
- BGG rank
- BGG #24,627
- BGG rating
- 5.8
Dragon Ball Z CCG
- 2 players
- 20 min
- Complexity 1.8/5
- 2000

Rules assistance for Spellfire: Booster Pack, Set 6 – Powers
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Spellfire: Booster Pack, Set 6 – Powers is an expansion for Spellfire released in 1995 for 2–8 players, 60–90 minutes per game, and ages 10 and up. It was designed by Timothy B. Brown, Steve Winter, David "Zeb" Cook, and James M. Ward and its main mechanics are Set Collection, Trading, and Open Drafting.
Septemebr 1995 - This set brought some new concepts to the game, but still had some tragic flaws that could have been corrected if more playtesting had been used. In this set, we saw two new types of cards used: Psionicists and Psionic Power Cards. There always mixed reviews of psionicist due to this set. Some thought (for some unknown reason to me) they were way too powerful. The rest of us thought they still were highly underpowered compaired to wizard spells. Also, another new concept was born: The avatar. These very high level champions required a cleric to be discarded to get them into play, they were so powerful. Overall, a very powerful set. Landmark Cards: Sword of the High King (#5); Rand the Bowyer (#13); Bilago Lumen (#17); Lyr of the Mists (#23); Kelaser Redbelt (#25); Caravan Raiders (#38); Lady of Fate, Avatar of Istus (#42); Sirron, Avatar (#45); Living Wall (#58); Tako (#59); Earth Elemental (#60); Control Wind (#74); Kiri, Avatar of Kiri-Jolith (#79); Quill Pen of the Planes (c#8); Antimagic Cloud (c#16); and The Ultimate Rule Card (#18).
Spellfire: Booster Pack, Set 6 – Powers supports 2–8 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Spellfire: Booster Pack, Set 6 – Powers is 60–90 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Spellfire: Booster Pack, Set 6 – Powers for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Spellfire: Booster Pack, Set 6 – Powers belongs to these categories: Card Game, Fantasy, and Collectible Components. Its main mechanics are Set Collection, Trading, and Open Drafting. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Spellfire: Booster Pack, Set 6 – Powers are: Timothy B. Brown, Steve Winter, David "Zeb" Cook, and James M. Ward. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Spellfire: Booster Pack, Set 6 – Powers as an expansion for Spellfire. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Spellfire to use it. Check that your edition of Spellfire is compatible, as some expansions were revised between editions.