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