Spellfire Alpha: The Ultimate Gameplay Guide
Building an Empire
Spellfire is an engaging collectible card game designed for two or more players. The primary objective is to construct a formidable empire using realm cards. While one player focuses on building their realms, others strive to dismantle them.
A player’s realm is susceptible to both attack and defense through the use of various champions like clerics, heroes, monsters, wizards, psionicists, thieves, and regents. These champions can be enhanced by allies, events, spells, psionic powers, thief skills, blood abilities, magical items, artifacts, and other special cards. A successful attack results in the realm being razed, and the defending champion being defeated.
In the Spellfire Alpha, two Introductory decks offer players the means to engage in the game. Occasionally, when players compete using the same deck, they encounter a shared challenge known as the Rule of Cosmos. This rule stipulates that only one champion, one artifact, one realm, and one holding card can be active at a time. If a specific champion, artifact, realm, or holding is in play, it becomes unavailable to other players. However, support cards such as allies, spells, psionic powers, unarmed combat cards, blood abilities, and thief skills remain unaffected by the Rule of Cosmos.
Game Areas and Phases
As you embark on a match, your gaze will fall upon a divided game table with distinct sections for you and your opponent. Each side of the table is adorned with seven distinct areas:
- Formation: An area where Realms are arranged.
- Pool: An area to place your Champions, considered in play.
- In-Play: Includes Pool, Formation, and cards in battle.
- Limbo: An area for non-discarded cards that are not in play.
- Dungeon: Placed under Realms. Champions in Dungeons are not considered in play.
- Abyss: A place for unplayed Events. Only special cards can retrieve them from there.
- Void: Outside area of the game. There is no return once entered.
With the array of cards within your deck, you will navigate through 6 distinct phases during each of your turns:
- Phase 0 — Rule card play — Any actions performed before a player’s turn begins.
- Phase 1 — Draw three cards from the draw pile. Depending on the player’s cards, a player may draw additional cards every turn.
- Phase 2 — Play a realm/holding/dungeon — Even if a player has more in his hand, he can only play one of each.
- Phase 3 — Cards are played into the pool, and powers are used.
- Phase 4 — Attack one of the opponent’s realms. Unless a card’s power allows it, the attacker cannot change the realm of his attack once it’s chosen. A player can choose either his hand or pool of champions for the attack.
- Phase 5 — Use phase 5 cards to adjust the hand size. You cannot place champions in your pool, attach magical items, artifacts or perform other actions normally associated with phase 3 at this time unless they were obtained as spoils of victory.
- Phase 6 — The end of your turn. It is now time for your opponent to take their turn.
Keep in mind that the early Alpha version won’t include Rule cards, Dungeons, and Events which means the phases involving these cards will be skipped.
After completing each of your turn’s phase, click the Continue button. When it’s your opponent’s turn, the Continue button will be highlighted in red.
For a clearer grasp of each phase, simply tap the question mark located above the Continue button and explore the provided instructions.
Battle Strategy
When combining various cards, the key is to uncover their synergies for optimal battle performance. Every card’s type is indicated by an icon located in the upper left corner. Moreover, most cards feature numerical values within these icons, representing the card’s level. This level directly influences the card’s potential, with higher levels indicating increased power. When combining the cards, analyzing these numbers aids in assessing the collective potential of the cards’ synergies. The greater sum of the numbers — the more potential combination.
The Battle
During each of your turn phase, the system will illuminate the cards that are available for use.
Phase 0
In the early version of Alpha, with no Rule cards present, you can simply bypass Phase 0 by tapping the Continue button.
Phase 1
In Phase 1, a simple click on Continue automatically grants you 3 cards from the Draw Pile.
Phase 2
Upon completing Phase 1, you venture into Phase 2, where the placement of a realm card takes stage. The system will highlight the realms in your hand, and after assessing each one, you’ll need to make a choice and drag your selected realm to the Formation area atop your side of the table. It’s crucial to note that only one realm card can be positioned per turn.
For the Introductory deck, the goal is to place a total of 3 realms throughout the match. Keep in mind that the realms you place can become targets for attacks. So before bringing them into play, consider whether you have the means to defend them.
Don’t forget to enhance your realm’s strength by adding a holding, which is also placed during phase 2. Always read the descriptions of the realms you’re placing — they might grant additional powers to your champions or impose limitations on their attacks.
Phase 3
Proceeding to Phase 3, the focus shifts to assembling your champions and their weapons for the Pool, which will later spearhead the assault on your opponent’s realms. The system will highlight the available cards in your hand, and upon making your selections, you’ll need to drag the cards to the Pool area on the right side of the table. Once your champions and their powers are in place, click Continue to transition to the next phase.
Phase 4
Phase 4 marks the long-awaited attack phase. Prior to initiating an attack, familiarize yourself with the descriptions of your opponent’s realm cards to grasp the attacking conditions. Easily magnify any card with a simple press to zoom in. Once the attack conditions are clear, pinpoint the opponent’s realm you intend to target. With your choice made, proceed to position champions from your Pool or hand. The system will highlight the champions available for combat.
If you have no suitable champions for the fight, clicking Continue allows you to skip the battle. Conversely, if your champions are illuminated, and you’re eager to proceed with the fight, drag your champion cards and their weapons to the Battle area, situated at the center of the table. Once your cards are positioned, click Continue to promptly ascertain the success of your attack.
Phase 5
Transitioning to Phase 5, it’s time to manage your hand size. The maximum hand size for the Introductory deck is 7 cards. If your hand exceeds this limit, trim it down by discarding unnecessary cards. To do this, drag the excess cards into the Discard pile, positioned at the left corner of the table next to the Draw pile. Prioritize discarding cards with limited utility.
Phase 6
By pressing Continue, you gracefully advance to Phase 6, marking the conclusion of your turn. The spotlight now shifts to your opponent as they take their turn!
To conclude, give both decks a try. They offer more than you might initially think, but they do demand your engagement and strategic planning. Despite the game providing hints and options, consider this as a practice round — a warm-up that requires your thinking.
Occasionally, it’s wise to commit more resources and retain fewer cards, ensuring you end your turn with just 7. Otherwise, excess cards will be discarded. Moreover, there are instances when concealing your hand is advantageous.
If you’re both using the same deck, the Rule of Cosmos becomes crucial. This rule’s significance lies in who discards first — a strategic decision that can impact your gameplay!
Reporting Bugs
In case you’ll face some technical issues during a match, you can easily report them by clicking the cogwheel icon located at the upper right corner, and then selecting Report a Bug. Once you’ve described the issue, remember to scroll down and hit Submit.
There might be moments when you feel stuck and unable to take action. Before hastily reporting bugs, take a moment to revisit the rules and card descriptions. It is possible that you’re a swimmer, while only flyers can initiate an attack!
With all the knowledge at your disposal, prepare for exhilarating battles that not only fuel your adventurous spirit but also contribute to shaping the exciting future of Spellfire!