like this (averaging
between a +10.5) really can swing the battle. However, without
This card is unusual, not least in name. This unarmed combat the nice combos, this is an iffy card to use, as it is just as likely
card, one of only two specifies adventurers (something new in to be a +3 as a +18. However, when well prepared for, this
Millenium), yet heroes can also use this card (since they card works excellently and fits well into appropriate theme
included the word also, and UCC's can be used by heroes decks. However, even though it can be used by any champion,
unless sepcified against it). It is also unusual in that it is the I don't think this card will see much play in tournaments, as the
only negative icon bonus unarmed combat card, attached to most skilled tournament players focus on card advantage and
the opponent and not the using champion. This card can ending battle quickly, which most high level cards don't do.
eliminate an opposing champion, but the likelyhood of that
depends on the setting. In most fun setting, this card won't Trip
work, as more decks tend to be battle oriented. However, there #97 of 99
are ways of hedging the bet for this card. The key fact is that Unarmed Combat Card
the champion is discarded if niether card can be played into Counter
the CURRENT round of battle. Therefore, setting up Tsuki Usable by any champion. Sends one of the opposing
Kotegaeshi with cards that restrict others from being played champion’s allies to the discard pile, regardless of immunities
(champions restricting allies, or Rangers of the Highland [MI- and before its powers activate. (Off 4)
3]) can allow victory. For instance, if Tergoz Tenhammer [3rd-
60] with the Gauntlets of Combat [DR-74] plays Tsuki This is a very useful counter which will see use in many decks.
Kotegaeshi, and the two cards are a realm and an ally, since Currently, players still see the only counter effect ally card that
Tergoz restricts allies from being played, both drawn cards, can be played after the ally in tournament decks (that card
and the opposing champion are discarded. This card is being Airship [3rd-90]), and being an unarmed combat card, it
actually better in a tournament setting then most other settings, can be recycled and countered less easily then Airship. This
as the trend in tournament decks is shying away from combat can be used by any champion and stop an instant killer ally,
and destroying realms from afar, which means that champion and such allies tend to be often found in tournament quality
discard is more likely. However, even in tournament settings, decks. Top allies to target with this effect include the Dreaded
unless you have a good method of playing the card (for Ghost [4th-246], Noble Djinni [1st-84], Master Illithid [DU-53]
instance, mostly adventurer champions), shy away from this (this works because Trip is a counter), and Cockatrice [MI-17].
card, as usually you want cards that are more versitile and While not every deck will carry it (as many care more about
usable by any champion. card advantage than winning battles), don't be suprised when
your opponent whips it out just when you think you've won the
Headbutt battle. I'd recommend this card even more in any setting then
#95 of 99 emphasizes battle (Warriors Rule, Extended Play, and larger
Unarmed Combat Card deck formats).
+?
Usable by any champion. Roll 2d6 for the bonus of this card, Stunning Fist
and 1d4 for a bonus to the opposing champion if the user is #98 of 99
Bribe Humiliation
15/81 23/81
Thief Skill Unarmed Combat Card
AD&D AD&D
Play when a champion attacks this player. The attacking player Play on any champion in play. He is so humiliated that he
may choose to continue the attack, or place the top 3 cards of hides under any realm in that player's formation and cannot
his draw pile off to the side and put them into his hand during take any action. He is the first to defend this realm and is
the NEXT phase 0 and immediately move to phase 5. (def) brought back into play, if victorious. If the realm is
razed/discarded outside of combat, he returns to the pool.
(Off/3)
Framed!
16/81
Blood of Azhul
Thief Skill
AD&D 24/81
Play only when one of your champions is targeted by any Blood Ability
action by an opponent. Choose another champion in any AD&D
player's pool, that champion is now the target of the action and The user may attack again until the realm is razed as long as
is affected regardless of special abilities or immunities. (Def) each previous round of the battle was a victory for the user.
(Def/4)
Raise!
Gatekeeper’s Lost Foon
17/81
Psionic Power Card 25/81
AD&D Magic Item
Can only be played during another player’s phase 0. This 4
power can rebuild a razed realm, which does not count AD&D
towards victory conditions until the end of the current turn. The Counts as a spoon and a fork. While in play, cards cannot
using champion cannot attack or defend realms until the end leave the Abyss. (Def)
this player's next turn. (Def)
Kinetic Armor
Destroy Thought 26/81
18/81 Magic Item
Psionic Power Card 5
AD&D AD&D
Play this card after an attack is declared on one of your Not usable by thieves or wizards. Turns offensive unarmed
realms. The attacking champion returns to the pool an cannot combat cards back at the user. Can be played in combat to
attack or defend until this power is dispelled. (Off) turn a just played unarmed combat card. (Def)
Narchek
79/81
Realm
Dark Sun
Narchek is immune to offensive spells. Narchek may be razed
to retarget any just played psionic power card to any legal
target in play.
Detalhes: A escravidão, também conhecida como escravismo Detalhes: Para chegar à Ilha do Urubu o turista tem que
ou escravatura, foi a forma de relação social de produção passar por dentro de uma das Usinas e também por um
adotada, de uma forma geral, no Brasil desde o período parque ecológico. Primeiro é preciso parar no Bondinho para
colonial até o final do Império. A escravidão no Brasil é dar uma volta até o Estado de Alagoas - tudo isso com o
marcada principalmente pelo uso de escravos vindos do visual de uma ponte de ferro, várias cachoeiras e piscinas
continente africano, mas é necessário ressaltar que muitos naturais, sem contar com a vista pra Gruta do Morcego onde,
indígenas foram vítimas desse processo. diz a lenda, Lampião se escondia quando vinha pra essas
Os escravos foram utilizados principalmente em atividades bandas.
relacionadas à agricultura – com destaque para a atividade
açucareira – e na mineração, sendo assim essenciais para a Caravela de Areia
manutenção da economia. Alguns deles desempenhavam 88/130
também vários tipos de serviços domésticos e/ou urbanos. Feitiço de Mago
A escravidão só foi oficialmente abolida no Brasil com a Todos os nadadores ficam impedidos de atacar, defender e
assinatura da Lei Áurea, em 13 de maio de 1888. No entanto, usar seus poderes até o final do próximo turno deste
o trabalho compulsório e o tráfico de pessoas permanecem jogador.(Ofe/3/4/5)
existindo no Brasil atual, a chamada escravidão moderna, que
difere substancialmente da anterior. Estado: Rio de Janeiro
Detalhes: Carvão vegetal é uma substância de cor negra Detalhes: Denomina-se Independência do Brasil o processo
obtida pela carbonização da madeira ou lenha. É muito que culminou com a emancipação política desse país do reino
utilizado como combustível para aquecedores, lareiras, de Portugal, no início do século XIX. Oficialmente, a data
churrasqueiras e fogões a lenha. comemorada é a de 7 de setembro de 1822, quando ocorreu o
episódio do chamado "Grito do Ipiranga". De acordo com a
Cúpula BSW 2021: Carvoeiro pode ser usado tanto no história oficial, nesta data, às margens do riacho Ipiranga
ataque quanto na defesa, pois a carta não diz que o reino (atual cidade de São Paulo), o Príncipe Regente D. Pedro
atacado pertence ao jogador adversário. Como ambos os bradou perante a sua comitiva: Independência ou Morte!.
jogadores compram espólios, ambos os campeões são Determinados aspectos dessa versão, no entanto, são
considerados vitoriosos. contestados por alguns historiadores.
A moderna historiografia em História do Brasil remete o início
Espírito do Guerreiro do processo de independência à Transferência da corte
92/130 portuguesa para o Brasil (1808-1821), no contexto da Guerra
Habilidade de Ladrão Peninsular, a partir de 1808.
Pode ser jogada a qualquer momento. Quando este campeão
estiver prestes a ser descartado por qualquer razão, tal como Boitatá, o Devorador de Almas Penadas
em batalha, ele invoca o Espírito do Guerreiro para receber 96/130
estes efeitos, prevenindo o campeão de ser descartado, Monstro
retornando o mesmo ao poço. Esta habilidade não muda a 4
condição de derrota. (Def) RL
Uma vez por turno Boitatá pode vasculhar qualquer pilha de
Marcas da Escravidão descarte adversária escolhendo um campeão para devorar
93/130 seu poder e suas habilidades tomando-as para si. A carta
Habilidade de Sangue permanece sem poder ou habilidades enquanto Boitatá
Retorna uma carta deste jogador que esteja de posse de outro mantiver o seu poder que pode ser renovado em todo passo
jogador, fazendo com que a carta que a roubou seja 3.
descartada, exceto campeão. (Ofe 3/4)
Detalhes: O nome Boitatá é uma palavra de origem indígena.
Uma contração das palavras Mboy, que significa Cobra e
Dia do Fico
Tatá, que significa fogo. É uma grande cobra, transparente
94/130 que incandescia como se estivesse queimando por dentro. É
Habilidade de Sangue um fogo de cor azul-amarelado, que não queima o mato seco
Pode ser jogada a qualquer momento. Cancela qualquer efeito e nem tampouco esquenta a água dos rios, o fogo
que force este regente a deixar o poço. (Def) simplesmente rola, gira, corre, arrebentando-se e finalmente
apagando-se.
Detalhes: O Dia do Fico deu-se em 9 de janeiro de 1822 Diz a lenda que quem se depara com o boitatá geralmente fica
quando o então príncipe regente D. Pedro de Alcântara foi cego, pode morrer ou até ficar louco . Assim, quando alguém
contra as ordens das Cortes Portuguesas que exigiam sua se encontrar com o boitatá deve ficar parado, sem respirar e
volta a Lisboa, ficando no Brasil. de olhos bem fechados.
Por volta de 1821, quando as Cortes Gerais e Extraordinárias Como a maioria das lendas e crendices populares que são
da Nação Portuguesa mostraram a idéia de transformar o passadas de geração em geração através do “ouvir e contar”,
Brasil de novo numa colônia, os liberais radicais se uniram ao a lenda do boitatá sofreu algumas modificações, sendo que
Partido Brasileiro tentando manter a autoridade do Brasil. As em muitas partes do Brasil a lenda é contada de forma
Cortes mandaram uma nova decisão enviada para o príncipe diferente. Em Santa Catarina, por exemplo, o boitatá é
regente D. Pedro de Alcântara. Uma das exigências era seu descrito como um touro de "pata como a dos gigantes e com
retorno imediato a Portugal. um enorme olho bem no meio da testa, a brilhar que nem um
Os liberais radicais, em resposta, organizaram uma tição de fogo".
movimentação para reunir assinaturas a favor da permanência
do príncipe. Assim, eles pressionariam D. Pedro a ficar, Regra: O termo habilidades refere-se a características de raça
juntando 8 mil assinaturas. Foi então que, contrariando as e movimento. Boitatá rouba somente o poder e habilidades
ordens emanadas por Portugal para seu retorno à Europa, ele não pega nível ou ícone.
declarou para o público: "Se é para o bem de todos e
felicidade geral da Nação, estou pronto! Digam ao povo que
Iara, a Deusa das Águas
fico".
A partir daí, D. Pedro entrou em conflito direto com os 97/130
interesses portugueses, para romper o vínculo que existia Monstro
entre Portugal e o Brasil. 9
Este episódio prenunciou a declaração de independência do FR
Brasil que viria a ser proclamada em 7 de setembro de 1822. Nadadora. Iara pode lançar feitiços de mago. Quando no poço
ela pode, uma vez por turno oponente, nomear um campeão
Regra: Somente regentes podem usar esta carta. Dia do Fico não fêmea do poço adversário, obrigando o mesmo a atacar,
cancela qualquer carta que force o regente a deixar o poço. se possível, um outro jogador a escolha de Iara. Se preferir
Pode ser usada em cartas que afetem vários campeões ou não atacar, o campeão alvo é devorado e descartado por Iara.
Mimicole
129/130
Ladrão
4
DL
Mimicole durante a fase 3 pode dar vida a um campeão
adversário em uma imagem de barro em seu poço, o jogador
pode jogar uma carta de sua mão virada para baixo como uma
réplica de um campeão adversário, sem poder, que será
considerada um monstro de nível 1 que usa qualquer artefato.
Esta é uma carta que era muito desejada; uma dungeon para The Tomes of Spellfire
aventureiros. Agora a pergunta é "Ela é melhor que outras 16/20
dungeons que um deck de aventureiros poderia usar?" Artifact
Essa carta não provê a seus aventureiros quaisquer proteções +2
contra serem descartados, mas ela tem um poder que pode AD&D
ser ainda melhor. Se um deles for descartado fora de combate Usable by champions of any world. When the attached
(nota: ser mandado para o Limbo, Abismo ou Void não ativa o champion is victorious in a round of battle, this player may
poder da dungeon), você pode procurar em seu deck por um shuffle and cut any players draw pile, then look at the top three
aventureiro e o colocar em jogo. Alguns dos melhores cards and remove one of them to the abyss. After the card is
aventureiros para colocar no deck incluem Sharla [290/4ª ed], removed, this artifact must be discarded.
Rumples [297/4ª ed], Dearlyn Ambersong [44/DU] e Dor
Amberglow [25/DU Chase]. No entanto, Jim Butler entende Texto em português:
que a melhor carta para ser buscada com essa dungeon seria Os Escritos do Spellfire
Karistyne [7/IQBR], já que ela previne que quaisquer de seus Usado por campeões de qualquer mundo. Quando o campeão
aventureiros sejam enviados ao Abismo, tornando a dungeon anexado vence um round de batalha, este jogador pode
ainda mais poderosa. embaralhar e cortar a pilha de saque de qualquer jogador e
Uma outra carta que combina bem com essa dungeon seria então olhar as três cartas do topo enviando uma delas para o
um feitiço ou efeito que trouxesse campeões de volta da pilha abismo. Após enviar uma carta para o abismo este artefato é
de descartes. Isso intimidaria qualquer um a investir contra o então descartado.
seu poço fora de combate.
A melhor forma de anular o poder dessa dungeon é matar os Os Escritos são uma interessante carta de "vitória melhorada".
campeões no poço daquele jogador durante o combate, Este artefato, usável por qualquer campeão, permite que você
usando cartas como Lyr of the Mists [23/PO] ou Arrow of envie uma carta do adversário para o Abismo sem lhe dar a
Slaying [200/4ª ed]. chance sequer de jogá-la. O efeito adicional de
Você também pode abusar do poder da dungeon, já que a embaralhamento é muito importante para impedir que um
dungeon não exige que os aventureiros sejam descartados jogador vá atrás das cartas que o adversário colocou no topo
por força do oponente, logo eles podem ser usados para de sua pilha de saque usando cartas como Runes of the
trazer um avatar para o jogo ou para ativar a Bag of Holding Future [13/ RR Chase] ou Rengarth Oracle [503/4ª ed], porém
[28/AR] (para conseguir o campeão substituto E a carta da isso também impede o funcionamento efetivo dessas cartas
BoH). (já que o reembaralhamento significa que a carta desejada
Jim Butler entende que essa dungeon é uma ótima carta de não se encontra mais naquele lugar).
suporte a decks de aventureiro. Os Escritos são uma das poucas cartas que lhe permitem
embaralhar o deck do adversário (a maioria faz com que o
Spite and Malice adversário embaralhe o próprio deck), logo não seria uma má
15/20 idéia usá-la quando se tem sérias preocupações sobre se o
Rule Card oponente está trapaceando.
When played, all players name one other card. The named Você pode escolher uma das três cartas do topo da pilha de
cards have no special power while this rule card is in play. saque após o corte para enviar ao Abismo, o que é uma
excelente maneira de enviar reinos para o Abismo,
Texto em português: especialmente quando cominada com outras cartas que
Rancor e Maldade produzem o mesmo efeito como Estate Transference [437/3ª
Quando jogada, todos os jogadores nomeiam uma carta ed] ou o combo com os eventos Espionage! [18/BR] + Three
qualquer. As cartas nomeadas ficarão sem poderes especiais Card Monte [27/NS].
enquanto esta regra estiver em jogo.
Esta é uma interessante carta anti-magia. Digna de ser O Egg de Emulation é um reforço às cartas do mundo de Dark
colocada em qualquer deck de Dark Sun que não utiliza Sun, que possuem muito poucos artefatos usáveis.
magias, ela faz com que seja preciso pagar um custo algo para O primeiro uso do Ovo é ser descartado do jogo para negar um
usar magias ofensivas. Entretanto existem duas maneiras de evento, da mesma forma que um Helm [255/4ª ed]. Entretanto
usá-la. Em um deck rápido de Dark Sun, você pode forçar o ele possui uma habilidade adicional que o torna ainda mais útil.
oponente a usar magias a um alto custo. Mas a combinação Se você escolher enviá-lo para o Abismo ao invés da pilha de
favorita de Jim Butler para este carta é usá-la com Playing to descarte, o evento não mais será somente negado, mas você
Lose [10/DR Chase]. Antes que seu turno se inicie, você pode poderá copiar o evento para usá-lo contra outro jogador, sendo
lançar várias magias para destruir seus reinos incluindo Wish essa a única carta do jogo que possibilita que um evento seja
Tradução: Nadador. Pode usar habilidades de ladrão. Regra: Qualquer campeão derrotado por Marius,
Durante a fase 3, Pirate pode enviar todos os itens mágicos e imediatamente passa a ser do seu controle, tornando-se um
artefatos anexados a qualquer campeão em jogo para o campeão morto-vivo vampiro, presente no poço deste jogador,
Limbo. Os anexos retornam ao campeão na próxima vez que mesmo que este possua poderes de retorno ao poço,
ele entrar em batalha. descarte, limbo ou abismo. O campeão não possui nenhum
poder especial, porém seu nível permanece. Cartas anexas a
Regra: Se o campeão alvo de Pirate sair do jogo, todos os estes campeões são descartadas. Estes campeões podem
anexos pertencentes a ele que estão no limbo são combar com cartas como Negative Planar Energy [NS-73] e
descartados ao final do turno do jogador atual (Passo 6). quaisquer outras que são utilizáveis por mortos-vivos e/ou
vampiros, estes campeões também são afetados por cartas
However, sending magic items that help in battle to limbo is que afetem estas raças.
pointless, since the champion gets them back the instant he
enters combat (unless, of course, you kill the champion before Cúpula BSW 2015: Um campeão que seja derrotado por
he goes into battle. Because the Pirate's power is not battle Marius não é colocado no poço de seu controlador se ele tiver
related, he shouldn't go into battle unless he absolutely must, sido enviado para o Abismo, Limbo ou Void.
and should be protected with attachments since he has no
immunity. The best ways to kill the Pirate is to force him into Tummbutt, the Faerie Dragon
battle (like with Arena of Dori the Barbarian [IQ-3]) or summon #5 of 20
him as an ally (such as with Humanoid Familiar [DR-48]). This Greyhawk
card will be seen in many tournament decks as magic item Monster
manipulation is quite popular. It won't see much play in 3
varients when battle is common. Flyer. Tummbutt can be sent to Limbo at any time, allowing
this player to rearrange all attachments in one player's pool. All
Tyr, Avatar of Justice attachments must still be legally attached. Tummbutt returns to
#3 of 20 his pool at the end of this player's next turn.
Hero
14 Forgotten Realms Tradução: Voador. Tummbutt pode ser enviado para o Limbo
Avatar. Immune to blood abillities. One hero must be a qualquer momento, permitindo a este jogador rearranjar
discarded to bring Tyr into play. The player and all his cards todos os anexos do poço de um jogador. Todos anexos
are immune to offensive thief skills. All champions in play can devem ser legalmente anexados. Tummbutt retorna ao poço
only be sent to the Abyss through combat. Limit one avatar per no final do próximo turno.
pool.
Regra: Chernevik [4th-347] não pode evitar o poder de
Tummbutt.
Tradução: No início de cada turno e/ou antes do combate, Tradução: Pode ser usado por heróis ou qualquer campeão
este campeão pode tornar-se qualquer tipo de campeão com raça/espeícia/designação (dragão, elfo, aventureito,
(Regente, herói, ladrão, etc...) e qualquer tipo de etc...) quando jogado, este jogador pode escolher descartar
raça/espécie/designação (elfo, dragão, aventureiro, etc...). qualquer duas cartas da força oponente (excetuando o
imune a cartas ofensivas usáveis pelo campeão e campeão), ou pode refletir o poder especial de qualquer carta
raça/espécie/designação atuais. recém jogada de volta a força oponente antes da ativação.
Regra: Poder escolher uma nova classe/raça a cada passo Regra: Qualquer tipo de campeão que tenha uma raça,
zero e/ou 4. Também pode escolher uma nova classe/raça espécie ou designação, tanto em seu nome ou texto de poder
quando defendendo. Doppelganger não e imune ao poder de presente na carta, pode usar Watahh!
campeões que matem uma classe específica, como Adoravel Quando já está em jogo não pode mais descartar cartas. Seu
Collen ou Living Scroll. poder de descartar cartas não é Counter Effect.
Watahh não pode refletir o poder de cartas que já estão em
The Warmonger jogo, pois seu poder de refletir atinge somente cartas recém
#7 of 20 jogadas, desde modo também não pode refletir o poder de
Monster cartas já refletidas ou outro Watahh. Porém ele pode refletir o
5 poder de refletir ou escartar de outro Watahh.
Birthright
Awnshegh. Earthwalker. Can use hero unarmed combat cards Curse of Wolves Blood
and blood abilities. Every time this champion has an ally card #11 of 20
played with him in battle, this player may draw a card. This Blood Ability
champion gains 2 levels for each ally currently in play. Play this card on any non-werebeast champion in play. That
champion becomes a werewolf immune to magical items of
Tradução: Awnshegh. Cavador. Pode usar cartas de combate less than + 4 enchantment. However, the attached champion
desarmada usáveis por heróis e habilidades de sangue. Cada must attack every turn or be discarded regardless of any card
vez que este campeão tem uma carta de aliado jogada com special powers. (Off/3)
ele em batalha, este jogador pode sacar uma carta extra. Este
campeão recebe 2 níveis para cada aliado atualmente em Tradução: jogue esta carta em qualquer campeão não
jogo. Lobisomem em jogo. O campeão torna-se um lobisomem
imune a itens mágicos de +4 ou menor. Entretanto, o
Regra: Somente cartas de aliados geram cartas extras para campeão anexado deve atacar todo turno ou ser descartado
Warmonger, Aliados fornecidos por reinos Triunvirates ou independente de quaisquer poderes especiais. (Ofe/3)
outras cartas não lhe permitem saque de cartas extras. Este
campeão ganha +2 níveis para qualquer aliado em jogo, tanto Regra: Esta carta pode ser anexada a campeões em qualquer
seu, quanto oponentes. poço.
Nuclear Free Zone Tradução: Underdark. Este reino pode ter qualquer fortaleza
#15 of 20 Event anexada e deve ser o primeiro alvo na formanção para cartas
All spells, psionic power cards, and event cards that can jogadas fora de combate.
discard a realm are sent to the Abyss from all hands, discard
piles, or draw piles, regardless of any immunity or special Not So Fast
power. This event may only be negated; it cannot be calmed #20 of 20
by individual players. (Harmful) Holding
AD&D
Tradução: Todas as magias, cartas de poder psiônico e This card cannot be included in a deck that has The Caravan
eventos que possam descartar um reino, são enviados para o or Good Fortune. May be discarded from the hand or formation
Abismo de todas as mãos, pilhas de descarte e pilha de when an opponent attempts to draw extra cards (other than
saquei, independente de imunidades ou poder especial. O spoils), rebuild a realm, or take an extra turn. If discarded in
evento pode somente ser negado, não pode ser calmado this manner, counter that action.
individualmente pelos jogadores. (Maléfico)
Tradução: Esta carta não pode ser incluída em decks
Regra: Nuclear Free Zone não afeta cartas que só destruam contendo Caravana ou Boa Sorte. Pode ser descartada da
reinos e não os descartem como Creeping Doon. mão ou formação quando o oponente saque cartas extras
(excelto espólios), reconstruir um reino, ou ter um turno extra.
Logistics Se descartado desta maneira, nega a ação.
#16 of 20 Rule Card
Played at the beginning of this player's turn, this card is not Regra: Cavarana e Boa Sorte de nenhuma edição pode ser
discarded. It affects all players and remains in effect until usada no mesmo deck de Not So Fast. Se Azure Tower
another rule card is played. estiver na formação oponente, Not So Fast não pode ser
While this rule card is in play, realms which place restrictions usada em eventos benéficos daquele jogador. Esta fortaleza
on attacking card types or force cards to be discarded to attack pode ser usada para cancelar a ação de descartar 3 cartas
have these conditions placed on defenders instead. para reconstruir um reino, as cartas serão descartadas
normalmente.
Tradução: Jogue no início do turno deste jogador, esta carta Not So Fast cancela a carta por inteiro no momento que é
não é descarada. Afeita a todos os jogadores e permanece ativada. The Fates, Renovação, Pergaminho de Outros
em efeito até outra carta regra ser jogada. Mundos, Kelaser Redbelt, etc, são negados completamente,
Enquanto esta regra estiver em jogo, reinos que impedindo inclusive o descarte das cartas. Cartas como Gib
ofereçam restrições às cartas atacantes ou que forcem Irod, Bag of Holding, Tyr, etc, que permanecem em jogo, tem
cartas a ser descartadas para atacar passam a aplicar seu pode negado somente no turno em questão, podendo ter
novamente seu poder no próximo turno.
essas condições aos defensores.
Speed Kills Card Combo (from Desafio aos Corajosos 2012): Not So Fast
can be played on the target of Kelaser Redbelt's (25/PO)power
#17 of 20 Rule Card to leave the target player with no cards. It’s not as good as
Played at the beginning of the player's turn, this card is not Hijacking but at least it’s harder to negate this action.
discarded. It affects all players and remains in effect until any
other rule card is played. Cúpula BSW 2015: Ao responder a uma tentativa do
When a player draws the last card of their deck, the discard adversário de comprar cartas extras, reconstruir um reino ou
pile is NOT reshuffled to make a new draw pile. The special jogar um turno extra, Not So Fast afeta apenas a ação de
powers of all cards that return or reshuffle cards from the comprar cartas extras, reconstruir um reino ou jogar um turno
discard pile to the draw pile are negated. extra. Caso a carta respondida tenha outros poderes, eles
funcionam normalmente. Ao responder uma das ações acima
Tradução: Jogue no início do turno deste jogador, esta carta descritas, a fortaleza nega a ação afetada.
não é descarada. Afeita a todos os jogadores e permanece Not so Fast não pode afetar eventos protegidos pela dungeon
em efeito até outra carta regra ser jogada. Azure Tower of Onad the Fallen (24/DU).
Quando um jogador saca a ultima carta de seu deck, a pilha
de descarte não é reembaralhada para formar uma nova pilha Cúpula BSW 2016: devido à enorme dificuldade em oferecer
de saque. O poder especial de todoas as cartas que retornam uma resposta ao poder desta carta, seu poder deve ser
ou reembaralham cartas da pilha de descarte para a pilha de ativado apenas se ela for descartada da formação.
saque são negados.
Playable only after a champion activates a magical item to use Regra: Nenhuma carta de nenhum tipo pode sair o Abismo,
its effects during phase 3. Instead of working, that champion quando este item mágico está em jogo, como é um item
and that magical item are sent to the Abyss regardless of any defensivo não existem imunidade ao mesmo.
special powers and immunities. (Off/3)
Kinetic Armor
Tradução: Jogue somente depois de um campeão ativar um CQ-BR
item mágico e usar seus efeitos durante o passo 3. 07/20
Instantaneamente o campeão e o item mágico são enviados Magic Item
para o Abismo independente de qualquer poder especial e 5
imunidades. AD&D
Not usable by thieves or wizards. Turns offensive unarmed
Framed! combat cards or thief skills back at the user. Can be played in
CQ-BR combat to turn back a just played unarmed combat card or
04/20 thief skill. (Def)
Thief Skill
AD&D Tradução: Não pode ser usada por ladrões ou magos.
Play only when one of your champions is targeted by any Retorna cartas de combate desarmado ou habilidades de
action by an opponent. Choose another champion in any ladrão de volta ao usuário. Pode ser jogada em combate para
player's pool, that champion is now the target of the action and retornar uma recém jogada carta de combate desarmado ou
is affected regardless of special powers and immunities. (Def) habilidade de ladrão.
Tradução: Jogue somente quando um de seus campeões for Regra: Somente pode ser usada como carta reposta em
alvo de qualquer ação oponente. Escolha outro campeão no batalha, fora de batalha só tem efeito se já estiver em jogo.
poço de qualquer jogador, este agora será o alvo da ação e Tem efeito em qualquer Thief Skill ou UCC para retorná-la
seus efeitos independente de poder especial e imunidade. para seu usuário agindo do mesmo modo como um Contra
Feitiço, enviando seus efeitos de volta ao lançador original, se
Tradução: …Todos os jogadores devem atacar em seu turno Tradução: Quando em jogo, todos jogadores devem ignorar a
ou descartar uma carta de seu poço. Todos os reinos podem fase 3 de seus turnos. Quando recém jogado, a fase 3 deste
ser atacados,independente de posição, restrição ou fortalezas. jogador termina.
Campeões derrotados em batalha vão para o abismo.
Kys M’yeasche, the Chase Hunter
Regra: Se alguma carta em jogo proibir a ida dos perdedores CQ-BR
para o abismo (Gatekeeper’ Lost Fond, etc), estas deverão ser 14/20
enviadas para o descarte normalmente. Cleric
6
Tag Team Greyhawk
CQ-BR Elf. Immune to harmful events. All chase cards and promo
10/20 cards lose their special powers when the Chase Hunter is in
Event play.
AD&D
This player can now assist any player currently in combat as if Tradução: Elfo. Imune a eventos maléficos. Todas as cartas
it were his phase 4. If played during this players combat, the chase e promo perdem o poder especial quando Chase
player may use any champion in any pool as an ally who is Hunter está em jogo.
reshuffled into their owner's draw pile at the end of combat.
(Harmful) Regra: Cartas especiais de edições também tem seu poder
negado por Chase Hunter.
Tradução: Este jogador pode agora assistir qualquer jogador
atualmente em combate se este estiver em sua fase 4. Se Cúpula BSW 2021: Quando Chase Hunter entra em jogo,
jogada durante o combate destes jogadores, o jogador pode cartas que normalmente não ficam em jogo, como magias e
usar qualquer campeão em qualquer poço como um aliado aliados são descartadas, pois elas não permaneceriam em
que é embaralhado em sua pilha de saque no final do jogo se não fosse seus respectivos poderes especiais.
combate.
Son of Tasselhoff
Regra: É usada somente em um round de combate. CQ-BR
15/20
Romeis Gianthammer Thief
CQ-BR 2
11/20 Dragonlance
Hero Halfling (Kender). Magical items attached to this champion
6 may not be discarded, even by this player. If Tasslehoff
Greyhawk Burrfoot is in play, he must retrieve and attach items from his
Giants in combat with Romeis are discarded. If an unrazed discard pile to his son instead of himself every turn, even if he
Greyhawk realm is in play anywhere, this player Greyhawk is in another pool. When Tasslehoff’s son is discarded, all
items go to its original discard pile.
Forlorn Não há óbice para que esta carta seja usada em uma partida
02/RLCh com dois ou mais adversários, mas ela só poderia ser usada
Chase nas cartas da mão de um deles a cada turno.
Realm
Attacking champions must draw and discard a card, noting its Tristen ApBlanc
last digit. If it is 3 or less, the attacker is sent to Limbo. Battle 06/RLCh
ends without winner. Chase
Monster
Tradução: Campeões atacantes devem comprar e descartar 9
uma carta, observando seu último dígito. Se for 3 ou menor, o Ravenloft
atacante é enviado para o Limbo até o fim do próximo turno de Darklod. Undead. He cannot be forced to leave his pool by any
seu dono. O combate termina sem vencedores. means. His level drops to 5 when attacking. When defending,
the opposing champion must draw and discard a card, noting
Apesar de a carta em inglês não mencionar a duração da its last digit. If it is 3 or less, he’s defeated. While Tristen is in
permanência do campeão atacante no Limbo, aplica-se a play, Forlorn can only be razed or discarded through combat.
regra geral, que seria até o fim do próximo turno de seu dono,
como expressamente mencionado na carta em português. Tradução: Lorde de Domínio. Morto-Vivo. Ele não pode ser
forçado a deixar seu poço por qualquer razão. Seu nível
Nedragaard Keep diminui para 5 quando atacando. Quando defendendo, o
03/RLCh campeão oponente deve comprar e descartar uma carta,
Chase olhando o último dígito. Se for 3 ou menor, ele é derrotado.
Holding Enquanto Tristen estiver em jogo, Forlorn só pode ser
Can also be attached to a Dragonlance realm. Dragonlance or arrasado ou descartado em combate.
Ravenloft champions defending this realm are doubled in level
and are sent to their owner’s pool instead of being discarded if The Wepping Knight
defeated. 07/RLCh
Chase
Tradução: Pode ser anexada também a um reino Cleric
Dragonlance. Campeões Dragonlance ou Ravenloft têm seu 6
nível dobrado quando defendendo este reino e são enviados Ravenloft
para o poço de seus donos ao invés de serem descartados Paladin. Can use hero unarmed combat cards. If she defeats
quando derrotados. Tristen ApBlanc (6/RL chase) in combat, he is sent to the Void
along with Forlorn (2/RL chase), if it’s in play anywhere,
Bad Luck regardless of any card’s special powers.
04/RLCh
Chase Tradução: Paladino. Pode usar cartas de combate desarmado
Event de heróis. Se Tristen ApBlanc (6/RL chase) for derrotado por
Negate a card that would allow your opponent to search for a ela em combate, é enviado para o Void, juntamente com
card in his draw pile. The affected card is sent to the discard Forlorn (2/RL chase), caso o reino também esteja em jogo.
pile, regardless of its original destination. Can be Calmed but Esta habilidade funciona independentemente do poder
cannot be canceled. (Harmful) especial de outras cartas.
Tradução: Nega uma carta oponente que permita procurar Wandering Ghoul
por uma carta na pilha de saque. A carta negada é enviada 08/RLCh
para a pilha de descarte independente de seu destino original. Chase
Não pode ser negada, mas apenas Serenizada. Monster
6
Ravenloft
Tradução: Mexer em coisas do passado dá azar. Nenhum Tradução: Todos os itens mágicos e artefatos na defesa dos
jogador opoenente pode retornar ou reembaralhar cartas da reinos deste jogador dobram de nível. Este jogador pode a
pilha de descarte. Dura até ser negado. (Maléfico) qualquer momento destruir Itu para dobrar o nível de todos os
seus itens mágicos e artefatos até o fim do seu próximo turno.
Apesar da versão em português ser um pouco confusa, os Itu pode defender-se como um herói nível 2 imune à derrota
jogadores adversários não poderão trazer cartas de suas instantânea, que pode usar qualquer item mágico ou artefato.
pilhas de descarte para as respectivas mãos, bem como Caso a defesa do reino seja bem-sucedida, os itens mágicos e
reembaralha-las em suas pilhas de saque. artefatos utilizados no combate retornam à mão deste jogador.
Tradução: Pode ser anexada em qualquer reino fazendo que Tradução: Nenhum reino adversário pode ser destruído ou
seja atacado somente por nadadores ou voadores. A primeira descartado voluntariamente.
ilha oceânica do Brasil fornece proteção à sua formação,
fazendo com que ela seja o primeiro alvo de cartas jogadas O verbo destruir em português, no Spellfire, tem o sentido de
contra a sua formação, recebendo os efeitos por completo. O arrasar (to raze) o reino e não descarta-lo, portanto esta carta
reino anexo não é afetado por cartas redirecionadas para esta tem o mesmo poder tanto em inglês quanto em português.
fortaleza.
Caboclo’s Cemitery
23/MLCh
Tradução: Pode defender-se como um monstro morto-vivo, Caso o campeão deste jogador seja enviado para o Abismo
nível 7, que lança magias de mago. Todos os mortos-vivos, ou para o Void, resultando em sua derrota em batalha, os
lobisomens, elfos (drow) e demônios/fiends, campeões e poderes desta dungeon não o enviam para o Limbo, mas sim
aliados deste jogador, são protegidos por Cemitério dos para a sua destinação original.
Caboclos, não podendo ter seus poderes negados ou ter seu
nível reduzido. Fight With Honor
25/MLCh
Apesar de a versão em inglês indicar um bônus de +7, na Chase
verdade o reino pode defender-se com um campeão de reino Rule Card
nível 7, como descrito em seu texto. Played at the beginning of the player's turn, this card is not
Na segunda parte do texto em inglês, ficou faltando a discarded. It affects all players and remains in effect until any
preposição of (de) antes da expressão this player (este other rule card is played.
jogador), mas ainda assim é possível compreender o poder da All round of combat won by level generates spoils of victory (a
carta de proteger os campeões e aliados do jogador de defender earns two spoils of victory). Battles won automatically
Caboclo’s Cemitery que sejam do tipo morto-vivo, licantropo (e don’t generate spoils of victory. Phase 4 works normally
não apenas lobisomens, como na versão em português), elfos otherwise Mitos & Lendas champions and allies may attack
(drow) e demônios/diabos de terem os respectivos poderes any realm regardless of position or special powers.
negados ou respectivos níveis reduzidos.
Tradução: Jogada no início de seu turno, esta carta não é
Earth’s Domain descartada. Ela afeta todos os jogadores e funciona até outra
24/MLCh carta regra ser jogada.
Chase Todas as rodadas de combate vencidas por nível geram
Dungeon espólios de vitória (um defensor ganha dois espólios de
Indians and Mitos & Lendas champions defeated in battle are vitória). Batalhas vencidas automaticamente não geram
sent to Limbo and return to the pool in the end of this player’s espólios de vitória. O restante do passo 4 funciona
next turn. Every time M&L champions and Indians win a round normalmente. Campeões e aliados Mitos & Lendas podem
of battle, they may retrieve a card used in combat to this atacar qualquer reino, independentemente de posição ou
player’s hand. poderes especiais.
(1) Card should read: "Can be cast at any time to cancel the effects of a just-cast spell or to cancel an existing spell. (Def)"
(2) Card should read: "Can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(3) Add to card: "... or can be cast at any time to turn a just-cast spell back at its caster as if the original target had cast it. (Def)"
(4) Card should read: "Select a spell or magical item and double its icon level for one round of combat. (Off/3)"
(5) Card should read: "Can be cast at anytime to negate any wall spell. (Def)"
If you see anything wrong or would like to suggest other blueline corrections, please e-mail your comments to ligabsw@gmail.com
O objetivo do combo era manter eventos que afetam campeões, cuja duração era limitada a um número de turnos, o mais tempo
possível na partida através do poder da carta-regra mencionada.
O objetivo do combo era cancelar a compra de cartas provocada pelo campeão Kelaser Redbelt, deixando o adversário sem cartas na
mão.
O objetivo do combo era utilizar o poder do campeão Gib Kcir diversas vezes em uma partida, retornando-o do Abismo para o descarte
com o feitiço Ward of Freedom e colocando-o em jogo novamente com a magia Divine Intervention.
Esta é uma versão melhorada do combo TIthian e Thrice Hearty Cup, permitindo que o jogador potencialmente possa arrasar um reino
por turno, ja que, ao vencer o combate automaticamente graças ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado. Jerome
então retorna o feitiço no passo 5 para que o combo persista indefinidamente.