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.

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