
ForgeFire Games

Card Rulings and Game Clarifications
Section 1: Definitions
"In Play" Cards
In order for a card to be "on the field" or "in play", a card must not be in the hand, in the Discard Pile, or in the Deck (Spell Deck or Deck). Any card "in play" or "on the field" can be affected by card effects. Any card that is "In play" is also "on the field".
Cards "In Pay"
Cards "in pay" must be "in play". In order for a card to be "in pay", a card must be able to be affected by cards. If the card cannot be affected by all types of cards, then that card is not "in pay". In Set 1: Rising Forge, "in pay" cards can be treated as "in play" cards.
"Pay 1 Spell"
When a card says "Pay 1 Spell", discard 1 Spell card on your field. You may discard a Spell attached to 1 of your "in play" creatures, or you may discard a spell "in play".
Section 2: Card Clarifications
Hills of Doom
The text on Hills of Doom should be read as: ...put up to 2 Uncommon creatures from your discard pile...You attach up to 2 Spells from your hand to them. This means that you do NOT have to have 2 Uncommon creatures in your discard pile to use Hills of Doom. Nor do you have to have 2 spells in your hand.
You may attach spells already in your hand before you play Hills of Doom to the new Uncommon creatures.
You may put the same creature destroyed with Hills of Doom back into play.
Creatures put into play via Hills of Doom can attack on the turn they are put into play. This includes creatures that have already attacked on that turn. This is because the creatures have been sent to the Discard Pile before they conduct a second attack. (i.e. If you attack with Atlanta, and then use Hills of Doom to destroy Atlanta and put her back into play along with another Uncommon, you may attack with both Atlanta and the other new creature.
Ambassador of the Lava Fields
Ambassador's Ability can override Flamue, the Swift River's Ability if Ambassador is put into play after Flamue. This is because the last played effect takes priority over effects already in play.
Flamue, the Swift River
Flamue's Ability overrides Ambassador's if Flamue is put into play after Ambassador.
You still must pay the cost for Flamue's Ability when Flamue is put into play from the Discard Pile (like when using Waterfall of Spells).
Waterfall of Spells
When using Waterfall of Spells, you must still pay any costs and activate any Abilities that activate when creatures are put into play. This means that you must pay 1 Spell card when putting Flamue, the Swift River into play and you must activate Kolingus, the Fire's Bane's Ability if you put Kolingus into play using Waterfall of Spells.
Spell - This card activates when it is put into play. Discard 1 Magic Type card in play.
Because the text says "Discard 1 Magic Type Card" you do not have to choose the card that activated the Spell. You are free to choose any card you want, as long as it is a Magic type card. Note that if you choose to discard a creature card, all spells attached are destroyed.
Spell - This card activates after you attack on your next turn. Destroy 1 Creature in play and all cards attached.
You MUST attack on your next turn to activate this card. If you do not attack, you must destroy this card without effect.
Spell - This card activates when it is chosen by another effect. Each Common creature in play gains 1 spell.
Due to this card's wording, this card can activate when you pay a spell, if you choose to pay with this card.
This Spell card activates before any other part of the effect choosing this card resolves.
Spell - This card activates when it is discarded from your hand. Draw 1 card.
Because cards in hand cannot be in play, this card cannot activate while in play. It MUST be discarded from hand to activate.
Spell - This card activates when it is put into play. Pay 1 Spell. Destroy 1 Spell card in play.
Any Spell card that says "Pay X Spell(s)" can pay with itself. If it does, the rest of the effect cannot resolve since the card has left play.
Thus, this card can pay with itself if you do not want to destroy any spell cards.