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游戏名称:超自然现象 The Phenomenon
游戏版本:v1.2.0
游戏语言:英文
游戏大小:主程序 35.07M+ 数据包 33.39M
支持系统:Android 2.3+
是否需要联网验证:不需要
是否需要谷歌服务:不需要
游戏截图:
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游戏简介:
《超自然现象 The Phenomenon》是一款恐怖解谜游戏。你是Barry Nellan,作为一位超自然现象作家,而享誉世界。你的工作世界闻名,与各种超自然现象打交道,虽然它们中的大部分都有真正的理论可以解释,但是这最后一个也许并没有那么简单…
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谢谢你了啊!
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fkjddsgggghjuuju
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本来就是迷,又是英文,没法玩
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上课玩游戏,玩游戏,玩游戏,玩游戏
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感谢分享& &
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谢谢提供好软件!
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随着电子游戏产业的发展,全球不断推出全新游戏。有些游戏画面更加真实 ,让玩家在世界体验更加逼真;有些引人入胜,让人深陷角色氛围,难以自拔。也有的游戏依靠强大的线上营销,让无数用户先入为主地进入游戏的环境。Let‘s figure out these phenomenonal games.
若说2016年游戏界最火的游戏梗,自然是“欧皇非酋”与“SSR”。因为阴阳师,这个梗在成为亿万玩家茶余饭后的谈资。《阴阳师》的成功取决于其过硬的美术品质和声优阵容以及强大的制作团队。不论是强力的SSR还是刷狗粮培养自己心爱的式神,都让无数玩家为之心“肝”情愿。
而现在,阴阳师凭借着优秀的游戏品质远征海外,6月23日的新版本松竹之书已上线,新式神、精美皮肤登场,达到60级的玩家还能解锁“满级达成”的成就,配合未收录的SSR降临活动,随时准备一发入魂!
2015年:巫师3
由波兰出品的大作《巫师3》,几乎包揽了2015年的所有游戏大奖,游戏讲述了猎魔人杰洛特在广袤的游戏世界中旅行的故事,而游戏中庞大的任务系统将各位人物刻画的入木三分。此外,游戏超强的打击感,极佳的画面,悠扬远飘的背景音乐,都让游戏成为了一个划时代的产品。或者可以评价这款游戏已不再是游戏,而是一款艺术作品。
2014年:flappy bird、炉石传说
Bird》这款游戏看似,游戏中玩家只需要控制一只风格,长相丑萌胖鸟飞过常常拉屎的水管,就算得分,不过难度却非常高,许多玩家连一分都得不了。因为游戏的难度。让无数的手机被砸到了墙脚,这画面太美……
同样在2014年发售的《炉石传说》,做到了让TGC卡牌这大类游戏深入普通玩家。游戏简化了万智牌的机制,以英雄区分流派战术的不同,一局只要5~10分钟的快,同时搭载了《世界》的世界观,好上手,让TGC卡牌游戏不在困难。
这是一款值得用全部的热情去体会的游戏。dota2的上手难度比同类都要难一些,但是一旦你上手了,那么你将再也忘不了它。DOTA2极富深度,而游戏带来的专业性是同类游戏所无法比拟的。如果说最专业的竞技游戏是谁,那么必定是DOTA2莫属。
2012年:神庙(Temple Run)
在2012年的地铁上,随处都可见有玩家捧着手机,操控着其中的小人逃离身后的一群野猴子。游戏带来了游戏的风潮,越来越快的速度和越来越复杂的赛道,让游戏的进程越来越考验玩家的反应能力。而游戏带给玩家的,自然是成功逃离一个个障碍后所获得的极大成就感。
2011年:上古卷轴5:天际、英雄联盟
老滚5带来了一个非常庞大的开放世界,在这个世界中,有数不清的爱恨情仇和故事。游戏除了天赋树略有瑕疵之外,几乎是一款完美之作。值得一提的是,游戏画面异常精致大气,几乎每一张室外图片都能成为。游戏巨大的生命力,近乎完美的游戏整体,让这款游戏至今都异常火爆。
而《英雄联盟》,其火爆程度更不用说,不但带动了全球性的新一轮电竞热潮,也在国内引发了极其庞大的产业链,从主播到职业玩家,无不是在这款游戏中追求人生。而游戏经常性的更新添加新内容,也让游戏时常保持着活力与新意。
2010年:水果、愤怒的小鸟
如果说09年的植物大战热潮还未过去,那么这两款更加轻松,节奏更快的游戏也风靡了全球。水果忍者让全球玩家瞬间变成了忍者,享受游戏超棒的打击感的同时努力为了更高的分数冲刺。后者则让玩家们变身弹弓手,不但要精确地瞄准敌方小猪,还要考虑到小鸟们弹出的角度和力度的综合计算。这两款游戏与一样,让世界为之轻松。
2009年:植物大战僵尸
虽然09年诺基亚还称霸着半边天,但是苹果也已经发布了最新的IPHONE
3GS。随之而来的这款轻松亮眼的游戏进入了玩家们的视野,而仅仅是短短数周,这款游戏就风靡了全球。无数玩家都在可爱的植物和爆笑的剧情对话中轻松度过。
2008年:侠盗猎车手4(简称GTA4)、地下城与勇士(简称)
GTA4几乎在这一年就为R星(侠盗猎车游戏戏的开发商)奠定了其单机市场不可动摇的地位。游戏创造了一个无比逼真的美国自由城,随心所欲的自由度,体验一个一无所有的偷渡者凭借着自己的努力成功在自由城立足。这一切都让人无比神往。游戏着重讲述了“美国梦”的文化,在这里你可以看到美国的众生百态,也可以看到自己活着的影子。
同年,地下城与勇士这款游戏在国内开启了新的网游风潮,也让从自研之路慢慢走上了合作的道路。游戏带来的极高的打击感、格斗PVP的爽快感,都是同期其他游戏所不能给予的。这款日后成为腾讯顶梁柱之一的游戏,让800万勇士为之心甘情愿肝史诗。
2007年:骑马与砍杀、火线
2007年,单机游戏出现了井喷,有《仙剑奇侠传4》,国外有《生化危机4》、《英雄连》等。而在其后最令广大玩家心心念念的,莫过于《骑马与砍杀》了。游戏了真实的中古世纪,玩家可以体验到中世纪的日常、战术指挥及谋划等方面的丰富内容。时至今日,《骑马与砍杀2》在E3一登场,便让无数玩家们欢呼期待,魅力可见一斑。
07年CF一出世,便惊艳了几乎所有热爱FPS游戏的玩家。从前玩家们玩FPS对战,需要辗转于各大对战平台,组建战队也相对不是非常稳定,而CF将这些整合起来,让玩家们更加有一种归属感。而游戏从内测到公测,几乎完全是两个游戏,游戏在测试进展中,极大地听取了玩家们的意见进行修正,让游戏变成了真正属于玩家们的游戏。
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1. Game Concepts( \2 A3 w$ L0 v&&O" c
1. 游戏概念* u) V- c+ F7 @# ~7 B
100. General
100.1. These Magic rules apply to any Magic game with two or more players, including two-player games and multiplayer games.7 |. f) i+ W+ p( o
100.1. 这些万智牌规则适用于任何两位或是更多玩家的万智牌游戏,包含和。& k/ r3 N' z5 j7 H, v$ L+ q. J
100.1a A two-player game is a game that begins with only two players.
100.1a 双人游戏指在游戏开始时只有两位牌手的游戏。, W&&F! K& y+ H4 L& v$ Y& T
100.1b A multiplayer game is a game that begins with more than two players. See section 8, “Multiplayer Rules.”
100.1b 多人游戏指在游戏开始时有两位以上牌手的游戏。参见第8章,“多人游戏规则”。* Z: ^2 ]( u3 Y4 Y8 Q; S/ F; D
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100.2. To play, each player needs his or her own deck of traditional Magic cards, small items to represent any tokens and counters, and some way to clearly track life totals.
100.2. 每位牌手需要准备自己的万智牌套牌,能够当做衍生物和指示物的小件物品,以及能够用某种方法清楚纪录总生命以进行游戏。) a9 ]) v$ S; _7 t" u9 V8 v
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100.2a In constructed play (a way of playing in which each player creates his or her own deck ahead of time), each deck must contain at least sixty cards. A constructed deck may contain any number of basic land cards and no more than four of any card with a particular English name other than basic land cards.8 U6 r" }&&E- y
100.2a 在构筑赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌必须由60张以上的卡牌组成。一副构筑赛的套牌可以有任意数量的基本地,但英文名称相同的其它牌则不能超过四张。% `( t2 }" q&&u1 t( Q4 g
100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product and creates his or her own deck using only this product), each deck must contain at least forty cards. A limited deck may contain as many duplicates of a card as are included with the product.
100.2b 在限制赛中(一种牌手获得特定数量未开封万智牌产品并以此组建套牌的游戏方式),一副套牌必须由40张以上的卡牌组成。限制赛套牌可以包含牌手从这些产品中所获得的任意数量的同名牌。
100.3. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and dice. See section 9, “Casual Variants.”
100.3. 一些娱乐赛制(构筑赛或限制赛)需要一些其它的物品,例如特别设计的卡牌、非传统万智牌卡牌以及骰子。参见第9章,“娱乐赛制”。
100.4. Each player may also have a sideboard, which is a group of additional cards the player may use to modify his or her deck between games of a match.
100.4. 每位牌手可以拥有备牌,它们是牌手可以在同一局比赛的各盘游戏之间调整其的套牌的附加卡牌。
100.4a In constructed play, sideboards are optional, but must contain exactly fifteen cards if used. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.
100.4a 在构筑赛中,备牌(若有)必须包含刚好15张卡牌。套牌及备牌的整体受四张同名牌的限制(参见规则 100.2a)影响。
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100.4b In limited play involving individual players, all cards a player opens but doesn’t include in his or her deck are in that player’s sideboard.
100.4b 在个人限制赛中,牌手开出但未使用的牌均作为其备牌。: S/ X+ B0 g6 N&&r
100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards a team opens but doesn’t include in either player’s deck are in that team’s sideboard.
100.4c 在使用双头巨人多人赛制的限制赛中,团队开出但未被使用的牌均作为该队的备牌。
100.4d In limited play involving other multiplayer team variants, each card a team opens but doesn’t include in any player’s deck is assigned to the sideboard of one of those players. Each player has his
cards may not be transferred between players.6 @3 k, F3 s& O% C& e4 K2 ^+ a
100.4d 在使用其它多人团队赛制的限制赛中,团队开出但未被使用的牌被分配给其中一位牌手作为备牌。每位牌手将拥有自己的备牌;这些卡牌不能在牌手之间传递。
100.5. There is no maximum deck size.
100.5. 套牌没有最大张数的限制。
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100.6. Most Magic tournaments (organized play activities where players compete against other players to win prizes) have additional rules covered in the Magic: The Gathering Tournament Rules (found at ). These rules may limit the use of some cards, including barring all cards from some older sets.5 l% V7 U- f$ H5 Y( H- S$ O
100.6. 大部分的万智牌比赛(比赛规划部门决定牌手在哪些地方与其他牌手进行比赛以获得奖品)都有一些由万智牌比赛规则规定的附加规则(可以在找到)。这些规则可能限制使用某些牌, 包括限制使用从某个旧系列开始的所有牌。/ Q: ~, @& e$ H$ H
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100.6a Tournaments usually consist of a series of matches. A two-player match usually involves playing until one player has won two games. A multiplayer match usually consists of only one game.8 ]1 B1 ~' U6 G+ j7 c
100.6a 比赛通常包含一系列的对局。双人对局通常都是三盘两胜制,偶尔采用五盘三胜制。多人对局通常都只进行一盘游戏。4 x5 ]' j0 Z9 S. B- l! v" ]
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100.6b Players can use the Magic Store & Event Locator at
to find tournaments in their area.& f+ S0 l. t/ F% @
100.6b 牌手可以使用在的万智牌定位来寻找其所在地区的比赛,使用方法为选择“比赛(Events)”并输入其所在城市的名称。* r2 q' X' a&&i# s8 w
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凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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101. The Magic Golden Rules+ \1 n- u. f$ v8 X, h
101. 万智牌的最高原则$ l1 v9 o6 L1 _) j# ^" D# V$ H
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101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
101.1. 每当某张牌的规则叙述直接抵触这些规则时,以牌上的叙述为优先。这张牌只能在此特殊状况下取代其所抵触的规则。唯一的例外是:牌手随时都可以认输一盘比赛(参见规则 104.3a)。
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101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.( p' C: h# ~! [% s, K+ y" l0 Y; r! D) E
101.2. 当某个规则或效应说你能做某事,而另一个效应说你不能做某事,则以“不能”的效应为优先。
Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play land cards this turn,” the effect that precludes you from playing lands wins.
例如:如果某效应为“你本回合可以额外使用一个地”,而另一个效应为“你本回合不能使用地”,则以使你不能使用地的效应为优先。/ R% K&&D) F8 J( c( j" B! e
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101.2a Adding abilities to objects and removing abilities from objects don’t fall under this rule. (See rule 112.10.)
101.2a 让某物件获得异能以及从物件上移除异能不适用此规则。(参见规则112.10。)) y* u7 I( n5 r% i" _/ w! Y' z
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101.3. Any part of an instruction that’s impossible to perform is ignored. (In many cases the card will specify c if it doesn’t, there’s no effect.)&&D/ u+ @; }1 x- f% M* f
101.3. 若任何指示要求作出不可能的动作时,则省略该动作。(牌上通常会特别提出此情况的处置方法;如果没有的话,它便不产生效应。)
101.4. If multiple players would make choices and/or take actions at the same time, the active player (the player whose turn it is) makes any choices required, then the next player in turn order (usually the player seated to the active player’s left) makes any choices required, followed by the remaining nonactive players in turn order. Then the actions happen simultaneously. This rule is often referred to as the “Active Player, Nonactive Player (APNAP) order” rule.& g/ Y) \; w$ R4 t1 Q# X
101.4. 若多位牌手需要同时做决定和/或采取动作,则先由主动牌手(本回合的牌手)做出选择,然后再由下一个牌手做出选择(通常是坐在主动牌手的左侧的牌手),以此类推,所有非主动牌手按照顺序做出选择。然后这些动作同时生效。这个规则经常被称为“主动牌手先决定(APNAP)”规则。: Y2 v' o- K" @! A9 N) l, @
Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature he or she controls. Then each of the nonactive players, in turn order, chooses a creature he or she controls. Then all creatures chosen this way are sacrificed simultaneously.
例如:某张牌为“每位牌手各牺牲一个生物。”首先,主动牌手先选择一个由其操控的生物,然后每一位非主动牌手选择一个由其操控的生物。然后,这些生物同时被牺牲。
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101.4a If an effect has each player choose a card in a hidden zone, such as his or her hand or library, those cards may remain face down as they’re chosen. However, each player must clearly indicate which face-down card he or she is choosing.: X& [2 i! F, m6 I9 l
101.4a 若某效应让每位牌手选择在不公开区域的一张牌,例如其手牌或牌库,那些牌被选择后会保持牌面朝下。然而,每位牌手必须清楚地表明哪张牌面朝下的牌是其所选则的。2 Z: n& B9 i0 M" \) b5 T$ g
101.4b A player knows the choices made by the previous players when he or she makes his or her choice, except as specified in 101.4a.* U+ {! G' f) o, M% y$ ^
101.4b 牌手在做选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。
101.4c If a player would make more than one choice at the same time, the player makes the choices in the order written, or in the order he or she chooses if the choices aren’t ordered.8 X0 j: v: _6 z& x/ [/ Q5 U. U
101.4c 若牌手要同时做多个选择,则其依照书面的顺序来做这些决定。若这些选择没有顺序,则该牌手可以依任意顺序来做选择。
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101.4d If a choice made by a nonactive player causes the active player, or a different nonactive player earlier in the turn order, to have to make a choice, APNAP order is restarted for all outstanding choices.* P6 Y' X0 y! E&&v&&[# e
101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经做出选择的非主动牌手,需要做出新的选择, 则所有未完成的选择以“主动牌手先决定”规则重新开始。
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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102. Players
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102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
102.1. 牌手是指进行游戏的人。主动牌手是轮到该回合的牌手。其他牌手便是非主动牌手。# g: K+ e( u/ Q( Y" m
102.2. In a two-player game, a player’s opponent is the other player.+ Q! _% T' K8 |1 P( Y& W- }$ }
102.2. 在双人游戏中,牌手的对手即是另外一名牌手。$ {2 ]. q( f3 Y&&W9 k( Y% ^5 l" }* h
102.3. In a multiplayer game between teams, a player’s teammates are the other players on his or her team, and the player’s opponents are all players not on his or her team.
102.3. 在团队间的多人游戏中,牌手的队友指的是同一个团队中的其他牌手,而牌手的对手指所有不在其团队的牌手。
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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103. Starting the Game3 ~' r1 b- R8 ~/ i
103. 开始游戏
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103.1. At the start of a game, each player shuffles his or her deck so that the cards are in a random order. Each player may then shuffle or cut his or her opponents’ decks. The players’ decks become their libraries.
103.1. 在游戏开始时,每位牌手将自己的套牌洗牌,以令其套牌充分随机化。之后每位牌手可以将对手的套牌洗牌或者切牌。套牌便分别成为该牌手的牌库。
103.1a If a player is using a sideboard (see rule 100.4) or double-faced cards being represented by checklist cards (see rule 711.9), those cards are set aside before shuffling.&&R&&q- r, m) X* b1 {7 Y0 U/ e
103.1b In a Commander game, each player puts his or her commander from his or her deck face up into the command zone before shuffling. See rule 903.6.
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103.2. After the decks have been shuffled, the players determine which one of them will choose who takes the first turn. In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so. In a match of several games, the loser of the previous game chooses who takes the first turn. If the previous game was a draw, the player who made the choice in that game makes the choice in this game. The player chosen to take the first turn is the starting player. The game’s default turn order begins with the starting player and proceeds clockwise.
103.2. 在洗牌之后,牌手需决定谁先开始。在单独的一盘游戏中或者一局的第一盘比赛,牌手可以使用任何双方都同意的方式来决定(如掷硬币、掷骰子等)。在一局包含多盘游戏时,输掉上一盘的牌手可以决定这盘的先后。若上一盘比赛为平手,由上一盘比赛决定先后的牌手来决定本盘比赛的先后。游戏的默认回合顺序从起始牌手开始,按照顺时针方向进行。* m# E/ B/ {" V+ X5 T+ S& ]
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103.2a In a game using the shared team turns option, there is a starting team rather than a starting player.
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103.2b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.. X& `8 Y1 V4 t! [& R* }" k
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103.3. Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards./ f3 _) H' Q! N3 x# g) F
103.3. 一旦决定了先后,每位牌手将其总生命值设为20并且抓七张手牌。
103.3a In a Two-Headed Giant game, each team starts with a shared life total of 30 instead.
103.3a 在双头巨人游戏中,每个团队开始时改为有30点共用的总生命值。
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103.3b In a Vanguard game, each player sets his or her life total to 20, as modified by the life modifier of his or her vanguard card, and draws a hand of seven cards, as modified by the hand modifier of his or her vanguard card.
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103.3c In a Commander game, each player sets his or her life total to 40.
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103.3d In an Archenemy game, the archenemy sets his or her life total to 40.1 k# ^, _" }1 q+ m1 K+ x5 S
103.4. A player who is dissatisfied with his or her initial hand may take a mulligan. First, the starting player declares whether or not he or she will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. If a player kept his or her hand of cards, those cards become the player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. (Note that if a player’s hand size reaches zero cards, that player must keep that hand.)
103.4. 如果牌手对其起始手牌不满意,可以进行再调度。首先,先手牌手宣告其是否执行再调度。然后其他牌手依次宣告。一旦全部牌手都宣告了各自的决定,所有宣告执行再调度的牌手同时执行再调度。执行一次再调度是指,一位牌手将其手牌洗回牌库,然后再抓手牌,数量比其上次手牌的数量少一。一旦牌手决定保留其的手牌,那些牌便会成为其起始手牌,之后该牌手便不能再执行再调度。重复此步骤直到没有牌手执行再调度为止。(一旦一位牌手的手牌数为零,该名牌手必须保留其手牌。)8 h+ [8 B7 [# Z& a8 n9 d
103.4a If an effect allows a player to perform an action “any time [that player] could mulligan,” the player may perform that action at a time he or she would declare whether or not he or she will take a mulligan. This need not be in the first round of mulligans. Other players may have already made their mulligan declarations by the time the player has the option to perform this action. If the player performs the action, he or she then declares whether or not he or she will take a mulligan.
103.4a 如果一个效应允许牌手在“任何[该牌手]可以进行再调度时”做某个动作,该牌手可以在其宣告是否进行再调度时做该动作。这不需要在第一轮再调度时。其他牌手在该牌手选择是否做该动作时可能已经宣告过是否进行再调度。如果该牌手做该动作,其在此之后宣告是否进行再调度。. q* j7 g- v: j1 ~3 n
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103.4b In a multiplayer game, the first time a player takes a mulligan, he or she draws a new hand of as many cards as he or she had before. Subsequent hands decrease by one card as normal.
103.4b 在多人游戏中,一位牌手第一次执行再调度时重抓等量的牌。以后手牌才如常地减少一张。/ n! z8 N0 d* n" y/ J; b
103.4c In a multiplayer game using the shared team turns option, first each player on the starting team declares whether or not he or she will take a mulligan, then the players on each other team in turn order do the same. Teammates may consult while making their decisions. Then all mulligans are taken at the same time. A player may take a mulligan even after his or her teammate has decided to keep his or her opening hand.
103.4d The Commander casual variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.8 O! H; X+ h. S1 Z% j/ C$ M
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103.5. Some cards allow a player to take actions with them from his or her opening hand. Once all players have kept their opening hands, the starting player may take any such actions in any order. Then each other player in turn order may do the same.2 c0 G/ S. V0 u" ^. R
103.5. 某些牌允许牌手从他的起始手牌中做某些动作。一旦所有牌手保留了起手,先手牌手可以以任意顺序进行此类动作。之后其他牌手按照回合顺序可以同样依序如此做。1 X5 z, t- c&&l7 v&&n: r: Z
103.5a If a card allows a player to begin the game with that card on the battlefield, the player taking this action puts that card onto the battlefield.
103.5a 如果一张牌允许一位牌手以某张牌在战场上的形式开始游戏,该牌手进行此动作将此牌放入战场。
103.5b If a card allows a player to reveal it from his or her opening hand, the player taking this action does so. The card remains revealed until the first turn begins. Each card may be revealed this way only once.
103.5b 如果一张牌允许牌手从起手手牌中展示该牌,进行此动作牌手如此做。在第一个回合开始前该牌保持展示。每张牌只能以此方式展示一次。, h- @0 T' F+ p5 G+ j0 L
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103.5c In a multiplayer game using the shared team turns option, first each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making their decisions. Then each player on each other team in turn order does the same.
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103.6. In a Planechase game, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it’s a plane card, that card is the starting plane. If it’s a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 901, “Planechase.”)5 ^/ @- Y8 R* f6 s9 b
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103.7. The starting player takes his or her first turn.
103.7. 起始牌手开始其第一个回合。
103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of his or her first turn./ P! ^3 `&&i/ ]7 L# X) ?
103.7a 在双人游戏中,先手牌手略过其第一个回合的抓牌步骤(参见规则504,“抓牌步骤”)。
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103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.4 l2 Y&&K2 `! j3 ?9 Z
103.7b 在双头巨人游戏中,先手的团队略过他们第一个回合的抓牌步骤。" C, ]8 @: {4 _1 H( C$ l& h
103.7c In all other multiplayer games, no player skips the draw step of his or her first turn.( l% v' `) n. Y5 [
103.7c 在其它多人游戏中,没有牌手在其第一个回合略过抓牌步骤。
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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104. Ending the Game
104. 结束游戏
104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
104.1. 当任何一位牌手赢或是这盘比赛平手时,这盘游戏立刻结束。
104.2. There are several ways to win the game.
104.2. 赢得游戏的方式有很多种。
104.2a A player still in the game wins the game if all of that player’s opponents have left the game. This happens immediately and overrides all effects that would prevent that player from winning the game.
104.2a 若某牌手还在此盘游戏中,而其所有对手都已离开此盘游戏,则该牌手赢得这盘游戏。这立刻生效并覆盖所有防止该牌手赢得游戏的效应。: y" a! s0 K7 t$ C- o" h
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104.2b An effect may state that a player wins the game. (In multiplayer games, this may not c see rule 104.3h.)3 Q6 F4 }' G) g, t& Q
104.2b 某个效应令一位牌手赢得此盘游戏。(在多人游戏中,此效应也许并不会导致游戏结束;参见规则 104.3h。); O3 E: G: d( o: z- A- u
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104.2c In a multiplayer game between teams, a team with at least one player still in the game wins the game if all other teams have left the game. Each player on the winning team wins the game, even if one or more of those players had previously lost that game.0 A1 @/ m) C8 S2 d7 r, A
104.2c 在团队间的多人游戏中,若某团队有至少一位牌手还在此盘游戏中,而其它团队都已离开此盘游戏,则该团队赢得这盘游戏。赢得游戏的团队中每位成员均赢得此盘游戏,即使其中的某些牌手之前已经输掉此盘游戏。
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104.2d In an Emperor game, a team wins the game if its emperor wins the game. (See rule 809.5.)( `2 \# D& C/ ^, q, L
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104.3. There are several ways to lose the game.
104.3. 输掉游戏的方式有很多种。& F# V: _8 F, l. Q
104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. He or she loses the game.
104.3a 牌手可以在任何时候认输。认输的牌手会立刻离开游戏。该牌手输掉此盘游戏。" Y, Y. q! Z&&@) i. l3 y
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104.3b If a player’s life total is 0 or less, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)/ r) L&&b2 k" x# W- H/ r' u
104.3b 如果一名牌手的生命为0或是更少,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)
104.3c If a player is required to draw more cards than are left in his or her library, he or she draws the remaining cards, and then loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)* l# o# }/ V' i
104.3c 如果一名牌手要抓的牌张数目比其牌库中的牌多,其抓所有剩余的牌,然后在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)
104.3d If a player has ten or more poison counters, he or she loses the game the next time a player would receive priority. (This is a state-based action. See rule 704.)
104.3d 如果一名牌手有十个或更多中毒指示物,在下一次有牌手将得到优先权时,该牌手输掉此盘游戏。(此为状态动作。参见规则704。)* {' D& N2 v2 B0 }% D/ Q
104.3e An effect may state that a player loses the game.
104.3e 某些效应可能叙述为某位牌手输掉游戏。
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104.3f If a player would both win and lose the game simultaneously, he or she loses the game.9 K2 W0 {2 d' J2 V5 E% h# g
104.3f 如果一名牌手同时赢及输,则该牌手输掉游戏。/ M) O# o6 r+ l, i&&\- ~. h$ F
104.3g In a multiplayer game between teams, a team loses the game if all players on that team have lost the game.
104.3g 在团队间的多人游戏中,若所有成员都输掉游戏,则该团队输掉游戏。7 d- ^' ?0 }- P5 i' s6 l! d2 u
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104.3h In a multiplayer game, an effect that states that a player wins the game instead causes all of that player’s opponents to lose the game. (This may not cause the game to end if the limited range of influence
see rule 801.)
104.3h 在选择使用限制影响范围的多人游戏中,宣告一位牌手赢得游戏的效应将导致在其影响范围内所有该牌手的对手输掉游戏。
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104.3i In an Emperor game, a team loses the game if its emperor loses the game. (See rule 809.5.)$ Y& Z' S! Y2 @
104.3j In a Commander game, a player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. Also see rule 903.14.)
104.3k In a tournament, a player may lose the game as a result of a penalty given by a judge. See rule 100.6.$ W. g7 F- S$ z&&^% ~" b
104.3k 在一场比赛中,牌手可能受到来自裁判的处罚从而输掉一盘游戏。参见规则100.6。
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104.4. There are several ways for the game to be a draw.2 n' F' W6 t+ o&&h0 K/ D% }
104.4. 游戏平手的方式有很多种。
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104.4a If all the players remaining in a game lose simultaneously, the game is a draw.# K* P4 z, a7 o% Q9 ?* G+ X4 ^
104.4a 若还在游戏中的所有牌手同时输掉游戏,则游戏平手。" u3 O6 \9 L8 @' ]2 u* n. y
104.4b If a game that’s not using the limited range of influence option (including a two-player game) somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw. Loops that contain an optional action don’t result in a draw." Z4 M& k. n, q) r" A- ~' ^8 S
104.4b 若一盘没有使用影响范围的游戏(包括双人游戏)中出现了强制动作组成的“循环”,重复一系列事件且无法停止,此盘游戏为平手。若循环中包含可选择的动作,便不会导致平手。( R3 O8 t- K' B4 G
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104.4c An effect may state that the game is a draw.
104.4c 某些效应可能叙述为游戏为平手。
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104.4d In a multiplayer game between teams, the game is a draw if all remaining teams lose simultaneously.
104.4d 在团队间的多人游戏中,如果所有依然在游戏中的团队同时输掉游戏,该游戏为平手。# d! d" g* u, ~1 v
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104.4e In a multiplayer game using the limited range of influence option, the effect of a spell or ability that states that the game is a draw causes the game to be a draw for that spell or ability’s controller and all players within his or her range of influence. Only those pl the game continues for all other players.
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104.4f In a multiplayer game using the limited range of influence option, if the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. Only those pl the game continues for all other players.+ _" W, {& m" Q6 I$ e9 Y
104.4g In a multiplayer game between teams, the game is a draw for a team if the game is a draw for all remaining players on that team.
104.4h In the Emperor variant, the game is a draw for a team if the game is a draw for its emperor. (See rule 809.5.)9 S4 Z8 T& Y3 A
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104.4i In a tournament, all players in the game may agree to an intentional draw. See rule 100.6.
在比赛中,游戏中得 所有牌手可以同意有意平手。参见规则100.6。& ]" ?* G* j" V9 |" a
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104.5. If a player loses the game, he or she leaves the game. If the game is a draw for a player, he or she leaves the game. The multiplayer rules handle what happens when a pl see rule 800.4.
104.5. 如果牌手输掉游戏,其离开该游戏。如果游戏对于某牌手为平手,其离开该游戏。多人游戏规则规定当有牌手离开游戏时如何做;参见规则800.4。4 A: }, s5 c3 c5 ?2 U: [
104.6. One card (Karn Liberated) restarts the game. All players still in the game when it restarts then immediately begin a new game. See rule 714, “Restarting the Game.”8 X9 w6 p& _0 g( F0 x9 ^: l
104.6. 有一张牌(重获自由的卡恩)重新开始游戏。当游戏重新开始时依然在游戏中的所有牌手马上开始新的游戏。参见规则714,“重新开始游戏。”
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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105. Colors
105. 颜色. m4 T/ N+ Z" Q9 r" l& W
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105.1. There are five colors in the Magic game: white, blue, black, red, and green.
105.1. 万智牌游戏中有五种颜色,分别是:白、蓝、黑、红、绿。
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105.2. An object can be one or more of the five colors, or it can be no color at all. An object is the color or colors of the mana symbols in its mana cost, regardless of the color of its frame. An object’s color or colors may also be defined by a color indicator or a characteristic-defining ability. See rule 202.2.3 b5 h# b& }0 Z- B# v% g
105.2. 一个物件可以是五种颜色的其中一种或多种,它也可以是无色。一个物件的颜色为其法术力费用中法术符号的颜色,不考虑其边框的颜色。参见规则202.2。
105.2a A monocolored object is exactly one of the five colors.
105.2a 一个单色物件只包含五种颜色中的一种。
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105.2b A multicolored object is two or more of the five colors.4 l. a3 x& w- `
105.2b 一个多色物件包含五种颜色中的两种或以上。8 Y7 r, X0 l% m0 w+ j# O5 w
105.2c A colorless object has no color.
105.2c 一个无色物件没有任何颜色。
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105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless.
105.3. 有些效应可能会改变物件的颜色,或赋予一个无色的物件颜色。如果一个效应赋予一个物件新的颜色,该新的颜色替代该物件之前所有的颜色(除非该效应的叙述为该物件“额外”成为某种颜色)。有些效应也可能让具有颜色的物件成为无色。* N/ \0 l( I8 G& X: r
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105.4. If a player is asked to choose a color, he or she must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.”
105.4. 如果一个牌手被要求选择一个颜色,其必须选择五种颜色中的一种。“多色”和“无色”均不是一种颜色。
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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106. 法术力' b. U' Y# h: E1 b3 }5 C; }5 N# p
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106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities.7 y: ^1 P: Y$ f6 B( n/ @
106.1. 法术力是游戏中的主要资源。一般当施放咒语和起动异能时,牌手用法术力支付费用。* _+ G# [! u7 ^4 U, V8 p
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106.1a There are five colors of mana: white, blue, black, red, and green.
106.1a 法术力的颜色有五种:白、蓝、黑、红、绿。
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106.1b There are six types of mana: white, blue, black, red, green, and colorless.
106.1b 法术力有六种类别:白、蓝、黑、红、绿和无色。- c# H# y+ y% P4 F" Z
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106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202).
106.2. 法术力由法术力符号表示(参见规则107.4)。法术力符号也用来表示法术力费用(参见规则202)。: j! i- P0 o! p&&{" I6 Z
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106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities.
106.3. 法术力异能的效应产生法术力(参见规则605)。咒语所产生的效应也可能产生法术力,非法术力异能的异能所产生的效应同样可能产生法术力。
106.4. When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool empties at the end of each step and phase.
106.4. 当一个效应产生法术力时,该法术力将加入一位牌手的法术力池中。它可以立即用于支付费用,或者保留在该牌手的法术力池中。在每个步骤和阶段结束时,每位牌手的法术力池清空。
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106.4a If a player passes priority (see rule 116) while there is mana in his or her mana pool, that player announces what mana is there. If any mana remains in a player’s mana pool after he or she spends mana to pay a cost, that player announces what mana is still there.
106.4a 如果一位牌手在其法术力池中仍有法术力的状况下让过优先权(参见规则115),该牌手需要宣告有哪些法术力留在其法术力池中。如果一位牌手用法术力支付过一个费用之后仍有法术力在其法术力池中,该牌手需要宣告有哪些法术力留在其法术力池中。
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106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead.
106.5. 如果一个异能将产生一点或更多未定义类型的法术力,它将改为不会产生任何法术力。
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Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana.% E" d# [& V$ D% M
例如:陨石坑具有异能“{T}:选择一个你所操控的永久物具有的颜色,加一点该色法术力到你的法术力池”。如果你不操控颜色的永久物,起动陨石坑的异能将不会产生任何法术力。
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106.6. Some spells or abilities that produce mana restrict how that mana can be spent, or have an additional effect that affects the spell or ability that mana is spent on. This doesn’t affect the mana’s type.
106.6. 一些咒语或异能产生的法术力会有使用限制,或者对该法术力所支付的咒语或异能有附加效应。这不会影响法术力的类别。
Example: A player’s mana pool contains {1}{U} which can be spent only to pay cumulative upkeep costs. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of mana in your mana pool.” The player’s mana pool now has {2}{U}{U} in it, {1}{U} of which can be spent on anything.
例如:某牌手的法术力池中有{1}{U},该法术力只能用于支付累计维持的费用。该牌手起动加倍方体的异能,其叙述为“{3},{T}:将你法术力池中每种类别的法术力加倍。”该牌手的法术力池将有{2}{U}{U},其中{1}{U}可以用于支付任何费用。5 [0 G* a3 Q5 N5 J! ]+ D* W0 y
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106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.: X( l0 {) n: J+ v. d
106.7. 一些异能所产生法术力将基于另一个或多个永久物所能够产生的法术力。一个永久物能产生的法术力类别,为该永久物所具有的任意异能在此时结算所能产生的法术力类别,这将考虑任何对此生效的替代性效应以任何可能的顺序生效。忽略该异能可能或无法支付的费用。如果在这些情况下该永久物无法产生任何法术力,或以此法定义任何法术力类别,它将不会产生任何类别的法术力。: `&&@, D' p& U) F; T7 f# g
Example: Exotic Orchard has the ability “{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}.4 U/ P, K8 ]/ `% r
例如:异国果园具有异能“{T}:加一点法术力到你的法术力池中,其颜色为由对手操控的地能产生之任一颜色。”如果你的对手没有操控任何地,起动异国果园的法术力异能将不会产生任何法术力。你和你的对手均不操控任何异国果园以外的地的情况也将一样。然而,若你操控一个森林以及一个异国果园,且你的对手操控异国果园,则每个异国果园均可以产生{G}。: a' C; M! Y) P
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106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool.
106.8. 如果一个效应将添加由混血符号所表示的法术力到一位牌手的法术力池中,该牌手选择该混血符号中的一半符号。如果所选择的半边具有颜色,则一点该颜色的法术力将添加到该牌手的法术力池中。如果所选择的半边为无色,则添加等同于该数量的无色法术力到该牌手的法术力池中。% ^) i9 Z1 O" b$ f
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106.9. If an effect would add mana represented by a Phyrexianmana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool.) c! ~- B+ u" Y6 f3 ]5 i$ p3 C4 ?
106.9. 如果一个效应将添加由非瑞克西亚法术力符号所表示的法术力到一个牌手的法术力池中,则一点此符号所代表之颜色的法术力会加入到该牌手法术力池中。' H$ Z: f2 l" {+ C
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106.10. To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
106.10. “横置一个永久物以产生法术力”指起动该永久物的异能中,起动费用包含{T}符号的法术力异能。参见规则605,“法术力异能”。
106.11. One card (Drain Power) puts all mana from one player’s mana pool into another player’s mana pool. (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana.
106.11. 一张牌(吸收力量)会将某位牌手法术力池中的所有法术力加入到一位牌手法术力池中。(注意可能是同一位牌手。)这个动作会首先清空第一位牌手的法术力池并将所有以此法被清空的法术力放入第二位牌手的法术力池中。产生这些法术力的永久物、咒语和/或者异能并未改变并且如果有与这些法术力相关的任何限制或额外效应的话也不会改变。
凤凰之力:当你减少1点体力值时,可以给一名其他角色增加一个涅槃标志。faq:减少一点体力包括伤害、体力流失、扣减上限,以及未来的各种方式。
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107. Numbers and Symbols* ]$ D2 h7 n* F+ O$ X4 R
107. 数字和符号, _- ^& \2 `( S, J/ x
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107.1. The only numbers the Magic game uses are integers.6 j/ Y; M/ R) }5 R
107.1. 万智牌游戏中只使用整数。/ o! l& ]. a9 k- F
107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down.: t- @% L2 ?, A8 l' U; b& @) T
107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。
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107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, doubles a player’s life total, sets a creature’s power or toughness to a specific value, or otherwise modifies a creature’s power or toughness.&&P- K1 Z2 D9 n3 \
107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,来决定一个效应的效果时,它将使用负数。如果计算得出的效果为负数,除非将牌手的生命值设定为特定值、将生物的力量或防御力设定为特定值或者影响生物的力量和防御力,否则该效果改为用零代替。
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Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It assigns 0 damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1.
例如:如果一个3/4生物获得-5/-0,它将成为-2/4的生物。它将在战斗中分配0点伤害。它的力量和防御力的总和为2.你需要给它+3/+0才能将力量加到1。
Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add to your mana pool an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool.. d4 I) ~( k3 k( z- c5 F6 s
例如:暗碧族接合工为1/2的生物,它具有异能“{T}:加若干G到你的法术力池中,其数量等同于暗碧族接合工的力量。”一个效应令它-2/-0,然后起动其异能。该异能将不能产生任何法术力到你的法术力池中。
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107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero, unless something (such as damage or counters) is being divided or distributed among “any number” of players and/or objects. In that case, a nonzero number of players and/or objects must be chosen if possible.0 t1 g& E; Q8 g&&B; \) h2 p
107.1c 如果一个规则或者异能让一位牌手选择“任意数字”,该牌手可以选择任意正数或零,除非是在“任意数量”牌手和/或物件上进行分配的东西(比如伤害又或者指示物)。在此情况下,如果可能的话牌手必须选择数量不为零的牌手和/或物件。
107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead.
107.2. 无论在效果或计算中需要使用一个不能被确定的数时,改为使用0。
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107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X.
107.3. 很多物件使用字母X表示需要确定的数值。一些物件具有定义X值的异能;其余的需要其操控者选择X的数值。
107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value.1 O' a3 R8 I# J- ]
107.3a 如果一个咒语或起动式异能所具有的法术力费用、替代性费用、附加费用和/或起动费中带有{X}、[-X]或X,且X的值不被该咒语或异能的叙述所定义,则该咒语或异能的操控者作为施放该咒语或起动该异能的一部分选择并宣告X的数值。(参见规则601,“施放咒语”)。当咒语在堆叠中的时候,其法术力费用中的任何X等同于所宣告的数值。当起动式异能在堆叠中的时候,其起动费用中的任何X等同于所宣告的数值。& R5 m& |! e% ]4 Q
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107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.”&&W1 E) T2 L4 B- v9 O, ^5 @
107.3b 如果一位牌手施放法术力费用中带有{X}的咒语,该咒语的叙述未定义X值,且一个效应要求该牌手以不支付法术力费用的方式,或使用替代性费用中不包含X的方式使用该咒语,则X的唯一合法选择为0。此规则不适用于减少施放费用的效应,即使减少至零。参见规则601,“施放咒语”。" t! H. }&&c% u4 b
107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack.
107.3c 如果一个咒语或起动式异能的费用和/或叙述中带有{X}、[-X]或X,且该咒语或异能的叙述定义X的数值,则该咒语或异能在堆叠上时X为此数值。该咒语或异能的操控者不能为该数值作出选择。该咒语或异能在堆叠上期间X的数值可能会有所改变。
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107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action as he or she pays that cost.
107.3d 如果一个特殊动作附带费用中带有{X}或X,例如延缓费用或变身费用,则执行此特殊动作的牌手于支付费用时选择X的数值。
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107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves).
107.3e 某些时候咒语或异能的施放费用、替代性费用、附加费用或起动费中不带有X,而叙述中带有X。如果X的值没有被定义,该咒语或异能的操控者在适当的时候为其作出选择(在进入堆叠的时候或结算的时候)。
107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text.
107.3f 如果一张法术力费用中带有{X}的牌在堆叠以外的任何区域,即使X的值在其叙述中被定义,其{X}的值将被视同0。
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107.3g All instances of X on an object have the same value at any given time.2 t2 o% x( R& F4 {" M& Q* H' B
107.3g 物件上所有X的数值在任何时间均相等。2 |) c$ I' t, N8 P5 t& ~
107.3h Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.
107.3h 一些物件上除了会使用字母X以外还会额外使用字母Y。Y遵循于X相同的规则。2 b( e0 W/ l&&m2 n* W
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107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {X}; the numerals {0}, {1}, {2}, {3}, {4}, the hybrid symbols {W/U}, {W/B}, {U/B}, {U/R}, {B/R}, {B/G}, {R/G}, {R/W}, {G/W}, and {G/U}; the monocolored hybrid symbols {2/W}, {2/U}, {2/B}, {2/R}, and {2/G}; the Phyrexian mana symbols {W/P}, {U/P}, {B/P}, {R/P}, and {G/P}; and the snow symbol {S}.
107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{X};数字{0}、{1}、{2}、{3}、{4},依此类推;混血符号{W/U}、{W/B}、{U/B}、{U/R}、{B/R}、{B/G}、{R/G}、{R/W}、{G/W}和{G/U};单色混血符号{2/W}、{2/U}、{2/B}、{2/R}和{2/G};非瑞克西亚法术力符号{W/P}, {U/P}, {B/P}, {R/P}, 和{G/P};以及覆雪符号{S}。! h0 ~6 e( k9 X
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107.4a There are five primary colored mana symbols: {W} is white, {U} blue, {B} black, {R} red, and {G} green. These symbols are used to represent colored mana, and also to represent colored mana in costs. Colored mana in costs can be paid only with the appropriate color of mana. See rule 202, “Mana Cost and Color.”
107.4a 主要的有色法术力符号有五种:{W}为白色、{U}为蓝色、{B}为黑色、{R}为红色以及{G}为绿色。这些符号代表有色法术力,同时也代表费用中的有色法术力。费用中的有色法术力必须用相对应颜色的法术力来支付。参见规则202,“法术力费用和颜色”。
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107.4b Numeral symbols (such as {1}) and variable symbols (such as {X}) represent generic mana in costs. Generic mana in costs can be paid with any type of mana. For more information about {X}, see rule 107.3.
107.4b 数字符号(例如{1})和变量符号(例如{X})代表费用中的通用法术力。通用法术力可以用任意类型的法术力来支付。关于{X}的更多信息,参见规则107.3。+ T6 h) _' I! W( R& ~; d
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107.4c Numeral symbols (such as {1}) and variable symbols (such as {X}) can also represent colorless mana if they appear in the effect of a spell or ability that reads “add [mana symbol] to your mana pool” or something similar. (See rule 107.3e.). C6 O. Y/ _! B
107.4c 数字符号(例如{1})和变量符号(例如{X}),如果在某些咒语或异能的效应中表示“加[法术力符号]到你的法术力池中”或类似的情况下,代表无色法术力。(参见规则107.3e。)
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107.4d The symbol {0} represents zero mana and is used as a placeholder for a cost that can be paid with no resources. (See rule 117.5.)3 R" w: ?" x8 n3 h
107.4d 符号{0}表示零点法术力,也表示无须任何资源便可支付的费用。(参见规则117.5。)
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107.4e Hybrid mana symbols are also colored mana symbols. Each one represents a cost that can be paid in one of two ways, as represented by the two halves of the symbol. A hybrid symbol such as {W/U} can be paid with either white or blue mana, and a monocolored hybrid symbol such as {2/B} can be paid with either one black mana or two mana of any type. A hybrid mana symbol is all of its component colors.
107.4e 混血法术力符号同样也是有色法术力符号。每个混血符号由两边组成,代表可以用两者之一来支付的费用。如一个{W/U}的混血符号可用白色法术力或是蓝色法术力来支付,而单色混血符号如{2/B}可以用一点黑色法术力或者两点任意法术力来支付。混血符号的颜色为其各部分包含的所有颜色。
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Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.4 W" i* `' _9 w4 I&&_&&L
例如: {G/W}{G/W}可以使用 {G}{G}、{G}{W}或{W}{W}来支付。
107.4f Phyrexian mana symbols are colored mana symbols: {W/P} is white, {U/P} is blue, {B/P} is black, {R/P} is red, and {G/P} is green. A Phyrexian mana symbol represents a cost that can be paid either with one mana of its color or by paying 2 life.& F; |* G5 Y. W! ~8 A' {0 X
107.4f 非瑞克西亚法术力符号是有颜色的法术力符号:{W/P}是白色,{U/P}是蓝色,{B/P}是黑色,{R/P}是红色,{G/P}是绿色。一个非瑞克西亚法术力符号可以用一点该色法术力或者2点生命来支付。* \5 S, p8 j( g
Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.
107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.) _% s% E. k% K( g
107.4g 在规则叙述中,无色背景的非瑞克西亚符号{P}指五种非瑞克西亚法术力符号中任意一种。2 e2 s, Q0 N# R5 T% m1 G
107.4h The snow mana symbol {S} represents one generic mana in a cost. This generic mana can be paid with one mana of any type produced by a snow permanent (see rule 205.4f). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. (There is no such thing as “snow mana”; “snow” is not a type of mana.), k& J, a! ?3 V( e! P
107.4h 覆雪法术力符号{S}代表费用中的通用法术力。此通用法术力可以由一点雪境永久物所产生的类别法术力来支付(参见规则204.4f)。减少通用法术力费用的效应不会影响{S}的费用。(不存在“覆雪法术力”;“覆雪”不是法术力的类别。)
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107.5. The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule 302.6.. @% Z% I( M8 d4 P7 `
107.5. {T}为横置符号。在起动费用中出现的横置符号表示“横置此永久物”。已横置的永久物无法用来横置以支付费用。如果生物的起动式异能的起动费用中包含横置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。) V1 M&&_% h3 _/ T# _6 t
107.6. The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since his or her most recent turn began. See rule 302.6.
107.6. {Q}为重置符号。在起动费用中出现的重置符号表示“重置此永久物”。已重置的永久物无法用来重置以支付费用。如果生物的起动式异能的起动费用中包含重置符号,则除非其操控者在其最近的一个回合开始时便一直操控它,否则不能起动此异能。参见规则302.6。
107.7. Each activated ability of a planeswalker has a loyalty symbol in its cost. Positive loyalty symbols point upward and feature a plus sign followed by a number. Negative loyalty symbols point downward and feature a minus sign followed by a number or an X. Neutral loyalty symbols don’t point in either direction and feature a 0. [+N] means “Put N loyalty counters on this permanent,” [-N] means “Remove N loyalty counters from this permanent,” and [0] means “Put zero loyalty counters on this permanent.”& P; A! K/ y( q' q3 D
107.7. 鹏洛客的每个起动式异能的费用中有用箭头表示的忠诚符号。正忠诚符号由向上的箭头以及加号和其后面的数字或X表示。负向忠诚符号由向下的箭头以及减号和其后面的数字或X表示。[+N]表示“在此永久物上放置N个忠诚指示物”,[-N]表示“在此永久物上移去N个忠诚指示物”,而[0]表示“在此永久物上放置零个忠诚指示物”。7 z6 ?5 j2 |+ ~6 g% \&&a! s
107.8. The text box of a leveler card contains two level symbols, each of which is a keyword ability that represents a static ability. The level symbol includes either a range of numbers, indicated here as “N1-N2,” or a single number followed by a plus sign, indicated here as “N3+.” Any abilities printed within the same text box striation as a level symbol are part of its static ability. The same is true of the power/toughness box printed within that striation, indicated here as “[P/T].” See rule 710, “Leveler Cards.”$ t$ ^8 \7 R&&i&&P; N; |5 a
107.8. 升级牌的文字栏中包含2个等级符号,均是表示静止式异能的关键词异能。等级符号可能包括了某范围的数字,此处表示为“N1-N2”;或是单一数字后面带着加号,此处表示为“N3+”。任何与等级符号印在同一区块文字栏的异能,都是其静止式异能的一部分。而印在同一区块文字栏的力量/防御力方格,此处表示为“P/T”,也是同法看待。参见规则710,“升级牌”。$ _# Z7 O1 E+ ?1 l9 k
107.8a “{LEVEL N1-N2} [Abilities] [P/T]” means “As long as this creature has at least N1 level counters on it, but no more than N2 level counters on it, it’s [P/T] and has [abilities].”9 ~) `* a&&G3 Q$ T% m
107.8a “{等级N1-N2}[异能][P/T]”指“只要此生物上面至少有N1个等级指示物,且等级指示物数量又不多于N2,则它为[P/T]并具有[异能]。”
107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it’s [P/T] and has [abilities].”: X( R% v( |+ v9 _6 f# K, L- \& p+ e4 @
107.8b “{等级N3+}[异能][P/T]”指“只要此生物上面有N3或更多个等级指示物,则它为[P/T]并具有[异能]。”
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107.9. A tombstone icon appears to the left of the name of many Odyssey block cards with abilities that are relevant in a player’s graveyard. The purpose of the icon is to make those cards stand out when they’re in a graveyard. This icon has no effect on game play.
107.9. 在一些关系到坟墓场的奥德赛环境牌上面,其名称左方会有墓碑符号。此符号的目的仅是让这些牌在坟墓场中更加醒目,与游戏进行并无关联。
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107.10. A type icon appears in the upper left corner of each card from the Future Sight set printed with an alternate “timeshifted” frame. If the card has a single card type, this icon indicates what it is: claw marks for creature, a flame for sorcery, a lightning bolt for instant, a sunrise for enchantment, a chalice for artifact, and a pair of mountain peaks for land. If the card has multiple card types, that’s indicated by a black and white cross. This icon has no effect on game play.7 v&&a* K8 B6 Q- }; x# `
107.10. 在每张预知将来版本的有特别“时间转移”牌框的牌上面,其牌左上角会有类别符号。如果此牌具有单一的牌类别,则符号为:爪痕表示生物、火焰表示法术、闪电表示瞬间、升日表示结界、圣杯表示神器、群山表示地。如果它有多种类别,则用黑白十字表示。此符号与游戏进行并无关联。! o$ I9 B$ H$ U4 Y% ~
107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. See rule 901, “Planechase.”; Z, P3 o3 y9 c7 t
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107.12. The chaos symbol is {C}. It appears on one face of the planar die used in the Planechase casual variant, as well as in abilities that refer to the results of rolling the planar die. See rule 901, “Planechase.”
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107.13. The sun symbol appears in the upper left corner of the front face of double-faced cards. See rule 711, “Double-Faced Cards.”&&]* I' L* o2 Y4 r&&w
107.13. 太阳符号出现在双面牌正面的左上角。参见规则711,“双面牌”。5 {! Y# A! X2 |# O( D; G+ n- R
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107.14. The moon symbol appears in the upper left corner of the back face of doub

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