Spellfire
Encyclopedia
Spellfire: Master the Magic is a collectible card game
(CCG) created by Tactical Studies Rules (TSR) and based on their popular Dungeons & Dragons
role playing game. The game first appeared in 1994, shortly after the introduction of Magic: The Gathering
, and was created as a response to the success of trading card games. It has since been discontinued.
Magic: The Gathering card game, TSR
decided to enter the fledgling CCG market with their take on a fantasy-themed card game. The core creation of Spellfire's gameplay was completed by James Ward, VP of creative design for TSR at the time.
Spellfire was widely anticipated by Dungeons & Dragons fans as it used characters, location, magic items, artifacts, monsters, events, and spells from the intellectual properties of TSR's gaming worlds. However, immediately after its release several factors harmed its initial growth and perceived popularity among fans and potential fans.
The main concern was TSR's decision to re-use full pieces or portions of artwork on Spellfire cards that were previously used on TSR's products like AD&D and Dragon Magazine. While some players believed that better quality art, even if recycled, was preferential to much of the amateur art found in Magic: The Gathering's initial set, others were turned off by this decision.
Another source of potential debate was Spellfire's use of completely different game mechanics. Many fans who initially purchased Spellfire had expected a similar style of gameplay to that of Magic: The Gathering and when Spellfire provided a different set of rules and style of play, they too rejected the game. This led to the early formation of Spellfire's fundamental schism: one set of CCG players hated the game as much for some of TSR's design decisions as for their own (perhaps) unrealistic expectations. Nevertheless, Spellfire's fan base initially was quite large.
s (which drew from a selection of 400 cards), and 15-card booster packs which drew from the same 400-card set and a 25-card sub-set of very rare, or "chase cards".
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 photo art: fantasy-related artifacts or people in costume. The rest of the second-edition set remained identical to the first edition. The Ravenloft
, Dragonlance
, and Forgotten Realms
booster series were released soon after the second edition, and these were well received by players.
The third edition starter made some significant changes to many of the cards by adding powers to cards that previously had none, but kept the same names and artwork. There were also significant rules corrections and updates. The Artifacts, Powers, Underdark
, Runes & Ruins, and Birthright
booster series added many new dimensions to the game.
By the time the fourth edition starter pack made its debut, the future of TSR was uncertain, and this led to production problems. Three more booster series, Draconomicon, Nightstalkers, and Dungeons, were released and though they all sold out immediately, these sets were produced in small quantities, thus giving the impression that these sets sold poorly, which was untrue. Shortly thereafter Wizards of the Coast bought out TSR.
Before it was discontinued, Spellfire was released in six different languages (English, Spanish, Portuguese, Italian, German, and French) and five different editions, as well as having eleven expansions or "booster sets". Despite its eventual demise, Spellfire is considered by many to be a successful game. At one point several years after Wizards of the Coast acquired TSR, they announced that they would be re-releasing Spellfire, but the project was canceled.
Spellfire still maintains a fanbase of worldwide players who keep their favorite game alive through online interaction. This includes an email list-server and a shareware program entitled CrossFire, which was released several years ago and primarily allows Spellfire players to battle each other online.
Additionally, as of late 2009, there is an active and vibrant market for Spellfire cards on trading sites such as eBay, with the rarest cards going for prices upwards of thirty or forty dollars and even lesser known cards being actively traded back and forth. This indicates a solid base of current interest in both collecting the cards and playing the game.
REALMS - Realms represent kingdoms, cities, and empires from the AD&D worlds that have sided with the player in question. It is only by playing realms that the game can be won. It is common for a player's opponents to attack his realms, or destroy them by other means (e.g. spells, 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". So, for example, the formation looks like:
A
B C
D E F
CHAMPIONS - During his turn, the 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
s, and wizards
; later, psionicists
, regent
s, 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.
Collectible card game
thumb|Players and their decksA collectible card game , also called a trading card game or customizable card game, is a game played using specially designed sets of playing cards...
(CCG) created by Tactical Studies Rules (TSR) and based on their popular Dungeons & Dragons
Dungeons & Dragons
Dungeons & Dragons is a fantasy role-playing game originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. . The game has been published by Wizards of the Coast since 1997...
role playing game. The game first appeared in 1994, shortly after the introduction of Magic: The Gathering
Magic: The Gathering
Magic: The Gathering , also known as Magic, is the first collectible trading card game created by mathematics professor Richard Garfield and introduced in 1993 by Wizards of the Coast. Magic continues to thrive, with approximately twelve million players as of 2011...
, and was created as a response to the success of trading card games. It has since been discontinued.
History
Immediately after the initial successful launch of Wizards of the Coast'sWizards of the Coast
Wizards of the Coast is an American publisher of games, primarily based on fantasy and science fiction themes, and formerly an operator of retail stores for games...
Magic: The Gathering card game, TSR
TSR, Inc.
Blume and Gygax, the remaining owners, incorporated a new company called TSR Hobbies, Inc., with Blume and his father, Melvin Blume, owning the larger share. The former assets of the partnership were transferred to TSR Hobbies, Inc....
decided to enter the fledgling CCG market with their take on a fantasy-themed card game. The core creation of Spellfire's gameplay was completed by James Ward, VP of creative design for TSR at the time.
Spellfire was widely anticipated by Dungeons & Dragons fans as it used characters, location, magic items, artifacts, monsters, events, and spells from the intellectual properties of TSR's gaming worlds. However, immediately after its release several factors harmed its initial growth and perceived popularity among fans and potential fans.
The main concern was TSR's decision to re-use full pieces or portions of artwork on Spellfire cards that were previously used on TSR's products like AD&D and Dragon Magazine. While some players believed that better quality art, even if recycled, was preferential to much of the amateur art found in Magic: The Gathering's initial set, others were turned off by this decision.
Another source of potential debate was Spellfire's use of completely different game mechanics. Many fans who initially purchased Spellfire had expected a similar style of gameplay to that of Magic: The Gathering and when Spellfire provided a different set of rules and style of play, they too rejected the game. This led to the early formation of Spellfire's fundamental schism: one set of CCG players hated the game as much for some of TSR's design decisions as for their own (perhaps) unrealistic expectations. Nevertheless, Spellfire's fan base initially was quite large.
Editions
In the first release, the only products available were the 110-card starter packStarter pack
A starter pack is a sealed package of cards or figurines, designed to serve as the beginning of a collection, in collectible card games and collectible miniature wargames....
s (which drew from a selection of 400 cards), and 15-card booster packs which drew from the same 400-card set and a 25-card sub-set of very rare, or "chase cards".
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 photo art: fantasy-related artifacts or people in costume. The rest of the second-edition set remained identical to the first edition. The Ravenloft
Ravenloft
Ravenloft is a campaign setting for the Dungeons & Dragons roleplaying game. It is an alternate time-space existence known as a pocket dimension called the Demiplane of Dread, which consists of a collection of land pieces called domains brought together by a mysterious force known only as "The Dark...
, Dragonlance
Dragonlance
Dragonlance is a shared universe created by Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of popular fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job application...
, and Forgotten Realms
Forgotten Realms
The Forgotten Realms is a campaign setting for the Dungeons & Dragons fantasy role-playing game. Commonly referred to by players and game designers alike as "The Realms", it was created by game designer Ed Greenwood around 1967 as a setting for his childhood stories...
booster series were released soon after the second edition, and these were well received by players.
The third edition starter made some significant changes to many of the cards by adding powers to cards that previously had none, but kept the same names and artwork. There were also significant rules corrections and updates. The Artifacts, Powers, Underdark
Underdark
The Underdark is a fictional setting which has appeared in Dungeons & Dragons role-playing campaigns and Dungeons & Dragons-based fiction books, including the Legend of Drizzt series by R. A. Salvatore...
, Runes & Ruins, and Birthright
Birthright (campaign setting)
Birthright is a Dungeons & Dragons campaign setting that was first released by TSR in 1995. The setting based on the world of Aebrynis on the continent of Cerilia, in which the players take on the role of the divinely-empowered rulers, with emphasis on the political rulership level of gameplay...
booster series added many new dimensions to the game.
By the time the fourth edition starter pack made its debut, the future of TSR was uncertain, and this led to production problems. Three more booster series, Draconomicon, Nightstalkers, and Dungeons, were released and though they all sold out immediately, these sets were produced in small quantities, thus giving the impression that these sets sold poorly, which was untrue. Shortly thereafter Wizards of the Coast bought out TSR.
Before it was discontinued, Spellfire was released in six different languages (English, Spanish, Portuguese, Italian, German, and French) and five different editions, as well as having eleven expansions or "booster sets". Despite its eventual demise, Spellfire is considered by many to be a successful game. At one point several years after Wizards of the Coast acquired TSR, they announced that they would be re-releasing Spellfire, but the project was canceled.
Current Fanbase
Currently, a fan appointed Spellfire Council is keeping the game active by producing unofficial boosters available online. Some of these are deemed legal for tournament play. These so-called sticker boosters are to be printed on sticker paper and attached to the front of normal extra cards that a player may have.Spellfire still maintains a fanbase of worldwide players who keep their favorite game alive through online interaction. This includes an email list-server and a shareware program entitled CrossFire, which was released several years ago and primarily allows Spellfire players to battle each other online.
Additionally, as of late 2009, there is an active and vibrant market for Spellfire cards on trading sites such as eBay, with the rarest cards going for prices upwards of thirty or forty dollars and even lesser known cards being actively traded back and forth. This indicates a solid base of current interest in both collecting the cards and playing the game.
Gameplay
Spellfire featured a variety of different card classes, each subject to its own rules of play and interaction. The primary objective is to be the first player to put 6 unrazed realm cards into play.REALMS - Realms represent kingdoms, cities, and empires from the AD&D worlds that have sided with the player in question. It is only by playing realms that the game can be won. It is common for a player's opponents to attack his realms, or destroy them by other means (e.g. spells, 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". So, for example, the formation looks like:
A
B C
D E F
CHAMPIONS - During his turn, the 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
Hero
A hero , in Greek mythology and folklore, was originally a demigod, their cult being one of the most distinctive features of ancient Greek religion...
es, monster
Monster
A monster is any fictional creature, usually found in legends or horror fiction, that is somewhat hideous and may produce physical harm or mental fear by either its appearance or its actions...
s, cleric
Cleric (Dungeons & Dragons)
The cleric is one of the standard playable character class in the Dungeons & Dragons fantasy role-playing game. In the game, clerics are versatile figures, both capable in combat and skilled in the use of divine magic. Clerics are powerful healers due to the large number of healing and curative...
s, and wizards
Wizard (Dungeons & Dragons)
The wizard is one of the standard character class in the Dungeons & Dragons fantasy role-playing game. A wizard uses arcane magic, and is considered less effective in melee combat than other classes.-Creative origins:...
; later, psionicists
Psionics (role-playing games)
Psionics, in role-playing games, is a broad category of fantastic abilities originating from the mind, similar to the paranormal psionic abilities that some people claim in reality.- Common features :...
, regent
Regent
A regent, from the Latin regens "one who reigns", is a person selected to act as head of state because the ruler is a minor, not present, or debilitated. Currently there are only two ruling Regencies in the world, sovereign Liechtenstein and the Malaysian constitutive state of Terengganu...
s, and thieves
Thief (character class)
The Thief or Rogue is a character class in many role-playing games, including Dungeons & Dragons, Final Fantasy, World of Warcraft and many MMORPGs. Thieves are usually stealthy and dextrous characters able to disarm traps, pick locks, and perform backstabs from hiding...
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.