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Spellfire
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The card back to the Spellfire CCG | |
| Designers | James Ward |
|---|---|
| Publishers | TSR |
| Players | 2+ |
| Playing time | Approx 90 min |
| Chance | Some |
| Skills | Card playing Arithmetic Basic Reading Ability |
Spellfire: Master the Magic is an out-of-print collectible card game (CCG) created by TSR, Inc. and based on their popular Dungeons & Dragons role playing game.[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 Jyhad by two months.[3] More than one dozen expansions for the game were released, and the final expansion was released in October 1997.
History
[edit]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.
Spellfire Reference Guide: Volume 1 and Spellfire Reference Guide: Volume 2 were also published as resources for players.
Editions
[edit]The first release had a selection of 400 cards, which included cards based on the Forgotten Realms, Dark Sun, and Greyhawk settings.[4] The basic set was packaged as a double deck (55 cards per deck), with three different levels of rarity (Common, Uncommon, and Rare), and booster packs were also sold which contained 25 more cards that were 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 pulled from each expansion set as well as the mainline set, with more than 200 new designs.[6] Some cards that were not updated for the 3rd edition were changed with this release.[6] The red box in this twin-deck pack included a 55-card deck that can be played as-is, while the black box included a set of revised rules and a booster pack of 12 cards from the Draconomicon 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.
| Set | Release date | Cards | Packaging | Special features |
|---|---|---|---|---|
| 1st Edition | June 1994 | First AD&D champions | ||
| Ravenloft | August 1994 | Rule Cards, Limbo, Power Activation | ||
| 2nd Edition | August 1994 | 20 rares replaced from 1st Edition | ||
| Dragonlance | September 1994 | Racial definitions, swimmers, earthwalkers | ||
| Forgotten Realms | November 1994 | |||
| Artifacts | May 1995 | 16-card booster packs[7]: 13 | Darksun-oriented | |
| Powers | September 1995 | Avatar champion | ||
| 3rd Edition | October 1995 | 20 additional rares replaced from 2nd Edition | ||
| The Underdark[8]: 20 | December 1995 | Attack-oriented | ||
| Runes & Ruins[8]: 20 | February 1996 | 12-card booster packs[5]: 9 | Unarmed combat cards | |
| Birthright | May 1996 | Regents and blood abilities | ||
| 4th Edition | July 1996 | 500 | 55-card starter decks[9] 12-card booster packs[9] |
Strengthened previous key cards |
| Draconomicon | July 1996 | 100, plus 25 chase cards | 12-card booster packs[9] | Dragon-oriented |
| Nightstalkers | September 1996 | 125 | 12-card booster packs[10] | Undead-oriented |
| Dungeons | October 1997 | 100, plus 25 chase cards | 12-card booster packs[11] | Dungeon card |
Gameplay
[edit]Spellfire allowed for any number of players without a need for any rule changes.[4] The players win by getting six Realms cards into play, and are able to play one each turn.[4] Players can play one Holdings cards onto each Realm to add special qualities that help defend it from attack.[4] Players use cards for Heroes, Wizards, Clerics, Monsters, Spells, Magic Items, Artifacts, Allies and Events to defend realms and also to attack the realms of other players.[4] After a successful attack on a realm, it is considered razed and the Realm card is 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
[edit]Joel Halfwassen reviewed Spellfire in White Wolf #47 (Sept., 1994), rating it a 2 out of 5 and stated that "Overall, TSR has flopped with this one. Spellfire is a game that's good for 30 minutes to an hour, longer if played by followers of D&D. After that the game loses its appeal."[12]
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".[13]
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.[14] 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".[14] Baylis reviewed the Runes & Ruins expansion set, rating it a 6 out of 10 overall.[15] 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."[15] Baylis reviewed the Birthright booster pack, rating it a 5 out of 10 overall.[16] 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."[16] Baylis reviewed the Draconomicon booster pack, rating it a 7 out of 10 overall.[17] 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."[17]
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]
Chris Baylis reviewed Night Stalkers for Arcane magazine, rating it an 8 out of 10 overall, and stated that "these photographs do a good job of showing that Spellfire is just a game that isn't meant to be taken too seriously."[18]
Reviews
[edit]References
[edit]- ^ Owens, Thomas S.; Helmer, Diana Star (1996). Inside Collectible Card Games. pp. 32–33, 113, 120–121.
- ^ "The History of TSR". Wizards of the Coast. Archived from the original on 2008-09-24. Retrieved 2005-08-20.
- ^ a b Miller, John Jackson (2003). Scrye Collectible Card Game Checklist & Price Guide. pp. 522–541.
- ^ a b c d e f g h i j k "Pyramid: Pyramid Pick: Spellfire".
- ^ a b Varney, Allen (May 1996). "Reports on trading card games". The Duelist. Vol. 3, no. 2. pp. 8–9.
- ^ a b c d e f Baylis, Chris (October 1996). "Games Reviews". Arcane. No. 11. Future Publishing. p. 70.
- ^ "On the shelves". InQuest. No. 1. Wizard Entertainment. May 1995. pp. 13–15.
- ^ a b Varney, Allen (February 1996). "Reports on trading card games". The Duelist. Vol. 3, no. 1. pp. 19–21.
- ^ a b c Furbeck, Matt (July 1996). "On the shelves". InQuest. No. 15. Wizard Entertainment. p. 22.
- ^ "Game news & updates". The Duelist. No. 13. Wizards of the Coast. October 1996. p. 74.
- ^ "Game news & updates". The Duelist. No. 16. Wizards of the Coast. April 1997. p. 76.
- ^ Halfwassen, Joel (September 1994). "Capsule Reviews". White Wolf Magazine. No. 47. p. 69-70.
- ^ Tumbusch, T. M.; Zwilling, Nathan (1995), Tomart's Photo Checklist & Price Guide to Collectible Card Games, Volume One, p. 88.
- ^ a b Baylis, Chris (March 1996). "Games Reviews". Arcane. No. 4. Future Publishing. p. 82.
- ^ a b Baylis, Chris (June 1996). "Games Reviews". Arcane. No. 7. Future Publishing. pp. 69–70.
- ^ a b Baylis, Chris (July 1996). "Games Reviews". Arcane. No. 8. Future Publishing. p. 70.
- ^ a b Baylis, Chris (September 1996). "Games Reviews". Arcane. No. 10. Future Publishing. p. 74.
- ^ Baylis, Chris (December 1996). "Games Reviews". Arcane (13): 74–75.
- ^ "Shadis Magazine". January 1990.
- ^ https://archive.org/details/colecao-dragao-brasil/Drag%C3%A3o%20Brasil%20016/page/6/mode/2up
Further reading
[edit]- Huntington, Eryn; Salois, Bryan (Summer 1994). "Spellfire Card Game". The Duelist. No. 2. Wizards of the Coast. p. 45.
- Rydberg, Rich (Summer 1994). "Spellfire: a first look". The Duelist. No. 2. Wizards of the Coast. pp. 46–47.[1]
- "Introducing Spellfire". Scrye. No. 1. 1994. pp. 10–13.
- Ward, James M. (February 1995). "An introduction to Spellfire". Scrye (Magazine insert). No. 4. p. 6.
External links
[edit]Spellfire
View on GrokipediaBackground
Development
Spellfire was conceptualized by TSR, Inc. in response to the rapid success of Wizards of the Coast's Magic: The Gathering, which launched in August 1993 and popularized the collectible card game format. Development began shortly thereafter, with initial efforts focusing on adapting elements from TSR's Dungeons & Dragons (D&D) role-playing game into a competitive card-based system. The project was led by veteran D&D designer James M. Ward, who assembled a core team including Steve Winter, David "Zeb" Cook, and Timothy B. Brown to translate D&D's narrative and mechanical foundations—such as character progression, magical artifacts, and fantastical settings—into a streamlined CCG structure without relying on the randomness of dice rolls typical in tabletop RPGs.[6][7][8] The design team emphasized the realm-building mechanic, structuring initial playtesting around a pyramid formation of realm cards that represented conquered territories and served as the game's central strategic pyramid. This approach drew directly from D&D's world-building aspects, incorporating themes and characters from established campaign settings like Forgotten Realms, Greyhawk, and Dark Sun to create flavorful, lore-rich cards. To expedite production and reduce costs amid TSR's financial pressures, the developers opted to reuse existing artwork from D&D sourcebooks, modules, and Dragon Magazine, rather than commissioning entirely new illustrations, which allowed for a quicker market entry but later drew criticism for lacking originality.[7][9] One of the primary early challenges was achieving balance in combat and interactions, as the team shifted from D&D's probabilistic dice-based resolutions to a more deterministic system governed by card powers and levels. Without dice, designers had to meticulously assign numerical values to champions, spells, and artifacts to ensure fair confrontations, while preventing overpowered combinations that could disrupt the realm-expansion focus. This led to iterative testing of the pyramid mechanic, where realms formed a defensive hierarchy, influencing how allies and events interacted across the play area.[7][10]Initial Release
Spellfire: Master the Magic was published by TSR, Inc. in June 1994, positioning it as the second major collectible card game after Wizards of the Coast's Magic: The Gathering, which had debuted the previous year.[1][11] The initial release featured a 400-card base set divided into common, uncommon, and rare rarities, distributed through starter decks and booster packs. Each starter deck contained 55 cards, with double-deck packages providing 110 cards total for two players at a price of $8.95, while booster packs included 15 cards each (14 standard cards plus 1 chase card).[11][12][13] Marketing for the launch emphasized its ties to the Dungeons & Dragons franchise, incorporating cards based on characters, settings, and artifacts from D&D worlds such as Forgotten Realms, Greyhawk, and Dark Sun. The game was prominently promoted at gaming conventions, including Gen Con 1994, where attendees could acquire decks or promotional cards such as Promo #1-3.[1][13] Despite initial enthusiasm from the role-playing community, early market performance was hampered by limited distribution, as the product was primarily available at gaming shops and bookstores amid TSR's mounting financial difficulties in the mid-1990s.[1][14]Versions
Core Editions
The first edition of Spellfire, released in June 1994, consisted of 400 cards and incorporated settings from Dungeons & Dragons worlds such as Forgotten Realms, Greyhawk, and Dark Sun.[12] This edition was notable for numerous misprints, including errors in card text and artwork that affected playability.[15] The second edition, launched in August 1994, addressed many of the first edition's issues by correcting errors and introducing 20 "chase" cards to enhance rarity and collectibility, resulting in a total of 420 cards.[12] Minor art updates were applied to several cards, improving visual consistency without major overhauls.[15] In October 1995, the third edition arrived with 440 cards, introducing power levels rated from 1 to 9 for champions to better balance gameplay, alongside rules clarifications for combat resolution, such as handling multiple attackers and defender responses.[16] These changes aimed to refine interactions between cards during battles.[2] The fourth edition, released in July 1996, expanded to 520 cards and adopted a red and black double-pack format for starters, making it easier for new players to build decks.[17] It simplified alliance mechanics by streamlining how champions could attach and utilize ally cards, reducing complexity in team-based strategies.[15] Spellfire core editions were released in six languages: English, French, German, Italian, Spanish, and Portuguese.[18]Expansion Sets
Spellfire's expansion sets comprised eleven booster packs released by TSR from August 1994 to October 1997, each introducing 100 to 125 new cards that expanded the game's card pool beyond the core editions and incorporated themes from Dungeons & Dragons campaign settings.[19] These sets added diverse champions, spells, realms, and artifacts, often shifting game balance through novel mechanics like special movement abilities, psionic powers, and domain controls.[1] While early expansions focused on integrating new worlds, later ones emphasized specialized themes such as dragons and undead, encouraging players to adapt decks for competitive play.[20] The following table summarizes the expansion sets, including their release dates, approximate card counts (including rares and chases where applicable), and primary themes:| Booster Name | Release Date | Cards Added | Theme and Key Additions |
|---|---|---|---|
| Ravenloft | August 1994 | 100 | Gothic horror from the Ravenloft setting; introduced undead champions, vampire mechanics, domain holdings, and Rule Cards for challenge resolution; added Limbo as a discard area.[21][22] |
| Dragonlance | September 1994 | 100 | Dragonlance world integration; new racial abilities for champions (e.g., swimmers, earthwalkers), kender and minotaur heroes, and dragon-related spells.[19] |
| Forgotten Realms | November 1994 | 100 | Expanded Forgotten Realms lore; powerful artifacts, random draw/discard events, and high-level realms to increase strategic depth.[1] |
| Artifacts | May 1995 | 100 | Artifact-focused across worlds; emphasized magical items like wands and orbs, with 20 chase cards; balanced underdeveloped elements from prior sets, such as Dark Sun defilers.[23] |
| Powers | September 1995 | 100 | Psionics and divine powers; introduced psionicist champions, avatars, and new spell types; created balance challenges due to overpowered options like mass teleportation.[19] |
| The Underdark | December 1995 | 100 | Underdark subterranean adventures; attack-oriented cards, quest spells, and drow champions; 25 chase cards highlighting dark elf intrigue.[1] |
| Runes & Ruins | February 1996 | 100 | Ancient ruins and TSR classic modules (e.g., Isle of the Ape); added unarmed combat cards for heroes and new adventure realms.[24] |
| Birthright | May 1996 | 100 | Birthright political intrigue; regent champions, blood abilities, and awnsheghlien monsters; introduced domain management mechanics.[19] |
| Draconomicon | July 1996 | 100 | Dragon-centric; new dragon champions (non-monster types), lairs like Dragon Mountain, and draconic spells; significantly enhanced dragon viability in decks.[25][26] |
| Nightstalkers | September 1996 | 125 | Undead and thievery; thief champions with stealth skills, photo-realistic undead cards, and night-based events; 25 chase cards.[19] |
| Dungeons | October 1997 | 100 + 25 chases | Dungeon exploration; new Dungeon card type for realm-specific challenges and artifacts; fan-influenced chases marked the series' close.[1] |
