Earth Set
For Spellfire: Master the Magic
By TSR Inc.
Set Creation by: Bryan Grube and David Ugorek
Edited by Yogi
Jump to: Realms,Holdings,Events,Allies,Magical_Items,Artifacts,Champions,Thief_Skills,Other,
Chase Cards
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The Himalaya Mountains, #1 of 100 Realm - Earth
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Only fliers or earthwalkers can attack this realm. All defending giants
are doubled in base level and are immune to harmful events.
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Camelot, #2 of 100 Realm - Earth
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All heros and regents defending this realms are doubled in base level.
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The Holy Roman Empire, #3 of 100 Realm (6)- Earth
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Must be razed twice in one battle before being flipped over. Can defend
itself as a level 6 regent.
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Ancient Egypt, #4 of 100 Realm - Earth
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Cannot be attacked by swimmers. All defending undead
(mummy) champions are tripled in base level.
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Atlantis, #5 of 100 Realm - Earth
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Only Swimmers can attack this realm, and all defending swimmers are
doubled in base level.
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Feudal Japan, #6 of 100 Realm - Earth
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Thieves cannot attack or defend this realm. Using their rules of honorable
combat, any champion in this player's pool may challenge any other champion
in another pool during phase 4 instead of attacking a realm. Losing champion
is discarded, and the winner draws a card (not as Spoils).
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Siberia, #7 of 100 Realm - Earth
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This realm was originally used for exiling chriminals. You may voluntarily
raze this realm to discard any champion in any pool. Thieves may be sent
to the Abyss. While unrazed, this realm negates any Assassin's Guild in
play.
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Mesopotamia, #8 of 100 Realm - Earth
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Only champions of base level 6 or less may defend this realm. This craddle
or life doubles the adjusted level of all cards defending .
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The New World, #9 of 100 Realm - Earth
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The vast natural resources of this land allows one defending champion
per battle to search his draw pile for a magical item, which must be immediatly
played. Reshuffle the deck afterwords.
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Ming Dynasty, #10 of 100 Realm - Earth
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Known for it's artifacts, this realm gives a +5 bonus to each artifact
used by the defending champion.
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Aztec Civilization, #11 of 100 Realm - Earth
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Razing this realm in battle brings Montezuma's Revenge. The razing player
must cut his draw pile and note the last digit of the card number. If it
is higher than the attacking champion's base level, the champion must go
to Limbo until the end of that player's next turn. Then do the same for
each champion in that player's pool, reshuffling the deck after each cut.
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American Colonies, #13 of 100 Realm - Earth
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All champions defending this realm are doubled in base level. At the
begining of this players turn, cut your draw pile and note the last digit
of the card number. If it is a 0 or 1, rebellion strikes and this realm
must be razed.
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Mayan Civilization, #14 of 100 Realm (5) - Earth
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This realm can defend itself as a level 5 cleric. The great amount of
gold found here allows the defending player to bribe one attacking ally
to join the defender's side each round of combat.
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British Empire, #15 of 100 Realm (4) - Earth
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As the sun never sets on this vast empire, up to three Earth holdings
may be attached to this realm. Can defend itself as a level 4 hero.
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West Indies, #16 of 100 Realm - Earth
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The owner of this realm may draw one extra card per turn. Negates any
Tyr in play.
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Death Valley, #17 of 100 Realm - Earth
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Swimmers cannot attack this realm. Due to the severe dryness and the
heat of this valley, an opposing champion cannot cast spells.
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UnderTerra, #18 or 100 Realm - Earth
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Underdark. This realm extends under opponent's Earth Realms, allowing
them to be attacked by this player's champions and allies, regardless of
position or restrictions.
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Hanging Gardens of Babylon, #19 of 100 Holding - Earth
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These gardens grant peace and tranquility. All defending champions are
immune to offensive psionics (champion powers and power cards).
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Great Library of Alexandria, #20 of 100 Holding - Earth
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After each round of combat, this holding can keep one spell cast the
previous round. The next champion to defend this realm must then cast the
spell immediately, if the champion normally could. If the defender can't
cast it, the spell is wasted (discarded).
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Great Wall of China, #21 of 100 Holding - Earth
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Only fliers or earthwalkers can attack the attached realm. If attached
to the Ming Dynasty, all defenders gain four levels.
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Stonehenge, #22 of 100 Holding - Earth
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Any defending champion may cast any spell. All spells cast by a successfully
defending champion are sent to Limbo after the round of combat and are
returned to their owner's hand at the end of this player's next turn.
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Ticky-Tacky Houses, #23 of 100 Holding - Earth
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These monotonous buildings can be attached to any realm, and are immune
to the Rule of Cosmos. Any champion attacking the attached realm loses
2 base levels.
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The Railroad, #24 of 100 Holding - Earth
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The railroad gives this player a +5 ally to all this player's champions,
whenever they attack or defend any Earth realm.
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Tornado Alley, #25 of 100 Holding - Earth
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This holding stops all fliers from attacking the attached realm.
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Reinventing the Wheel, #26 of 100 Event
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All players must reshuffle their hand, discard pile, and draw pile together.
Then all players draw five new cards.(Harmful)
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Discovery of Electricity, #27 of 100 Event
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All of this player's non-spellcasting champions can cast a +5 lightning
bolt spell per round of combat until the beginning of this player's next
turn.(Helpful)
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Lawsuit, #28 of 100 Event
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Search your draw pile for any rule card and play it immediately (unless
the Ultimate Rule Card is in play) and discard the current rule card, if
applicable. (Helpful)
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Judical Review, #29 of 100 Event
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All rule cards in play are discarded (regardless of immunities) and
no new rule cards maybe played until the beginning of this player's next
turn.(Harmful)
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Black Plague Strikes, #30 of 100 Event
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All players must draw and discard a card from the draw pile. Then, starting
from the left of your pool, noting the last digit of the card number. If
the champion's base level is lower, discard it. Do this for each champion
in your pool (all opponents must to same). (Harmful)
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Reformation, #31 of 100 Event
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All religious leaders are questioned! All clerics are sent to Limbo
until the owner's next turn.(Harmful)
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Civil War, #32 of 100 Event
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All players must halve the amount (number) of champions in their pool,
rounding down. Immune to Limited Wish and Intercession. (Harmful)
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Louisiana Purchase, #33 of 100 Event
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Can be played on any realm to change it's world logo to Earth. Lasts
until negated. (Harmful) Editor's note: This can be played on yours
or opponent's realm. It would cause a non-matching holding to be discarded.
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Citizenship, #34 of 100 Event
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Play on any champion in any pool to change it's world icon to any other
legal world icon. Lasts until negated or champion is discarded. (Harmful)
Editor's note: Same as above but non-matching artifacts can be forced
to be discarded.
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Air Raid!, #35 of 100 Event
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Play on another player's realm to instantly raze it. However, the event
player must have an unrazed Earth realm in play to play this event.(Harmful)
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Construction, #36 of 100 Event
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Search for a holding in your draw pile or discard pile and bring it
to your hand. If it was found (or you even looked into) your draw pile,
reshuffle the deck afterwards.(Helpful)
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Terrorist Attack, #37 of 100 Event
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Play to instantly blow up (discard) any one holding in play. (Harmful)
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Dog Fight, #38 of 100 Event
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All flyers are challenged to a fight! Discard all but one highest level
flyer(s) in everyone's pool (use base level in determining levels). (Harmful)
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Industrial Revolution, #39 of 100 Event
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This player may search his draw pile and place any number of magic items
and artifacts on the top of his draw pile. Reshuffle the rest of the deck
afterwards.(Helpful)
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Scientific Reasoning, #40 of 100 Event
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This method of reasoning negates any one event that would directly affect
this player. (Helpful)
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Monsoon!, #41 of 100 Event
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Until the end of this player's next turn, torrential rains fill an opposing
player's pool. Swimmers in that pool are the only ones allowed to attack
or defend for that player. (Harmful)
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Drought, #42 of 100 Event
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All players may ignore all restrictions of realms that state that only
swimmers may attack. (Helpful)
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Wildfire!, #43 of 100 Event
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All realms showing trees on the card become razed immediately. (Harmful)
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Creation of National Parks, #44 of 100 Event
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Play this event to prevent (counter) any Earth realm from being razed
by a spell or event. (Helpful)
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Kamikazes, #45 of 100 Ally +5
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Flyer. This ally's level is doubled is opposing a non-flying champion,
or tripled if opposing a swimmer (but not both).
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Green Beret, #46 of 100 Ally +6
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Can attack any realm, regardless of position or powers.
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Yellow Journalists, #47 of 100 Ally +1
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Known for overblowing the truth, all cards attached to the allied champion
are tripled, but if this side wins, the opposing champion runs back to
his pool (scared off) and is considered defeated.
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Dolphins, #48 of 100 Ally +4
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Swimmer. If on the losing side of battle, these creatures can save the
attached champion from going to the discard pile. The champion goes back
to his pool with attachments. This ally's power does not work for dragon
or giant champions.
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Lady of the Lake, #49 of 100 Ally +4
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Swimmer. This player may search his draw pile and retrieve and one magical
item or Earth artifact and play it immediately into the current battle.
If the item is still in play after the round of combat, shuffle it back
into the deck.
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Florence Nightingale, #50 of 100 Ally +1
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When discarded, all allies in the discard pile are returned to the player's
hand.
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John Wilkes Booth, #51 of 100 Ally +0
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When played into combat, discard any one champion in play (regardless
of immunities). However, the allied champion and this ally are immediatly
discarded and defeated.
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The Spanish Armada, #52 of 100 Ally +6
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Swimmer. When in battle, this ally can either destroy any one non-flying
ally played against it, or can remove one swimming ally from the
game.
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Masai Pride, #53 of 100 Ally +4
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This pride of lions are known for their ferociousness, so when played,
the opposing champion must draw and discard a card from his draw pile,
noting the last digit. If it is higher than the opposing champion's base
level, he is scared off and is considered defeated (champion returns to
his pool without attachments).
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Snipper, #54 of 100 Ally +1
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When this ally is played into battle, it has to immediately shoot and
kill any one champion (excluding avatars) in any player's pool. That champion
is discarded. Remove the sniper from the game after one use (round of combat).
Editor's Note: This will also kill one of your own champions
if you are the only one with champions in you pool!
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Musket, #55 of 100 Magic Item +5
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This item kills one opposing non-undead ally at any time during battle.
(Off)
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Hand Grenade, #56 of 100 Magic Item
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Attach to champion only during combat. This magic item detonates after
one use and sends at least 7 levels of allies (that are already in play)
to the discard pile instantly (chosen by opposing player). This card must
be discarded immediately afterwards. (Off)
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Christopher Columbus' Compass, #57 of 100 Magic Item +2
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The attached champion and his allies can attack any realm, regardless
of position or restrictions. If attacking a coastal realm, the item's level
rises to +6. (Def)
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White Flag, #58 of 100 Magic Item +1
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If on the losing side of battle, this champion can choose to surrender
and retreat back to his pool without attachments, but with allies. (Def)
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Finger Torture Device, #59 of 100 Magic Item
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If the attached champion is defeated in combat, attach this magic item
to the opposing champion. That champion is frustrated and cannot attack
or defend until the magic item is removed by casting dispel on it. (Off)
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Gunpowder Keg, #60 of 100 Magic Item +2
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This magic item increases to +12 when a card played after this one that
has "fire" or "flame" anywhere in its title. This card must be discarded
after battle if used in this way. (Off)
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Anti-Aircraft Gun, #61 of 100 Magic Item +7
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This can only be attached to any Earth realm. Instantly destroy all
flyers that attack the attached realm. (Off)
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Lightning Rod, #62 of 100 Magic Item +3
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Can only be attached to any realm. This rod protects this player's champions,
realms, and holdings from all lightning powers. (Def)
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Stone Golem of Prague, #63 of 100 Artifact +5 - Earth
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Can only be attached to any Earth Realm. Thief skills may not be played
by an other player during ANY phase 3. Thieves cannot use their special
powers when attacking the attached realm.
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U-2, #64 of 100 Artifact - Earth
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This artifact confers the ability to fly. When attacking, the attached
champion can look at the opponent's hand. The champion can choose to leave
combat. If the attached champion returns to his pool, phase 4 is over,
and no player recieves spoils.
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Excalibur, #65 of 100 Artifact +4 - Earth
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When used in battle, it instantly destroys any undead played against
this champion. The possessor of Excalibur can attack any realm, regardless
of position or restrictions.
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Holy Grail, #66 of 100 Artifact +2 - Earth
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If defeated in combat, this champion and his allies return to the owners
pool instead of being discarded.
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Counterfeiting Machine, #67 of 100 Artifact - Earth
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The attached champion can assume the level, attributes, and special
power of any champion in play once per turn, losing his own.
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Crown Jewels of England, #68 of 100 Artifact +6 - Earth
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Attached champion becomes a regent. If this champion is defending the
British Empire, the champion must be defeated thrice in one battle before
being discarded.
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The Hope Diamond, #69 of 100 Artifact +5 - Earth
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Can be attached to any champion of any world. The Hope Diamond carries
a terrible curse and anyone who defeated the attached champion is also
cursed. If the new owned doesn't attack on his or her turn, they muct be
discarded and the Diamond is then attached to another champion in the same
pool. If there are no champions left, the Diamond goes to the original
owner's discard pile.
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Rosetta Stone, #70 of 100 Artifact +3 - Earth
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Can be attached to any champion. A champion with this artifact can cast
ANY spell, regardless of restrictions.
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Shroud of Turin, #71 of 100 Artifact +3 - Earth
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If the attached champion is defeated, the champion and all his attachments
go to Limbo and return at the end of this player's next turn. Earth champions
(except clerics) can't oppose him in battle.
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Draco the Dragon, #72 of 100 Monster Level 7 - Earth
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Flyer. Draco guards many treasures and he never sleeps. Cards that have
a stated time span have no effect of Draco (he may ignore them). Being
ever vigilant, when defending, he may use his special power and that of
his attached cards before the attacker.
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The Yeti, #73 of 100 Monster Level 5 - Earth
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Earthwalker. Immune to cards with "ice" or "cold" in the title. This
monstrosity can destroy one magical item played against him in battle.
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Poachers, #74 of 100 Monster Level 2 - Earth
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Once per turn (phase 3 only), these poachers can send one monster champion
to the discard pile. However, the owner of this champion must send one
card to the discard pile for each monster they kill.
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Nessie, #75 of 100 Monster Level 8 - Earth
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Swimmer. Devours all swimming allies played against her. Swimming allies
played with her cannot be discarded for any reason.
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General S. Patton, #76 of 100 Hero Level 6 - Earth
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This great war strategist and his allies can attack any realm regardless
of position or restrictions. His allies gain 2 levels.
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St. George, #77 or 100 Hero Level 7 - Earth
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Automatically kills all opposing dragons in battle.
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Alexander the Great, #78 of 100 Hero Level 6 - Earth
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This great warrior can attack any realm, regardless of position. Can
attack twice in one battle (if he wins the first round of combat).
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Nicholas Copernicus, #79 of 100 Hero Level 5 - Earth
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Immune to the special powers of avatars and clerics. If defeated by
either, Copernicus returns to his pool instead of being discarded.
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Shaka Zulu, #80 of 100 Hero Level 6 - Earth
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The level of all attached cards are doubled when defending.
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John Henry, #81 of 100 Hero Level 6 - Earth
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Earthwalker. John Henry is an avid tunnel builder. He can use his pick
axe to tunnel his way to attack (with allies) any Underdark realm, regardless
or position, powers, or holding.
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Merlin, #82 of 100 Wizard Level 9 - Earth
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Merlin is immune to the special powers of all monsters, heros, or regents.
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Harry Houdini, #83 of 100 Wizard Level 4 - Earth
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Can use thief skills. Known for being an escape artist, if on the losing
side of battle, he may escape back to his pool with attachments. He is
immune to cards that specifically stop him from acting, attacking, and/or
defending.
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Witches of Salem, #84 of 100 Wizard Level 4 - Earth
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Can cast cleric spells. If defeated by a hero, that hero is cursed and
cannot use his special power until dispel magic is cast upon the champion.
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King Henry the VIII, #85 of 100 Regent Level 5 - earth
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Can destroy up to 8 levels worth of attached allies or magical items
held by the opposing champion any time during a round of battle.
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Genghis Khan, #86 of 100 Hero Level 6 - Earth
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Can attack any realm regardless of position (but not powers). Can ignore
the Great Wall of China.
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King Arthur Pendragon, #87 of 100 Regent Level 6 - Earth
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If Excalibur is attached to King Arthur, his base level rises to 12.
If he is also defending Camelot (while wielding Excaliber), he must be
defeated thrice defore being discarded.
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Robin Hood, #88 of 100 Thief Level 8 - Earth
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Always trying to do what's right, Robin Hood may retrieve up to 2 magical
items from his discard pile after every victorious round of combat, which
he must give to other champions that have no other magic items or artifacts.
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Billy the Kid, #89 of 100 Thief Level 4 - Earth
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Can use hero unarmed combat cards. This western outlaw can steal any
magical item in play. This stolen item must be discarded after the round
of battle.
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Nostrodamus, #90 of 100 Psionicist Level 6 - Earth
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Known for foreseeing the future, this champion may look at a target
opponent's hand and the top card of owner's draw pile during phase 3. Then,
an attack must be declaired against the target opponent in phase 4.
Editor's Note: If it is not possible to attack the opponent,
then the foreseeing power may not be used.
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Mohatma Ghandi, #91 of 100 Cleric Level 7 - Earth
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This champion may be sent to the Abyss from this player's pool to force
one non-Earth avatar in play to be discarded.
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Zeus, #92 of 100 Wizard Level 23 - Earth
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Avatar. A monster champion of level 12 or greater must be discarded
to bring Zeus into play. Once per battle, Zeus can cast a +7 lightning
bolt to destroy either one magical item or one opposing ally played against
in battle.
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Ra, #93 of 100 Monster Level 21 - Earth
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Avatar. A champion with an attached Earth artifact must be discarded
to bring Ra into play. This god of the sun can summon a +9 fire elemental
ally which he can send to help aid this player's champion every round of
combat while Ra is in the pool. Limit 1 avatar per pool.
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Neptune, #94 of 100 Wizard Level 18 - Earth
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Avatar. A swimming Earth champion or a realm showing coastline must
be discarded to bring Neptune into play. Once per any battle, Neptune can
cause a great flooding to cause all non-swimming champions and allies to
lose their special powers. Limit 1 avatar per pool.
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Embezzlement, #95 of 100 Thief Skill +4
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Play on a champion outside of combat with one or more attached cards
and use one of the attachments in battle. That card is discarded after
battle. (Off/4)
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Detect Concealment, #96 of 100 Thief Skill
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Play on anothe player to force him to reveal all hidden cards that are
face down until the end of his next turn. (Def/3)
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Money Laundering, #97 of 100 Thief Skill +2
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Play on a player not involved in combat to force him to send a champion
in his pool or hand to act as an ally. Win or Lose, that champion is returned
to the opponent's hand. (Off/4)
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Scientific Method, #98 of 100 Rule Card
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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 Earth champions and realms are immune to offensive spells.
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Commuting, #99 of 100 Rule Card
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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 Earth champions can attack any realm regardless of position
or restrictions that show a road on the card.
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Freedom of Religion, #100 of 100 Dungeon - Earth
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The special requirements to bring out all of this player's avatars are
ignored. Instead, a cleric of base level 6 or less or greater must be sacrificed
from the pool to bring each avatar out. This player can have a maximum
of 3 avatars in his pool. Neonic, Avatar's Edict, and Titan's Walk the
Earth have no effect for this player.
To see chase cards
Editior's Notes
Undead (mummy) Classification
Undead (mummy) is a subclassification of Undead. The only current members
we have are Ankepot, Lesser Mummy, and Nemon Hotep. If you can think of
any others, please e-mail me, the
Editor, so they might be added to the list.
Special thanks to Steve, Andria, Mike, Kailin, Dave Stormer, and anybody
else who helped on the project!
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