Optional Spellfire Rules

Rules My Group Uses:
        My group uses these rules for play and deck construction. I think you will find that they are very different from current rules.

Deck Construction -
        Deck size can be between 55 cards (the standard) and 65 cards. Limitations on the number of cards is still the same as it is in the base rules (8-15 realms, no more than 90 champion levels, etc.). Even with dungeon cards, decks can not be more than 65 cards. This changes the mix of cards ("I can now have more cooler cards, but then it's harder to get champions and realms") and the flow of the game only minorly (mostly having to do with events). This also makes it easier to try out a deck in progress and tune it better.

Automatic Defeat Cards
        Current rules state you can avoid automatic defeats from champion cards by changing the terms of the defeat (I.E. Chest of Many Things vs. Living Scroll). Our set of rules say any card that would force an automatic defeat can be defended against. This includes cards like Blamblowers, Hammer of Tyr, and Dreaded Ghost. You get one card to react before the card power takes effect (no using Good Fortunes to get a saving card) and you can destroy the offending card (using cards like Halflings Inc., or Clay Golem) or taking away it's power (this works on all auto-defeats in our games, so Ring of Reversion and Though Eater are very valuable cards). This makes battles last longer (fewer auto-defeats make levels MUCH more importaint) and more thrilling.  Also it allows the use a larger variety of cards and more diverse themes.  Fewer cards end up being useless and (THIS IS THE MAIN REASON WE USE THESE RULES) beginning players have a better chance when playing those of us with large collections.  This rule particularly gained us many new players of Spellfire when I was in Wheaton, IL, and it may help when trying to attract players in your area.

Photo restriction
        First of all, this is not a rule, but more of a personal challenge.  I have seen many descouraged beginning players complain about not have the cards and getting whipped of the face of the table due to very rare cards (especially things like Cold Cup or Bell of Might).  Therefore, except for my Tournament Deck, few of my decks use chase cards.  I'm not saying Very Rare cards are the most powerful and this is a scaling down.  This shows that you can win without all the super rare cards (my winning ratio is about 2:1).  This does encourage the newbies I often play with to tighten their themes and get better.  I'm not saying you must or even should do this.  All I'm saying is this is what I do and it appears to be fairly successful at getting new players.

Other New Ideas:

Communal Deck Play
        One deck with many players.  This works very well. I saw this at the HMGS booth at the National Hobby Show and loved the idea.  This works at many levels, as long as all the cards are even.  From my own testing, both first edition (specially made) and wizard wars (all phase 4 spells) work very well in this scenario.  This is especially good to break in newbie players.
        Here are a few rules to help people wanting to make a communal "One Deck":
            1. It should have at least 350 cards (for up to 8 players)
            2. It should be 25% realms (fewer, and you have many mulligans)
            3. It should be at least 25% champions (no one likes not drawing champions)
            4. There should be no cards to raid the discard/abyss/void (lets everyone just discard to the
                "card hole" for speed)
        As an example, look at this deck, which is my current fun "One Deck".

Submited Rules:

From Robert Rabe on May 9, 1999

The Razed Rule - "When a realm is razed, it is nothing but rubble, and though still considered in play, the rule of the cosmos does not exist for rubble. Therefore, any player may play a realm that is razed in another player's formation. Razed realms may only be rebuilt as long as opponent's don't have an unrazed version of that realm in play."

        Yogi's Response:  Having played this, it is a fun varient, and very interesting to see played.  More decks were played with common realms, and more razing (as opposed to discarding) was seen.  It is fun, but can be a major pain sometimes (I found it great that it put a major crimp of rebuilding decks.  Try it and enjoy!
 

From Aaron Mehrman on October 17, 2000

The Three Way Dance - "In multiplayer games, we allow the player who's turn it is to attack more than one player.  I.E.: I attack & raze a realm, I then can attack a different player & raze a realm if I choose, this is only allowed if I successfully razed the first players realm.  If I attacked the first player & didn't raze a realm (by getting crushed by the defender or broke the attack off), I can not attack another realm.  This allows for faster game play & makes victory cards more valuable.  We also thought the game was played this way and have always played it this way.  Game play is faster because you have more opportunity to play realms from victory cards (they may be played immediately) therefore, combat is rewarded due to more victory cards. It also makes the opposing players defend more often, which gets rid of champions. Also it doesn't slow down game play it slows down speed decks.  Can champions be reused? No, the rules state your champion can attack only once per turn.  What champions or styles profit from this? Combat decks & champion discard decks.  Who suffers? Players who don't defend.  I didn't mention we play the grind, always.  Jim Aker also should get credit for this Variant.  It got it's name from the fact we usually play three player games."

        Yogi's Response:  This is fun and it was also how we first thought it went.  The Solid Fog event suddenly became huge.  It also isn't that big of an impact in games I've found (but boy, it sucks even more to be the kicking boy of the match sometimes), but shouldn't be used in really big games.  You'd be suprised at some of the combos this leads to :)
 

I currently have many decks posted using the optional rules listed as "Rules We Use". If you have comments, please feel free to write me here. I will post any new rules sent to me, and I just got word that they will not allow a reprinting of any TSR articals, so I highly recommend that you read "Defend the Realms!" in Dragon issue #208. It has rules for different formations and treasureries. They aren't the best optional rules I've ever seen, but they are very interesting. Hope to hear from many of you soon. Thanks!

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