Dungeons



Especiais


Mausoleum of the Zombie Master

1/100

Dungeon

Common

This player's champions can never enter the Abyss. If sent there by an opposing player's action, the champion instead goes to the discard pile. If sent there by this player's action, it is removed permanently from the game.


The Mausoleum causes any champion sent to the Abyss by another player to be sent to the discard pile instead. If the player's own action causes one of his champions to go to the Abyss (such as Karlott the Shaman or the Gatekeeper), the card instead goes to the Void.


Dungeon of the King

2/100

Dungeon

Common

This player's champions do not need to ask permission to use spells, psionic powers, unarmed combat cards, blood abilities, or thief skills.


Lair of Dregoth, the Undead Dragon-King

3/100

Dungeon

Uncommon

This player may discard a Dark Sun champion from his pool or hand to psionically turn a just-cast spell back at its original caster.


This dungeon's power is considered a psionic power, and can be negated with Brain Drain, Dispel Psionics, and Psionic Reflection. Similarly, the dungeon's power does not function if Psychic Storm is in play.


Domain of Takhisis, Queen of Darkness

4/100

Dungeon

Common

This player's monster (dragon) champions are immune to all events, spells, artifacts, and magical items that instantly discard or defeat them.


Only champions that are both monsters and dragons benefit from this rule card.


Undermountain

5/100

Dungeon

Common

Each time this player is entitled to draw spoils of victory, he may also take the bottom three cards of his draw pile. Any monster champions there may be placed into his pool. Any other cards are placed on the top of his draw pile.


Labyrinth of Castle Greyhawk

6/100

Dungeon

Rare

This player's Greyhawk realms may only be razed or discarded through combat.


Cataclysm can be used in combat to discard the realm being attacked. Similarly, Tarrasque and Raze can be played during combat on the realm being attacked.

Although the power of Iuz the Evil takes effect after combat has ended, because Iuz's power is combat-related, Iuz can raze the realm being attacked, even if protected by the Labyrinth of Castle Greyhawk.

The player with the Labyrinth may voluntarily choose to raze a Greyhawk realm, such as in using the power of Scarlett Brotherhood.

If a Greyhawk realm of a player with the Labyrinth is being attacked, another player, even a player not involved in the battle, can play Cataclysm on that realm. Likewise, during combat, the realm being attacked can be affected by Tarrasque.

Because razed realms have no powers & endash; and do not retain a "Grehyhawk" nature & endash; they are not protected by the Labyrinth.


Cúpula BSW 2010: Protege os reinos deste jogador de serem descartados também para o abismo fora de combate.


Under Castle Strahd

7/100

Dungeon

Common

This player's Ravenloft champions all become undead, and Young Strahd's special power has no effect on this player's champions.


Palace of the Celestial Light

8/100

Dungeon

Common

This player's clerics need never ask permission to cast spells. Avatars may not attack this player's realms, nor may they defend against this player's cleric champions.


Field of the Battle Lord

9/100

Dungeon

Rare

This player's heroes do not discard unarmed combat cards at the end of combat. Instead, they are retained for future combat, adding the cards' bonuses but ignoring their special powers.


The Belly of the Beast

10/100

Dungeon

Common

This player's monsters are immune to hero unarmed combat cards. They may also use any unarmed combat card themselves (hero, dragon, undead, etc), regardless of restrictions.


A player with the Belly of the Beast is immune to any unarmed combat cards that do not specifically indicate they are usable by certain types of champions other than heroes (e.g. "usable only by dragons").


Pit of the Mind Lord

11/100

Dungeon

Common

This player's realms and his psionicist champions are immune to all spells cast in phase 3.


The Torture Room

12/100

Dungeon

Common

This player may reshuffle his discard pile into his draw pile any time there are three or more blood abilities in his discard pile. No champions have immunity to this player's blood abilities while this dungeon card is in play.


Maze of the Guild

13/100

Dungeon

Common

This player's thief champions can use stealth to attack any realm, regardless of powers or restrictions. Allies must still follow movement restrictions.


A player with the Maze can attack the realms of a player using the dungeon card Song of the Dragonlance.


Carrock of High Magicks

14/100

Dungeon

Rare

This player can keep a spellbook. Each time this player is entitled to draw spoils of victory, he may instead search through his draw pile and retrieve any spell; the spell cannot be played immediately.


The Enchanted Land

15/100

Dungeon

Common

This player's champions and allies become elves, elves (drow), dwarves, or halflings as the player chooses. Selection must be made in phase 3 and lasts until the player's next phase 3.


Different choices may be made for different champions and allies.


Purveyor of Events

16/100

Dungeon

Uncommon

This player's helpful events cannot be negated or cancelled by any card.


Unusually Good Fortune can still be used normally against a player using Purveyor of Events, since Unusually Good Fortune does not negate or cancel the Good Fortune on which it is played.


Spells of the Archmage

17/100

Dungeon

Common

Any wizard spells with a stated duration that are cast by this player's AD&D champions are doubled in duration.


Spells of the Friar

18/100

Dungeon

Common

Any cleric spells with a stated duration that are cast by this player's Forgotten Realms champions are doubled in duration.


Spells from the Grave

19/100

Dungeon

Rare

Any defensive spells cast by this player's undead Greyhawk champions cannot be dispelled or turned.


Powers from the Savage Land

20/100

Dungeon

Common

Psionic power cards used by this player's Dark Sun champions are doubled in bonus level.


Might of the Blood Right

21/100

Dungeon

Common

This player's champions are all considered regents and can use blood abilities.


Song of the Dragonlance

22/100

Dungeon

Rare

This player's realms can only be attacked by flyers, swimmers, or earthwalkers. His champions and allies all have the ability to swim as needed.


Jim Butler says: “The player's champions would only be swimmers when it was time for them to be swimmers, such as when they were attacking a coastal realm (or one that was otherwise protected). During those times, they'd be subject to all of the normal nastiness that swimmers would be subject to.(http://oracle.wizards.com/scripts/wa.exe?A2=ind9803E&L=spellfire-l&P=R2224)

And I also think that the ruling that Volcanic Eruption affects all the realms of a player that has Song of Dragonlance is a really cheap shot. There isn't any other card in Spellfire that will automatically razes ALL the realms a player has. And I don't think there should be now. You should have to fight and win battles and if getting there is part of the requirement then that's part of the strategy for fighting the battle.

Liga BSW (ROC 5-2011): Se dois jogadores que possuem esta dungeon ambos podem atacar sem restrição somente ao primeiro reino da formação de cada um, desde que este não tenha restrição ao ataque de nadadores. Song of the Dragonlance habilita este jogador a tornar seus campeões nadadores quando necessário, seja este passo 3 ou 4.


Bats in the Belfry

23/100

Dungeon

Rare

No offensive magical items can be used by opponents when attacking this player's realms. The items remain behind in the attacker's pool. If the champion returns, they are reattached; if not, the items are discarded.


Champions with special powers that do not allow magical items to be removed, such as Mordenkainen and Falx the Silver Dragon, must still leave their magical items behind if they choose to attack an opponent with Bats in the Belfry.


The Azure Tower of Onad the Fallen

24/100

Dungeon

Rare

This player's helpful events cannot be negated, and his harmful events cannot be copied. Events that are discarded without being used are placed in the discard pile instead of the Abyss.


Cúpula BSW 2008: Esta Dungeon deixa seus eventos benéficos imunes de serem cancelados ou negados.


Beneath Castle Drawmij

25/100

Dungeon

Uncommon

This player's holdings cannot be discarded except by razing the attached realm. This player can ignore the Rule of the Cosmos when playing holdings.


Return of the Dwarven King

26/100

Dungeon

Common

This player's dwarf champions are immune to all events (helpful and harmful). This player's dwarves add 3 to their adjusted levels.

The Guildhall

27/100

Dungeon

Common

Each time this player's thief champions are in combat, their player may take the top card from any other player's draw pile. If it can be legally played, do so. Otherwise it goes to its owner's hand. Cards used are returned to the bottom of the owner's draw pile after combat is resolved.


The Dragon's Refuge

28/100

Realm

AD&D

Uncommon

If an opposing player's dragon champion is defeated in combat, this player may attach the dragon to this realm and use it as an ally (level only) the next time the realm is attacked.


The power of the Dragon's Refuge takes effect after any opposing player's dragon champion is defeated, even if the combat does not involve an attack on the Dragon's Refuge.


Cities of the Sun

29/100

Realm

Birthright

Common

This player's champions may all use blood abilities.


Border Post

30/100

Realm

5

Greyhawk

Uncommon

This realm can defend itself as a level 5 hero. If it is in the same formation as the Border Garrison, its level adds to that realm.


Border Garrison

31/100

Realm

10

Greyhawk

Rare

This realm can defend itself as a level 10 wizard. Regardless of where it is in the formation, it must be attacked first.


If a player wishes to attack a formation containing the Border Garrison, he must attack the Border Garrison. Movement restrictions remain in effect, so if the Border Garrison is protected, only flyers or earthwalkers can attack.


Card Combo: To make your formation nearly impossible to attack, place Border Garrison in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.


The Ruins of Iolonia

32/100

Realm

Ravenloft

Rare

These ruins are so forlorn that only undead champions and allies will attack this realm.


The world logo is missing on this card, but it is considered a Ravenloft realm.

Due to a printing error, the Ravenloft logo is not shown on some of the cards. However, even without the logo, Iolonia is considered a Ravenloft realm.


Tower by the Sea

33/100

Realm

Dragonlance

Rare

The lighthouse is a haven, letting this player increase or reduce his swimming champions' and allies' base level by 3.


The Forgotten Ruins

34/100

Realm

Common

A powerful psionic shield emanates from this realm, protecting this player's champions from unarmed combat cards.


The power of The Forgotten ruins is considered an immunity. It is therefore affected by cards like Takhisis' Helmet of Power (which negates all immunities).

By making a player's champions immune to unarmed combat cards, this realm's power protects the player from Fighting Dirty, since champions' immunities protect the player during combat.


The Hidden Village

35/100

Realm

Common

The treant ally guarding this realm is immune to all cards played by or attached to an opposing champion except those that contain the word "fire" or "flame."


Bitter Knoll

36/100

Realm

Common

Any realm played into the formation after the Bitter Knoll is converted into an AD&D realm. If this realm is razed or discarded, all converted realms return to their original trademarks.


The Ogre

37/100

Hero

7

Birthright

Common

Awnshegh; can use blood abilities and all unarmed combat cards. In combat this player may take the top three cards from 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 draw pile. At the end of combat, the monster-allies go to their owner's pool.


Fire Dragon

38/100

Monster

10

Dragonlance

Rare

Flyer. This monster's searing breath weapon destroys all cards attached to a champion when it first enters combat. Other cards can be attached subsequently.


Zaranda Star

39/100

Regent

7

Birthright

Common

Adventurer. Zaranda can store blood abilities face down beneath her in the pool, using whichever ones she wishes in combat.


Skulker

40/100

Thief

5

AD&D

Rare

Swimmer. Leader of a band of undersea pirates, Skulker can plunder any opponent's discard pile during combat, using any allies, magical items, or artifacts (if legal) found there. At the end of the round, the cards are returned to their owner's draw pile, which is reshuffled.


Jasper

41/100

Hero

4

Forgotten Realms

Uncommon

Adventurer. Cautious and wary, Jasper deflects unarmed combat cards played against him to a champion in any pool.


The Hapless Halfling

42/100

Thief

5

Dragonlance

Common

Adventurer. A morale booster, the halfling adds 2 levels to all fellow adventurers and halfling champions and allies played by this player.


Feral Halfling

43/100

Hero

9

Dark Sun

Uncommon

Can use all unarmed combat cards and defensive psionic powers. An opposing champion defeated by the feral halfling is eaten (sent to the Abyss.)


Dearlyn Ambersong

44/100

Wizard

6

Forgotten Realms

Common

Adventurer. Especially distrustful of thieves, Dearlyn can choose to negate one thief skill played against her or a fellow adventurer in combat once per turn.


Tyvorg the Frost Giant

45/100

Cleric

10

Greyhawk

Common

Can cast wizard spells. Tyvorg instantly slays the Living Wall when he is brought into play. For each giant ally played with him, Tyvorg's base level increases by 10.


Tyvorg's power takes effect when he is played, so if Tyvorg is played from the hand to defend against the Living Wall, the Living Wall is instantly destroyed. Because combat has not begun, the attacking player may put forth another champion, but Tyvorg must continue to defend.




Troglodyte

46/100

Ally

+5

Common

Underdark. This creature's odor is such that all cards in an opposing player's force of icon level 4 or less are discarded (including the champion, if applicable).


The Troglodyte's power causes all cards in the opponent's force of icon level 4 or less to be discarded. This includes cards with no icon level.

The Troglodyte's power continues throughout the battle. Any new cards of icon level 4 or less that are played by the opponent are immediately discarded.


Hook Horror

47/100

Ally

+6

Common

Underdark. Because of this creature's acute hearing, it can "hear" the next card to be played by an opposing player (the card is shown but not played) and choose to scuttle back to its pool along with the attached champion.


The Hook Horror's power applies to the first card to be played by the opposing player after the Hook Horror has been played. If the Hook Horror's power is used, the Hook Horror returns to the pool and remains attached to the champion. It can be used with the champion in its next battle.


Liga BSW (ROC 2-2011): o campeão que retorna ao poço não é considerado derrotado.


Lurker in the Earth

48/100

Ally

+9

Uncommon

Underdark; earthwalker. The Lurker can be played at any time as a harmful event to burrow over to a player's pool and devour (discard) any earthwalking champion of level 6 or less or it can be played in combat to discard one opposing ally already played.


The Lurker functions as an event to discard a champion, and functions as an ally to discard an opposing ally in combat.


Skull Tumor

49/100

Ally

+3

Rare

Underdark. This ally may be played directly into a pool; this player's discarded champions are attached to the Tumor, which increases in level only and may be used in any future combat. Immune to events.


Cúpula BSW 2009: Os campeões anexados nele não podem ser usados para baixar Avatar;


Hero Slayer

50/100

Ally

+4

Common

Giant. This ally negates a just played unarmed combat card or instantly slays an opposing hero of base level 4 or less.


Cúpula BSW 2015: Este aliado pode ser jogado para negar uma carta de combate desarmado recém-jogada apenas durante o passo 4.


The White Weird

51/100

Ally

+7

Rare

Underdark; flyer. The White Weird can be played at any time as a harmful event to fly over to a player's formation and poison (discard) one holding or it can be played in combat to halve (round down) an opposing champion's adjusted level.


Because the White Weird is played as an event when used to discard a holding, it can be used against a holding attached to Menzoberranzan, which is normally immune to flyers.


Psion Sucker

52/100

Ally

+?

Common

When this dreaded ally appears in combat, all psionicists in play are reduced by 2 levels, which are added to the Psion Sucker. The level reductions last until this player's next turn.


Master Illithid

53/100

Ally

+7

Uncommon

Underdark. When played, this ally can shift any two cards of one type in the opposing player's force to this side. Choice need not be immediate.


During a round of battle, the Master Illithid can shift up to two cards of the same type (e.g. ally, magical item, thief skill, wizard spell, etc.) that are attached to the opposing champion to the player's side. This can include cards not normally usable by the Master Illithid or its champion, such as artifacts from a different world.

The Master Illithid need not use its full power all at one time. For example, the Master may choose to take one ally, and then take another ally later in the round of battle. However, once the card type to be taken is chosen (e.g. when the first ally is taken), the card type cannot be changed.

If a card's power has already activated, it does not reactivate 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 has been used, it retains its level bonus but cannot be used again to discard the opponent's cards.

If the Master Illithid tries to shift cards whose powers have already been "used up", the attempt is legal, however, the cards will not be useable by him. If ever the Master Illithid takes a card that is unuseable, he is just preventing your opponent from using it which is a perfectly legal action.


Se Master Illithid muda de lado em uma batalha, as cartas puxadas mudam de lado juntamente com ele.


Regra existente na carta Symbol of Persuasion [60-DR]

An example is if the ally Master Illithid [DU-53] has shifted two magic items from an opponent and the opponent plays this symbol, then the ally switches sides and the magic items also switch sides since that player no longer controls the Master Illithid.”


Cúpula BSW 2009: Este aliado pode pegar cartas oponentes mesmo se estiver vencendo.


Cúpula BSW 2015: O poder do aliado pode ser usado para roubar cartas antes da ativação de seus poderes.


Bottomless Horror

54/100

Ally

+?

Uncommon

Underdark; earthwalker. This horrid creature can reach into any player's Abyss when in combat. The icon levels of all cards there are totaled to become the Horror's bonus. The cards used are removed from the game.


Only cards with icon numbers are affected by the Horror and then removed from the game.


Boiling Oil

55/100

Artifact

+4

Greyhawk

Rare

This artifact can only be attached to a Greyhawk realm. Any attacking champions are destroyed in a vat of boiling oil after the battle (win or lose) and discarded.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Siege Ladder

56/100

Artifact

+5

Dark Sun

Uncommon

This artifact can only be attached to a Dark Sun realm. Any cards attached to attacking champions are discarded after the battle (win or lose).


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Net of Ensnaring

57/100

Artifact

+3

Forgotten Realms

Rare

This artifact can only be attached to a Forgotten Realms realm. Any cards played by attacking champions during combat are sent to the Abyss after the battle is resolved.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Battering Ram

58/100

Artifact

+?

Greyhawk

Uncommon

This artifact can only be attached to a Greyhawk realm. Its bonus is equal to the number of Greyhawk realms and holdings in play.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Ballista

59/100

Artifact

+5

Dragonlance

Rare

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.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Cannon Ball

60/100

Artifact

+3

Birthright

Rare

This artifact can only be attached to a Birthright realm. If this realm is attacked, it can fire into an opposing player's pool and kill one champion.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Borer

61/100

Artifact

+7

Ravenloft

Rare

This artifact can only be attached to a Ravenloft realm. It instantly destroys all opposing allies and magical items of less than level 7.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Catapult

62/100

Artifact

+6

AD&D

Common

This artifact can only be attached to an AD&D realm. At any time during a round of combat, this player can choose to catapult the attacking champion to the Abyss. This realm is razed and the artifact discarded, but no one gains spoils.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Siege Machine

63/100

Artifact

AD&D

Common

This artifact can only be attached to an Underdark realm. It protects all holdings in the player's formation, allowing a holding to be moved to another realm if its attached realm is razed or discarded; the holding is discarded if it cannot be attached to a new realm.


Realm artifacts can be played (attached to a realm) in phase 3 or in phase 4 if the realm is defending itself.


Sword of Sharpness

64/100

Magic Item

+3

Common

This weapon easily pierces the strongest armor, instantly defeating champions of base level 3 or less. (Off)


Card Combo: Sword of Sharpness is very effective with Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, instantly defeating champions with a base level of 3 or less.


The Triton Throne

65/100

Magic Item

+4

Common

This magical item may only be attached to any realm. Its +4 bonus adds to any champion defending the realm and only swimmers may attack the attached realm. (Off)


The Triton Throne may be attached to a realm during phase 3 or 4. Attaching the throne to a realm makes is vulnerable to Volcanic Eruption.


Card Combo: To make your formation nearly impossible to attack, place Border Garrison in a protected location in the formation (at least one realm is in front of it in the formation). Then attach the Triton Throne. Any attack must first target Border Garrison. Triton's Throne allows only swimmers to attack. Border Garrison is protected and does not show coastline, so swimmers cannot attack. Only a champion that is both flyer and swimmer, such as Deathstream, Black Dragon and Mykell, Amethyst Great Wyrm, can attack.


Flask of Curses

66/100

Magic Item

+5

Common

The attached champion becomes a swimmer. If the champion with this item is defeated in combat, the flask is attached to the victor, becoming a -5 item that negates the attached champion's special powers. (Off)


Crystal Dragon Figurine

67/100

Magic Item

+3/+9/+18

Uncommon

This figurine can be used to add a +3 in battle; or can add a +9, but it is then discarded; or can add a mighty +18, but then both the magical item and the attached champion are discarded. (Def)


If the Crystal Dragon figurine is used as a +18 bonus magical item, the champion must be discarded, regardless of any special powers of the champion or any attachments. For example, if Rary the Traitor uses the Figurine at its full +18 bonus while Rary's Apprentice is in play, Rary must still be discarded, since the player must voluntarily forego the Apprentice's power in order to use the full Figurine bonus.


Amulet of the Dragon King

68/100

Magic Item

Uncommon

This magical item can only be attached to any realm. For each attacking champion defeated while defending the attached realm, 1 dragon champion can be returned from the discard pile to this player's pool or hand. (Def)


Breath Charm

69/100

Magic Item

+7

Common

This powerful charm makes the attached champion immune to the special powers of an opposing dragon. (Def)


Pearl Pegasus

70/100

Magic Item

+5

Rare

This figurine of wondrous power causes its owner to become a flyer. The figure's flight is so dexterous that the owner is immune to all offensive spells, psionic powers, blood abilities, unarmed combat cards, and thief skills that affect a single target. (Def)


The Pearl Pegasus gives the attached champion immunity to psionicist's powers, including powers such as Davron Parscall 's death field.


Clockwork Ogre

71/100

Magic Item

+8

Uncommon

If the attached champion is discarded in battle, this mechanical marvel returns to the pool and is instantly attached to another champion. If there are no champions in the pool it returns to this player's hand. (Def)


Amulet of Spell Turning

72/100

Magic Item

+3

Rare

Whenever an offensive spell is cast at the attached champion or his pool, this player cuts his draw pile and checks the last digit of the card number of the card revealed. If it is 0-7 the spell is turned back at the caster. On an 8 or 9 the spell takes effect normally. (Def)


The Amulet is effective against spells cast at the attached champion, spells cast generally against the player's pool (such as Death Fog), and spells cast at other champions and attached cards in the pool.

Because of the wording on the card "Whenever an offensive spell is cast...," the Amulet can only be used once per offensive spell. If an offensive spell is successfully spell-turned, and then the original caster plays Spell Turning, the Amulet cannot be used again, since a second offensive spell has not been cast.


Psionic Disintegration

73/100

Psionic Power

Rare

Cannot be used in a deck containing Disintegrate (393/2nd). Destroys one realm, regardless of position. The destroyed realm must be discarded. This player can make no attacks this turn. (Off/3)


Despite the specific notation on the card, Psionic Disintegration cannot be used in a deck with any edition of Disintegrate.


Cúpula BSW 2008: não pode afetar reinos destruídos (virados). Seu efeito somente funciona em reinos inteiros/construídos (unrazed). Para efeito de "destruir", compreendemos que o termo "destroy" ou "destroyed" (destruir, destruído) equivale a "raze" (arrazar), portanto, a palavra destruir, expressa nessas cartas, cumpre o requisito de arrasar quando for necessário.


Cúpula BSW 2013: 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.


Magic Draining Field

74/100

Psionic Power

Common

Can be played at any time to negate all spells in play, including a just cast spell. No more spells may be cast until the end of this player's next turn. (Def)






Drain Will

75/100

Psionic Power

Uncommon

Discards one champion of adjusted level 9 or less in one pool. No champions in that pool may attack until after that player's next turn. (Off/3)


Eat Dirt!

76/100

Unarmed Combat Card

Common

Opposing champion returns to his pool with his attachments. The battle may continue with a new champion. (Off/4)


Vital Blow

77/100

Unarmed Combat Card

+5

Uncommon

The opposing champion is sent to the Abyss if defeated, regardless of any special power he may have. (Off/4)


Supernatural Strength

78/100

Unarmed Combat Card

Common

Usable only by any undead or dragon champion. The base level of this champion is doubled until the end of this round of combat. (Off/4)


Create Minion

79/100

Blood Ability

Common

Return one champion from your discard pile to your pool. The restored champion is now considered undead. (Def/3/5)


Card Combo (from Bluntaxe's Spellfire Page): Use Armor of the High King to recover Create Minion each time it is used to retrieve a champion from the discard pile. If the Staff of Mimicry is used to duplicate the Armor, two champions can be recovered each turn. This combo is very effective to recover champions like Korgunard the Avangion that are often intentionally discarded.


Melt Bone

80/100

Blood Ability

+6

Uncommon

Opposing champion must immediately play an ally or return to his pool defeated (discard all attachments). The battle may continue with a different champion. (Off/4)


If this card is played by an attacker and the defending player chooses not to bring forward another defender, the realm is razed.


Card Combo (from Tim Barth, barth@twcny.rr.com): Play Divine Wrath so that your opponent cannot play allies. Then follow with Melt Bone, which requires the opponent to play an ally or be defeated.


Card Combo (from zuse2@webtv.net): In battle, cast ESP, which requires that the cards played into battle by the opponent are played face down. If the player guesses the card type, it is discarded. After ESP is in play, play a card that requires the opponent to play a certain type of card, such as Melt Bone (requires the opponent play an ally), Loup-Garou (opponent must have or play a magical item), Ki-Rin (opponent must have or play an ally). These cards make it rather easy to guess the next card to be played, ensuring it will be discarded and the opponent will be defeated.


Death Field

81/100

Blood Ability

Uncommon

One champion of base level 6 or higher is discarded. (Off/3)


Card Combo (from Bluntaxe's Spellfire Page): Use Armor of the High King to recover Death Field each time it is used to discard a high level champion. If the Staff of Mimicry is used to duplicate the Armor, two champions can be discarded each turn


Con Game

82/100

Thief Skill

Rare

All champions and their attachments in one opponent's pool are shuffled together. This player deals out the shuffled cards between he and their owner. This player then discards the cards dealt to him. The other player may immediately place the cards he was dealt back into his hand or into his pool. (Off/3)


The cards are dealt first to the opponent, then to the player. This means that if there is an odd number of cards in the pool, the opponent will get one more card than the number discarded.

Cards that remain with the opponent may be freely rearranged among hand and pool. For example, magical items may be attached to a different champion after the Con Game.

If the opponent has a borrowed champion in the pool, such as through Curse of the Azure Bonds or Tyranthraxus, the Possessing Spirit, and the event is discarded, the champion returns to its original pool. If the champion is discarded, all cards attached to that champion are discarded, regardless of how they were dealt. Also, if the champion is discarded, the Curse or Tyranthraxus may be returned to the hand (assuming the event was not discarded in the Con Game deal.


Cúpula BSW 2013: Cartas que possuam o termo “oponente” em seu texto, quando refletidas, tem seu efeito normal no lançador original (ConGame/Rebater – Espionage/Deflection, etc.)


Legal Loophole

83/100

Thief Skill

Common

This skill may be attached to any thief to allow all of this player's thieves to ignore the effects of any rule cards in play. Lasts until the attached thief is discarded. (Def/3)


Tumble Out of Danger

84/100

Thief Skill

Uncommon

This skill may be played at any time to redirect a spell or event that targets the champion using this skill. It can be redirected at any champion in any pool or in battle. (Def)


The redirected spell or event must target the champion using this skill, but it may also target other champions. For example, Slave Revolt targets a champion from each opposing pool. If a thief is targeted, he could use Tumble Out of Danger to redirect the effects of Slave Revolt to another champion.

Cards such as Death Fog, that target a pool rather than a particular champion, cannot be redirected using Tumble Out of Danger.







Broad Jump

85/100

Thief Skill

+4

Rare

When played in combat, this skill allows the attached thief to bypass a defending wizard, cleric, or psionicist and automatically raze a realm. The defending champion returns to his pool. (Off/4)


This card cannot be played when attacking a dungeon card, only when attacking a realm.

Hijacking

86/100

Thief Skill

Rare

This skill may be played any time that another player is to receive cards from his draw pile as the result of an event, realm, artifact, champion, or holding's power. You may take an equal number of cards from your draw pile, and the other player must immediately discard his draws. (Off)


If What Goes Around Comes Around is in play, Hijacking can only be used against the player that initially drew extra cards, since Hijacking does not work on extra cards drawn as a result of a rule card.

Hijacking cannot be played from the hand after Transformation! has been played, since the hand must be discarded as a result of Transformation!

Hijacking can be played on the target of Kelaser Redbelt's power to take the five cards and leave the target player with no cards.


Liga BSW: Hijacking redireciona a compra de cartas para o seu possuidor, logo cartas como Herald of Mei Lung e Wyrms’ Decree anulam completamente seu poder, pois se não há descarte de cartas, não pode haver compra.


Fortune Telling

87/100

Thief Skill

Common

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 card's last digit. If you are correct, the champion is sent to Limbo until his owner discards a champion with a base level equal to or higher than the champion's. If you are wrong, your opponent gets the card that you cut to and may play it immediately (if legal). (Off/3)


Gather Information

88/100

Thief Skill

Common

Look at the top 5 cards in any opponent's draw pile. If you choose, you may discard the champion using this skill to place the cards on the bottom of their draw pile. (Off/3)


Intimidation

89/100

Thief Skill

Uncommon

Tell your opponent to break off the attack. If he does, the battle ends without spoils and nothing is razed. If he presses the attack, you may take the top 5 cards from your draw pile. Place any realms or holdings on the bottom of your draw pile. Any other cards may be played into the battle, regardless of restrictions (ie, multiple artifacts may be attached, spells may be used by nonspellcasters, etc). After combat is resolved, only legal cards may remain attached. (Def/4)


The cards usable in battle are played immediately. Only spells usable in phase 4 can be played.


Trailing

90/100

Thief Skill

+5

Common

The attached thief can "follow" a champion that has just attacked a realm that has special movement or other restrictions. This champion may ignore those restrictions. Lasts until the attached champion is discarded. (Def/3)


Extension I

91/100

Wizard Spell

Common

Castable only by AD&D champions. Can be cast to extend the duration of any spell or event that lasts until the start or end of your next turn. Draw and discard a card, noting the card number's last digit. This is the number of additional turns added to the duration. (Def/3/4/5)


City Shield

92/100

Wizard Spell

Birthright

Uncommon

Castable only by Birthright champions. This spell prevents offensive spells from affecting any of your realms. Lasts until dispelled. (Def/3)


Spectral Dragon

93/100

Wizard Spell

Dragonlance

Common

Castable only by Dragonlance champions. This spell creates a monstrous illusory dragon that sweeps through all opposing player's pools, sending all champions of base level 4 or less to the discard pile. (Off/3)


Card Combo: With the rule card Brandobaris's Inversion (All champions of base level 6 and above are reduced to level 2...) in play, cast Spectral Dragon. All champions with a base level of 6 and above (before Brandobaris's Inversion is played) are discarded.


Ball Lightning

94/100

Wizard Spell

+?

Forgotten Realms

Uncommon

Castable only by Forgotten Realms champions. This spell increases in power; a champion gets 1 lightning ball for every 2 base levels he has, to a maximum of 4. Each lightning ball can add 3 to the caster's level or can destroy one opposing ally. (Off/4)


The effect of each lightning ball (add 3 levels or destroy one ally) must be declared immediately when Ball Lightning is played.


Drawmij's Beneficent Polymorph

95/100

Wizard Spell

Greyhawk

Uncommon

Castable only by Greyhawk champions. This spell allows the caster to fly, swim, or earthwalk, as desired. This champion may also copy the special powers of any champion in his pool. Lasts until the start of this player's next turn. (Def/3/4)


If this spell is Retargeted, the original caster determines which champion in his pool is duplicated by the new target champion.


Animate Gargoyle

96/100

Wizard Spell

Ravenloft

Rare

Castable only by Ravenloft champions. This spell creates a flying monster champion whose base level is equal to twice the caster's adjusted level. This champion flies immediately to his pool and is in all ways treated as a normal monster. This spell may only be dispelled or negated when it is first cast. (Def/3/4)



Minions of Darkness

97/100

Wizard Spell

Common

Castable only by drow or Underdark champions (UD). Cast when defending an Underdark realm, this spell allows this player's Triumvirate allies to be used in defense. They may not be discarded or forced to switch sides for any reason. (Def)


Conjure Greater Fire Elemental

98/100

Wizard Spell

+?

Dark Sun

Castable only by Dark Sun champions. This spell creates an ally equal in bonus to the base level of the caster. The greater fire elemental causes all magical items held by an opposing champion to be sent to the Abyss. (Off/4)


Divine Assistance

99/100

Cleric Spell

Common

This spell negates the effects of all dungeon cards in play until dispelled. (Off/3/4)


What Goes Around Comes Around

100/100

Rule Card

Common

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.

All cards that allow a single player to draw extra cards into his hand (such as events, realms, artifacts, holdings, etc) allow all players to draw an equal number of cards instantly.

This rule can only be removed by playing another rule card. It is immune to champion powers, events, and the Wish spell.


When What Comes Around Goes Around is in play, if any players receive extra cards, regardless of the source, all players receive the same number of cards under the same 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 realms. When the power of Gib Irod or the Bag of Holding is used, all players may draw a card, but each must discard a card, as the card powers require.

If Hijacking is played on a Good Fortune while this rule card is in play, all players draw five cards, but only the player of Good Fortune must discard his cards.


Winner's Trophy

1/25

Artifact

+5

AD&D

Chase

May be attached to a champion of any world. In combat, the attached champion may use any type of card playable in phase 4.


That's Adam Kowalke, winner of the sealed deck tournament, on the card.


Pretty Magical Ring

2/25

Magic Item

+6

Chase

The attached champion and his allies can fly, swim, or earthwalk as desired. This champion and his allies are immune to all cards that specifically target fliers, swimmers, or earthwalkers. (Def)

Fighting Dirty!

3/25

Unarmed Combat Card

+?

Chase

Usable by any champion. Opposing player draws and discards a card, noting its last digit. The opposing player must immediately discard that many cards from his hand. (Off/4)


When the opposing player draws and discards a card noting its last digit, that digit is also the level bonus of the Fighting Dirty thief skill, as well as how many cards are discarded.

If this card changes sides in a battle, such as through the power of Master Illithid, the current bonus remains. The card power does not reset when it changes sides.

That's Gib Ted (Ted Forret) administering the punch below the belt. The victim is an unnamed TSR designer.


Dissolution

4/25

Wizard Spell

Chase

One razed realm (this player's choice) is discarded. (Off/3/5)


Black Hand Thieves Guild

5/25

Holding

AD&D

Chase

May be attached to any realm. While this holding is in play all players must discard down to five cards any time they have nine or more cards in their hand.


When drawing cards for any reason, all cards must be drawn first. Then, if the player has nine or more cards, the player discards down to five.

This holding is an excellent addition to 75- and 110-card decks. Games with these deck sizes have maximum hand sizes of 10 and 12 cards, respectively, so the power of the Black Hand Thieves' Guild will be triggered often.

Because this holding affects the player, in addition to opponents, it's a good idea to include the Herald of Mei Lung in any deck that includes the Guild. The Herald grants immunity to all cards, including the Guild, that force cards to be discarded from the hand.


Elminster's Intuition

6/25

Event

Chase

Name a card out loud. Immediately search an opponent's draw pile for that card. If you find it, send the card to the Abyss. If you don't find it, immediately send your foremost realm to the Abyss instead. (Harmful)


Fool's Paradise

7/25

Event

Chase

This charming fool distracts all of one player's nonmonster champions, preventing them from performing any actions until this player's next turn. (Harmful)


Aliki

8/25

Thief

6

Greyhawk

Chase

Halfling. Aliki can cast wizard spells. During combat, this cunning rogue can steal one magical item from an opposing champion. The item returns to its owner at the end of battle.


Emily Forester made this card at GenCon. The face paint is by Jon Lamkin.


Lilac Hesabon

9/25

Hero

5

Forgotten Realms

Chase

Adventurer; elf; swimmer. Lilac's dog, Lightning, acts as a +3 ally to her or a fellow adventurer. Lightning can be discarded in combat to negate one offensive card.


The girl pictured is Maggie Forester. Lilac Hesabon is her Living City character.


Enter Darkness Together

10/25

Event

Chase

Play this card to negate a just-played event or spell. This event cannot be calmed, and can only be negated by tearing up the card which this event was played on. If this happens the original event or spell works normally.


Enter Darkness Together can be Deflected, but another Enter Darkness Together cannot be used to cancel this event.

That's Chuck Carey on the card.


Cúpula BSW 2008: 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.


Recorder of Yé Cind

11/25

Artifact

+3

AD&D

Chase

Usable by any champion. At any time, this player may look at any cards which are in play face down. Once per turn, this player may randomly pull half the cards from any player's hand and look at them.

When looking at half of any player's hand, the number of cards pulled is rounded down.


Telarie Willowind

12/25

Hero

7

Greyhawk

Chase

Can cast cleric spells. Talerie's unicorn steed acts as a +4 ally. If defending, she can teleport out of battle back to her pool with her attachments, though the realm is then razed.






The Llama King

13/25

Hero

9

AD&D

Chase

During battle, the Llama King may summon an army of llamas to aid him. The llamas act as a +9 ally that can trample one opposing ally (discarding it).


Necba the Wrathmaker

14/25

Thief

5

Dragonlance

Chase

Halfling (Kender). Immune to offensive spells and harmful events. Opposing players must attack and raze a realm each turn, or discard their highest level champion while Necba is in play.


An opposing player who does not attack and raze a realm discards his highest level champion in phase 5, after combat (phase 4) is completed. The champion discarded is the highest level champion in the pool at that time. If a player has two or more champions with the highest total, the targeted player decides which of his highest level champions he will discard.

If a player's highest level champion is immune to Necba's power, no champion is discarded. A champion like Manshoon of the Zhentarim or Chernevik can be the target of Necba's power, but then use its own power (discarding a card in the case of Manshoon) to avoid being discarded.

Even if a player cannot attack, due to realm restrictions for example, the player must still discard his highest level champion.

If Necba is in a player's pool and an opponent destroys all the player's realms, Necba will be discarded at the end of the current turn. However, Necba's power still functions, and the opposing player must attack and raze a realm or discard his highest level champion.

A realm need not be razed through combat to satisfy Necba's power. For example, a player could cast Creeping Doom during phase 3 and then attack in phase 4. That player would not have to discard a champion, since the requirements of Necba's power (attack and raze a realm) have been met.

A realm must be razed, not discarded (e.g. through Disintegrate) to satisfy Necba.

If Necba's power is copied by another champion (such as Gib Drawsemij), only one realm need be raised to satisfy the powers of both champions. If a realm is not razed the two highest champions must be discarded (or three highest champions, if three Necbas are in play, etc.). Once the original Necba is discarded, the copied powers no longer work, since the wording of the card says "while Necba is in play."


Card Combo: While Necba is in the pool, playing a card that prohibits combat, such as Wall of Fog and Solid Fog, ensures that opponents will discard their highest level champions.


Cúpula BSW 2015: 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.


Shan, Karate Master

15/25

Hero

7

Forgotten Realms

Chase

Doubles the bonus of any unarmed combat card. This champion hates magic and cannot use magical items or artifacts. Gains 2 levels for each spell, magical item, or artifact used against him.


Shan doubles the bonus of any attached unarmed combat cards. Shan can only use unarmed combat cards usable by heroes.

This card was created by George Isele at the 1996 GenCon game fair.


Handmine

16/25

Event

Chase

Keep this event in your hand. A player who looks into your hand and finds this card must immediately discard his entire hand and the card that allowed him to look. (Harmful)


The Handmine is kept in a player's hand. If an opponent looks in the player's hand, the Handmine is activated forcing the opponent to discard his hand, as well as the card that allowed the opponent to look at the player's hand. The Handmine is then placed in the Void.

The card that allowed the opponent to look in the player's hand still functions, it is just discarded. Thus, if an opponent plays Cold Cup of Calamity, the player must still discard down to five cards. The opponent's hand is completely discarded by the Handmine.

Handmine does not affect cards that call for some of the hand to be displayed, such as El Hadid, Dr. Rudolph von Richten, and Plentiful Psionics.

Because Handmine is a harmful event, it can be deflected, and another player, chosen by the player of Deflection, must discard his hand.

Handmine will not function while Throne of the Pharaohs is in play.


The Builder

17/25

Hero

5

Greyhawk

Chase

Dwarf; earthwalker. When in a pool, this champion allows a razed realm to be rebuilt by discarding only one card, instead of the normal three.


The power of the Builder applies only to the player whose pool the Builder is in.


Slorath's Gloves

18/25

Artifact

+2

AD&D

Chase

At the start of this player's turn, he draws a card from an opponent's hand and sends it to Limbo. All such cards selected remain in Limbo while the Gloves are in play, returning to the player's hand when the Gloves are discarded.


Rary's Apprentice

19/25

Wizard

4

Greyhawk

Chase

Immune to harmful events. While this champion is in play, Rary cannot be discarded for any reason. If Rary loses a battle, he returns to his pool with his attachments. Rary can use all items attached to his apprentice, gaining 2 levels for each used.







Poor Oriental Lord

20/25

Thief

10

Forgotten Realms

While this champion is in play, no cards marked "First Edition" can be played. All those already in play remain, but no new ones may be played.


Because it is immune to the special powers of opposing champions, Ethereal Champion can play any cards while in combat with Poor Oriental Lord. It cannot, however, be put into play while the POL is in play, since Ethereal Champion is a first edition card. Similarly, the Celestial Emperor and Turin Deathstalker cannot be brought into play, but can play cards of any edition, while POL is in play.


Highmaster Illithios

21/25

Psionicist

10

AD&D

Chase

Underdark. Immune to offensive spells, magical items, and artifacts. Draw a card whenever a psionic power card is played.


His power is (Def)

The player with Highmaster Illithios draws a card whenever a psionic power card is played. The player does not draw when a psionic power is used, only if a card is played.


Chaos Lord

22/25

Regent

9

Birthright

Chase

Can cast wizard and cleric spells. This champion is immune to harmful events and rule cards. Chaos Lord may be sent to the Abyss to rearrange all realms in all formations (this player's choice).


This card was created by Tony Novello at GenCon 1996.


Giant Troll

23/25

Ally

+10

Chase

Giant. This ally regenerates and remains in play for an entire attack on a realm; it is discarded only after the realm is razed or the attack discontinued.

The Giant Troll can be played on attack or defense, but it remains for each round only when attacking. when defending, it is discarded at the end of the round like a any other ally.

If the Giant Troll is animated by Gib Hcivonad to become a champion, he may only attack once per battle.


Elyk the Bard

24/25

Thief

5

AD&D

Chase

At the beginning of this player's turn, Elyk can choose to change into a wizard or hero. Elyk's legend lore ability confers immunity to the effects of any one artifact (chosen at the start of this player's turn) to this player.


Dor Amberglow

25/25

Hero

5

Forgotten Realms

Chase

Adventurer. Dor can cast wizard spells and is immune to offensive psionics. He can act as an ally for any other adventurer, returning to his pool after the battle.


That's me, Mike Forester, in the picture. Dor Amberglow is my Living City character.


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