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Regra Brasil
Versão 5.0
Oficial para todos os jogos,
torneios e campeonatos da Liga BSW
www.spellfire.org
2016
Clãs Oficiais da Liga BSW
SPELLFIRE
Regra Brasil 5.0
Oficial para todos os jogos, torneios e campeonatos da Liga BSW
Resource 5.0;
Promos TSR;
Promos BSW;
1ª Edição em Português;
CúpulaBSW 2015: Via de regra, um campeão retorno da D) O PODER ESPECIAL DO ATACANTE E DE SUAS
Limbo no final do passo 5 do próximo turno de seu CARTAS ANEXAS ATIVAM PRIMEIRO, SEGUIDO
controlador, não podendo realizar ações durante esta etapa. PELO PODER DO DEFENSOR E DE SUAS CARTAS
ANEXAS
O ABISMO Procure a seção Ordem de Ativação para saber a
O Abismo é o lugar onde os eventos são colocados quando ordem correta na qual as cartas ativam. Se um atacante
descartados sem serem utilizados. Além disso, alguns feitiços, vencer um round de batalha através do uso de seu
reinos, fortalezas e outras cartas podem colocar uma carta no poder especial (antes que o defensor ative o seu poder
Clérigos: Estes campeões podem lançar feitiços de clérigo Dragões: Campeões e aliados designados como dragons
como parte de suas habilidades de ícone. Clérigos são imunes (dragões) ganham bônus ou penalidades baseados nos
à regra Medo de Mortos-Vivos. poderes especiais de outras cartas. Muitos dragões são
campeões monstros, porém eles podem ser de qualquer tipo.
Costa: Esta é a designação para reinos que tenham oceanos
ou mares em alguma parte de seu desenho. Reinos costeiros Pilha de saque: Esta é a pilha de cartas de onde um jogador
podem ser atacados por campeões e aliados nadadores, saca suas três cartas no início de seu turno. Quando um
independentemente de sua posição na formação. Alguns jogador pega a última carta de seu baralho, ele não tem o
reinos (como Doc's Isle [5/RR]) possuem figuras que retratam direito a sacar novas cartas até que ele crie uma nova pilha de
água, mas ainda são considerados reinos costeiros. Pela saque. Ao final do turno em que o jogador fique sem cartas em
Cúpula BSW 2010, reinos com rios (embora não propriamente sua pilha de saque, ele reembaralha sua pilha de descartes,
costeiros), também podem ser atacados por campeões e que se torna sua nova pilha de saque.
aliados nadadores independentemente de sua posição na
formação. Dungeons: Estas cartas especiais são consideradas uma
carta grátis na construção de um baralho; elas não contam
Cúpula BSW 2016: com o lançamento de novas cartas e como parte de um baralho, desse modo criando tamanhos de
aumento da quantidade de campeões com o poder de baralho de 56, 76 ou 111 cartas. Dungeons garantem
movimentação e/ou de burlar restrições de ataque, retorna-se vantagens especiais a um jogador. Estas vantagens variam
ao entendimento original da expressão coastal realm/reino desde a ativação de regras opcionais do jogo a evitar que a
costeiro, proibindo o ataque de reinos protegidos que pilha de saque do jogador seja espionada.
contenham apenas rios por campeões nadadores.
Anão: Campeões e aliados designados como dwarves
Combate: veja Batalha. Cúpula BSW 2015: Cartas com o (anões) ganham bônus ou penalidades baseados nos poderes
termo combate têm seu poder ativado quando o passo 4 especiais de outras cartas. Cartas designadas como sendo
inicia. duergar são também consideradas anões.
Round de combate: Este seria a etapa de uma batalha em Cavando: Um campeão com a habilidade de cavar pode viajar
que um campeão atacante enfrenta um campeão defensor. por baixo da terra para atacar qualquer reino na formação de
um jogador. Cavadores não podem atacar reinos que sejam
Derrotado: Um campeão é considerado derrotado se ele for imunes especificamente a cavadores ou cujo texto declare que
forçado a ser descartado em batalha devido ao poder de uma não podem ser atacados por cavadores. Cavadores também
carta ou se seu nível ajustado for menor que o de seu não podem atacar reinos que especificamente só podem ser
oponente, e ele não puder ou não quiser mais jogar cartas que atacados por outros tipos de campeão (como "Pode ser
aumentem o seu nível. Exceto se o poder do campeão atacado somente por clérigos" ou "Pode ser atacados
especificar o contrário, campeões derrotados são enviados somente por voadores ou nadadores"). A habilidade de cavar
para a pilha de descartes. Se o poder de uma carta especifica não se extende aos aliados a menos que especificado no
que o campeão derrotado por ela deve ser necessariamente texto do campeão cavador.
descartado, então o campeão vai para a pilha de descartes
independentemente de seus poderes especiais. Elfo: Campeões e aliados designados como elves (elfos)
ganham bônus ou penalidades baseados nos poderes
Defensivo: Esta designação quer dizer que o poder da carta especiais de outras cartas. Qualquer tipo de campeão pode
afeta somente a si mesma (não um campeão adversário). Por ser elfo. Quaisquer cartas designadas como half-elves (meios-
exemplo, o feitiço Mirror Image (386/4th) dobra o nível do elfos) são consideradas elfos.
campeão lançador. A menos que especificado o contrário, um
campeão nunca é imune a cartas defensivas. Elfo (Drow): Campeões e aliados Elf (Drow) são considerados
elfos e elfos (drow) para fins de poderes especiais de cartas.
Descartado: Cartas de Spellfire são descartadas como Campeões e aliados designados como elf (drow) (elfo [drow])
resultado de uma derrota em batalha ou pelo poder especial ganham bônus ou penalidades baseados nos poderes
de uma carta usada em outras etapas do jogo, como feitiços especiais de outras cartas.
usados no poço do adversário. A menos que o contrário seja
especificado, cartas que são descartadas vão para a pilha de Events (Eventos): Estas cartas podem ser jogadas a
descartes do jogador. Cartas descartadas são sempre qualquer momento, a menos que haja um tempo específico
enviadas para a pilha de descartes do seu dono mesmo que para jogar a carta. Cada uma tem um poder especial que tem
elas estejam sendo usadas por outro jogador através do poder efeito imediatamente. Uma vez jogado, um evento é colocado
especial de uma carta. Termos equivalentes a “descartado” no Void e não pode ser jogado novamente. Se de alguma
incluem killed (morto), swallowed (engolido), devoured maneira é descartado sem ser usado, é colocado no Abismo.
(devorado) e slain (assassinado). Lembre-se que ser
descartado sempre causa uma derrota, mas ser derrotado não Exposed Realm (Reino Exposto): O reino dianteiro é o único
implica sempre em ser descartado. que um campeão pode atacar se ele não é voador, nadador,
ou cavador, ou possua um outro poder especial. Quando o
Pilha de descartes: Quando uma carta é descartada através reino de um jogador é arrasado e virado para baixo, são
de combate ou pelo poder especial de uma carta, ela é expostos outros atrás dele que podem ser atacados. Na
colocada na pilha de descartes daquele jogador. Algumas pirâmide da formação, cada reino da fila do meio protege dois
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
(382/4ª) podem parar todos os eventos benéficos. dispersado seria imune ao poder.
Heroes (Heróis): Este é um tipo de campeão cujo ícone lhe Offensive (Ofensivo): Esta designação significa que a carta
dá a habilidade para usar cartas de combate desarmado. tem um poder que afeta diretamente outra carta. Por exemplo,
Vorpal Blade (56/FR) imediatamente derrota um campeão
Holdings (Fortalezas): Uma fortaleza é anexada a um reino adversário se o jogador saca um “3” ou menos, sendo um item
durante o passo 2 do turno do jogador. Uma fortaleza precisa ofensivo.
ser do mesmo mundo do reino, a menos que seja por um
poder especial. Por exemplo, uma fortaleza DARK SUN só Opponent (Oponente): Isto normalmente significa o jogador
pode ser colocada em um reino de DARK SUN. Não pode ser ou campeão que você está enfrentado na batalha. Alguns
colocada com um reino com logo de qualquer outro mundo. poderes especiais podem ser usados contra qualquer
Na maioria dos casos, o poder da fortaleza só pode ser usado oponente, enquanto que alguns só podem ser usados contra o
quando o reino em que está anexado está sendo atacado. jogador adversário ou campeão.
Icon (Ícone): O ícone é o símbolo no canto esquerdo superior Phase (Fase): O jogo de Spellfire é dividido em fases
da carta, designando o tipo da carta. Dentro do ícone está o (passos) crescentes que dividem a ordem do jogo. Fase 1 é
nível ou nível bônus da carta, se possuir. quando você saca cartas, fase 2 é quando você joga reinos,
etc. Recorra a seção Jogando o Jogo das regras para uma
Ignore (Ignorar): É um meio termo entre Imunidade e Negar, listagem completa.
onde o jogador cancela para si o poder e nível de cartas
ofensivas e o nível de cartas defensivas, permitindo que Player (Jogador): Isto se refere a pessoa que joga o jogo; o
poderes defensivos ou que não afetem ao jogador que controla as ações para um grupo particular de campeões
permaneçam agindo para o oponente. e outras cartas. Quando uma carta tem como alvo o jogador,
ela normalmente se refere a sua mão de cartas.
Immunity (Imunidade): Cartas de Spellfire com uma
imunidade não podem ser afetadas por um tipo específico de Played against in combat (Jogado contra em combate):
carta ou efeito da carta. Isto inclui níveis e poderes de tais Isto se refere a cartas jogadas dentro do combate; cartas que
cartas. Cartas imunes a feitiços ofensivos são imunes à já estavam anexadas não contam para ativar um poder
feitiços de mago e clérigo; cartas imunes a psiônicos são especial com esta estipulação. Por exemplo, a Rod of 7 Parts,
imunes a cartas de poder psiônico ofensivo, e o poder Part 7 (27/AR) permite que o possuidor ignore uma carta
especial ofensivo de campeões psiônicos, etc. A menos que jogada contra ele em combate. Qualquer carta que entre em
esteja especificado na carta, uma imunidade nunca se aplica a combate depois que os poderes especiais do atacante e
cartas defensivas. defensor (e seus itens anexados) foram ativados pode ser
ignorada.
Realms (Reinos): Tipicamente um reino, nação, ou império, Cúpula BSW 2016: com o lançamento de novas cartas e
reinos são colocados na formação do jogador. A menos que aumento da quantidade de campeões com o poder de
declarasse nos poderes especiais da carta, os poderes de um movimentação e/ou de burlar restrições de ataque, retorna-se
reino só podem ser usados quando o reino é atacado. Reinos ao entendimento original da expressão coastal realm/reino
são colocados na formação voltados para o oponente assim costeiro, proibindo o ataque de reinos protegidos que
ele pode ler os poderes especiais do reino. contenham apenas rios por campeões nadadores.
Regents (Regentes): Este tipo de campeão pode usar cartas Thieves (Ladrões): Este tipo de campeão pode usar
de habilidade de sangue como parte das habilidades de ícone habilidade de ladrão como, parte de sua habilidade de ícone
do campeão (do mesmo modo que um clérigo pode lançar do campeão (do mesmo modo que um clérigo pode lançar
feitiços de clérigo). Os regentes também podem usar itens feitiços de clérigo). Ladrões podem usar aliados, itens
mágicos, artefatos do mesmo mundo, e qualquer outra carta mágicos, artefatos do mesmo mundo, e qualquer outra carta
permissível pelos seus poderes especiais. que seus poderes permitam.
Removed from Game (Removido do Jogo): Veja Void. Thief Skills (Habilidades de Ladrão): Estas cartas podem
seu usadas por campeões ladrões como parte de sua
Round: Um round é um combate simples de campeão versus habilidade de ícone do campeão. Habilidades de ladrão ou
campeão, um de ataque, e um de defesa. Pode incluir são ofensivas ou defensivas e são usáveis apenas durante um
qualquer número de feitiços, aliados, e itens mágicos. Uma certo passo do turno do jogador (por exemplo Def/4). Estas
batalha frequentemente dura multiplos rounds. cartas também podem ser usadas por outros tipos de
campeões cujos poderes especiais designem que eles podem
Rule Cards (Carta Regra): Cartas regras são jogadas no usar habilidades de ladrão.
início do turno de um jogador (passo 0), antes de sacar as três
Usuário: Usuário é o campeão (não o jogador) quem usa um JOGO DOS CONQUISTADORES (AVANÇADO)
poder psionico, carta de combate desarmado, etc. A não ser O primeiro jogador a destruir quarto reinos em combate e ter
que seja especificado estas cartas quando são retornadas três reinos intactos ganha o jogo.
voltam a estes campeões usuários. Reinos arrasados fora de combate (devido a poderes de
campeões, eventos etc) não contam Um reino é somente
Void: O Void é a palavra que no jogo nignifica “fora do considerado arrasado se for atacado com sucesso ate ser
jogo”.Todos os eventos jogados (com sucesso ou não) são arrasado.
enviados para o Void. Cartas no Void não podem ser Mesmo que o reino arrasado seja reconstruído não se reduz a
retornadas. contagem de reinos arrasados do oponente. Isto significa que
você pode ganhar o jogo destruindo quatro vezes o mesmo
Weapon (Arma): Certos itens mágicos são considerados reino!! Todo reino que for descartado durante o combate não
armas pois eles dão bônus baseados nos poderes especiais conta pontos também
de outras cartas como campeões que ganham niveis
adicionais quando usa uma arma. DECRETO DO REI (INTERMEDIÁRIO)
Todos os campeões podem atacar qualquer reino
Quando Atacando: É ativado logo quando o atacante e independente de sua posição, restrição e poderes especiais.
colocado a frente para atacar. Não precisa de defensores para Toda vez que um reino for arrasado em combate, o vitorioso
a ativação. Ela entra antes que a Ordem de ativação comece pega aleatoriamente uma carta da mão do oponente e a
descarta.
Quando Defendendo: É ativado quando o defensor é
colocado para frente para defender um reino. Ela entra antes DECK LACRADO (INICIANTE)
que a Ordem de ativação comece Este e o melhor torneio para os iniciantes em Spellfire Cada
jogador usa um deck fechado da 4 edição.
Magos: Estes campeões podem lançar feitiços de mago de O deck só é legal se dentro dele todas as cartas forem
acordo com a habilidade do ícone utilizáveis .
Mundo: Isto se refere à origem do reino, Fortaleza, campeão, ESTRATÉGIAS DO MESTRE (INTERMEDIÁRIO)
ou artefato. E é vista no logo da carta logo depois do seu Este é um típico torneio de deck lacrado com uma mudança.
nome. O nome que vem abaixo da carta é se refere ao set da Depois do primeiro jogo cada jogador pega um booster
coleção e não interfere em nada durante o jogo. O logo AD&D fechado de uma coleção qualquer e substitui as 12 cartas se
é o mundo inteiro; ele não é um mundo genérico cujo artefatos quiser.
AD&D possam ser usados por todos campeões
SEM X (INTERMEDIÁRIO)
Cartas-Suporte (support cards): cartas cujo uso é permitido Nesta variável, decks legais não podem ter cartas que tem o
pelo ícone de um campeão, como se fossem as habilidades numero X nelas (0-9). Por exemplo “Sem 9”. Nenhuma carta
de uma classe no universo D&D. Atualmente temos feitiços de com 9 no seu numero de série pode ser incluída (9, 19 , 192,
mago, feitiços de clérigo, cartas de poder psiônico, cartas de 98 etc).
combate desarmado, habilidades de sangue, habilidades de
ladrão e habilidades de monstro. O “GRIND” (INTERMEDIÁRIO)
Cada jogador constrói um deck baseado no número de cartas
Índios: “raça” introduzida na coleção Mitos & Lendas, (55 , 75 ou 110) e os jogadores batalham pelas condições de
representando os primeiros povos habitantes das américas. vitória (6 ou 10 reinos ). Note que a carta Dungeon não
participa da contagem.
DO QUE EU PRECISO ? Todos os reinos exceto aqueles jogados em qualquer
Para organizar um campeonato de Spellfire , tudo que você momento (Menzoberranzan), não podem ser jogados durante
precisa é : a fase 2 em turnos ganhos por cartas como Caravana e
Ancient Kalidnay. Reinos podem ser reconstruídos
Ao menos 6 jogadores (para um campeonato com normalmente, descartando 3 cartas durante a fase 2 ou em
pontos) qualquer momento pelo poder de outras cartas, em todos os
Uma cópia do Guia das regras de Spellfire turnos.
E um coordenador, que é a pessoa que interpretará
as regras durante o campeonato. Campeonatos RULE LAWYER'S DELIGHT
grandes precisarão de mais de um juiz. O jogo inicia com a carta regra Lawyer's Delight (491/4th) em
jogo. Esta carta regra pode ser removida do jogo pelo meios
normais de remover cartas regras; mas tendo efeitos para
TIPOS DE CAMPEONATO todos os jogadores. Todos outras cartas regras no jogo serão
Contando com as regras normais existem outras opções de aplicáveis somente para seu possuidor.
regras para campeonatos de Spellfire. Uns são de nível
intermediário enquanto outros desafiam até mesmo jogadores TERRAS DIVIDIDAS (AVANÇADO)
experientes. Todos os jogadores criam decks que usam reinos, campeões,
fortalezas e artefatos do mundo de DarkSun.
Spellfire Campeonato Mundial – padrão[55] - Início do Campeonato: Os jogadores inscritos que não se
As regras deste torneio é a Lei da Terra! Entre na batalha para encontrarem no local do evento ou não estiverem aptos a
saber quem é o melhor dos melhores. Será adotado iniciar a partida no momento do início do torneio estão sujeitos
pontuação dupla neste torneio. às seguintes penalidades:
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; (ROC 6 – 2011)
- 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.
- Termos attacking/defending player e attacking/defending champion em poderes de reino: Quando a carta onde aparecem não
deixa claro a que eles referem-se, os poderes de um reino só podem ser usados quando ele estiver sob ataque.
- 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.
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.
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
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.
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)
Counters - Página 32
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 33
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)
Counters - Página 34
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.
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.
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.
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.
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.
Tradução: Este jogador pode procurar por um campeão de qualquer mundo em qualquer pilha de descartes e coloca-lo em jogo com
Necronomicon anexado. Poderes e nível permanecem, mas o campeão torna-se morto-vivo. Se o artefato for removido, o campeão
retorna para a sua pilha de descartes de origem.
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.
Texto: Cannot be attacked by undead, fiends, or awnshegh. This player’s clerics become immune to harmful events and offensive
magical items. Once per turn, during phase 3, this player may return a cleric (non-avatar) from his discard pile to his hand.
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.
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.
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.
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.
Tradução:.Quando este campeão entra em combate, ele pode usar qualquer ladrão em jogo como aliado; se NBB vencer a batalha, o
aliado retorna para o poço sem anexos, do contrário o campeão é descartado.
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.
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 This event is useful if you are winning the game, or if you are
165/1st unable to defend yourself. If you are winning, play it
Wizard immediately after your turn. That wav no other player can
7 collect spoils of victory and perhaps play an extra realm. If you
Greyhawk are vulnerable, save this card until someone allacks you, then
Rare play il Lo end the battle. A Calm (400/106 or Delsenora (10/lst
Mika gains 3 levels when the opponent uses allies against him. Chase) played to cancel this event will allow a player to attack
or continue an attack.
This card was replaced with 407 in the 2nd edition.
Lolth, the Spider Queen
166/1st
Swordwraith
Monster
9 169/1st
Greyhawk Ally
Rare 4
Lolth can cast both wizard and cleric spells. If Lolth is Rare
defeated, shuffle her back into the draw deck. Undead.
This card was replaced with 406 in the 2nd edition. This card was replaced with 412 in the 2nd edition.
Transformation! This card was replaced with 427 in the 3rd edition.
201/1st
Event Ring of Shooting Stars
Common 208/1st
Harmful Magical Item
All players must discard their hands and immediately draw five 4
cards. Rare
Nibenay Ogo
226/1st 233/1st
Realm Holding
Dark Sun Dark Sun
Uncommon Uncommon
This card is not flipped face down unless Nibenay is razed Any champion and allies attacking the attached realm lose one
twice in a row. level for fear of Ogo's cannibal halflings.
This card would more properly have been worded "In order to Makla
be razed, Nibenay must be defeated twice in one battle". The 234/1st
defeats do not have to come in successive rounds. The Holding
attacker does not receive spoils of victory until the realm is Dark Sun
defeated twice and flipped over. Uncommon
Nibenay's power is combat - related. Razings from spells, such Makla adds 1 level to all defenders of the attached realm.
as Creeping Doom, or champion powers, such as Iuz the Evil
are not affected by Nibenay's power.
Kalidnay
235/1st
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
Dark Sun Rare
Rare Halfling
Flyer Chividal can psionically destroy one opposing ally at any point
during the round.
Sadira
260/1st This card was replaced with 416 in the 2nd edition.
Wizard
4 Bagual
Dark Sun 268/1st
Common Cleric
2
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
If used in battle, this event causes both sides to end the battle 320/1st
with no winner. The spells, allies, and other cards are Magical Item
discarded with the monsters. The battle is ended and another Uncommon
battle cannot be started. That attacker's combat options are Defensive
finished. Allows the attached champion to cast wizard spells.
The Outcast
Note that the wording on the card specifies a defeated Hold Undead
champion (i.e. a champion discarded through battle) can be 375/1st
brought back to the hand with Raise Dead. Wizard Spell
Common
Flame Strike Opposing undead allies have no effect on the outcome of this
367/1st battle. (Off/4)
Cleric Spell
Uncommon Charm Monster
Destroys any number of opposing allies with levels totaling 6 or 376/1st
less, selected by the caster. Discard immediately. (Off/4) Wizard Spell
Common
Protection From Lightning An opposing monster returns to its pool; the caster wins this
368/1st round of battle. (Off/4)
Cleric Spell
Common Wind of Disenchantment
Lightning cannot harm the caster or his allies in this battle. 377/1st
(Def/4) Event
Rare
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.
Rede-Armadilha Nibenay
Portuguese Edition 217 of 400 Portuguese Edition 226 of 400
Magical Item Realm
AD&D Dark Sun
UC UC
O oponente deste campeão não pode jogar aliados. (Ofe) Esta carta não é colocada com a face para baixo a menos que
o reino seja destuído duas vezes em uma batalha.
Altaruk Giustenal
Portuguese Edition 231 of 400 Portuguese Edition 240 of 400
Holding Holding
Dark Sun Dark Sun
C UC
Qualquer campeão defendendo o reino em anexo pode usar Um campeão atacando o reino em anexo não pode jogar mais
feitiço de clérigo. que trâs aliados por turno.
Wijon Dlasva
Portuguese Edition 290 of 400 Portuguese Edition 300 of 400
Ally Hero
+2 3
AD&D Dark Sun
C UC
Dlasva pode destruir psionicamente um aliado adversário
Mikor durante um round de batalha.
Portuguese Edition 291 of 400
Ally Tithian
+3 Portuguese Edition 301 of 400
AD&D Hero
UC 5
Dark Sun
Tesouro
Profanadora
Portuguese Edition 312 of 400
Portuguese Edition 303 of 400 Event
Wizard AD&D
6 C
Dark Sun Todos os monstros são subornados para desertar; descarte
C todos os monstros em batalha ou em poço. Maléfico.
Se a Profanadora lançar um ou mais feitiços, um reino do
jogador é destruido ou uma fortaleza do jogador é
Escudo da Destruição
embaralhadode volta à pilha de saque.
Portuguese Edition 313 of 400
Magical Item
Rei Dragão
+1
Portuguese Edition 304 of 400 AD&D
Monster C
8 (Def)
Dark Sun
R
Escudo da Aniquilação
Pode lançar feitiços de mago.
Portuguese Edition 314 of 400
Magical Item
Borys
+2
Portuguese Edition 305 of 400 AD&D
Monster UC
9 (Def)
Dark Sun
R
Escudo da Devastação
Dragon
Pode lançar feitiços de mago e de clérigo. Portuguese Edition 315 of 400
Magical Item
+2
Guardião
AD&D
Portuguese Edition 306 of 400 C
Wizard (Def)
6
Dark Sun
Escudo da Perversidade
C
Portuguese Edition 316 of 400
Magical Item
Carrasco
AD&D
Portuguese Edition 307 of 400 C
Ally Um aliado adversário, escolhido pelo possuidor do escudo,
+3 pode ser forçado a trocar de lado e lutar com o possuidor do
AD&D escudo. (Ofe)
C
Escudo de Gore
Gith
Portuguese Edition 317 of 400
Portuguese Edition 308 of 400 Magical Item
Ally +3
+1 AD&D
AD&D UC
UC (Ofe)
O Pária Raio
Portuguese Edition 323 of 400 Portuguese Edition 332 of 400
Hero Wizard Spell
5 +5
Dark Sun AD&D
R C
Pode lançar feitiços de mago e clérigo. Destrói imediatamente um aliado adversário de nível 4 ou
menor, ou um item mágico, à escolha do jogador.
Assaltantes
Portuguese Edition 324 of 400 Paralisar
Ally Portuguese Edition 333 of 400
+1 Wizard Spell
AD&D AD&D
UC C
Se lançado sobre um campeão antes de uma batalha, ele não
Guerreiro do Deserto poderá defender. Se lançado durante a batalha, elimina um
Portuguese Edition 325 of 400 adversário a escolha do jogador.
Hero
2 Projétil Mágico
Dark Sun Portuguese Edition 334 of 400
R Wizard Spell
O primeiro aliado do Guerreiro do Deserto em cada round é +3
considerado +4, idependente de seu nível atual. AD&D
C
Guloth'katra (Ofe/4)
Portuguese Edition 326 of 400
Monster Muralha de Fogo
4 Portuguese Edition 335 of 400
Forgotten Realms Wizard Spell
R +3
Este filho de Guloth ganha 4 níveis ao enfrentar qualquer AD&D
campeão de um jogador que tenha a Cabeça de Guloth em C
jogo. Apenas voadores podem atacar através da muralha. (Ofe/4)
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
Any ally can be used as a champion to defend the realm with Lost Oasis
South Ledopolus attached. The ally is considered a hero. The 242/3rd
ally retains any special powers. Holding
Dark Sun
Altaruk Common
231/3rd The owner can draw one card and play it immediately when
Holding the attached realm is attacked.
Dark Sun
Common Any card drawn can be played, including a realm or a spell
Any champion defending the attached realm can cast cleric normally castable only in another phase.
spells.
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
Rikus
251/3rd
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).
A good combination to use with Sadira would be the Ego Coin
War Band
(419/3rd) and either the icon of Magic (19/RR Chase) or the
254/3rd Nectar of the Gods (20/RR Chase). This would have several
Ally types of champions asking permission from Sadira to use their
3 powers.
Common
Orc
Agis
+8 vs undead.
261/3rd
Hero
Kank Lancers
5
255/3rd Dark Sun
Ally Uncommon
6 When attacking, can psionically destroy one monster in the
Uncommon defender's pool before battle begins.
All opposing swimmers (champions and allies) are discarded
immediately; no more can be played against it. Agis' power is considered an offensive psionic power. Agis can
use his power as soon as a defending champion is chosen. If
Nomad Mercenaries an opponent chooses not to defend the realm being attacked,
256/3rd Agis cannot use his power.
Ally
Bagual Galek
268/3rd 274/3rd
Cleric Ally
2
Inhuman Wachter
285/3rd 296/3rd
Ally Ally
Card Combo (from Desafio dos Corajosos 2016): Esta é uma Tiger
versão melhorada do combo Butler's Balderdash, permitindo 309/3rd
que o jogador potencialmente possa arrasar um reino por Ally
turno, ja que, ao vencer o combate automaticamente graças 1
ao feitiço Thrice Hearty Cup, Tithian arrasa o reino atacado. Common
Jerome então retorna o feitiço no passo 5 para que o combo If played during defense, this shape-changed druid remains
persista indefinidamente. with the realm until it’s razed.
Wall of Iron Dispel Magic cancels the effect of any spell, offensive or
336/3rd defensive, including another Dispel Magic spell. The 3rd
Wizard Spell edition rules make it clear that Dispel Magic, Spell Turning,
3 and Reflection may be cast at any time to dispel or turn a just-
Common cast spell. A player must have a champion in the pool or in
Only flyers can attack across the wall. Use on defense only. battle capable of casting the spell and must specify which
(Def/4) champion is casting the spell.
Chase Cards:
This card is a reprint of Bluet Spur (88/AR) with altered special This card is a reprint of Council Aerie (86/AR) with an altered
powers. special power.
For further information, see SFRG 2, p. 234. For further information, see SFRG 2, p. 234.
Council Aerie is an excellent realm for decks that have a lot of
dragon champions. If a dragon champion is defeated while
Arak
defending Council Aerie, it may defend again. The dragon
60/500 champion is discarded after the second defense, even if
Realm victorious.
Ravenloft Even though the realms champion is considered a dragon, if
Uncommon the realms champion is defeated once, the realm is razed.
All drow defending Arak are immune to offensive spells,
psionic power cards, and blood abilities. A +4 drow ally aids
Milborne
each defending champion.
66/500
Realm
Borca
Advanced Dungeons and Dragons
61/500 Rare
Realm Coast
Ravenloft This sleepy village's defenders are immune to offensive spells,
Rare and swimming defenders are doubled in base level.
A Ravenloft champion defending Borca may use any other
Ravenloft champion as an ally. If the defense is successful, the
The Isle of Beacon Point
ally-champion returns to his pool; otherwise, he is discarded.
67/500
Realm
Gundarak
Advanced Dungeons and Dragons
62/500 Uncommon
Realm Coast
Ravenloft Champions defending this realm can use any card types
Uncommon (spells, psionic power cards, unarmed combat cards, blood
The ghost of Lord Gundar, assassinated dark lord of abilities, etc).
Gundarak, haunts this realm, acting as a level 5 undead hero.
Any allies played with him are considered undead.
Lair of the Eye Tyrant
68/500
Sithicus
Realm
63/500 Advanced Dungeons and Dragons
Realm Rare
Ravenloft This realm is defended by a beholder of monstrous size. The
Uncommon level 15 monster can cast wizard spells and is immune to
Sithicus may be discarded from the formation during any offensive magical items. No other champion can defend this
combat where this realm is not involved to send all those realm.
currently in battle to the Abyss. This player then draws a card.
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 Transformation! (201/1st-3rd). This card is a reprint of The Caravan (319/3rd). The older
For further information see SFRG 1, p. 163. editions have a different text, but the same power.
For further information see SFRG 1, p. 203 and SFRG 2, p.
Slave Revolt! 175.
126/500 Caravan cannot be played until every player has had their first
Event turn.
Uncommon Caravan is played between two player's turns. Multiple
All opposing players must discard one champion from their Caravans cannot be played in succession; as soon as one is
pool (chosen by this player). (Harmful) played you are no longer "between turns". Thus, all other
Caravan's must be held in hand until the current Caravan turn
This card is a reprint of Slave Revolt! (202/3rd) with a different ends. Note that the active player (the one who just ended his
picture. In the first two edition card #202 was named turn) gets priority to play his or her Caravan before other
"Enslaved!" with the power: "All players must discard one players.
champion from their pool."
For further information see SFRG 2, p. 154. Ice Storm
132/500
Bruce's Revenge Event
127/500 Uncommon
Event Destroys all champions and allies of base level 4 or less in
Uncommon play anywhere. (Harmful)
This player can swap two of an opponent's realms with each
other in their formation; any attached holdings are discarded. This card is a reprint of Ice Storm (380/1st-3rd).
(Harmful) For further information see SFRG 1, p. 223.
This card is a reprint of Treats of the Grandwood (195/1st-3rd) Liga BSW (fórum BSW): Pode ser descartada a qualquer
with an altered text, but the same special power. momento da mão, do poço (Gib Hcivonad) ou em batalha para
For further information see SFGR 1, p. 161. ter o seu poder.
Mogadisho's Horde Marches On Cúpula BSW 2016: o poder desta carta NÃO é considerado
220/500 carta-resposta.
Ally
Common Stug
If this card is on the losing side of a battle, all holdings of every 226/500
player are discarded. Ally
Common
Assassins Elf. If on the losing side of a battle, Stug can rob a victorious
221/500 player of his spoils of victory by allowing a player not involved
Ally in the battle to draw spoils instead.
Common
Halfling This card is a reprint of Stug (272/3rd) with the addition of the
If this card is on the losing side of the battle, it destroys one Blueline "Elf."
champion anywhere in play, chosen by this player. For further information see SFGR 2, p. 165.
Stug is an "avenging ally," which means his special power is
This card is a reprint of Assassins (252/1st-3rd) with an altered triggered upon defeat in battle to punish a victorious opponent.
special power. Stug's power allows the player, if defeated, to select another
For further information see SFRG 1, p. 180 and SFGR 2, p. player not involved in the battle to receive the spoils of victory,
158. if any. Stug's power is useless if there are no spoils of victory
One of the best of the "avenging allies" cards that exact as a result of the current round of battle, so Stug is best used
vengeance after a loss in battle. This card allows the player to by an attacking player who expects to lose the round.
choose one champion to be destroyed. Note that the champion The special power of this ally can be used only if Stug is
is destroyed, not defeated in battle. Therefore special powers present at the end of the battle; i.e. has not been discarded as
such as those of Iuz the Evil, Strand Von Zarovich, and Drizzt a result of card-play during the round of combat.
Do'Urden are not triggered. The special power of Stug is written specifically for a multi-
The power of the Assassins is triggered when the battle is player game; however, if Stug is used in a two-player game it
over, and the player has lost. prevents any drawing of spoils.
Stug appeared in 1st edition, but lacked a special power. In the
3rd edition, he gained the power shown above
Halfling Mercenaries
222/500
Galek
Ally
Common 227/500
This ally strips any existing artifact and magical items from an Ally
opponent but has no effect on those played after them. Common
Half-Elf
This card is a reprint of Halfling Mercenaries (253/3rd) with an This ally can draw a card from the opposing player's draw pile,
altered text, but the same special power. playing it on this player's side if applicable or discarding it
For further information see SFGR 2, p. 159. otherwise.
This card is a reprint of Thought Eater (99/AR) with an altered Clay Golem is particularly effective if used in combination with
special power. Ki-Rin. Clay Golem is played first to remove any opposing
For further information see SFGR 2, p. 238. allies in play. Then Ki-Rin is played. If the opponent has no
more allies to play, the player is victorious. If the opponent can
play an another ally, he avoids immediate defeat, but the ally
Ogre Mage
played is immediately discarded.Clay Golem first appeared in
244/500 4th edition.
Ally
Common
Ki-Rin
Giant. This ally can cast wizard spells.
248/500
Ogre Mage is a good ally for inclusion in a deck featuring Ally
wizard spells, since this ally can cast wizard spells, even if the Common
attached champion cannot. Because the Ogre Mage is not a The opposing champion is automatically defeated unless he
wizard, it is not affected by 1st edition Midnight, Goddess of has or can play an ally.
Magic. Furthermore, the Ogre Mage need not ask permission
to cast spells if the 4th edition Midnight, Goddess of Magic is in Ki-Rin is particularly effective if used in combination with Clay
play, since it is not the champion that is using the wizard spell, Golem. Clay Golem is played first to remove any opposing
but the Ogre Mage, an ally. allies in play. Then Ki-Rin is played. If the opponent has no
Because the Ogre Mage is a giant, it is well matched with the more allies to play, the player is victorious. If the opponent can
cleric Tyvorg the Frost Giant. Since Tyvorg's special power play an another ally, he avoids immediate defeat, but the ally
increases his base level by 10 for each giant ally played with played is immediately discarded.
him, Tyvorg's total level is 26 after the Ogre Mage is played. A good combination is to use Ki-Rin with the magical item Net
Ogre Mage first appeared in 4th edition. of Entrapment. The Net prohibits the play of allies, resulting in
an instant win. Similarly, if Ki-Rin is used to defend Urik, the
opponent is automatically defeated, since the attacker cannot
Mermaid
play allies.
245/500 Ki-Rin first appeared in 4th edition.
Ally
Common Card Combo (from zuse2@webtv.net): In battle, cast ESP,
Swimmer. This ally's level is doubled when defending a realm which requires that the cards played into battle by the
showing a coastline. opponent are played face down. If the player guesses the card
type, it is discarded. After ESP is in play, play a card that
The Mermaid's special power is activated whenever this ally is requires the opponent to play a certain type of card, such as
defending a coastal realm, resulting in level bonus of +8. Melt Bone (requires the opponent play an ally), Loup-Garou
Mermaid is a great addition to a deck with many coastal (opponent must have or play a magical item), Ki-Rin (opponent
must have or play an ally). These cards make it rather easy to
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
Hero
Rumples 8
297/500 Dragonlance
Wizard Common
8 Amethyst can use any unarmed combat cards and can put two
Advanced Dungeons and Dragons such cards beneath her in the pool. She can use the cards
Common during her own combat, or she can play them for her sisters,
Gnome; adventurer. When Rumples is in a pool with five or Ruby and Jacinth, when they are in combat.
more other adventurers, this player may deflect harmful events
targeting him at any other player. Unarmed combat cards can be placed under Amethyst during
phase 3.
Any harmful event targeting the player's hand, pool, formation,
discard pile, Abyss, or Void may be deflected. Pearl
304/500
Diamond Cleric
298/500 3
Wizard Ravenloft
3 Common
Advanced Dungeons and Dragons Pearl can bless all allies played with her or her sisters, Amber
Greyhawk and Aquamarina, giving each ally a +2 bonus.
Diamond can come to the aid of her sisters, Emerald and
Topaz, and can act as an ally. Win or lose, she is discarded. Amber
305/500
Emerald Cleric
299/500 5
Wizard Ravenloft
6 Common
Advanced Dungeons and Dragons Amber can magically enhance all magical items held by her or
Greyhawk her sisters, Pearl and Aquamarina, giving each item a +2
Emerald can come to the aid of her sisters, Diamond and bonus.
Topaz, and act as an ally. Win or lose, she returns to her pool
minus any attached cards. Aquamarina
306/500
Cleric
Kai'Rik'Tik Serpent
340/500 346/500
Psionicist Regent
8 6
Dark Sun Birthright
Common Common
This thri-kreen can psionically Summon Planar Creature to use Awnshegh. The Serpent can cast cleric spells. In battle, it can
a monster champion from any pool as an ally. If Kai'Rik'Rik is turn into a giant constrictor snake (monster, base level 12), but
defeated, the monster is discarded. (Off) can no longer cast cleric spells.
Rahil's Blood History ability is used in phase 3 of the player's Bride of Malice
turn. 357/500
Wizard
Arlando El-Adaba 9
351/500 Ravenloft
Regent Common
8 Undead (vampire). This wizard is immune to psionic attack and
Birthright offensive unarmed combat cards. She can use blood abilities
Common and unarmed combat cards usable by dragons.
Arlando is a master diplomat. He can be discarded to end a
battle between any two players. Champions return to their The Vulture of the Core
pools without declaring a winner. No further attacks this turn 358/500
are allowed. This player gets to draw a card. Monster
6
This card is a reprint of Shapechange (212/3rd) with an altered This card is a reprint of Crushing Fist (344/1st-3rd).
text, but the same special power. For further information see SFRG 1, p. 211.
For further information see SFRG 2, p. 156.
Dispel Magic
Fireball Wizard Spell
363/500 370/500
Wizard Spell Common
Common Can be cast at any time to cancel the effects of a just-cast
Destroys immediately all opposing allies of level 4 or less. spell or to cancel an existing spell. (Def)
(Off/4)
This card is a reprint of Dispel Magic (346/3rd).
This card is a reprint of Fireball (331/1st-3rd) with an reversed For further information see SFRG 2, p. 179.
picture and the additional +4 level. Dispel Magic cancels the effect of any spell, offensive or
For further information see SFRG 1, p. 207. defensive, including another Dispel Magic spell. The 3rd
edition rules make it clear that Dispel Magic, Spell Turning,
Lightning Bolt and Reflection may be cast at any time to dispel or turn a just-
364/500 cast spell. A player must have a champion in the pool or in
Wizard Spell battle capable of casting the spell and must specify which
Common champion is casting the spell.
Immediately destroys one opposing ally of level 4 or less, or
one magical item, of the caster's choice. (Off/4) Wall of Fog
371/500
This card is a reprint of Lightning Bolt (332/1st-3rd). Wizard Spell
For further information see SFRG 1, p. 207. Common
No attacks are allowed against any player until this player's
Magic Missile next turn. (Off/3)
365/500
Wizard Spell This card is a reprint of Wall of Fog (371/1st-3rd) with an
altered text, but the same special power.
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é Card Combo (from zuse2@webtv.net): In battle, cast ESP,
cancelada ou dispersada, o custo ou consequência do seu which requires that the cards played into battle by the
uso/lançamento devem ser cumpridos. Com exceção quando opponent are played face down. If the player guesses the card
a maneira de utilização estiver especificada no texto ou regra type, it is discarded. After ESP is in play, play a card that
da carta. requires the opponent to play a certain type of card, such as
Melt Bone (requires the opponent play an ally), Loup-Garou
Reverse Gravity (opponent must have or play a magical item), Ki-Rin (opponent
385/500 must have or play an ally). These cards make it rather easy to
Wizard Spell guess the next card to be played, ensuring it will be discarded
Common and the opponent will be defeated.
All flyers become non-flyers and vice-versa until the beginning
of this player's next turn. Swimmers and earthwalkers are Leomund's Trap
unaffected by this spell. (Off/3/4) 391/500
Wizard Spell
This card is a reprint of Reverse Gravity (56/AR) with a Common
reversed picture (funny, eh ?). Hide under any realm in your formation; expose when the
For further information see SFRG 2, p. 224. realm is attacked. Any champion of base level 4 or less is
immediately discarded before the battle begins. (Off/3)
Mirror Image
386/500 Misdirection
Wizard Spell 392/500
Common Wizard Spell
This spell doubles the caster's current level. (Def/4) Common
Play just after an opponent has announced an attack on any
This card is a reprint of Mirror Image (58/AR) with an altered realm. Choose another realm in the same formation for the
text, but the same special power. champion to attack instead, which he and his allies may,
For further information see SFRG 2, p. 224. regardless of position or restrictions. (Off)
This card's power is activated whenever a realm or holding is Blingdenstone Symbol of Power
removed from play, which includes being discarded, sent to the 518/520
Abyss, or removed from the game. A razed realm that is Cleric Spell
replaced in the formation is considered removed from play. Chase
Place face down beneath a realm. If a Forgotten Realms
Poor Man's Fort champion defends the attached realm, its base level is doubled
514/520 and it is immune to offensive cards. (Def/3/5)
Holding
Advanced Dungeons and Dragons Dragon's Eye Symbol of Power
Chase 519/520
This holding can be attached to an existing realm for the +3 Wizard Spell
ally or it can be played directly into the pool as a realm during Chase
phase 2. While in the pool, it cannot be attacked through Place face down beneath a realm. If a realm in this player's
combat, nor does it count as a realm for victory conditions. formation is targeted by a spell that could raze or destroy it,
While in play, champions of this player do not require a realm discard the Dragon's Eye charm instead. (Def/3/5)
in their formation to remain in play.
The Winner's Cape
The Crystal Dome
520/520Artifact - TSR
515/520 Chase
Event This mighty artifact is the Grand Prize in the 1996 World
Chase Championship at the GenCon Game Fair. All of this player's
Cosmic rays cause crystals in the ground to grow, which in champions are immune to offensive spells (including Wish)
turn surround this player's pool. His champions all age, and the attached is also immune to harmful events. This
doubling their base levels until the end of this player's next artifact can be used by any champion.
turn. (Helpful)
The Winner's Cape increases a champion's adjusted level by
Towers of Menzoberranzan 10.
516/520 Although this artifact can be attached to any champion, its
Holding world is unique (TSR) and it
Forgotten Realms
cannot be included in any deck in a World War tournament.
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)
Maztica Moonwell
15/FR 23/FR
Realm Holding
Forgotten Realms Forgotten Realms
Common Uncommon
Coast The attached realm can cast cleric spells and is unaffected by
When this realm is first played, no heroes of level 6 or higher harmful cleric spells and events.
may attack or defend until the beginning of this player's next
turn. Pook's Palace
24/FR
Mulhorand Holding
16/FR Forgotten Realms
Realm Uncommon
Forgotten Realms When the attached realm is successfully defended, draw two
Common cards a spoils of victory.
Coast
Any champion defending this realm may cast wizard spells. Yulash
Clerics defending the realm gain +2 levels. 25/FR
Holding
Forgotten Realms
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
Cúpula BSW 2009: Mesmo um campeão imune a Wish deve realm with a coastline, regardless of its position.
ficar paralisado após usar esta magia.
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.
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
Council Aerie This card allows a player to take another turn by razing this
86/ART realm during phase 5 of his turn. When first played, Ancient
Realm Kalidnay is placed vertically in the formation. Once its special
9 power to grant an extra turn has been used, it is placed
Forgotten Realms horizontally in the formation, just like other razed realms. If
Uncommon rebuilt, it is still played horizontally, indicating its power has
Coast been used.
Dragon champions may defend this realm twice per turn. Ancient Kalidnay can provide only one additional turn per
Opponent's dragons may not attack. Any holding may be player per game. Temporal Stasis allows Ancient Kalidnay's
attached to Council Aerie. special power to activate and then negates it. Rebuilding the
realm won't allow the player to gain an extra turn.
Council Aerie can defend itself as a level 7 hero. Council Aerie
is an excellent realm for decks that have a lot of dragon Card Combo (from Scavenger's Spellfire Corner): If the Silver
champions. If a dragon champion is defeated while defending Spring holding is attached to Ancient Kalidnay, razing Ancient
Council Aerie, it may defend again. Kalidnay to gain another turn also razes another realm.
Shining Lands Cúpula BSW 2016: é permitido ao último jogador do ciclo (em
87/ART um torneio individual, o segundo jogador) arrasar Ancient
Realm Kalidnay e jogar seu turno extra ainda no primeiro ciclo do
Dragonlance jogo.
Common
The Shining Lands can be attacked only by flyers or Ur Draxa
earthwalkers. The realm and its defending champion are 93/ART
immune to offensive spells. Any holding can be attached to the Realm
Shining Lands. Dark Sun
Common
Bluet Spur This player's champions are immune to psionic attacks.
88/ART Champions with attached artifacts or magical items cannot
Realm attack this realm, although they can be added during battle.
6
AD&D Ur Draxa protects a player's champions from all psionic
Uncommon attacks, whether champions' special powers or psionic power
Coast cards.
Cannot be attacked by flyers and can defend itself as a level 6
monster that can cast wizard spells. Any holding can be Shault
attached to Bluet Spur. 94/ART
Realm
Hell Furnaces 6
89/ART Dark Sun
Realm Common
Greyhawk Shault can be attacked only by monsters or flyers. The city can
Common defend itself as any type of level 6 champion, chosen by the
The level of any dragon defending the Hell Furnaces is player when attacked.
doubled. Any holding can be attached to this realm.
Forest Ridge
Euripis 95/ART
90/ART Realm
Realm Dark Sun
Dark Sun Common
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
Invasion of the Undead Shar's power works like the spell Re-target, allowing Shar to
67/TU select the new target of the spell. This power effectively makes
Rule her immune to Wish, since she can deflect the spell.
Greyhawk Shar's power is considered a spell, in that her dispelling power
Uncommon can be negated with Dispel Magic and her deflecting can be
The undead rise up in wrath! Any undead champions killed in negated or deflected back with Dispel Magic, Spell Turning,
battle are not discarded, but are sent to Limbo. They return to Magic Draining Field, Re-target, etc.
their pool at the end of their next turn, without attachments.
Any undead allies lost in battle remain with them. This rule Baelnorn
card is immune to Wish. 73/TU
Ally
The Red Death 5
68/TU Common
Avatar Elf
19 Undead. If used in the successful defense of a realm, they
Ravenloft remain with the realm until it is razed.
Rare
Undead Chitine
Avatar; RAVENLOFT champions totaling 10+ must be 74/TU
discarded to bring the Red Death into play. On its turn, if can Ally
corrupt a champion of base level 5 or less. The player can 4
allow his champion to be the avatar's ally, or he can discard Common
the champion instead. If used, the champion returns to its pool, If played against a drow champion, it is +8. If played with Lolth,
minus attached cards. The Red Death may be used once per the Spider Queen, it remains with her and is shuffled back into
turn, but only during the player's turn. the deck if Lolth is defeated.
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 78/TU
21 Ally
Greyhawk 1
Rare Rare
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)
Cúpula BSW 2013: Cartas que possuam o termo “oponente” Crown of Regency
em seu texto, quando refletidas, tem seu efeito normal no 26/BR
lançador original (Con Game/Rebater – Espionage/ Deflection, Magical Item
etc.). Common
When the attached champion is used in defense, the crown
Chaos! copies the powers of any holding in play for the defending
19/BR realm. (Def)
Event
Rare Armor of The High King
All players (starting with the event player) take turns playing 27/BR
event cards until all event cards in all hands have been played. Magical Item
Events which state they can only be played at certain times 4
(Caravan, Weasel Attack, etc.) are played with no effect. Common
(Harmful) During phase 3, the attached champion can retrieve one blood
ability card from his discard pile to his hand. (Def)
While it make take a while for the effects of Chaos! to be
played out, this event does not have a lasting effect, and thus Card Combo (from Bluntaxe's Spellfire Page): Use Armor of
is not affected by Wish. the High King to recover Create Minion each time it is used to
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 Dragons defending this realm are immune to offensive spells,
to a Ravenloft realm in your formation. Now all of your psionics, and blood abilities. This realm can defend itself as a
defending undead double their base levels. level 6 dragon champion.
Dragon Mountain This realm is a coastal realm. This realm allows all defending
#2 of 100 dragons immunity to offensive spells, psionics, and blood
AD&D abilities. This immunity extends to include special powers that
Realm fall under these three categories, like the ultrablast power of
Can only be attacked by flyers or earthwalkers. Infyrana the Kerm of Tyr [PO-21], but only those that affect the defender,
Dragon's base level is doubled when defending this realm. not the defender's pool or hand. Keep in mind that the level 6
realm champion is a dragon, and therefore is also entitled to
This realm is very similar to several other realms, in that it can the immunities. This realm should be considered for dragon
only be attacked by flyers or earthwalkers. If you are theme decks, but does not give a lot of benefits to decks with
constructing a deck that limits the number of possible attackers few dragons in them. It should be remembered that the realm
that an opponent may use, this one should be considered. The has none of these immunities except when defending itself in
ability of doubling Infyrana's base level when defending is a battle. If you are considering a deck whose realms all possess
nice touch, but not altogether practical, because it means you realm champions, keep Dragonspine Mountains in mind, for
must rely on having that one card in your hand or pool when the added immunity to the champion makes this realm
attacked. Although not a bad realm, if you're debating over one champion quite a challenge.
realm of this sort, Shining Lands [AR-87] is a better choice, as This realm has to powers that make it a good addition to any
it also adds spell immunity and the ability to have any holding deck. Since Menzoberranzan appears in virtually every deck,
attached to it. In addition to the Shining Lands, Dragon the Lair's power to discard Menzo is very useful.
Mountain is a fine choice. While Triumvirate realms are not seen nearly as much as
Menzo, negating Triumvirate allies is a nice additional benefit
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 slaying all in it's path. When the dragon had it's fill of feast and
cards that retrieve champions from the discard pile, because it booty the city lay in ruin."
is not restricted by being a spell, therefore you don't need a - Lord Bo the Champion
champion in the pool to cast the spell, or conform to turn phase
restrictions. This event does cause you to return the cards to Dragon Fear
your hand, so make sure you don't use this right before you #21 of 100
have to discard down to the maximum number, unless you Event
have room for two more cards. Since Dragon's Graveyard is a All champions of base level 5 or less suffer from dragon fear
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].
After the opponent draws and discards a card, checking the
Phase last digit for a zero, one, or two. If he or she find one of these
#68 of 100 numbers they must discard their champion to the discard pile.
Psionic Power If the card number is higher than a two, the psionic power only
Before attacking, a champion can use this power to ignore any gives a plus five during the course of battle, but with the
realms special power. (Def/3) Dungeon card Powers from the Savage Land [DU-20] it would
become a mighty +10 bonus. This card is a weaker form of the
When this power is attached to a champion, that champion famous Vorpal Blade [FR-56], which is more likely to behead,
may ignore any realm's special power that it attack's for the and can be used in more than one battle. If a two or less is
current turn. This psionic power is discarded as soon as this drawn the champion dies and the battle is over. Good cards to
player ends his turn. The champion must still abide by use with this are the champion Marco Volo [3rd-50], or Ren's
formation restrictions, they cannot attack a realm in the back of Crystal Ball [4th-451] since they can do some recon work on
the formation unless they have other means of getting to it. an opponent's deck to make sure the opponent will draw a two
Only offensive powers are ignored by the champion, defensive or less when in battle. The rule card A Sure Thing [NS-74] will
abilities of a realm still function normally. An example of an also ensure a victory in battle without making them draw a
offensive special power would be in the Griff Mountains [DR-5], card. With this card's nice plus and the ability to instantly win a
champions and allies that are not flyers lose their special battle it fits well in a deck based around psionic powers, or
powers attacking this realm. A defensive power also on the support cards looking for a quick and easy win in combat.
Griff Mountains is, defending dragons and giants are double in Cards that negate the affect of this power are the Herald of Mei
base level, and immune to offensive magical items. Since Lung [NS-54], Wyrm's Decree [DU-19], and Mind Shield [PO-
realms do not have offensive or defensive designation each 72] since they protect a player from cards that examine or
player will have to judge the cards in question. A good rule to discard cards from the draw pile. In the event this psionic
follow is that offensive special powers are ones that directly power is put into battle with one of these protective cards in
affect an attacker, and a defensive special power is one that play only its bonus has any affect.
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. until their owner discards one magical item for each champion.
You may even attach an AD&D artifact to the Figurine (Harmful)
champion.
This is a very effective way to remove dragon champions from
Perhaps the rarest Figurine of Wondrous Power, The red the game, at least temporarily. It affects all dragons in play,
dragon figurine will actually transform into a young red dragon. including your own, so this event is best played in decks
The advantages of this are readily apparent and any person in without dragon champions. One magical item must be
possession of one of these rare items is lucky indeed! discarded for each champion in Limbo to return them from
- Raz-goul the alchemist and sage. play. Magical items discarded for other reasons, such as for
Bag of Holding [AR-28] do not count towards this requirement,
Sapphire the Blue Dragon but the magic items can be discarded at any time for the
#15 of 25 champion to return. If you know one of your opponents is
AD&D playing a dragon deck this card is an easy choice for you own
Psionicist deck. However, if you do not know ahead of time what your
6 opponents are playing it is probably better to pass on this card
Flyer. Sapphire can use wizard spells. At the start of battle, he in favor of one with a broader scope, such as Treasure [4th-
may breath lightning on the opposing champion, who must 130]. If you do decide to play with Treasure Hoard, a good
discard all attached items or a realm from his player's hand. card to play with it would be Throne of the Mountain God [4th-
510] to put your opponent's dragons in the Abyss.
Sapphire is a dragon and flyer, and is affected by cards that
target dragons and flyers. At the beginning of combat, Dragon's Bones
Sapphire can give the opposing champion a choice: discard all #18 of 25
attached items, or the player must discard a realm from the Magic Item
hand. If the opposing champion does not have any items at the +4
start of combat his player is then forced to discard a realm
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 Under Castle Strahd
card instead goes to the Void. 7/100
Dungeon
Dungeon of the King Common
2/100 This player's Ravenloft champions all become undead, and
Dungeon Young Strahd's special power has no effect on this player's
Common champions.
This player's champions do not need to ask permission to use
spells, psionic powers, unarmed combat cards, blood abilities, Palace of the Celestial Light
or thief skills. 8/100
Dungeon
Lair of Dregoth, the Undead Dragon-King Common
3/100 This player's clerics need never ask permission to cast spells.
Dungeon Avatars may not attack this player's realms, nor may they
Uncommon defend against this player's cleric champions.
This player may discard a Dark Sun champion from his pool or
hand to psionically turn a just-cast spell back at its original Field of the Battle Lord
caster. 9/100
Dungeon
This dungeon's power is considered a psionic power, and can Rare
be negated with Brain Drain, Dispel Psionics, and Psionic This player's heroes do not discard unarmed combat cards at
Reflection. Similarly, the dungeon's power does not function if the end of combat. Instead, they are retained for future
Psychic Storm is in play. combat, adding the cards' bonuses but ignoring their special
powers.
Domain of Takhisis, Queen of Darkness
4/100 The Belly of the Beast
Dungeon 10/100
Common Dungeon
This player's monster (dragon) champions are immune to all Common
events, spells, artifacts, and magical items that instantly This player's monsters are immune to hero unarmed combat
discard or defeat them. cards. They may also use any unarmed combat card
themselves (hero, dragon, undead, etc), regardless of
Only champions that are both monsters and dragons benefit restrictions.
from this rule card.
A player with the Belly of the Beast is immune to any unarmed
Undermountain combat cards that do not specifically indicate they are usable
5/100 by certain types of champions other than heroes (e.g. "usable
Dungeon only by dragons").
Common
Each time this player is entitled to draw spoils of victory, he Pit of the Mind Lord
may also take the bottom three cards of his draw pile. Any 11/100
monster champions there may be placed into his pool. Any Dungeon
other cards are placed on the top of his draw pile. Common
This player's realms and his psionicist champions are immune
Labyrinth of Castle Greyhawk to all spells cast in phase 3.
6/100
Dungeon The Torture Room
Rare 12/100
This player's Greyhawk realms may only be razed or discarded Dungeon
through combat. Common
This player may reshuffle his discard pile into his draw pile any
Cataclysm can be used in combat to discard the realm being time there are three or more blood abilities in his discard pile.
attacked. Similarly, Tarrasque and Raze can be played during No champions have immunity to this player's blood abilities
combat on the realm being attacked. while this dungeon card is in play.
Although the power of Iuz the Evil takes effect after combat
has ended, because Iuz's power is combat-related, Iuz can Maze of the Guild
raze the realm being attacked, even if protected by the 13/100
Labyrinth of Castle Greyhawk. Dungeon
The player with the Labyrinth may voluntarily choose to raze a Common
Greyhawk realm, such as in using the power of Scarlett
Brotherhood.
The power of the Dragon's Refuge takes effect after any The power of The Forgotten ruins is considered an immunity. It
opposing player's dragon champion is defeated, even if the is therefore affected by cards like Takhisis' Helmet of Power
combat does not involve an attack on the Dragon's Refuge. (which negates all immunities).
By making a player's champions immune to unarmed combat
Cities of the Sun cards, this realm's power protects the player from Fighting
29/100 Dirty, since champions' immunities protect the player during
Realm combat.
Birthright
Common The Hidden Village
This player's champions may all use blood abilities. 35/100
Realm
Border Post Common
30/100 The treant ally guarding this realm is immune to all cards
Realm played by or attached to an opposing champion except those
5 that contain the word "fire" or "flame."
Greyhawk
Uncommon Bitter Knoll
This realm can defend itself as a level 5 hero. If it is in the 36/100
same formation as the Border Garrison, its level adds to that Realm
realm. Common
Any realm played into the formation after the Bitter Knoll is
Border Garrison converted into an AD&D realm. If this realm is razed or
31/100 discarded, all converted realms return to their original
Realm trademarks.
10
Greyhawk The Ogre
Rare 37/100
This realm can defend itself as a level 10 wizard. Regardless Hero
of where it is in the formation, it must be attacked first. 7
Birthright
If a player wishes to attack a formation containing the Border Common
Garrison, he must attack the Border Garrison. Movement Awnshegh; can use blood abilities and all unarmed combat
restrictions remain in effect, so if the Border Garrison is cards. In combat this player may take the top three cards from
protected, only flyers or earthwalkers can attack. any opponent's draw pile. Any monsters join the Ogre's side as
allies; all other cards are placed at the bottom of the owner's
Card Combo: To make your formation nearly impossible to draw pile. At the end of combat, the monster-allies go to their
attack, place Border Garrison in a protected location in the owner's pool.
formation (at least one realm is in front of it in the formation).
Then attach the Triton Throne. Any attack must first target Fire Dragon
Border Garrison. Triton's Throne allows only swimmers to 38/100
attack. Border Garrison is protected and does not show Monster
coastline, so swimmers cannot attack. Only a champion that is 10
both flyer and swimmer, such as Deathstream, Black Dragon Dragonlance
and Mykell, Amethyst Great Wyrm, can attack. Rare
Flyer. This monster's searing breath weapon destroys all cards
The Ruins of Iolonia attached to a champion when it first enters combat. Other
32/100 cards can be attached subsequently.
Realm
Ravenloft Zaranda Star
Rare 39/100
These ruins are so forlorn that only undead champions and Regent
allies will attack this realm. 7
Birthright
The world logo is missing on this card, but it is considered a Common
Ravenloft realm.
During a round of battle, the Master Illithid can shift up to two Realm artifacts can be played (attached to a realm) in phase 3
cards of the same type (e.g. ally, magical item, thief skill, or in phase 4 if the realm is defending itself.
wizard spell, etc.) that are attached to the opposing champion
to the player's side. This can include cards not normally usable Net of Ensnaring
by the Master Illithid or its champion, such as artifacts from a 57/100
different world. Artifact
The Master Illithid need not use its full power all at one time. +3
For example, the Master may choose to take one ally, and Forgotten Realms
then take another ally later in the round of battle. However, Rare
once the card type to be taken is chosen (e.g. when the first This artifact can only be attached to a Forgotten Realms realm.
ally is taken), the card type cannot be changed. Any cards played by attacking champions during combat are
If a card's power has already activated, it does not reactivate sent to the Abyss after the battle is resolved.
once the Master Illithid has moved it to his side. For example, if
the Master Illithid is used to shift Fighting Dirty after its power Realm artifacts can be played (attached to a realm) in phase 3
has been used, it retains its level bonus but cannot be used or in phase 4 if the realm is defending itself.
again to discard the opponent's cards.
If the Master Illithid tries to shift cards whose powers have Battering Ram
already been "used up", the attempt is legal, however, the 58/100
cards will not be useable by him. If ever the Master Illithid Artifact
takes a card that is unuseable, he is just preventing your +?
opponent from using it which is a perfectly legal action. Greyhawk
Uncommon
Se Master Illithid muda de lado em uma batalha, as cartas This artifact can only be attached to a Greyhawk realm. Its
puxadas mudam de lado juntamente com ele. bonus is equal to the number of Greyhawk realms and
holdings in play.
Regra existente na carta Symbol of Persuasion [60-DR]
“An example is if the ally Master Illithid [DU-53] has shifted two Realm artifacts can be played (attached to a realm) in phase 3
magic items from an opponent and the opponent plays this or in phase 4 if the realm is defending itself.
symbol, then the ally switches sides and the magic items also
switch sides since that player no longer controls the Master
Ballista
Illithid.”
59/100
Cúpula BSW 2009: Este aliado pode pegar cartas oponentes Artifact
mesmo se estiver vencendo. +5
Dragonlance
Cúpula BSW 2015: O poder do aliado pode ser usado para Rare
roubar cartas antes da ativação de seus poderes. This artifact can only be attached to a Dragonlance realm. If
this realm is attacked, it can target an opposing player's pool
and destroy one artifact or magical item.
Bottomless Horror
54/100 Realm artifacts can be played (attached to a realm) in phase 3
Ally or in phase 4 if the realm is defending itself.
+?
Clockwork Ogre
71/100
Magic Item
+8
Uncommon Drain Will
If the attached champion is discarded in battle, this mechanical 75/100
marvel returns to the pool and is instantly attached to another Psionic Power
champion. If there are no champions in the pool it returns to Uncommon
this player's hand. (Def) Discards one champion of adjusted level 9 or less in one pool.
No champions in that pool may attack until after that player's
Amulet of Spell Turning next turn. (Off/3)
72/100
Magic Item Eat Dirt!
+3 76/100
Rare Unarmed Combat Card
Whenever an offensive spell is cast at the attached champion Common
or his pool, this player cuts his draw pile and checks the last Opposing champion returns to his pool with his attachments.
digit of the card number of the card revealed. If it is 0-7 the The battle may continue with a new champion. (Off/4)
spell is turned back at the caster. On an 8 or 9 the spell takes
effect normally. (Def) Vital Blow
77/100
The Amulet is effective against spells cast at the attached Unarmed Combat Card
champion, spells cast generally against the player's pool (such +5
as Death Fog), and spells cast at other champions and Uncommon
attached cards in the pool. The opposing champion is sent to the Abyss if defeated,
Because of the wording on the card "Whenever an offensive regardless of any special power he may have. (Off/4)
spell is cast...," the Amulet can only be used once per
offensive spell. If an offensive spell is successfully spell-turned,
Supernatural Strength
and then the original caster plays Spell Turning, the Amulet
cannot be used again, since a second offensive spell has not 78/100
been cast. Unarmed Combat Card
Common
Usable only by any undead or dragon champion. The base
Psionic Disintegration
level of this champion is doubled until the end of this round of
73/100 combat. (Off/4)
Psionic Power
Rare
Create Minion
Cannot be used in a deck containing Disintegrate (393/2nd).
Destroys one realm, regardless of position. The destroyed 79/100
realm must be discarded. This player can make no attacks this Blood Ability
turn. (Off/3) Common
Return one champion from your discard pile to your pool. The
Despite the specific notation on the card, Psionic restored champion is now considered undead. (Def/3/5)
Disintegration cannot be used in a deck with any edition of
Disintegrate. Card Combo (from Bluntaxe's Spellfire Page): Use Armor of
the High King to recover Create Minion each time it is used to
Cúpula BSW 2008: não pode afetar reinos destruídos retrieve a champion from the discard pile. If the Staff of
(virados). Seu efeito somente funciona em reinos Mimicry is used to duplicate the Armor, two champions can be
inteiros/construídos (unrazed). Para efeito de "destruir", recovered each turn. This combo is very effective to recover
compreendemos que o termo "destroy" ou "destroyed" champions like Korgunard the Avangion that are often
(destruir, destruído) equivale a "raze" (arrazar), portanto, a intentionally discarded.
palavra destruir, expressa nessas cartas, cumpre o requisito
de arrasar quando for necessário. Melt Bone
80/100
Cúpula BSW 2013: Quando uma carta suporte, evento, etc é Blood Ability
cancelada, o custo ou consequência do seu uso/lançamento +6
devem ser cumpridos. Com exceção quando a maneira de Uncommon
utilização estiver especificada no texto ou regra da carta. Opposing champion must immediately play an ally or return to
his pool defeated (discard all attachments). The battle may
Cúpula BSW 2016: o termo destroy/destruir NÃO deve continue with a different champion. (Off/4)
continuar sendo entendido como sinônimo de arrasar, mas sim
de DESCARTAR, de forma que as cartas acima (e outras que If this card is played by an attacker and the defending player
contenham o referido verbo) passem a afetar reinos chooses not to bring forward another defender, the realm is
arrasados. razed.
Magic Draining Field Card Combo (from Tim Barth, barth@twcny.rr.com): Play
74/100 Divine Wrath so that your opponent cannot play allies. Then
Psionic Power follow with Melt Bone, which requires the opponent to play an
Common ally or be defeated.
The cards are dealt first to the opponent, then to the player. If What Goes Around Comes Around is in play, Hijacking can
This means that if there is an odd number of cards in the pool, only be used against the player that initially drew extra cards,
the opponent will get one more card than the number since Hijacking does not work on extra cards drawn as a result
discarded. of a rule card.
Cards that remain with the opponent may be freely rearranged Hijacking cannot be played from the hand after
among hand and pool. For example, magical items may be Transformation! has been played, since the hand must be
attached to a different champion after the Con Game. discarded as a result of Transformation!
If the opponent has a borrowed champion in the pool, such as Hijacking can be played on the target of Kelaser Redbelt's
through Curse of the Azure Bonds or Tyranthraxus, the power to take the five cards and leave the target player with no
Possessing Spirit, and the event is discarded, the champion cards.
returns to its original pool. If the champion is discarded, all
cards attached to that champion are discarded, regardless of Liga BSW: Hijacking redireciona a compra de cartas para o
how they were dealt. Also, if the champion is discarded, the seu possuidor, logo cartas como Herald of Mei Lung e Wyrms’
Curse or Tyranthraxus may be returned to the hand (assuming Decree anulam completamente seu poder, pois se não há
the event was not discarded in the Con Game deal. descarte de cartas, não pode haver compra.
Cúpula BSW 2013: Cartas que possuam o termo Cúpula BSW 2016: quando o saque de cartas extras é
“oponente” em seu texto, quando refletidas, tem seu efeito redirecionado para outro jogador pelo uso de cartas como
normal no lançador original (ConGame/Rebater – Hijacking e Frevo, a carta que provocou a mudança não passa
Espionage/Deflection, etc.) a ser considerada a fonte das cartas extras, funcionando de
forma análoga a Deflection e Re-Target, não podendo ser
Legal Loophole afetada pelo aliado Block Golem ou pela fortaleza Not So Fast.
83/100
Thief Skill Fortune Telling
Common 87/100
This skill may be attached to any thief to allow all of this Thief Skill
player's thieves to ignore the effects of any rule cards in play. Common
Lasts until the attached thief is discarded. (Def/3) Play this skill on a champion in any opponent's pool and call
odd or even. Then cut the owner's draw pile and check the
Tumble Out of Danger card's last digit. If you are correct, the champion is sent to
84/100 Limbo until his owner discards a champion with a base level
Thief Skill equal to or higher than the champion's. If you are wrong, your
Uncommon opponent gets the card that you cut to and may play it
This skill may be played at any time to redirect a spell or event immediately (if legal). (Off/3)
that targets the champion using this skill. It can be redirected
at any champion in any pool or in battle. (Def) Gather Information
88/100
The redirected spell or event must target the champion using Thief Skill
this skill, but it may also target other champions. For example, Common
Slave Revolt targets a champion from each opposing pool. If a Look at the top 5 cards in any opponent's draw pile. If you
thief is targeted, he could use Tumble Out of Danger to choose, you may discard the champion using this skill to place
redirect the effects of Slave Revolt to another champion. the cards on the bottom of their draw pile. (Off/3)
Card Combo: With the rule card Brandobaris's Inversion (All What Goes Around Comes Around
champions of base level 6 and above are reduced to level 2...) 100/100
in play, cast Spectral Dragon. All champions with a base level Rule Card
of 6 and above (before Brandobaris's Inversion is played) are Common
discarded. Played at the beginning of the player's turn, this card is not
discarded. It affects all players and remains in effect until any
Ball Lightning other rule card is played.
94/100 All cards that allow a single player to draw extra cards into his
Wizard Spell hand (such as events, realms, artifacts, holdings, etc) allow all
+? players to draw an equal number of cards instantly.
Forgotten Realms This rule can only be removed by playing another rule card. It
Uncommon is immune to champion powers, events, and the Wish spell.
Castable only by Forgotten Realms champions. This spell
increases in power; a champion gets 1 lightning ball for every 2 When What Comes Around Goes Around is in play, if any
base levels he has, to a maximum of 4. Each lightning ball can players receive extra cards, regardless of the source, all
add 3 to the caster's level or can destroy one opposing ally. players receive the same number of cards under the same
(Off/4) conditions. For example, if one player plays Good Fortune, all
players receive five cards. If a player uses Bag of Beans, all
players cut their draw piles and take a card, discarding any
Black Hand Thieves Guild Enter Darkness Together can be Deflected, but another Enter
5/25 Darkness Together cannot be used to cancel this event.
Holding That's Chuck Carey on the card.
AD&D
Chase Cúpula BSW 2008: Ela pode ser defletida, o que faz com que
May be attached to any realm. While this holding is in play all o jogador de EDT, caso ainda queira cancelar o evento/feitiço,
players must discard down to five cards any time they have precise rasgar a própria EDT para fazê-lo. Ex: Jogador A lança
nine or more cards in their hand. Cataclisma, jogador B lança EDT, jogador A usa Deflection, se
o jogador B quiser que o Cataclisma ainda seja cancelado terá
When drawing cards for any reason, all cards must be drawn que rasgar o EDT para fazê-lo surtir efeito.
first. Then, if the player has nine or more cards, the player
discards down to five. Recorder of Yé Cind
This holding is an excellent addition to 75- and 110-card 11/25
decks. Games with these deck sizes have maximum hand Artifact
sizes of 10 and 12 cards, respectively, so the power of the +3
Black Hand Thieves' Guild will be triggered often. AD&D
Because this holding affects the player, in addition to Chase
opponents, it's a good idea to include the Herald of Mei Lung Usable by any champion. At any time, this player may look at
in any deck that includes the Guild. The Herald grants any cards which are in play face down. Once per turn, this
immunity to all cards, including the Guild, that force cards to be player may randomly pull half the cards from any player's hand
discarded from the hand. and look at them.
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
Treemon Crosse This silver bullet type card was made to nail some cards that
40/99 can be very useful or powerful. Specific cards this even foils
Greyhawk include Myrmidons [1st-61], Gatekeeper [3rd-422], Delsenora
Wizard [1st-c10], Helm [FR-89], Yorgia Sandow [PO-10], Ellorelloran
8 [TU-93], Manshoon of the Zhentarim [RRc6], Gib Kcir [RRc16],
Elf. Can use Hero unarmed combat cards and thief skills. Bag of Holding [Ar-19], Well of Many Worlds [DR-77], and the
Treemon, a master infiltrator, can always see any pool that is Assassin's Guild [NS-14]. When used against many of these
face down. Before battle as a defender only, Treemon can cards, this is a simple counter effect card, but sometimes it can
send the attacking champion back to its pool and choose a be quite aggressive and annoying, like in the case of
different champion to attack instead. Myrmidons, or if used to make the discards for an avatar
wasted. This is a very good card in many different situations,
This is a very interesting card that work itself into many decks. so you will find a use for it in most games, especially in
First off, it is one of the highest level elf champions a person tournament level matches. However, it won't be used in all
could find, therefore making it a good idea of a fun elf theme. matches, and in multiplayer games stopping one effect of one
Something that will make it better for most tournament quality player just earns you an enemy. The use of this card is very
decks is his ability to use many different kinds of support much dependent on your style of play. If you want to focus on
cards: wizard spells, UCC's, and thief skills (before IQ, only 3 yourself and defense, there are good cards, but if you like
champions could use both thief skills and wizard spells). Also meddling and annoying other players, this is definitely a card to
add to this fact that he can see can see face down pools (such add!
as those caused by Cyric [FR-92] and the Etherial Champion
[4th-508]), and he can be an excellent sniper against the The Gathering
opponent's pool with spells like Wish [FR-42] or Otto's 43/99
Irresistible Dance [RR-67]. Finally, she can be the ultimate Event
defender. In any deck with instant defeat cards, she can be When played, this player may search his deck for up to 10
strong, in that she can stop an attacker. The obvious thing to levels of non-avatar champions (4 maximum) and place them
use are instant defeat items (like Sword of Sharpness [DU-64]) in his hand. (Helpful)
or allies (like Nobel Djinni [1st-84]). However, this can be
especially strong by either imitating other champions or pulling This card is the key for many decks. Any deck that requires a
them into battle. Good example of this would be Helm of non-avatar champion (under level 11) for a combo can use this
Teleportation [1st-219], Johdee's Mask [1st-218], or Drawmij's card, being the ultimate search and recover card for
Beneficial Polymorph [DU-93]. This could be instant victory if a champions. For instance, an annoyance deck might go get
player has both the Living Wall [PO-58] and Bilago Lumen Hettman Tsurin, Marco Volo, and Necba the Wrathmaker.
[PO-17] sitting in his pool ready, even if they can't come Adventurer decks could easily help their champions activate
forward into combat. Anyway, this card will find itself into many their powers requiring other adventurers in the pool. A magic
different decks (both combat and non-combat decks), so one item deck may require Chernevik [4th-347] to keep them safe.
needs to know it well to defeat it's many uses. But best of all, the champions go to your hand, allowing you to
keep them secret from your opponents when you play this
Torgo, the Mad Scientist's Assistant card. Also, with a huge 4 champion limit, level 1 or 0
41/99 champions are easy to thrown in. A complete list of those
AD&D champions are Living Scroll (0) [2nd-408], Gelatinous Cube (0)
Cleric [3rd-421], Gatekeeper (1) [3rd-422], Lernaean Hydra (0)
6 [DRc7], Orcus (0) [NS-44], Crawling Claws (1) [NS-66], and Mij
During phase 3, while this champion is in play, any two allies Reltub, the Spellfire Oracle [IQ-14]. Also, remember the ? level
can be combined (levels added together) into a single monster champions count as zero, so one could get 4 Dragon Mountain
champion. This champion keeps the powers of the allies as its Kobolds [IQ-20]. Finally, this card is perfect for an instant win
own. Any champions formed this way stay in play even if Torgo deck. The ability to get the Living Wall [PO-58], Lovely Colleen
leaves play. [1st-c22], or even the Elf King [3rd-440] usually will earn you
spoils and is worth this event slot to be used. Don't use this
This event is for the players out there who are of the revenge This is one of the few good reasons to play the Purveyor of
school as opposed to prevention. If you lose one or more Events [DU-16]. This nice event can't be countered or negated
champions or realms, then you force the person who caused with the Purveyor out, and that also works with any event
you to do that with a same effect with very little counter (only played after it (including horrible ones like The Fates [BRc23]
Enter Darkness Together [DUc10] stops this event). In most or Cataclysm! [1st-99]), as every event would be protected. It
cases, this will just be used after you have been hit by a Wish is for this reason that the Azure Tower [DU-24] was not
[FR-46] or Estate Transferance [3rd-437] (yes, abyssalizing is allowed to be used with this card (as the Tower is one of the
covered by this event as well, but any discards from this event most picked dungeons ever used). However, the Purveyor had
go to the discard pile), but there are a few situation where no reason to play without this card. This combo will make it
more cards can be forced out. For instance, if you were forced into many decks in many different settings, and the only way to
to discard a lot of champions and realms due to a Fates/ Sure get rid of it is to go after the Dungeon. Should it be used in
Thing combo, this can destroy the person who pulled it off, decks other than those with the Purveyor? Not likely, as it is
making it almost an Apocalypse [IQ-47] situation. This is a too easy to counter to base a strategy upon it, except that it
This is a very interesting new card. First off, it is the only way Reincarnate
to cancel the effect of Enter Darkness Together [DUc10], 70/99
something that has already won the hearts of many Wizard Spell
tournament players (it's better than choosing between This spell returns any one non-avatar champion from your
canceling the target or ripping up the card). Next, being a discard pile to your pool, but changes the icon of the returned
magic item, you don't need to worry about what champions champion to that other than the one shown on the card. The
can use it. Heck, with being able to be discarded from hand, it casting player chooses the new icon. The other abilities of the
can even be safe from a Wand of Telekinesis [DL-63]. The returned champion are unchanged.
defensive +5 can also be useful in battles when you don't have
a better card handy, making it one of the most useful counter This is a very useful spell. First off, it should be noted that this
cards available. The biggest question if your deck needs the is a wizard spell, thus making this card useable with
countering ability. It cancels any counter card, whether that Reincarnate [FR-33], a cleric spell. This spell lets you return a
counter is stopping an event, spells, power, ability, or champion in to play, much like Heal [RV-45], Resurrection [FR-
whatever. The decks that won't get much use out of it are 34], and Coming of the Phoenix [RR-56], however this wizard
defensive speed decks. Decks that focus around a support spell also lets you grant that card a new ability. Now, this could
card (such as the Phase Out/Forbiddance/Permanancy be annoying for a wizard in a wizard spell deck, as they
theme) could use this to ensure their key cards get used. The couldn't cast wizard spells any more, but could be VERY good
other type would be a very offensive deck that focuses on for a deck that uses a sprinkling of other cards. If a deck just
winning by blowing apart the enemies. This would let your dabbles in spells, thief skills, or psionics (as many good decks
most destructive cards get through tough defenses. I can see have been known to do), the ability to bring back a combat
this card showing up in lots of different tournament and vicious focused card like the Living Wall [PO-58] or a pool only card
fun decks. like Hettman Tsurin [4th-257] to use those power cards could
be VERY useful. Many cards exist to give champions ability to
Orb of Delight use a support card type, but few are general enough for a
68/99 "mongrel" deck, and no others let you get a champion back at
Magic Item the same time. Therefore, I would recommend this card for any
+6 deck built around using powerful support cards where not
During phase 3 or 5 (but not both in the same turn), this player every champion can use every card (or even decks where they
can return to his hand from the discard pile any two non- use many champion types to use the same support card, like
undead allies. Wizard Spell decks that use other champion who say "may use
wizard spells" in their powers).
For a combat based deck, this card could be extremely
powerful. Similar to the Ghost Crystal [4th-168], this allows you Stoneskin
to get allies back to your hand. However, the Ghost Crystal 71/99
works only for undead allies, like the Dreaded Ghost [4th-246] Wizard Spell
and Ancient Dracolich [NS-81], and the Orb of Delight works May be cast at any time to counter any just played unarmed
only for non-undead allies. Some of the best allies to get with combat card, and makes the champion immune to unarmed
this card include: War Party [3rd], Intellect Devourer [4th-213], combat cards for the duration of that combat round.
Assassins [4th-221], Flesh Golem [RV/4th], Brine Dragon [DL-
69], Chimera [DRc13], and Master Illithid [DU-53]. There is While this is the only wizard spell that protects specifically
also another great advantage of the orb; it can work in phase against unarmed combat cards, it isn't that powerful. Currently,
5, after combat (The Ghost Crystal works only in phase 3), so 3 cards exist that negate a UCC: Reversal [4th-435], Counter
you can return the allies that let you win the attack (or died in a [4th-437], and Evade [DR-98]. All of these are usable by any
feeble attack). This works very well in formats with large deck champion, which by itself can make them more useful.
sizes, so allies are easier to fit in. It would also work well in any Stoneskin's biggest advantage over these cards is that it
deck that uses some instant win allies. I highly recommend this protects you from any further UCCs for the round of battle.
card for any deck that has room an the allies to make it useful. This could be useful for a spell deck (with Mulmaster [1st-33]
to let you draw a card from this counter), but not in most
Atonement tournaments. Typically, the only UCCs people see in
69/99 tournaments, specifically 55-card environments, are Slap! [IQ-
Cleric Spell 78], Fighting Dirty [DUc3], and SOMETIMES Breath Weapon
Place this card and the caster into the abyss, then take any III [DR-96]. Very rarely in a tournament would you see more
other card from your abyss and put it into play. (Def) than one of these used in a combat round, therefore making
Reversal the card of choice. The times to use this card is in
This card definitely has some uses, but most are very combo more fun settings where dragon, undead, and hero decks
related. The only time to use to use this as a general card is show up more often. In those cases, this card will see more
when you know you are facing a deck focused on sending use and be most effective.
things to the abyss, especially realms. However, even this
silver bullet type solution isn't a great one (though, since it Gen
doesn't list phase, one could in phase 1 or 2 realize they have 72/99
no realm, and use this card to get a realm sent to the Abyss by Ally
an opponent's Estate Transference [3rd-437]). Therefore, the +1
best combo to work for focuses around Gir Kcir [RRc16]. Many Can only be attached to a wizard, to whom it becomes a
cards have been used to let a player use her power often, familiar. Once attached, Gen MAY search this players draw
including copying cards, the Gatekeeper [3rd-426] and copiers, pile for any spell that can be cast during phase 4. The spell
and the Ward of Freedom [4th-411]. This card could be used
Not many Spellfire cards have a cost, so ones that do need to Claws of the Wolf
be examine carefully. This one forces you to discard any card 98/99
(your choice) from your hand. That means that this card needs Blood Ability
to be worth two cards to play it for you. The +9 is great and +4
significant, and the ability to use any one support type you Stays with the champion until dispelled or the champion is
didn't already have access to is nice, but most decks won't defeated. This champion can discard one opposing ally of level
need this. Unless you are going with a complete mongrel 7 or less. (Off /3/4)
theme (only the most powerful cards of all types), this one
shouldn't be needed. The best use for this one is actually in This blood ability has a lot in common with another Blood
Sealed deck competitions (ironic, ain't it?), as you often need Ability: Animal Affinity (BR-36). Both grant a +4 (AA with a non-
to use cards you can't always count on using, and often have removable ally) that stays until removed. The advantage in this
something else you can discard. Other than those types of card is that it can once in the game discard one opposing ally
situations, I don't think a good, focused theme deck should from the game (making it a better choice than AA). However,
ever need this card. since that power only works once (otherwise it would say it
works every battle), it's still not a great card, as one doesn't
Entrapment know if the opponent is using allies or even low enough level
96/99 ones.
Thief Skill
Play at any time to cancel a just played thief skill and send its A Piece of the Action
user to the discard pile. (def) Can be played during phase 3 or 99/99
5 to send one thief champion to Limbo. (Off) Thief Skill
Play only when another player is to draw a spoils of victory.
One thing that every Spellfire master loves is a good That player must draw and discard his spoils, while this player
multipurpose card. This one has a few nice ones. First of, the draws a card showing it to all players. If it is a realm card, it is
ability to negate a thief skill as it's played is very important, sent to the Abyss. Otherwise it may be played just like a spoils
especially against skills like Con Game or Hijacking. However, of victory.
not that many decks carry Thief Skills, and those that dabble
usually only card those two, so this card wouldn't always get This is an interesting card for those interested in using thief
used every game. The other use does seem to make it worth skills. When an opponent razes a realm (or does something
it, as you can temporarily get rid of a thief in any pool, which else to earn a spoils of victory), you may force that person to
can be very useful. The best use of this card would be if you discard that spoils (note: a person can't just wait to see if the
have a thief to bring into play, but can't due to the Rule of spoils is played and THEN use the card; using this card
Cosmos. While there are few champions immune to offensive happens just as the spoils is drawn and before it is played).
thief skills, since you can only use it against thieves, it can be This can be powerful, but there are lots of cards to discard
limiting. In tournaments, the most common targets you would cards from hand or play. Killing one isn't a huge deal (aside
find are Necba the Wrathmaker, The Guildmaster, and Gib from angering whoever just got hit by this card).
Retlub. If you are working with a major thief concept, this isn't It also lets you draw a spoils of victory. However, if it is a
a bad to carry, or if you are carrying only a few key ones to realm, it is sent to the Abyss. This prevent people from stealing
your deck, it's pretty decent. However, I wouldn't recommend spoils like they can with the Noble Outlaw. The chance of
this to most decks. losing one of the few realms in your deck to the Abyss,
especially when many good combos can send many more
Behir realms to the Abyss is a huge danger and may just be doing
97/99 your opponents' work for them. All in all, this is too much risk
Ally for just one cards in card advantage (1 they discard and 1 you
+10 draw, but minus this one card).
Earthwalker. During combat, this ally can release a bolt of
lightning that renders the opposing champions magical items
powerless for this round of combat.
Whirling Dervish
#99 of 99
The Black-Isle
78/81
Realm
Dark Sun
Cannot be attacked by flyers. The look-outs of the Black-Isle
can see attackers from great distances, thus the defenders
special powers always activate first.
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.
Estado: todo o norte do país Detalhes: A palavra Iguaçu significa "água grande", na
etimologia tupi-guarani. As Cataratas são formadas pelas
Detalhes: A Amazônia é uma região natural da América do quedas do rio Iguaçu. Dezoito quilômetros antes de juntar-se
Sul, definida pela bacia do rio Amazonas e coberta em grande ao rio Paraná. Sua formação geológica data de
parte por floresta tropical - a Floresta Amazônica possui 60% aproximadamente 150 milhões de anos.
de sua cobertura em território brasileiro. O rio Amazonas é O rio Iguaçu mede 1200 m de largura acima das cataratas.
considerado o rio mais volumoso do mundo. É chamado Abaixo, estreita-se num canal de até 65m. A largura total das
também de Amazônia o bioma que, no Brasil, ocupa 49,29% Cataratas no território brasileiro é de aproximadamente 800m
do território, sendo o maior bioma terrestre do país. e no lado argentino de 1900m. Dependendo da vazão do rio, o
Uma área de seis milhões de hectares no centro de sua bacia número de saltos varia de 150 a 300 e a altura das quedas
hidrográfica, incluindo o Parque nacional do Jaú, foi varia de 40 a 82 metros resultando numa largura de 2.700
considerada pela UNESCO, em 2000 (com extensão em metros, com formato semicircular.
2003), Patrimônio da Humanidade. As quedas isoladas podem chegar a quase 300, dependendo
do volume de água do rio, reduzindo para menos de 20 em
Regra: O termo “Naturalmente” se refere a campeões e tempo de cheia. Os grandes saltos são 19, três deles do lado
aliados com a descrição das raças citadas em seu poder. A brasileiro (Floriano, Deodoro e Benjamin Constant) e os
índia amazona é considerada um herói. demais no lado argentino. A disposição dos saltos-a maior
As cartas ofensivas citadas no texto são aquelas já utilizadas parte deles no lado argentino e voltados para o Brasil -
com a extensão ofe, como cartas lançáveis (magias, blood, proporciona a melhor vista para quem observa o cenário a
skills, etc) e ítens mágicos. E se estendem às cartas lançadas partir do Brasil.
por outro oponente que esteja fora do combate corrente. Pesquisas arqueológicas realizadas pela Universidade
A imunidade não se estende à poderes de campeões, a Federal do Paraná no espaço brasileiro do reservatório de
exemplo de Lareth que também tem este determinação em Itaipu, antes de sua formação, situaram em 6.000 a.C. os
seu texto e ele também não é imune a este tipo de cartas. vestígios da mais remota presença humana na região; vários
grupos humanos sucederam-se ao longo dos séculos
Pantanal, o Refúgio das Raças
2/130 Regra: Todos os campeões em JOGO no poço deste jogador,
Reino tornam-se verdadeiramente nadadores, podendo usufruir e ser
DL alvo de cartas para este meio de locomoção.
Este jogador pode durante a fase 5 de seu turno, descartar
uma carta da mão para trazer de volta da sua Pilha de Lençóis Maranhenses
Descarte qualquer um campeão ou aliado Morto-vivo, Gigante, 4/130
Anão, Drow, Orc, Beholder, Gnomo, Índio, Awnshegh ou Elfo Reino
e colocá-lo em sua mão. DS
As dunas de Lençóis Maranhenses fornecem vitalidade aos
Estado: Mato Grosso e Mato Grosso do Sul seus guerreiros. Durante a batalha, qualquer campeão de
DarkSun deste jogador pode usar como aliado outro campeão
Detalhes: A origem do Pantanal é resultado da separação do de DarkSun em jogo. O poder e o nível do campeão
oceano há milhões de anos. Animais que estão presentes no permanecem, mas as cartas anexadas ao aliado perdem o
mar também existem no pantanal, formando o que se pode poder. O aliado retorna para a mesa de seu possuidor no fim
chamar de mar interior. Atraído pela existência de pedras e do combate.
metais preciosos (que eram usados por indígenas, que já
povoavam a região, como adornos), entre eles o ouro. O Estado: Maranhão
português Aleixo Garcia, em 1524, acabou sendo o primeiro a
visitar o território, Detalhes: Não existe nada comparável aos fascinantes
É considerado pela UNESCO Patrimônio Natural Mundial e Lençóis Maranhenses. O Pólo Parque dos Lençóis, situado no
Reserva da Biosfera sendo uma das maiores extensões litoral oriental do Maranhão, envolve os municípios de
úmidas contínuas do planeta Humberto de Campos, Primeira Cruz, Santo Amaro e
Barreirinhas, este último sendo o principal portão de entrada
para esta fantástica beleza natural.
Seu maior atrativo é o Parque Nacional dos Lençóis
Maranhenses, às margens do Rio das Preguiças, no
Regra: Como toda carta de combate desarmado, esta Regra: Como toda carta de combate desarmado, esta
também é naturalmente usável por heróis, não necessitando também é naturalmente usável por heróis, não necessitando
haver no poço um campeão de MITOS E LENDAS. haver no poço um campeão de MITOS E LENDAS.
Ginga é a carta número 57 da série MITOS E LENDAS, que Ginga é a carta número 57 da série MITOS E LENDAS, que
se já estiver anexada ao campeão antes do uso de Mortal e se já estiver anexada ao campeão antes do uso de Chapéu de
Rasteira permite o uso do segundo poder. Couro permite o uso do segundo poder.
Detalhes: O Boi Caprichoso, representado principalmente Detalhes: no folclore brasileiro, é uma bola de fogo que indica
pela cor azul, é uma das duas agremiações que competem os locais onde se encontram jazidas de ouro que não devem
anualmente no Festival Folclórico de Parintins, no Amazonas. ser exploradas. Às vezes, pela madrugada essa bola de fogo
O Boi-Bumbá Caprichoso tem sua história atrelada a uma se transformaria também em uma belíssima mulher com um
família. A professora e folclorista parintinense Odinéia vestido longo de seda e com cabelos dourados refletindo luz e
Andrade afirma que o bumbá foi fundado em 1913 pelos voando pelos ares. Em alguns locais do Brasil, toma a forma
irmãos Raimundo Cid, Pedro Cid e Félix Cid. Os três teriam de uma mulher bonita que habita cavernas, e, após atrair
migrado do município de Crato, no Ceará, passando pelos homens que maltratam as esposas, os faz largar suas
estados do Maranhão e Pará, até chegarem à ilha, onde famílias, mas trata de não deixar a mulher sofrendo, e coloca
fizeram uma promessa a São João Batista para obterem outra pessoa em seu caminho.
prosperidade na novo município. Isso foi motivado pelas
influências recebidas pelos Cid durante a trajetória até a ilha, Convocação
quando puderam conhecer vários folguedos juninos por onde 73/130
passaram. Duas manifestações folclóricas chamaram a Evento
atenção: o Bumba-Meu-Boi, maranhense, e a Marujada Todos os campeões deste jogador podem usar qualquer carta
paraense. Andrade (2006) afirma que o Boi Caprichoso de combate desarmado da série Mitos e Lendas. Permanece
assimilou elementos desses dois folguedos, uma vez que o em jogo até ser cancelado. (Benéfico)
bumbá adotou como cores oficiais o azul e o branco, usadas
nos trajes dos marujos, e denominou seu grupo de Detalhes: Imagem de uma pessoa tocando Berimbau
batuqueiros, responsáveis pelo ritmo na apresentação do boi
de Marujada de Guerra. Há outra versão, supostamente
Rebater
verdadeira, de que o Caprichoso surgiu de uma dissensão do
Boi Galante, por volta de 1925 ou 1929, tendo assim 80 anos 74/130
de existência e não 95 como lhe é atribuído. Evento
Este jogador pode rebater uma carta ofensiva de habilidade
Regra: Este evento é jogado quando seu possuidor estiver de sangue, habilidade de ladrão ou combate desarmado
sendo atacado. Dura somente um round de combate. lançada contra seu poço, mão ou formação, para outro alvo
válido em jogo, a escolha deste jogador. (Benéfico)
Raça e Garra
Detalhes: Posição de Capoeira
70/130
Evento Regra: Para ser rebatida, obrigatoriamente precisa haver um
Anexe Raça e Garra a uma de suas cartas, todas as cartas alvo válido para receber os efeitos da carta ofensiva rebatida.
em jogo do mesmo ícone da carta anexada, exceto reino, são Não pode ser usada em cartas que afetem dois ou mais
enviadas para o limbo até o final do próximo turno deste jogadores.
jogador. Este jogador perde todas as imunidades enquanto
esta carta tiver efeito. (Maléfico) Cúpula BSW 2013: Cartas que possuam o termo
“oponente” em seu texto, quando refletidas, tem seu efeito
Caos do Tempo normal no lançador original (ConGame/Rebater –
71/130 Espionage/Deflection, etc.)
Evento
Este evento somente pode ser jogado no turno deste jogador. Cúpula BSW 2015: Rebater pode ser jogado mesmo sem
Este jogador recebe um novo passo 3,4 ou 5 extra um alvo válido, nos moldes de outros counters (Deflection,
independente do seu passo atual. Quaisquer cartas em jogo já Contrafeitiço, etc.).
utilizadas neste passo podem ser reutilizadas, cartas que
foram utilizadas neste turno e saíram do jogo, se retornarem, Mortal
não podem ser reutilizadas. Qualquer carta jogada para reter
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.
(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 www.spellfire.org
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.