Earth Set Chase
For Spellfire: Master the Magic
By TSR Inc.
Edited by Yogi
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United States of America, #1 of 25 Realm - Earth
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Allies played in defence of this realm cannot be forced to change sides
or be discarded for any reason. This realms can defend itself as a level
4 hero that can use thief skills.
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Antarctica, #2 of 25 Realm - Earth
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Flyers and swimmers cannot attack this realm. Earthwalkers attack at
half their base level (round down). All attacking champions must cut their
draw pile and note the last digit of the cut to card. If it is a zero,
the attacked dies of frostbite and the battle ends. No one draws spoils.
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Sahara Desert, #3 of 25 Realm - Earth
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Swimmers cannot attack this realm. Flyers lose their special powers
when attacking this realm. Dark Sun champions are doubled in base level
when defending this realm.
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Switzerland, #4 of 25 Realm - Earth
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Known for its neutrality, this realm s played vertically, and if this
player attacks, this realm becomes horizontal. When this realm is vertical,
it cannot be attacked. Allies are doubled in level when defending this
realm. Can defend itself as a level 5 hero.
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Bermuda Triangle, #5 of 25 Realm - Earth
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The attacking champion must draw and discard a card, noting its card
type. If it is an event, the champion is 'lost' and is sent to limbo until
the end of the attacking player's next turn. That player may continue the
attack with another champion.
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The Great Pyramids, #6 of 25 Holding - Earth
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Can be attached to any realm from any world. Champions that defend this
realm are sent to limbo when defeated in combat instead of being discarded.
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Hoover Dam, #7 of 100 Holding - Earth
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This player's formation may not be attacked by swimmers. The Hoover
Dam generates hydroelectric power, which increases this player's hand size
by one.
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Argonne Labs, #8 of 25 Holding - Earth
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Science overcomes mind power and magic! All defending champions and
allies are immune to psionic power cards and all spells (including wish).
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United Nations, #9 of 25 Holding - Earth
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Can send a +7 ally to any round of battle where this player is not involved.
The attached realm cannot be attacked unless all opposing players agree
to allow the attack.
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Radio Station, #10 of 100 Holding - Earth
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Once per battle, this station sends out a signal for help, allowing
all other players (except the attacker) to send a champion as an ally.
Win or Lose, the ally is sent back to the owners pool. If the attacking
champion is defeated and discarded, all players who donated a champion
may also draw a spoils of victory.
Editor's Note: Yes, this may allow
ties!
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Nuclear Strike, #11 of 25 Event
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Nuclear missils are streaking toward another player's realm. That realm
is discarded. That position cannot be filled until the other positions
are filled due to radiation fallout. OR can be played on any one
dungeon to send it out of play. (Harmful)
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Mission to Mars, #12 of 25 Event
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Space flight is at hand and universal cooperation is needed. When this
event is played, everyone must lay their hands face up until the end of
the event player's next turn. (Harmful)
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Invention, #13 of 25 Event
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This player may look through his draw pile and retrieve a magical item
or artifact of this player's choosing, which must be played immediately.
The deck is then reshuffled.
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Conspiracy, #14 of 25 Event
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Play during any combat you are not involved in. You may decide who wins
and who loses. If you choose for the defender, the attacker must send his
champion to the discard. If you choose for the attacker, the defending
champion is sent to the discard. This player draw spoils of victory, along
with the declaired wimmer. Battle is over. (Harmful)
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Mardi Gras, #15 of 25 Event
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All players draw three cards immediately. No attacks can be made until
the event player's next turn due to the glut of Fat Tuesday. (Harmful)
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Red Cross, #16 of 25 Ally +2
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Coming to the aid of the wounded, when played into battle, this ally
send both champions back to their pools with attachments. The attacker
may continue the attack with another champion.
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GreenPeace, #17 of 25 Ally +5
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Swimmer. You can never get rid of this group. Anytime this ally is forced
into being discarded, they return to the owner's hand. Can only be played
once per round of battle.
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N.R.A., #18 of 25 Ally +6
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The National Rifle Association strongly advocates weapons. All offensive
magical items may be used regardless of restrictions or immunities, and
may not be destroyed, until this ally leaves play.
Editor's Note: This
works for ALL players!
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Bob Hope, #19 of 25 Ally +1
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All champions and allies (excluding Bob Hope) on this side of battle
are doubled in level.
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Internet Associates, #20 of 25 Ally +3
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Due to the wealth of information from this ally, all opposing players
must lay their hands face up on the table for one round of combat (or until
this ally is discarded during battle).
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Bill Clinton, #21 of 25 Thief Level 9 - Earth
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This charismatic leader has many strong and hidden associates. Bill's
allies are played face down. He may only play allies when he is down in
level. When both sides wish to play no more cards, the hidden allies are
revealed, levels are compared and the winner is declared. No cards may
be played after the level compairison. To use any special power targeting
the opponent, the ally must be flipped over.
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Newt Gingrich, #22 of 25 Thief Level 7 - Earth
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This congressman knows many legalities. This champion can choose to
ignore any rule card(s). In fact, he can even break the Rule of Cosmos
without getting in trouble (himself or attached artifacts).
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Michael Jordan, #23 of 25 Hero Level 8 - Earth
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Flyer. When not leading World Championship teams, he's out defending
the Earth against aliens. His total levels are doubled when opposing monsters.
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Boutros Boutros Ghali, #24 of 25 Hero Level 5 - Earth
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This skilled diplomat can declare U.N. sanctions on any one player.
That player is forced to draw one less card per turn (minimum one card
per turn). If the United Nations is in play, this player may choose who
gets the U.N. ally.
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Pope John Paul II, #25 of 25 Cleric Level 7 - Earth
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Can call any Earth champion to act as an ally (returning to his pool
after battle. Undead (champions and allies) cannot oppose the Pope in battle.
Well, that's it folks. I hope you like it. BTW, I mean no disrespect
with these cards and I am not challenging any trademarks. This hopefully
will not be the only Earth set, with future sets bringing the likes of
Joan d'Arc, Lancelot, and Jesse Helms. Do you like these ideas? No matter
what your opinion is, please let me know. I love to hear opinions and new
ideas. Thank you for visiting.
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