SpiritWars® Tournament
Rule Sets

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*Denotes New Tourney Sets
Last Updated : 12/26/2004

Each tournament in SpiritWars is controlled by a "Rule Set" which determines the spirits that are available for use, and defines the rules enforced by the Dungeon Editor.  Some Rule Sets provide a great deal of variety in the creation of a dungeon for use in the tournament, others that we call "fixed" dungeons provide only a pre-determined set of spirits that result in all players using the same dungeon for play in that tournament.

Age of Reason":          (#42)
Another new rule set from Packy!  And this one is going to leave your head swimming as you ponder the amazing choices as you try to limit yourself to the 30-35 spirit dungeon size.  This epic set features a classic confrontation between the mythic age and the dawning industrial age of war machines.  Players have 139 spirits in four colors and can use a maximum of 15 per color in building their tournament dungeon.  While every color seems to provide an almost unbeatable dungeon, a look through the other colors will see a frightening collection of counter spells and shielded spirits to give any dungeon builder nightmares!
Flatlands: Aphrodites Dream, Sicilian Executioner, Ballista, Catapult, Apulian Lancers (5), Granary, Roman Forum (2), Roman Villa (5), Blessed Water (5), Excorcism, Plutos Minions (5), Via Roman, Age of Reason
Drylands: Bedouin Saboteur, Spoils of War, Fixed Catapult, Lesser Fire Elemental (2), Sphinx, Unseen Stalker, War Chariots (5), Merchant Caravan, Pyramid, Dryland Palace, Stone Obelisk (5), Council of Generals, Golden Apple, Prisoner of War, Sumerian Nomads (5)
Darklands: Suicide, Dark Apprentice, Dark Brigade (5), Grendel, Ghouls (5), Hydra, Pale Riders (5), Skeletal Warriors, Werewolf, Vampires Castle, Catacombs (2), Cursed Tomb (5), Black Death, Graft & Corruption, Avarice, Evil Eye (5)
Highlands: Funeral Procession, Argonaunt Men-At-Arms (5), Centaurs, Cyclops, Light Chariot (5), Mymiridons (5), Siege Tower, Spartan Engineer, Spartan Militia, Augean Stables, Dwarven Keep, Greek Monestary, Iron Mines (5), Dismantle (5), The Fates, Earthquake, Stone Touch, Thunder of Zeus

"And It Stoned Me...":          (#30)
Featured the rare - but coveted Medusa - this Rule Set offers some very challenging and intriguing choices for the player.  With 144 spirits available, the player must build a 30 spirit dungeon using 15 Darklands pieces and up to 15 of any other color or colors.  Note that almost all of the spirits included are human with a few notable exceptions (like the Siege Tower).  Experienced players will quickly realize that the strategic options are varied, and success will require not only careful dungeon design, but also strategic use and timing of spells.
Flatlands: Windmill, Roman Villa (2), Roman Forum, Gladiator Academy, Roman Horse-Archers, Javelineenrs, Sicilian Scouts (2), Apulian Cavalry, Sicilian Knights, Galley Slaves (4), Roman Legion (2), Cartographer, Roman Shield-Bearer, Cupid, Spartacus, Spartacus' Lt., Satrunilia, Cupid's Arrow, Brown Shield, Weapons Practice (2), Via Romana, Miranda's Curse
Drylands: Lost City (2), Pyramid, Stone Obelisk (2), Turkish Bath, Parthian Spearmen, Parthian Archer, Bedouin Scouts (2), Camel Riders, Arabian Knights, Parthian Slaves (4), Sumerian Nomads, Sumerian Pikemen, Egyptian Phalanx, Weapons Master, Parthian Warlord
Wetlands: Neried's Spring, Trading Post, Thethy's Well, Waterwheel (3), Hot Springs, Crossbowmen, Alesian Archers, Barbarian Raiders (2), Saxon Knights, Alesian Swordsmen (3), Alesian Halberdiers, Berserker, Alesian Pirates, Saxon Pikemen, Savarian Wizard, Siren, A Sea Spell, Alesian Transport, Treachery, Neptune's Blessing, Mermaid's Prize, Curse of the Deep, King's Favor, Battle Frenzy 
Darklands: Moonlit Tomb, Dragon's Graveyard, Witch's Cauldron (2), Catacombs (2), Dark Scholar, Armasi Swordsmen (3), Armasi Archer, Armasi Soldiers (3), Dark Brigade, Shadow Blades, Dark Adept, Armasi Noble, Vlad the Impaler, Medusa, Vampire's Kiss, Gremlins, Black Death, Bitter Moon, Poisoned Chalice, Grim Reaper
Highlands: Dwarven Keep, Augean Stables, Vulcan's Forge, Iron Mine (3), Trojan Spearmen, Spartan Archers, Athenian Phalanx (2), Athenian Militia (3), Spartan Militia (2), Siege Tower, Spartan Engineer, Arcadian Noble, Dwarven Slaver, Alexander the Great, Dismantle, White Shield, Twister, Forced March (2), Pay Hike (2), Mountain Pass, The Fates, Stone Touch

Anything Goes:          (#1)
This popular tournament format gives players access to 425 spirits and complete freedom in building a dungeon.  The only restriction is that the player must create a 30 spirit dungeon using a maximum of 15 spirits from any given homeland.

Anything Goes (4-Color):          (#10)
This is an interesting variation of the "Anything Goes" rule set.  It provides the same spirit mix as "Anything Goes" but requires a 40-spirit dungeon, with a maximum of 10 spirits from any single homeland.

Back To Basics:          (#2)
This rule set requires a very different playing strategy.  A total of 90 spirits are included in the population and the player must create a 35 spirit dungeon using no more than 15 spirits from any given homeland.  (All players will be playing a 3-color dungeon.) The absence of magic and of ranged combat units results in a very different playing experience. (Note: this Rule Set has been modified.  Per player requests, I've added 1-2 strong combat pieces per color.  This should speed up game play a little.)  Highlights include:
Flatlands: Apulian Lancers, Roman Shield Bearer, Roman Cohort, Hannibal's Elephants (2)
Drylands: Sumerian Pikemen, Camel Riders, Nile, Crocadiles,  Eqyptian Phalanx
Woodlands: Giant Anaconda (2), Living Trees, Woodland Bears, Mathuran Tigers
Wetlands: Alsean Swordsem (3), Barbarian Raiders, War Dogs, Alsean Pirates (2)
Darklands: Lowland Skeletons, Armasi Soldier, Pale Riders, Ghost, Dark Brigade, Shadow Blades (2)
Highlands: Moesian Lions, Myridons, Wild Boars, Rock Troll (2) , Dwarven Warrior (2), Argonaut Swordsmen, Thracian Hounds

Battle of the Mythics:       (#41)
This new rule set from Packy provides 60 spirits, in 4 colors and offers some interesting challenges and great gaming match-ups.  Players can use 15 spirits each from any of the four homelands to create a 30 spirit dungeon; however, there are only 15 spirits available in each color.  Accordingly, the real choice lies in determining which two-color combination of mythics you think will give you the best chance of winning.  And, as I'm sure you'll notice, energy is at a premium, so make your playing choices wisely!
Woodlands: Hippolyta, Amazon Priestess, Amazon Recruits (2), Amazon Warrior (2), Wood Nymphs, Woodland Sylph, Druids Grove, Hibernian Shepard, Stonehenge (2), Woodland Mist, Pagan Sacrifice, Final Rest
Wetlands: Prince of Atlantis, Atlantis Bowmen, Atlantis Conscripts (4), Valykyries, War Dogs, Hot Springs (2), Waterfall, Itinerant Merchant, Sea Dragon's Lair, War Chant, Bold of Lightning
Darklands: Grendel, Hydra, Nemesis, Skeletal Warriors, Werewolf, Dragons Graveyard, Witchs Cauldron (2), Decrepit Mill, Necromancers Tower, Evil Eye (2), Graft & Corruption, Oppressed Spirit, Suicide
Highlands: Achilles, Centaurs, Cyclops, Myrmidions (5), Diamond Mine, Iron Mine, Minotaurs Cave, Mounted Hunter, Dismantle, Funeral Procession, Dragons Cave

Battle of the Titans:       (#9)
This three-color population features 20 spirits in the Drylands, Wetlands and Highlands.  Players must use a 30 spirit dungeon.
Available spirits include:

Drylands: Drylands Palace, Persian Waterwheel, Sumerian Citadel, Osirus, Weapons Master, Sultan of Persian, Camel Riders (2), Persian Axeman (2), Persian Janissaries, Hero's Quest, Golden Apple, Deliah's Scissors, Sandstorm, Antediluvian Curse
Wetlands: Neired's Spring, Atlantis Castle, Prince of Atlantis, Atlantis Shaman, Atlantis Conscripts (3), Saxon Armorer, Siberian Tigers, Atlantis Bowmen, Meteor Shower, Mermaid's Prize, Curse of the Deep, Fallen Hero, Blue Moon (2)
Highlands: Vulcan's Forge, Greek Monastery, Highlands Bandits, Jason, Argonaut Swordsmen (2), Argonaut Men-At-Arms (2), Argonaut Archers, Priest of Vulcan, Light Chariot, Mountain Pass, Oath of Fealty, Stone Touch, Pay Hike, Recurved Bows, Mountain View

Black & Blue:               (#8)
This tourney provides the players with a fixed dungeon of 30 spirits, 15 each from the Darklands and the Wetlands.  
Key spirits include:

Wetlands: Isle of the Dead, Siren, Banshee, Savarian Wizard, Berserker, Meteor Shower,  Mjolnir
Darklands: Lord of the Dead, Acid Rain, Poisoned Chalice, Armasi Archers, Shadow Blades

Black & White:            (#4)
This two-color tournament provides a total of 50 spirits and requires a 35 spirit dungeon with a maximum of 20 spirits from any given color.  Highlights include:
Flatlands: Centurion, Gladiator Academy, Blessed Water, Bacchus, Granary, Cartographer, Saturnalia, Exorcism, Apulian Priest, Roman Bathhouse
Darklands: Acid, Rain, Avarice, Circe, Bitter Moon, Armasi Nobleman, Vampire's Kiss,  Ghouls, Ghost, Lord of the Dead, Armasi Archer, Vlad the Impaler
Blue Christmas:            (#57)
 
Created by Lady Char, this Blue slugfest has the balance necessary to a good deck, great fighting spirits and killer spells!! If that doesn't spell Merry Christmas then what does?
 
Min/max 35 blue .

Cat Fight:            (#26)
This is a Flatlands-Drylands fixed dungeon with 30 spirits.  The featured pieces are the Catapult and the Fixed Catapult.  
Flatlands: Granary, Roman Bathhouse, Roman Forum, Roman Villa, Windmill, Catapult, Sicilian Scouts, Roman Shield-Bearer, Pavian Merchant, Priest of Mars, Hannibal's Elephants, Supply Wagon, Cupid's Arrow, Weapon's Practice
Drylands: Pyramid, Drylands Palace, Lost City, Turkish Bath, Stone Obelisk, Fixed Catapult, Arabian Knights, Lesser Fire Elemental, Mounted Bowmen, Beduoin, Scouts, Persian Axemen, Flame Strike, Sphinx Blessing, Internal Power, Solar Flare, Eye for an Eye

Challenging Choices:       (#31)
This four-color tournament provides some vary challenging choices for the player to make.  Players must create a dungeon that contains between 40-45 spirits, with a minimum of 7 from each of four colors, and a maximum of 15 from any single color.  A variety of power pieces, spell-casters and strategic options provide a myriad of playing options.  A total of 105 spirits are available. (Note that there are no animals included.)
Flatlands: Tuscany Vineyard, Aqueduct, Roman Villa (2), Roman Bathhouse, Pavian Merchant, Bacchus, Javelineers, Apulian Cavalry, Romon Legion (2),  Sicilian Scouts, Venus, Cartographer,  Roman Shield-Bearer, Roman Cohort, Sicilian Knights, Cupid's Arrow, Brown Shield, Weapons Practice, Juno's Betrayal, Age of Reason, Miranda's Curse, Via Romana 
Wetlands: Thethy's Well, Waterfall, Neried's Spring, Waterwheel (3), Barbarian Camp, Sea Nymphs, Saxson Knights, Moat Monster, Crossbowmen, Alesian Swordsmen (2), Alesian Halberdiers, Alesian Pirates, Savarian Wizard, Saxon Pikeman, Viking Pillagers, Saxon Armorer, Alesian Transport, A Sea Spell, Reinforcements, Bolt of Lightning, Neptune's Blessing, Treachery, Noble Sponsor, Mermaid's Prize, Fresh Mounts, Blue Moon, Battle Frenzy
Woodlands: Druid's Grove, Hiberian Alehouse, Sawmill (3), Woodland Mist, Elf Ranger, Amazon Warriors (2), Willow Druids, Elvin Princess, Wood Nymphs, Elven Blades, Hiberian Fletcher, Woodland Sylph, Amazon Recruits (2), Critical Care, Lightfoot, Clinging Vines, Boring Beetles, Pandora's Box, Final Rest
Highlands: Mt. Stream, Oracle, Greek Monastery, Mt. Etna, Iron Mine (2), Highlands Bandits, Centaur, Ajax, Athenian Militia (2), Spartan Militia (2), Argonaut Men-At-Arms, Rock Troll, Athenian Phalanx, Light Chariot, Argonaut Swordsmen, Arcadian Noble, Storm Mage, White Shield, Twister, Mt. View, Pay Hike, Forced March, Dismantle, Flash Flood, The Fates

Chaos Reigns:              (#7)
This rule set is guaranteed to challenge and frustrate even the most experienced player.  There are a total of ten spirits available from each homeland, and players must use a 36 spirit dungeon, using six spirits from each color.  Highlights include:
Flatlands: Tuscany Vineyard, Aqueduct, Apulian Cavalry, Roman Legion, Roman Horse Archer, Hannibal's' Elephants, Pavian Merchant, Apulian Lancers, Via Romana, Hasten Fighters
Drylands: Pyramid, Tower of Babel, Desert Jackals, Arabian Knights, Mounted Bowman, Weapons Master, Camel Riders, Egyptian Phalanx
Woodlands: Farmer's Market, Sacred Oak, Wolf Pack, Woodland Bears, Giant Hedgehog, Woodland Sylph, Spotted Leopards, Living Trees, Eye of the Tiger, Druids Moon
Wetlands: Tethy's Well, Trading Post, Alesian Swordsmen, Siberian Tigers, Alesian Archer, Savarian Wizard, Alesian Pirates, Barbarian Raiders, Battle Frenzy, Blue Moon
Darklands: Dragon's Graveyard, Witches Cauldron, Stygian Rats, Lowland Skeletons, Aramsi Archer, Armasi Nobleman, Dark Apprentice, Pale Riders, Anthrax, Bitter Moon
Highlands: Dwarven Keep, Mountain Stream, Moesian Lions, Light Chariot, Centaur, Beastmaster, Argonaut Swordsmen, Wild Boars, Thunder of Zeus, Earthquake
Creatures of the Night :     (#54)
Created by Vampira, our Tourney Mistress, this is a black/green deck that moves fast and can change fortune to foul in a turn of the cards.
Darklands: Dark Scholar, Dark Witches, Shadow Blades, Bog Monster
Woodlands: Unicorn, Elven Sorceress, Forest Dragon, Lemming
Min/Max of 30 spirits, 15 black, 15 green from a field of 41.

Dark Assassin:     (#17)
This Darklands tournament gives everyone a chance to play with one of the rarest spirits in the game, the feared Armasi Assassin.  Players must use a 30 spirit all-black dungeon, and have 50 spirits to choose from.
Highlights include:
Darklands: Dark Apprentice, Armasi Assassin, Pale Riders (3), Werewolf, Dark Scholar, Armasi Archers (2), Crimson Wizard, Dark Adept, Dark Curse, Acid Rain, Grim Reaper, Bitter Moon (3), Nightmare, Sloth, Gluttony, Avarice, Hydra, Dark Brigade, Shadow Blades. 

Default Dungeon:     (#32)
No surprises here.  This is a fix-dungeon with 39 spirits, all blue and green.  It well look very familiar because it is the default dungeon everyone uses when they are learning to play.

Den of Thieves:         (#12)
Thievery is clearly the theme of this three colored rule set.  With Pan, the Siren, The Huntsman and an abundance of Cupid's Arrows and Animal Friendship, it isn't a question of what players will steal, but when will prove to be the most strategic time to change ownership of pieces.  Players can work with a 70 spirit population, but must design a 45 spirit dungeon using 15 spirits from each of the three colors.  Highlights include:
Flatlands: Roman Legion (2), Tuscany Vineyard, Javelineers, Roman Horse-Archers, Hannibal's Elephants (2), Cupid's Arrow (3), Granary, Via Romana, Roman Bathhouse, Coliseum
Woodlands: Wolf Pack (3), Animal Friendship (3), Woodland Bears (2), Druid's Grove,  Sacred Oak, Tethy's Well,  Nereid's Spring, Giant Hedgehog, Willow Druids, Pan, Hibernian Alehouse, Numidian Badgers, Farmer's Market, Hiberian Fletcher, Animal Cunning (2), Giant Anaconda, Sacred Woods
Wetlands: Meteor Shower, Alesian Swordsmen (2), Treachery (3), War Dogs (3), Barbarian Raiders (2), Crosbowmen, The Huntsman, Blue Moon, Siren, Saxon Knights, Siverian Tigers, Alesian Archer

Desert Fun:        (#3)
This is a "fixed" format rule set.  Everyone will be using the same 30 spirit dungeon.  (Note: this Rule Set has been modified.  The Parthian Stronghold was replaced by a Drylands Fort). The Drylands spriits included are:
Drylands: Drylands Palace, Lost City, Library of Alexandria, Flaming Wall, Drylands Fort, Persian Axeman, Desert Jackals, Sumerian Nomads, War Chariot, Parthian Archers, Ramses, Drylands Shaman, Mounted Bowmen, Lesser Fire Elemental, Parthian Warlord, Parthian Slaves (3), Parthian Spearmen, Flame Strike, Magic Carpet, Internal Power, Whispering Sphinx, Tomb of the Kings, Council of Generals, Eye for and Eye, Prisoner of War, Lost Patrol, Solar Flare

Dr. Doolittle:        (#24)
As the name suggests, critters are the theme of this rule set.  You have a total of 115 spirits to work with, but can only use a maximum of 15 from any given color.  Obviously, everyone is going to be playing Woodlands; the real question is what will you choose to use as your second (or third) color?
Flatlands: Hannibal's Elephants (2), Tuscany Vineyard, Mt. Vesuvius, Coliseum, Windmill (3), Via Romana, Hasten Fighters, Spyglass
Drylands: Nile Crocodiles (2), Desert Jackals (2), Pyramid, Persian Waterwheel, Lost City (2), Turkish Bath (2), Sunstroke, Dispel Shields, Animal Rage, Hunting Party (2), Sandstorm, Council of Generals, Eye for an Eye
Woodlands: Giant Anaconda, Woodland Bears (2), Mathuran Tigers (2), Wolf Pack (2), Giant Hedgehog,  Spotted Leopard (2), Numidian Badger, Unicorn, Mts. of the Moon, Sacred Woods, Pixie's Meadow (5), Boring Beetles, Pan, Veterinary Medicine (2), Animal Friendship (3), Natural State, Eye of the Tiger, Animal Cunning, Diana's Blessing, Treacherous Virgin
Wetlands: War Dogs (2) Siberian Tigers (2), Thethy's Well, Fishing Village, Mineral Springs, Waterfall, Hot Springs (2), The Hunstmen, Meteor Shower, Neptune's Blessing, Tsunami, Artic Blizzard, Battle Frenzy
Darklands: Stygian Rats (5), Werewolf, Witch's Cauldron (4), Dragon's Graveyard, Darkwizard's Crypt, Vampire's Castle, Green Shield (3), Anthrax, Acid Rain  
Highlands: Moesian Lions (2), Wild Boars (2), Thracian Hounds (2), Beastmaster, Mountain Pass (2), Flash Flood, Earthquake, Mt. Stream, Drawven Keep, Oracle, Diamond Mine, Iron Mine, Vulcan's Forge, Mt. Etna
Druids Easter:        (#51)
Celebrate Easter as it was meant to be celebrated, a pagan festival of sacrifice and renewal! Another deck by badger, this one is a blue/green deck with plenty of resurrection potential and a good balance of aggressive spells and strong combat. Highlights include:
Wetlands:  Beserker
Woodlands: Amazon Warriors and the rarely seen Ash Druid.
Dueling Divas:        (#53)
This rule set was created by Randy Chase, creator of Spirit Wars to highlight one of the newer and more formidiable spirits in the game, Lillith. The sultry temptress who leads human spirits down a dark path.

Flatlands: Priest of Mars, Cupid
Drylands: Drylands Shaman, Weapons Master, Lilith
Darklands: Armasi Armory, Vampire's Kiss  

Make a 45 min/max deck using a min/max of 20 white, 18 yellow and 7 black.

Emerald City:        (#25)
This Woodlands tournament provides a challenging all-green with some powerful playing options.  The player must build a 30 spirit dungeon, working with a total population of 74 green spirits.
Woodlands: Pan, Unicorn, Elf Ranger, Forest Dragon, Bird-Headed Monster, Numidian Badgers, Giant Anaconda 
Father Time:        (#49)
This wild set is a new one submitted by Love and Oakenbehr.  This set features many of the all time favorites including:
Highlands:  Hercules, Siege Tower, Ajax, Olympic Vineyards and Jason
Woodlands: Hippolyta, Giant Anaconda, Forest Dragon, Bird-Headed Monster, Numidian Badgers, and Pandora's box
Wetlands: Beowulf, Sea Dragon, Savarian Wizard, Valkyries, Berserker, and Moat Monster
Flatlands: Hannibal's Elephants, Praetorian Guard, Venal Governor,  Arundel Mill, and Apulian Smithy
Drylands: Parthian Warlord, Nile Crocodiles, Bedouin Saboteur, Council of Generals, and Tower of Babel
Darklands: Dark Enchantress, Medusa, Hydra, Dragon's Graveyard, Vampire's Castle, and Armasi Ferrier
Feline Frenzy:        (#52) NEW
This is the ultimate cat lover’s deck, with only one non feline combat spirit. It was created by a Lions roar, which drove all the big cats into A feeding frenzy. Highlights Include:
Woodlands: Mts. of the Moon,  Jaguars
Wetlands: Mineral Springs, Orion
Highlands: Agean Sea Tempest, Mountain Lions

Fire on the Mt.        (#18)
This is a "fixed" dungeon tournament, featuring the Flatlands and Highlands, with both Volcanoes included.  With the Siege Tower and the Catapult in play, and a Via Romana, Forced March and Hasten Fighters all included, this should be a fast and wild experience.
Highlights Include:

Flatlands: Roman Legion (2), Roman Horse Archer, Roman Cohort, Centurion, Catapult, Mt. Vesuvius, Roman Bathhouse, Granary, Hangman's Gallows, Priest of Mars, Brown Shield, Cupid's Arrow, Via Romana, Hasten Fighters, Apulian Archers 
Highlands: Mt. Etna, Diamond Mine, Oracle, Greek Monastery, Augean Stables, Highlands Bandit, Centaur, Athenian Militia (3), Siege Tower, Arcadian Noble, Spartan Engineer, Spartan Archer, Forced March (2), Dismantle, Mountain Pass. 

Free Population:     (#33)
Again, this will be very familiar to everyone.  A total of 200 spirits to work with, mirroring the spirit population offered in the free version of SpiritWars.  A 30-spirit dungeon is required, with no limitations on colors or combinations.

Frosty The Snowman:.        (#29)
This all-blue tournament features the Frost Giant and Siren.  The player must select from 41 Wetlands spirits to build a 30 spirit blue dungeon. 
Wetlands: Waterfall, Fishing Village (2), Hot Springs (3), Water Wheel (3), Neried's Spring, Guardian Angel, Alesian Archer (2), Alesian Pirates (2), Alesian Swordsmen (3), Frost Giant, Siren, Barbarian Raiders (2), Savarian Wizard, Siberian Tigers, Restless Spirit, War Dogs, Alesian Halberdiers, Meteor Shower, Bolt of Lightning, Mjolinir, Blue Moon, Battle Frenzy, A Sea Spell, King's Favor, Reinforcements, Neptune's Garden, Noble Sponser, Mermaid's Prize, Tsunami, Fresh Mounts, War Chant, Alesian Transport

Full Speed Ahead:.        (#20)
Looking for a "fast" playing tourney format to participate in?  This should do the trick for you.  The emphasis here is one speed.  Speed and movement is the obvious theme and this should produce interesting challenges - especially since there are no ranged combat pieces included.  Build your tournament dungeon of 30 spirits working with a four-color population containing 97 spirits.
Flatlands: Tuscany Vineyard, Aqueduct, Granary, Roman Bathhouse, Roman Forum, Windmill (2), Sicilian Scouts (3), Apulian Cavalry (2), Sicilian Knights, Roman Shield Bearer, Pavian Merchant, Venus, Supply Wagon, Via Romana, Hasten Fighters, Spyglass, Juno's Betrayal
Woodlands: Druid's Grove, Stonehenge, Pixies Meadow (4), Farmer's Market, Spotted Leopards (3), Amazon Recruits (4), Mathurian Tigers (3), Hippolyta, Elven Princess, Lightfoot (3), Clinging Vines, Animal Friendship, Boring Beetles, Eye of the Tiger 
Wetlands: Thethy's Well, Fishing Village (2), Waterfall, Mineral Springs, Hot Springs (2), War Dogs (2), Barbarian Raiders (3), Saxon Knights, Restless Spirit (2), Siberian Tigers, Savarian Wizard, Tradewinds (3), Mermaid's Prize, Fresh Mounts, Blue Moon, Battle Frenzy, Noble Sponsor
Drylands: Drylands Palace, Pyramid, Persian Waterwheel, Turkish Bath (4), Desert Jackals (3), War Chariot, Arabian Knights, Bedouin Scouts (4), Camel Riders (2), Weapon's Master, Blue Shield (2), Magic Carpet (2), Internal Power, Eye for an Eye, Tomb of the Kings

God of Thunder:.        (#40)
This is a challenging rule set submitted by Ogrim Doomhammer that will surely prove to be one of the most popular since it features Thor, perhaps the most coveted spirits in the game.  Players are given a total of 60 spirits in three colors, blue, white and black.  All players must use 15 blue spirits, and are free to use up to 15 pieces from the other two colors.  Dungeons may be 30-40 spirits in size.  Have fun with this one!  (And make your choices carefully!)
Wetlands: Artic Blizzard, Alesian Archer (2), Barbarian Raiders (2), Bold of Lightning, Fishing Village, Guardian Angel, Gusting Winds, Hot Springs (2), Isle of the Dead, Itinerant Merchant, Lost at Sea, Mjolnir, Saxon Bard, Saxon Pikemen, Sea Dragon's Lair, Thor, Treachery, War Dogs
Flatlands: Apollo's Seamstress, Apulian Archers, Apulian Priest, Apulian Smithy, Aqueduct, Blessed Water, Clandestine Spy, Cupid's Arrow, Fall of the Mighty, Granary, Hannibal's Elephants, Roman Cohort, Roman Forum, Roman Legion, Roman Villa (2), Sicilian Scouts, Venus, Weapons Practice
Darklands: Acid Rain, Ambush, Anthrax, Armasi Archer, Armasi Ferrier, Catacombs, Crimson Wizard, Cursed Tomb (2), Dark Incantation, Decrepit Mill, Ghost, Ghouls, Grim Reaper, Lowland Skeletons (2), Pale Riders, Ragnarok, Swamp Gas, Warped Terrain

Golden Fleece:.        (#28)
Jason vs. Jason is the key feature of this all-brown rule set.  Players must use a "fixed" dungeon containing 34 Highlands spirits.
Highlands: Mt. Etna, Parthenon, Minataur's Cave, Iron Mine (3), Vulcan's Forge, Oracle, Augean Stables, Highlands Bandits, Dragon's Cave, Jason, Argonaut Swordsmen (4), Argonaut Men-At-Arms (3), Argonaut Archers (2), Priest of Vulcan, Cyclops, Siege Tower, Twister, Forced March, Mt. View, Iron Skin, Mt. Pass, Advanced Architecture, Oath of Fealty, Stone Touch, Dismantle 

Highlands:.        (#21)
Plenty of playing options in this rule set - as long as you're willing to play brown.  Work with a population of 196 spirits and see if you can build the perfect Highlands dungeon. Everything is included, but some of the highlights (for those who've never seen the vast range of choice in the Highlands) include:
Highlands: Mt. Etna, Vulcan's Forge, Centaurs, Achilles, Athena, Cyclops, Jason, Hector, Ajax, Alexander the Great, Vulcan, Siege Tower, Beastmaster, Storm Mage, Guldar, Twister, Earthquake, Thunder of Zeus, The Fates, Oath of Fealty

Independence Day    (#47)  
This set was created by OD just for the Independence Day 2002 tournament and features a total slave dungeon with all the support.  it should make for a wild tourney!

Knight’s Quest     (#48)   
This set uses three colors, Blue, White and Yellow.  There is no minimum requirement on any color, but the minimum dungeon size is 38 spirits.  The set features the ever-popular combat spirits, the knights, supported by their various “footmen”.  Since knights are spirits of honor, there are no “sneaking archers” or “treacherous magic” in this set. 
Mad Min's Mix:       (#56)
 
A blue/black deck, created by Minmaxer, that is becoming a real favorite. Make a deck of 35 and go out and do some serious damage to your opponent...because you can be sure he's going to do some serious damage to you.
Wetlands: Saxon Seer, Siren, Thor, Orion
Darklands: Armasi Ferrier, Armasi Assassin, Black Death, Under the Red Sky

Min/max of 35 from a field of 69

Magic Storm:       (#14)
This rule set provides a wide variety of options - as long as they revolve around the use of magic.  No combat pieces with an attack strength greater than 1 are included; but the maximum legal amount of all spells are available.  This format provides a great preview for the free version folks to check out the wide variety of spells and spell casters, as you get to work with an 888 spirit population.

Midnight Storm:     (#46)
The set requires a minimum of 30 Spirits dungeon and a maximum of 40 Spirits.  Each color (black and brown) will be allowed from 15 to 20 spirits and features:
Armasi Ferrier, Unholy Priestess
 Olympic Vineyards and Storm Mage. 

Monsters in the Woods:       (#34)
This is a "fixed" rule set, featuring 15 Woodlands and 15 Darklands spirits. (Ogrim gets the credit for this rule set.)
Woodlands: Verdant Thicket, Pagan Sacrifice, Forest Chapel, Bird Headed Monster, Forest Dragon, Sacred Oak, Druid's Grove, Stonehenge (2), Living Trees, Druid's Spell Book, Mathuran Tigers, Spotted Leopards, Woodland Bears (2)
Darklands: Lowland Skeletons (2), Skeletal Warriors, Werewolf, Catacombs (2), Cursed Tomb, Dragon's Graveyard, Armasi Ferrier, Ambush, Decrepit Mill, Pale Riders, Anthrax, Acid Rain, Dark Curse

Night of the Living Dead:    (#5)
This format includes 25 spirits from each of four homelands: Drylands, Wetlands, Woodlands and Darklands.  Players must use a 30 spirit dungeon, using a maximum of 15 spirits from any given color.  Obviously resurrection is the central theme.  
Spirits include:

Drylands: War Chariot, Osirus, Sumerian Warriors, Column of Fire,  Nile Crocodiles, Drylands Palace, Charax Sorceress, Prisoner of War, Sandstorm, Persian Janissaries, Whispering Sphinx. Tower of Babel, Persian Waterwheel
Woodlands: Giant Hedgehog, Mathuran Tigers, Amazon Warriors (2), Bird-Headed Monster, Pan, Living Thorns, Druid's Grove, Poisoned Thorns, Tethy's Well, Pandora's Box, Druid's Moon, Hiberian Alehouse, Eye of the Tiger, Sacred Wood, Kiss of Life
Wetlands: Berserker, Tradwinds, Mermaid's Prize, Crossbowmen, Savarian Wizard, Sea Dragon, Trading Post, Meteor Shower, Mjolnit, Bolt of Lightning, Rampaging Colossus, Guardian Angel, Blue Moon
Darklands: Lowland Skeletons (2), Ghouls, Evil Eye, Dark Incantation. Skeletal Warriors (2), Black Death, Ogre's Lair, Acid Rain (2), Avarice, Gluttony, Poisoned Chalice, Grim Reaper, Stygian Rats (2), Anthrax, Under the Red Sky

Paladins Wear White:    (#38)
Paladins prefer honorable combat and disdain dark and evil.  Hence you'll find no Darklands in this rule set, nor their allied Highlands.  With 180 spirits to choose from, you will be hard pressed to select the ideal combination of 30 spirits for your dungeon.  You must use 16 Flatlands spirits, and can use up to 14 spirits from any of the remaining three colors.  (Rule set created by Flinn LightBlade.)

Pan's Revenge:         (#11)
This is a "fixed" dungeon format, with all players using the same 35-spirit Woodlands dungeon.  Key spirits include:
Woodlands: Sacred Oak, Druid's Grove, Mts. of the Moon, Sacred Woods, Elven Outpost, Pan, Numidian Badgers, Giant Hedgehog, Elven Princess, Wolf Pack (4), Giant Anaconda, Woodland Bears (4), Spotted Leopard (3), Animal Friendship (3), Druid's Moon, Animal Cunning, Diana's Blessing, Final Rest, Eye of the Tiger (2).
Passover, The Harrowing:         (#50) NEW
A very well balanced set made by badger for the Easter holiday weekend. A real rarity, a primarily black deck with no resurrecting spirits. This deck favors neither first or second move. With archers and powerful attack spells, it can be a real slugfest!  Highlights include:
Darklands: Hydra, the Werewolf .
Highlands: Alexander the Great.

Rainbow Bridge:         (#13):
This tourney format goes against all traditional logic that dictates that smaller dungeons are a key to success.  You have over 800 spirits to work with, but must build a 60 spirit dungeon, using 10 spirits from each homeland.

Ramses The Great:         (#27):
This is another all-yellow tournament with some interesting variations.  The player has a total of 38 Drylands spirits available and must use them to build a 30-spirit dungeon.  Star pieces are Ramses, Charax Sorceress and Weapons Master.
Drylands: Drylands Palace, Stone Obelisk (2), Turkish Bath (2), Library of Alexandria, Lost City (3), Flaming Wall, Ramses, Mounted Bowmen, Lesser Fire Elemental, Charax Sorceress, Fixed Catapult, Persian Axemen, Desert Jackals, Sumerian Nomds, War Chariot, Weapons Master, Persian Janissaries, Camel Riders, Egyptian Phalanx (2), Bedouin Scouts, Flame Strike (2), Magic Carpet (2), Internal Power, Sunstroke (2), Column of Fire, Lost Patrol, Solar Flare, Eye for an Eye, Council of Generals, Whispering Spinx

Rome-Mania:         (#22):
This is a Flatlands rule set with a clear Roman theme.  You must use a 30 spirit white dungeon, but you have 57 spirits to work with.
Flatlands: Roman Villa (4), Roman Forum (4), Gladiator Academy, Granary, Roman Bathhouse, Mt. Vesuvius, Hangman's Gallows, Roman Barracks, Roman Armory, Roman Fortress, Handrian's Wall, Galley Slaves (4), Spartucus, Spartucs' Lt., Roman Legion (3), Centurion, Roman Horse-Archer, Catapult, Cleric of Apollo, Priest of Mars, Pratorian Guard, Venal Governor, Vestal Priestess, Bacchus, Tax Collector, Cartographer, Roman Shield-Bearer (2), Roman Cohort (3), Cupid, Sappers, Cupid's Arrow, Siege Ladders, Weapon's Practice (2), Master's Wisdom, Rage of Perseus, Saturnalia, Hasten Romans, Via Romana, Hasten Fighters, Military Genius, Clandestine Spy, Spyglass

Random Population:         (#39 & 45):
This is a randomly generated set of 200 spirits from the entire selection available.  You never know what your going to have to work with!  Each player receives the same set of spirits.

Siege of Troy:       (#15)
This "fixed" dungeon format features a 36 spirit dungeon using Flatlands and Highlands in a battle of war machines.  This is a change to actually get your hands on one of the rarest spirits in Valhalla, the famed Ballista.  Combining this with the Siege Tower and a carefully chosen cast of supporting spells, this delivers a classic strategic challenge.  Some of the spirits included are:
Flatlands: Sicilian Scouts (2), Apulian Calvary, Roman Legion (2), Ballista, Hadrian's Wall, Sappers, Cupid's Arrow, Weapon Practice, Granary, Roman Bathhouse, Mt. Etna
Highlands: Athenian Militia (2), Trojan Spearmen, Light Chariot, Siege Tower, Augean Stables, Arcadian Noble, Diamond Mind, Oracle, Highlands Fortress, Earthquake, Dismantle, Spartan Engineer, Twister,

Sorcerer's Showdown:     (#16):
Spell casters have the spotlight in this wild tourney definition.  No limits on dungeon size or definition, other than the normal minimum size requirement of 30 spirits.  A huge population of 351 spirits include a dazzling array of spell casters and this format always results in some of the most varied playing strategies.  Experience using the diverse range of magical spirits included in the member version give the Kellogg Creek players some playing advantage over those who only play the free version.  Some key spirits include:
Flatlands: Ballista, Priest of Mars, Vestal Priestess, Cupid's Arrow,
Drylands: Charax Sorceress, Weapons Master, Drylands Shaman
Woodlands: Willow Druids, Amazon Priestess, Elven Sorceress, Animal Friendship, Poisoned Thorns, Sylvan Druid,
Wetlands: Atlantis Shaman, Siren, Saxon Armorer, Meteor Shower, Savarian Wizard, Rampaging Colossus
Darklands: Dark Scholar, Dark Witches, Dark Apprentice, Crimson Wizard, Dark Adept, Acid Rain
Highlands:  Priest of Vulcan, Siege Tower, Mechanics Guildhall, Earthquake, Boring Beetles, Dismantle,

Spartacus & the 7 Dwarves:     (#6)
This is a wide-open and wild rule set that features three homelands: Flatlands, Drylands and Highlands. Players have a total of 67 spirits to work with, and must create a 30 spirit dungeon using no more than 20 spirits of any given color.  Highlights for each Homeland are:
Flatlands: Gladiator Academy, Granary, Roman Bathhouse, Hangman's Gallows, Spartacus, Spartacus' Lt., Cupid's Arrow, Via Romana, Galley Slaves (4)
Drylands: Pyramid, Drylands Bastian, Lesser Fire Elemental, Charax Sorceress, Column of Fire, Emancipation, Parthian Slaves (3)
Highlands: Greek Monastery, Oracle, Vulcan's Forge, Augean Stables, Highland Bandits, Dwarven Smith, Dwarven Warrior (4), Guldar, Dwarven Miner, Dwarven Salver, Twister, Oath of Fealty, The Fates.

The Awakening:     (#43)
This is a rule set for the old-timers who have been with us since the early days when SpiritWars was first released on Won.net.  This isn't an exact duplication, but it comes pretty close to giving you a chance to play with that old original free-version spirit mix that folks still talk about.  More choices than you can shake a proverbial stick at, an no matter how powerful your dungeon, there are plenty of options available for your opponent to build a perfect counter-dungeon! (Thanks to Iceman for helping to compile this set!)

The Hunter:         (#44):
This set features the greatest hunter of all time, Orion.  Dungeon size is from 35 to 45 spirits with a 15 minimum, 25 maximum limit on blue, 0 min/25 max on green and brown.  Spirits included are:
Wetlands: Orion, Alesian Archer, Alesian Harbor, Alesian Scout, Barbarian Raiders, Bolt of Lightning, Fishing Village, Hot Springs (2), Itinerant Merchant, Lost at Sea, Mineral Springs, Mjolnir, Naiad’s Fountain (2), Rampaging Colossus, Saxon Knights, Sea Dragon’s Lair, Siberian Tiger’s (2), Tethy’s Well, War Dogs, Warrior’s Mound, Water Wheel
Woodlands: Animal Cunning, Animal Friendship, Boring Beetles, Clinging Vines, Critical Wound, Diana’s Blessing, Elven Outpost, Eye of the Tiger, Forest Chapel, Giant Anaconda, Giant Hedgehog, Harvest Time, Hibernian Hares, Hibernian Shepherd, Kiss of Life, Mathuran Tigers (2), Numidian Badgers, Pagan Sacrifice, Pandora’s Box, Pixies Meadow (2), Poisoned Thorns, Sacred Oak, Sacred Woods, Sawmill (2), Spotted Leopards (2), Stonehenge, Wolf Pack (2), Woodcutter’s Hut (2), Woodlands Bears (2)
Highlands:
Aegean Sea Tempest Augean Stables, Beastmaster, Cronos Diamond Mine, Dismantle, Dragon’s Cave, Flash Flood, Iron Mine (2), Moesian Lions (2), Mountain Lake Mountain Lions (2), Mountain View, Mounted Hunter, Oracle, Parthenon (2), Thracian Hounds (2), Wild Boars (2), Twister, Argonaut Archers, Funeral Procession, Earthquake, Greek Monastery, Iron skin, Mechanic’s Guildhall, Stone Masons

The Seamstress:         (#35):
This is two-color rule set featuring Apollo's Seamstress and Siren in a classic White-Blue challenge.  You have 46 spirits to work with, must use a 30 spirit dungeon.  You are also required to use a minimum of 10 spirits of each color.  Enough strategic options are available to provide some diversity in the dungeon designs you'll be facing in the competition.
Flatlands: Arundell Mill, Apulian Smithy, Windmill, Roman Bathhouse, Roman Villa (3), Hadrian's Wall, Apollo's Seamstress, Priest of Mars, Roman Cohort (2), Sicilian Scouts, Apulian Archer, Roman Legion, Apulian Cavalry (2), Jubilee, Miranda's Curse, Via Romana, Cupid's Arrow, Weapons Practice, Age of Reason
Wetlands: Alesian Harbor, Saxon Seer, Waterfall, Hot Springs (3), Itinerant Merchant, Guardian Angel, Siren, Saxon Armour, Alesian Swordsmen, Alesian Lookout, Alesian Archer, Barbarian Raiders, Siberian Tigers, Viking Pillagers, Reinforcements, Noble Sponsor, Treachery, Curse of the Deep, Blue Moon, Battle Frenzy

The Shaman:     (#23)
This is a "fixed" dungeon tournament with each player using a 30 spirit dungeon comprised of Drylands and Darklands.  The Drylands Shaman and the Crimson Wizard anchor the dungeon, but you have only ten combat pieces to work with - and will be facing Acid Rain and Poisoned Chalice so make your decisions carefully. Be sure to study the spirit set careful before you begin play.  Any strategic errors will be most costly in this event.
Drylands: Library of Alexandria, Turkish Bath (2), Lost City (2), Parthian Stronghold, Drylands Shaman, Camel Riders, Nile Crocodiles, Persian Axeman, Persian Janissaries, Whispering Sphinx, Magic Carpet, Eye for and Eye, Sand Storm
Darklands: Dragon's Graveyard, Cursed Tomb, Catacombs (2), Moonlit Tomb, Swamp Gas, Crimson Wizard, Pale Riders, Lowland Skeletons, Ghost, Armasi Archer, Acid Rain, Poisoned Chalice, Graft & Corruption, Bitter Moon

Vlad the Impaler:     (#19)
This is a "fixed" format dungeon, starring the infamous Vlad and his full cast of Armasi - including the rare Assassin.  Everyone will be playing the same 36 spirit all-Darklands dungeon.  NOTE: I have removed the Forest of the Impaled and replaced it with an extra Armasi Soldier.  This rule set should play much faster now!
Darklands: Vlad the Impaler, Armasi Nobleman, Armasi Assassin, Armasi Soldier (3), Armasi Swordsmen (3), Armasi Archer (2), Nemesis, Dark Scholar, Dark Apprentice, Poisoned Chalice, Bitter Moon, Suicide, Vampire's Kiss, Avarice, Weakness (2), Nightmare, Sloth, Dark Incantation, Acid Rain, Gluttony, Moonlit Tomb, Vampire's Castle,  Cursed Tomb (3), Witch's Cauldron (3), Catacombs (2)

War Machines:     (#36)
This is a fixed dungeon featuring three colors and a challenging collection of war machines. (This rule set was contributed by Boozer.)
Flatlands: Catapult, Ballista, Granary, Arundell Mill, Windmill (2), Brown Shield
Drylands: Fixed Catapult, War Chariot (2), Bedouin Saboteur, Drylands Bastion, Drylands Palace, Library of Alexandria, Lost City (2), Pyramid, Flame Strike (2)
Highlands:  Light Chariot (2), Siege Tower, Mechanic's Guildhall, Diamond Mine, Greek Monastery, Minotaur's Cave, Oracle, Iron Mine, Dismantle, Earthquake
White X-Mas:     (#55)
 
A gift from Santa 'Claws'. This all white, (naturally) deck is surprisingly balanced with some of the most powerful combat pieces in the game, like the catapult and the ballista, and some spells to slow them down.
 
Min 30 /max 35 spirits

Wrath of the Gods:     (#37)
This is a two-color fixed rule set.  The 30 spirit blue-white dungeon stars Diana, Baldur, the Berserker and Apollo's Seamstress.  (This rule set was created by Boozer.)
Flatlands: Apulian Archers, Apulian Lancers (2), Diana, Apollo's Seamstress, Aqueduct, Granary, Roman Bathhouse, Arundell Mill, Windmill, Roman Villa, Cupid's Arrow, Miranda's Curse, Fall of the Mighty
Wetlands: Baldur the Good, Barbarian Raiders (2), Berserker, Crossbowmen, Guardian Angel, Isle of the Dead, Waterfall, Itinerant Merchant, Saxon Seer, Hot Springs, Naiad's Fountain, Bolt of Lightning, Mermaid's Prize, Reinforcements, Treachery
 
Note To Tournament Directors: The ID #  (#5, etc.) is used to select the appropriate rule set when activating the tournament room.  If you have any questions about how to use this, please be sure to check with Randy before attempting to begin a tournament.

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