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|caption          = The cardback throughout the ''Spellfire'' CCG.
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'''''Spellfire: Master the Magic''''' is an out-of-print collectible card game (CCG) created by [[TSR, Inc.]] and based on ''Dungeons & Dragons''.<ref name="OWENS">{{Citation  | last1 =Owens  | first1 =Thomas S. | last2 =Helmer  | first2 =Diana Star | title =Inside Collectible Card Games  | year =1996  | pages =32–33, 113, 120–121  | postscript =.}}</ref> The game appeared first in April 1994, shortly after the introduction of ''[[Magic: The Gathering]]'', in the wake of the success enjoyed by trading card games.<ref name="history">{{cite web| url=http://www.wizards.com/dnd/DnDArchives_History.asp| title=The History of TSR| publisher=[[Wizards of the Coast]]| access-date=2005-08-20| archive-url=https://web.archive.org/web/20080924195557/http://www.wizards.com/dnd/DnDArchives_History.asp| url-status=dead| archive-date=2008-09-24}}</ref> It was the second CCG to be released, preceding [[Wizards of the Coast]]'s second CCG ''[[Vampire: The Eternal Struggle|Jyhad]]'' by two months.<ref name="MILLER">{{Citation|last=Miller|first=John Jackson|title=Scrye Collectible Card Game Checklist & Price Guide|year=2003|pages=522–541|postscript=.}}</ref>
'''''Spellfire: Master the Magic''''' is an out-of-print collectible card game (CCG) created by [[TSR, Inc.]] and based on ''Dungeons & Dragons''.<ref name="OWENS">{{cite book | last =Owens  | first =Thomas S. | coauthors =Diana Star Helmer | title =Inside Collectible Card Games  | year =1996  | pages =32–33, 113, 120–121  | postscript =.}}</ref> The game appeared first in April 1994, shortly after the introduction of ''Magic: The Gathering'', in the wake of the success enjoyed by trading card games.<ref name="history">{{cite web| url=http://www.wizards.com/dnd/DnDArchives_History.asp| title=The History of TSR| publisher=[[Wizards of the Coast]]| access-date=2005-08-20| archive-url=https://web.archive.org/web/20080924195557/http://www.wizards.com/dnd/DnDArchives_History.asp| url-status=dead| archive-date=2008-09-24}}</ref> It was the second CCG to be released, preceding [[Wizards of the Coast]]'s second CCG ''Vampire: The Eternal Struggle—Jyhad'' by two months.<ref name="MILLER">{{cite book|last=Miller|first=John Jackson|title=Scrye Collectible Card Game Checklist & Price Guide|year=2003|pages=522–541|postscript=.}}</ref>


==History==
==History==
After the successful launch of Wizards of the Coast's ''Magic: The Gathering'' card game in 1993, [[TSR, Inc.|TSR]] entered the fledgling CCG market with their take on a fantasy-themed card game in June 1994. ''Spellfire'' was designed by [[Steve Winter]], [[Jim Ward (game designer)|Jim Ward]], [[David Cook (game designer)|Dave Cook]], and [[Timothy Brown (game designer)|Tim Brown]].<ref name="Pyramid9"/>
After the successful launch of Wizards of the Coast's ''Magic: The Gathering'' card game in 1993, [[TSR, Inc.|TSR]] entered the fledgling CCG market with their take on a fantasy-themed card game in June 1994. ''Spellfire'' was designed by [[Steve Winter]], [[Jim Ward]], [[David Cook|Dave Cook]], and [[Timothy Brown|Tim Brown]].<ref name="Pyramid9"/>


''Spellfire'' used characters, locations, magic items, artifacts, monsters, events, and spells from the intellectual properties of TSR's ''Dungeons & Dragons'' gaming worlds. However, it faced criticism immediately after release. One concern was TSR's use of artwork on ''Spellfire'' cards that had already been used on TSR's products like ''AD&D'' and ''Dragon'' Magazine.<ref name="MILLER"/> Another source of debate was ''Spellfire'''s use of completely different game mechanics.
''Spellfire'' used characters, locations, magic items, artifacts, monsters, events, and spells from the intellectual properties of TSR's ''Dungeons & Dragons'' gaming worlds. However, it faced criticism immediately after release. One concern was TSR's use of artwork on ''Spellfire'' cards that had already been used on TSR's products like ''AD&D'' and ''Dragon'' Magazine.<ref name="MILLER"/> Another source of debate was ''Spellfire'''s use of completely different game mechanics.


==Editions==
==Editions==
The first release had a selection of 400 cards, which included cards from the [[Forgotten Realms]], [[Dark Sun]], and [[Greyhawk]] settings.<ref name="Pyramid9"/> The basic set came packaged in a double deck (55 cards per deck), in three levels of rarity (Common, Uncommon, and Rare), and [[booster packs]] were also sold which included 25 additional cards not available in the basic set.<ref name="Pyramid9"/>
The first release had a selection of 400 cards, which included cards from the Forgotten Realms, Dark Sun, and Greyhawk settings.<ref name="Pyramid9"/> The basic set came packaged in a double deck (55 cards per deck), in three levels of rarity (Common, Uncommon, and Rare), and booster packs were also sold which included 25 additional cards not available in the basic set.<ref name="Pyramid9"/>


The second edition [[Booster pack|starter pack]] fixed some misprints and replaced 20 first edition cards with 20 different chase cards. The artwork for the new chase cards consisted mostly of photos with fantasy-related artifacts or people in costume. The rest of this set remained identical to the first edition. The ''[[Ravenloft]]'', ''[[Dragonlance]]'', and ''[[Forgotten Realms]]'' booster series were released soon after the second edition. These were well received by players.
The second edition starter pack fixed some misprints and replaced 20 first edition cards with 20 different chase cards. The artwork for the new chase cards consisted mostly of photos with fantasy-related artifacts or people in costume. The rest of this set remained identical to the first edition. The ''Ravenloft'', ''Dragonlance'', and ''Forgotten Realms'' booster series were released soon after the second edition. These were well received by players.


The third edition starter made some significant changes by adding powers to cards that previously had none, without changing the names and artwork.  There were also significant rules corrections and updates. The ''Artifacts'', ''Powers'', ''[[Underdark]]'', ''Runes & Ruins'',<ref name="Duelist">{{Citation | last = Varney | first = Allen | title = Reports on Trading Card Games | page = 9 | newspaper = The Duelist | date = May 1996 | issue =#10}}</ref> and ''[[Birthright (campaign setting)|Birthright]]'' booster series added many new dimensions to the game.
The third edition starter made some significant changes by adding powers to cards that previously had none, without changing the names and artwork.  There were also significant rules corrections and updates. The ''Artifacts'', ''Powers'', ''Underdark'', ''Runes & Ruins'',<ref name="Duelist">{{cite book | last = Varney | first = Allen | title = Reports on Trading Card Games | page = 9 | newspaper = The Duelist | date = May 1996 | issue =#10}}</ref> and ''Birthright'' booster series added many new dimensions to the game.


The fourth edition came in a red and black double-pack, and featured 520 cards taken from every expansion and mainline set, augmented by over 200 new designs.<ref name="Arcane11"/> Some cards that were not updated for the 3rd edition were changed with this release.<ref name="Arcane11"/> The red box in this twin-deck pack included a 55-card deck playable directly from the packet, while the black box included a set of revised rules and a booster pack of 12 cards from the ''Dragonomicon'' expansion.<ref name="Arcane11"/> By the time the fourth edition starter pack made its debut, the future of TSR was uncertain, leading to production problems. Three more booster series, ''Draconomicon'', ''Nightstalkers'', and ''Dungeons'', were released. Though they all sold out immediately, these sets were produced in small quantities. Shortly thereafter, Wizards of the Coast bought out TSR.
The fourth edition came in a red and black double-pack, and featured 520 cards taken from every expansion and mainline set, augmented by over 200 new designs.<ref name="Arcane11"/> Some cards that were not updated for the third edition were changed with this release.<ref name="Arcane11"/> The red box in this twin-deck pack included a 55-card deck playable directly from the packet, while the black box included a set of revised rules and a booster pack of 12 cards from the ''Dragonomicon'' expansion.<ref name="Arcane11"/> By the time the fourth edition starter pack made its debut, the future of TSR was uncertain, leading to production problems. Three more booster series, ''Draconomicon'', ''Nightstalkers'', and ''Dungeons'', were released. Though they all sold out immediately, these sets were produced in small quantities. Shortly thereafter, Wizards of the Coast bought out TSR.


Before it was discontinued, ''Spellfire'' was released in six languages (English, Spanish, Portuguese, Italian, German, and French) and four editions, as well as having eleven expansions or "booster sets". Several years after Wizards of the Coast acquired TSR, they announced that they would be re-releasing ''Spellfire'', but the project was canceled.
Before it was discontinued, ''Spellfire'' was released in six languages (English, Spanish, Portuguese, Italian, German, and French) and four editions, as well as having eleven expansions or "booster sets". Several years after Wizards of the Coast acquired TSR, they announced that they would be re-releasing ''Spellfire'', but the project was canceled.
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!Release Date!!Edition / Booster!!Special Features
!Release Date!!Edition / Booster!!Special Features
|-
|-
|June 1994||1st Edition||First AD&D champions
|June 1994||first edition||First AD&D champions
|-
|-
|August 1994||Ravenloft||Rule Cards, Limbo, Power Activation
|August 1994||Ravenloft||Rule Cards, Limbo, Power Activation
|-
|-
|August 1994||2nd Edition||20 rares replaced from 1st Edition
|August 1994||Second Edition||20 rares replaced from first edition
|-
|-
|September 1994||Dragonlance||Racial definitions, swimmers, earthwalkers
|September 1994||Dragonlance||Racial definitions, swimmers, earthwalkers
Line 54: Line 54:
|September 1995||Powers||Avatar champion
|September 1995||Powers||Avatar champion
|-
|-
|October 1995||3rd Edition||20 additional rares replaced from 2nd Edition
|October 1995||third edition||20 additional rares replaced from Second Edition
|-
|-
|December 1995||The Underdark||Attack-oriented
|December 1995||The Underdark||Attack-oriented
Line 62: Line 62:
|May 1996||Birthright||Regents and blood abilities
|May 1996||Birthright||Regents and blood abilities
|-
|-
|July 1996||4th Edition||Strengthened previous key cards
|July 1996||fourth edition||Strengthened previous key cards
|-
|-
|July 1996||Draconomicon||Dragon-oriented
|July 1996||Draconomicon||Dragon-oriented
Line 80: Line 80:
                                               D E F
                                               D E F


'''Champions''' - During his turn, a player may play champions into his "pool." He may also outfit them with magic items and artifacts.  Champions are probably the most important cards in the game, as they are used to attack and defend realms. The types of champions in the original game were [[hero]]es, [[monster]]s, [[Cleric (Dungeons & Dragons)|cleric]]s, and [[Wizard (Dungeons & Dragons)|wizards]]; later, [[Psionics (Dungeons & Dragons)|psionicists]], [[regent]]s, and [[Rogue (Dungeons & Dragons)|thieves]] were added.
'''Champions''' - During his turn, a player may play champions into his "pool." He may also outfit them with magic items and artifacts.  Champions are probably the most important cards in the game, as they are used to attack and defend realms. The types of champions in the original game were heroes, monsters, clerics, and wizards; later, psionicists, regents, and thieves were added.


If the player at any time had no realms, razed or unrazed, in his formation, all of the cards in his pool would be discarded at the end of his turn.
If the player at any time had no realms, razed or unrazed, in his formation, all of the cards in his pool would be discarded at the end of his turn.


==Reception==
==Reception==
[[Scott Haring]] reviewed ''Spellfire'' for ''[[Pyramid (magazine)|Pyramid]]'' #9, published in October 1994.<ref name="Pyramid9">[http://www.sjgames.com/pyramid/sample.html?id=930 Pyramid Picks]</ref> Haring felt that the game was going to be "just the first of what is sure to be a long line of games trying to take advantage of the market that ''Magic'' opened", but found that he was "pleasantly surprised by ''Spellfire''".<ref name="Pyramid9"/> He called the game "quite good", and said that the lack of original art was tempered by TSR's twenty years of art archives.<ref name="Pyramid9"/>
Scott Haring reviewed ''Spellfire'' for ''Pyramid'' #9, published in October 1994.<ref name="Pyramid9">[http://www.sjgames.com/pyramid/sample.html?id=930 Pyramid Picks]</ref> Haring felt that the game was going to be "just the first of what is sure to be a long line of games trying to take advantage of the market that ''Magic'' opened", but found that he was "pleasantly surprised by ''Spellfire''".<ref name="Pyramid9"/> He called the game "quite good", and said that the lack of original art was tempered by TSR's twenty years of art archives.<ref name="Pyramid9"/>


In 1995, ''Tomart's'' remarked that ''Spellfire'' was released with card backs that weren't identical between editions. For instance, "First Edition" and "Second Edition" had their names on their own respective card backs, noting these markings indicated the first ''appearance'' of the card rather than the set it was sold with. According to the authors, the cards looked "innocent" but made it "easier to cheat" because they were essentially "marked cards".<ref name="TOMARTS">{{Citation
In 1995, ''Tomart's'' remarked that ''Spellfire'' was released with card backs that weren't identical between editions. For instance, "First Edition" and "Second Edition" had their names on their own respective card backs, noting these markings indicated the first ''appearance'' of the card rather than the set it was sold with. According to the authors, the cards looked "innocent" but made it "easier to cheat" because they were essentially "marked cards".<ref name="TOMARTS">{{cite book
   | last1 =Tumbusch
   | last =Tumbusch
   | first1 =T. M.
   | first =T. M.
   | last2 =Zwilling
   | last2 =Zwilling
   | first2 =Nathan
   | first2 =Nathan
Line 98: Line 98:
}}</ref>
}}</ref>


Chris Baylis reviewed some of the game's expansion sets for ''Arcane'' magazine, beginning with the ''Underdark'' booster pack, rating it a 7 out of 10 overall.<ref name="Arcane4">{{cite journal|last= Baylis|first=Chris|date=March 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=4|pages=82}}</ref> He found that virtually half of the 100-card set was accounted for by its main deck-building features, namely the high-level clerics, the surplus of clerical spells, a heavy influence of powerful monsters, and the underground Realms. He felt that these cards "go a long way towards redressing the balance upset by ''Powers'' (set six), which made Psionicists almost insurmountable".<ref name="Arcane4"/> Baylis reviewed the ''Runes & Ruins'' expansion set, rating it a 6 out of 10 overall.<ref name="Arcane7">{{cite journal|last=Baylis|first=Chris|date=June 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=7|pages=69-70}}</ref> Baylis comments that "The most interesting cards of the set are the unarmed combat holds, kicks and punches, presented in a very unusual oil painting form and carrying a clenched fist symbol not yet in the rulebook."<ref name="Arcane7"/> Baylis reviewed the ''Birthright'' booster pack, rating it a 5 out of 10 overall.<ref name="Arcane8">{{cite journal|last=Baylis|first=Chris|date=July 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=8|pages=70}}</ref> Baylis concluded his review by saying: "Overall the ''Birthright'' expansion is of very little interest to anyone other than card collectors, with only one of the 100 cards immediately springing to mind for possible consideration as an addition to my personal gaming deck."<ref name="Arcane8"/> Baylis reviewed the ''Draconomicon'' booster pack, rating it a 7 out of 10 overall.<ref name="Arcane10">{{cite journal|last=Baylis|first=Chris|date=September 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=10|pages=74}}</ref> He noted that this expansion was mostly researched from the ''[[Draconomicon]]'' handbook from TSR: "As you would expect with spellcasting Wyrms, it is accented towards magic, though the set is also bolstered by events and allies that are associated with Dragons and dragonkind."<ref name="Arcane10"/>
Chris Baylis reviewed some of the game's expansion sets for ''Arcane'' magazine, beginning with the ''Underdark'' booster pack, rating it a 7 out of 10 overall.<ref name="Arcane4">{{cite journal|last= Baylis|first=Chris|date=March 1996|title=Games Reviews|journal=Arcane|publisher=Future Publishing|issue=4|pages=82}}</ref> He found that virtually half of the 100-card set was accounted for by its main deck-building features, namely the high-level clerics, the surplus of clerical spells, a heavy influence of powerful monsters, and the underground Realms. He felt that these cards "go a long way towards redressing the balance upset by ''Powers'' (set six), which made Psionicists almost insurmountable".<ref name="Arcane4"/> Baylis reviewed the ''Runes & Ruins'' expansion set, rating it a 6 out of 10 overall.<ref name="Arcane7">{{cite journal|last=Baylis|first=Chris|date=June 1996|title=Games Reviews|journal=Arcane|publisher=Future Publishing|issue=7|pages=69-70}}</ref> Baylis comments that "The most interesting cards of the set are the unarmed combat holds, kicks and punches, presented in a very unusual oil painting form and carrying a clenched fist symbol not yet in the rulebook."<ref name="Arcane7"/> Baylis reviewed the ''Birthright'' booster pack, rating it a 5 out of 10 overall.<ref name="Arcane8">{{cite journal|last=Baylis|first=Chris|date=July 1996|title=Games Reviews|journal=Arcane|publisher=Future Publishing|issue=8|pages=70}}</ref> Baylis concluded his review by saying: "Overall the ''Birthright'' expansion is of very little interest to anyone other than card collectors, with only one of the 100 cards immediately springing to mind for possible consideration as an addition to my personal gaming deck."<ref name="Arcane8"/> Baylis reviewed the ''Draconomicon'' booster pack, rating it a 7 out of 10 overall.<ref name="Arcane10">{{cite journal|last=Baylis|first=Chris|date=September 1996|title=Games Reviews|journal=Arcane|publisher=Future Publishing|issue=10|pages=74}}</ref> He noted that this expansion was mostly researched from the ''Draconomicon'' handbook from TSR: "As you would expect with spellcasting Wyrms, it is accented towards magic, though the set is also bolstered by events and allies that are associated with Dragons and dragonkind."<ref name="Arcane10"/>


Chris Baylis reviewed the fourth edition of ''Spellfire'' for the British magazine ''Arcane'', rating it a 6 out of 10 overall.<ref name="Arcane11">{{cite journal|last= Baylis|first=Chris|date=October 1996|title=Games Reviews|journal=Arcane|publisher=[[Future plc|Future Publishing]]|issue=11|pages=70}}</ref> He found the pack "striking", considering the fourth edition to have "the instant eye appeal that none of its predecessors could muster."<ref name="Arcane11"/> He concluded by saying: ''Spellfire'' will never seriously rival ''Magic'', but it does provide light, sometimes intense entertainment at a reasonable price, and when you come down to it, that is surely the essence of games playing."<ref name="Arcane11"/>
Chris Baylis reviewed the fourth edition of ''Spellfire'' for the British magazine ''Arcane'', rating it a 6 out of 10 overall.<ref name="Arcane11">{{cite journal|last= Baylis|first=Chris|date=October 1996|title=Games Reviews|journal=Arcane|publisher=Future Publishing|issue=11|pages=70}}</ref> He found the pack "striking", considering the fourth edition to have "the instant eye appeal that none of its predecessors could muster."<ref name="Arcane11"/> He concluded by saying: ''Spellfire'' will never seriously rival ''Magic'', but it does provide light, sometimes intense entertainment at a reasonable price, and when you come down to it, that is surely the essence of games playing."<ref name="Arcane11"/>


==Further reading==
==Further reading==
*{{cite magazine|magazine=[[The Duelist (magazine)|The Duelist]]|title=Spellfire Card Game|last1=Huntington|first1=Eryn|last2=Salois|first2=Bryan|issue=2|publisher=[[Wizards of the Coast]]|p=45|date=Summer 1994}}
* {{cite journal|magazine=The Duelist|title=Spellfire Card Game|last=Huntington|first=Eryn|last2=Salois|first2=Bryan|issue=2|publisher=[[Wizards of the Coast]]|p=45|date=Summer 1994}}
*{{cite magazine|magazine=[[The Duelist (magazine)|The Duelist]]|title=Spellfire: a first look|last=Rydberg|first=Rich|issue=2|publisher=[[Wizards of the Coast]]|p=46-47|date=Summer 1994}}
* {{cite journal|magazine=The Duelist|title=Spellfire: a first look|last=Rydberg|first=Rich|issue=2|publisher=[[Wizards of the Coast]]|p=46-47|date=Summer 1994}}


==External links==
== External links ==
{{External link disclaimer}}
* [https://ccgtrader.co.uk/games/spellfire-ccg Spellfire at CCGTrader.co.uk]
* [https://ccgtrader.co.uk/games/spellfire-ccg Spellfire at CCGTrader.co.uk]
* [http://www.moddi.com Spellfire Community Site]
* [http://www.moddi.com Spellfire Community Site]
Line 115: Line 116:
* [https://archive.org/details/shadismagazine/Shadis/Shadis%20Magazine%20%2317.5/page/n31/mode/2up Review] in [[Shadis]]
* [https://archive.org/details/shadismagazine/Shadis/Shadis%20Magazine%20%2317.5/page/n31/mode/2up Review] in [[Shadis]]
==References==
==References==
===Citations===
===cite books===
<references />
<references />
===Bibliography===
===Bibliography===
Line 122: Line 123:


[[Category:Canonical sources]]
[[Category:Canonical sources]]
[[Category:Apocryphal sources]]

Latest revision as of 07:10, 14 August 2024

Greyhawk Source
Spellfire
The cardback throughout the Spellfire CCG.
Editor(s): James Ward
Publisher: TSR
First Published: 2004
Class: officially published source

Spellfire: Master the Magic is an out-of-print collectible card game (CCG) created by TSR, Inc. and based on Dungeons & Dragons.[1] The game appeared first in April 1994, shortly after the introduction of Magic: The Gathering, in the wake of the success enjoyed by trading card games.[2] It was the second CCG to be released, preceding Wizards of the Coast's second CCG Vampire: The Eternal Struggle—Jyhad by two months.[3]

History

After the successful launch of Wizards of the Coast's Magic: The Gathering card game in 1993, TSR entered the fledgling CCG market with their take on a fantasy-themed card game in June 1994. Spellfire was designed by Steve Winter, Jim Ward, Dave Cook, and Tim Brown.[4]

Spellfire used characters, locations, magic items, artifacts, monsters, events, and spells from the intellectual properties of TSR's Dungeons & Dragons gaming worlds. However, it faced criticism immediately after release. One concern was TSR's use of artwork on Spellfire cards that had already been used on TSR's products like AD&D and Dragon Magazine.[3] Another source of debate was Spellfire's use of completely different game mechanics.

Editions

The first release had a selection of 400 cards, which included cards from the Forgotten Realms, Dark Sun, and Greyhawk settings.[4] The basic set came packaged in a double deck (55 cards per deck), in three levels of rarity (Common, Uncommon, and Rare), and booster packs were also sold which included 25 additional cards not available in the basic set.[4]

The second edition starter pack fixed some misprints and replaced 20 first edition cards with 20 different chase cards. The artwork for the new chase cards consisted mostly of photos with fantasy-related artifacts or people in costume. The rest of this set remained identical to the first edition. The Ravenloft, Dragonlance, and Forgotten Realms booster series were released soon after the second edition. These were well received by players.

The third edition starter made some significant changes by adding powers to cards that previously had none, without changing the names and artwork. There were also significant rules corrections and updates. The Artifacts, Powers, Underdark, Runes & Ruins,[5] and Birthright booster series added many new dimensions to the game.

The fourth edition came in a red and black double-pack, and featured 520 cards taken from every expansion and mainline set, augmented by over 200 new designs.[6] Some cards that were not updated for the third edition were changed with this release.[6] The red box in this twin-deck pack included a 55-card deck playable directly from the packet, while the black box included a set of revised rules and a booster pack of 12 cards from the Dragonomicon expansion.[6] By the time the fourth edition starter pack made its debut, the future of TSR was uncertain, leading to production problems. Three more booster series, Draconomicon, Nightstalkers, and Dungeons, were released. Though they all sold out immediately, these sets were produced in small quantities. Shortly thereafter, Wizards of the Coast bought out TSR.

Before it was discontinued, Spellfire was released in six languages (English, Spanish, Portuguese, Italian, German, and French) and four editions, as well as having eleven expansions or "booster sets". Several years after Wizards of the Coast acquired TSR, they announced that they would be re-releasing Spellfire, but the project was canceled.

Release Date Edition / Booster Special Features
June 1994 first edition First AD&D champions
August 1994 Ravenloft Rule Cards, Limbo, Power Activation
August 1994 Second Edition 20 rares replaced from first edition
September 1994 Dragonlance Racial definitions, swimmers, earthwalkers
November 1994 Forgotten Realms
May 1995 Artifacts Darksun-oriented
September 1995 Powers Avatar champion
October 1995 third edition 20 additional rares replaced from Second Edition
December 1995 The Underdark Attack-oriented
February 1996 Runes & Ruins Unarmed combat cards
May 1996 Birthright Regents and blood abilities
July 1996 fourth edition Strengthened previous key cards
July 1996 Draconomicon Dragon-oriented
September 1996 Nightstalkers Undead-oriented
October 1997 Dungeons Dungeon card

Gameplay

Spellfire can accommodate any number of players with no need for changes to the rules.[4] The players try to put six Realms cards into play, and can play one per turn.[4] Holdings cards can be played on a Realm (one per Realm) to give it special qualities that help defend it from attack.[4] Heroes, Wizards, Clerics, Monsters, Spells, Magic Items, Artifacts, Allies and Events are used to defend a player's realms and also to attack the realms of other players.[4] After a realm is successfully attacked, it is considered razed and turned face down, and can only be restored through the use of other cards.[4]

Realms - Realms represent kingdoms, cities, and empires from the AD&D worlds that have sided with the player in question. The game can be won only by playing realms. It is common for a player's opponents to attack his realms or to destroy them by other means, such as spells or events. Realms are played in a pyramid-shaped formation and must be played from front to back; i.e., the first realm played goes at the top (or point) of the pyramid, the next two go in the spaces below that (left then right), and the last three go in the spaces below that. These spaces are typically labeled by letter, with the first space "A" and the last "F". In other words, the formation looks like this:

                                               A
                                              B C
                                             D E F

Champions - During his turn, a player may play champions into his "pool." He may also outfit them with magic items and artifacts. Champions are probably the most important cards in the game, as they are used to attack and defend realms. The types of champions in the original game were heroes, monsters, clerics, and wizards; later, psionicists, regents, and thieves were added.

If the player at any time had no realms, razed or unrazed, in his formation, all of the cards in his pool would be discarded at the end of his turn.

Reception

Scott Haring reviewed Spellfire for Pyramid #9, published in October 1994.[4] Haring felt that the game was going to be "just the first of what is sure to be a long line of games trying to take advantage of the market that Magic opened", but found that he was "pleasantly surprised by Spellfire".[4] He called the game "quite good", and said that the lack of original art was tempered by TSR's twenty years of art archives.[4]

In 1995, Tomart's remarked that Spellfire was released with card backs that weren't identical between editions. For instance, "First Edition" and "Second Edition" had their names on their own respective card backs, noting these markings indicated the first appearance of the card rather than the set it was sold with. According to the authors, the cards looked "innocent" but made it "easier to cheat" because they were essentially "marked cards".[7]

Chris Baylis reviewed some of the game's expansion sets for Arcane magazine, beginning with the Underdark booster pack, rating it a 7 out of 10 overall.[8] He found that virtually half of the 100-card set was accounted for by its main deck-building features, namely the high-level clerics, the surplus of clerical spells, a heavy influence of powerful monsters, and the underground Realms. He felt that these cards "go a long way towards redressing the balance upset by Powers (set six), which made Psionicists almost insurmountable".[8] Baylis reviewed the Runes & Ruins expansion set, rating it a 6 out of 10 overall.[9] Baylis comments that "The most interesting cards of the set are the unarmed combat holds, kicks and punches, presented in a very unusual oil painting form and carrying a clenched fist symbol not yet in the rulebook."[9] Baylis reviewed the Birthright booster pack, rating it a 5 out of 10 overall.[10] Baylis concluded his review by saying: "Overall the Birthright expansion is of very little interest to anyone other than card collectors, with only one of the 100 cards immediately springing to mind for possible consideration as an addition to my personal gaming deck."[10] Baylis reviewed the Draconomicon booster pack, rating it a 7 out of 10 overall.[11] He noted that this expansion was mostly researched from the Draconomicon handbook from TSR: "As you would expect with spellcasting Wyrms, it is accented towards magic, though the set is also bolstered by events and allies that are associated with Dragons and dragonkind."[11]

Chris Baylis reviewed the fourth edition of Spellfire for the British magazine Arcane, rating it a 6 out of 10 overall.[6] He found the pack "striking", considering the fourth edition to have "the instant eye appeal that none of its predecessors could muster."[6] He concluded by saying: Spellfire will never seriously rival Magic, but it does provide light, sometimes intense entertainment at a reasonable price, and when you come down to it, that is surely the essence of games playing."[6]

Further reading

Disclaimer:Any lore presented through the following links does not necessarily adhere to established officially published content, and the views expressed do not necessarily represent the views of the editors of this wiki.

References

cite books

  1. Owens, Thomas S.; Diana Star Helmer (1996) Inside Collectible Card Games, pp. 32–33, 113, 120–121
  2. The History of TSR. Wizards of the Coast.
  3. a b Miller, John Jackson (2003) Scrye Collectible Card Game Checklist & Price Guide, pp. 522–541
  4. a b c d e f g h i j k Pyramid Picks
  5. Varney, Allen (May 1996) Reports on Trading Card Games, p. 9
  6. a b c d e f Baylis, Chris (October 1996). "Games Reviews". Arcane (11): 70. Future Publishing.
  7. Tumbusch, T. M. (1995) Tomart's Photo Checklist & Price Guide to Collectible Card Games, Volume One, pp. 88
  8. a b Baylis, Chris (March 1996). "Games Reviews". Arcane (4): 82. Future Publishing.
  9. a b Baylis, Chris (June 1996). "Games Reviews". Arcane (7): 69-70. Future Publishing.
  10. a b Baylis, Chris (July 1996). "Games Reviews". Arcane (8): 70. Future Publishing.
  11. a b Baylis, Chris (September 1996). "Games Reviews". Arcane (10): 74. Future Publishing.

Bibliography

Encyclopedia Greyhawkania Index

The Encyclopedia Greyhawkania Index (EGI) is based on previous work of Jason Zavoda through '08, continued by numerous other fans. The EGI article has a list of sources, product names, abbreviations, and a link to the full, downloadable index.

Topic Type Description Product Page/Card/Image