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-[[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card ]]+[[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card]]
 ====== 1. 游戏概念 Game Concepts ====== ====== 1. 游戏概念 Game Concepts ======
 <​BOOKMARK:​cr1>​1. Game Concepts\\ ​ <​BOOKMARK:​cr1>​1. Game Concepts\\ ​
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 100.2. 每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。 100.2. 每位牌手需要准备自己的万智牌套牌,能够当作衍生物和指示物的小件物品,以及能够用某种方法清楚记录总生命以进行游戏。
  
-<​BOOKMARK:​cr100-2a>​100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 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.\\  +<​BOOKMARK:​cr100-2a>​100.2a In constructed play (a way of playing in which each player creates their own deck ahead of time), each deck has a minimum deck size of 60 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. For the purposes of deck construction,​ cards with interchangeable names have the same English name (see rule 201.3).\\  
-100.2a 在构赛中(一种牌手游戏前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。+100.2a 在构赛中(一种牌手比赛前各自组建自己套牌的游戏方式),一副套牌的套牌数量下限为60张。一副构赛的套牌可以有任意数量的基本地,但英文名称相同的其他牌则不能超过四张。具有可互换名称的牌在套牌构组中视为具有相同的英文名称(参见规则[[cr:​2#​cr201-3|201.3]])
  
 <​BOOKMARK:​cr100-2b>​100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.\\ ​ <​BOOKMARK:​cr100-2b>​100.2b In limited play (a way of playing in which each player gets the same quantity of unopened Magic product such as booster packs and creates their own deck using only this product and basic land cards), each deck has a minimum deck size of 40 cards. A limited deck may contain as many duplicates of a card as are included with the product.\\ ​
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 <​BOOKMARK:​cr100-2c>​100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,​” for details.\\ ​ <​BOOKMARK:​cr100-2c>​100.2c Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,​” for details.\\ ​
-100.2c 指挥官套牌受额外的套牌构限制和要求。更多细节参见规则[[cr:​9#​cr903|903]],“指挥官”。+100.2c 指挥官套牌受额外的套牌构限制和要求。更多细节参见规则[[cr:​9#​cr903|903]],“指挥官”。 
 + 
 +<​BOOKMARK:​cr100-2d>​100.2d Some formats and casual play variants allow players to use a supplementary deck of nontraditional Magic cards (see rule 108.2a). These supplementary decks have their own deck construction rules. See rule 717, “Attraction Cards;” rule 901, “Planechase;​” and rule 904, “Archenemy.”\\  
 +100.2d 一些赛制和休闲游戏玩法允许牌手使用一副包含非传统万智牌卡牌的附加套牌(参见规则[[cr:​1#​cr108-2a|108.2a]])。这些附加套牌拥有自己的套牌构组规则。参见规则[[cr:​7#​cr717|717]],“景点牌”;规则[[cr:​9#​cr901|901]],“竞逐时空”;以及规则[[cr:​9#​cr904|904]],“魔王”。
  
 <​BOOKMARK:​cr100-3>​100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.\\ ​ <​BOOKMARK:​cr100-3>​100.3. Some cards require coins or traditional dice. Some casual variants require additional items, such as specially designated cards, nontraditional Magic cards, and specialized dice.\\ ​
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 <​BOOKMARK:​cr100-4a>​100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.\\ ​ <​BOOKMARK:​cr100-4a>​100.4a In constructed play, a sideboard may contain no more than fifteen cards. The four-card limit (see rule 100.2a) applies to the combined deck and sideboard.\\ ​
-100.4a 在构赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则[[cr:​1#​cr100-2a|100.2a]])。+100.4a 在构赛中,备牌可以包含不超过十五张牌。套牌及备牌的整体受四张同名牌的限制(参见规则[[cr:​1#​cr100-2a|100.2a]])。
  
-<​BOOKMARK:​cr100-4b>​100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard. \\ +<​BOOKMARK:​cr100-4b>​100.4b In limited play involving individual players, all cards in a player’s card pool not included in their deck are in that player’s sideboard.\\ ​
 100.4b 在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。 100.4b 在个人限制赛中,在牌手的牌池内但未使用的牌均作为其备牌。
  
-<​BOOKMARK:​cr100-4c>​100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard. \\ +<​BOOKMARK:​cr100-4c>​100.4c In limited play involving the Two-Headed Giant multiplayer variant, all cards in a team’s card pool but not in either player’s deck are in that team’s sideboard.\\ ​
 100.4c 在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。 100.4c 在使用双头巨人多人玩法的限制赛中,在队伍的牌池内但未被使用的牌均作为该队的备牌。
  
-<​BOOKMARK:​cr100-4d>​100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players. \\ +<​BOOKMARK:​cr100-4d>​100.4d In limited play involving other multiplayer team variants, each card in a team’s card pool but not in any player’s deck is assigned to the sideboard of one of those players. Each player has their own sideboard; cards may not be transferred between players.\\ ​
 100.4d 在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中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。 100.4d 在使用其他多人队伍玩法的限制赛中,每张在队伍的牌池内但未包含在任何牌手套牌中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。
  
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 100.5. 如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。 100.5. 如果一副套牌必须包含至少一定数量的牌,该数量称为套牌数量下限。非指挥官套牌没有最大张数的限制。
  
-<​BOOKMARK:​cr100-6>​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 [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]). These rules may limit the use of some cards, including barring all cards from some older sets.\\  +<​BOOKMARK:​cr100-6>​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 WPN.Wizards.com/​en/​resources/​rules-documents). These rules may limit the use of some cards, including barring all cards from some older sets.\\  
-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[url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]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。+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[url]http://​WPN.Wizards.com/​en/​resources/​rules-documents[/​url]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。
  
 <​BOOKMARK:​cr100-6a>​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.\\ ​ <​BOOKMARK:​cr100-6a>​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.\\ ​
 100.6a 比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。 100.6a 比赛通常包含一系列的对局。双人对局通常进行直到其中一位牌手赢得两盘。多人对局通常都只进行一盘游戏。
  
-<​BOOKMARK:​cr100-6b>​100.6b Players can use the Magic Store & Event Locator at [url]http://​www.wizards.com/locator[/​url] ​to find tournaments in their area.\\  +<​BOOKMARK:​cr100-6b>​100.6b Players can use the Magic Store & Event Locator at Wizards.com/Locator ​to find tournaments in their area.\\  
-100.6b 牌手可以使用在[url]http://​www.wizards.com/locator[/​url]的万智牌店家和赛事定位器来寻找其所在地区的比赛。+100.6b 牌手可以使用在[url]http://​Wizards.com/Locator[/​url]的万智牌店家和赛事定位器来寻找其所在地区的比赛。
  
-<​BOOKMARK:​cr100-7>​100.7 Certain ​promotional cards and cards in the Unglued, Unhinged, and Unstable sets are printed with a silver border. These cards are intended for casual play and may have features and text that aren’t covered by these rules.\\  +<​BOOKMARK:​cr100-7>​100.7Certain cards are intended for casual play and may have features and text that aren’t covered by these rules. These include Mystery Booster playtest cards, promotional cards and cards in “Un-sets” that were printed with a silver border, and cards in the Unfinity™ expansion that have an acorn symbol at the bottom of the card.\\  
-100.7 一些和Unglued、Unhinged、Unstable这些系列中的以银色边框印刷。这些牌张用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。+100.7一些卡牌用于休闲游戏,可能具有本文件中之规则未涵盖的特性及叙述。它们包括Mystery Booster测试牌、一些赠卡、“Un-系列”中以银色边框印刷的牌,以及Unfinity™系列中底部具有橡实标记的卡牌
  
 ===== 101. 万智牌的最高原则 The Magic Golden Rules ===== ===== 101. 万智牌的最高原则 The Magic Golden Rules =====
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 101.2. 当某个规则或效应说你能作某事,而另一个效应说你不能作某事,则以“不能”的效应为优先。 101.2. 当某个规则或效应说你能作某事,而另一个效应说你不能作某事,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 this turn,” the effect that precludes you from playing lands wins.\\ ​+Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands 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。 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。
  
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 <​BOOKMARK:​cr101-4>​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.\\ ​ <​BOOKMARK:​cr101-4>​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.\\ ​
-101.4. 若多位牌手需要同时作决定和/​或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由回合顺序中下一个牌手作出选择(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作出选择。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。+101.4. 若多位牌手需要同时作决定和/​或采取动作,则先由主动牌手(本回合的牌手)作出选择,然后再由下一个牌手作出选择(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作出选择。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。
  
-Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they controls. Then each of the nonactive players, in turn order, chooses a creature they controls. Then all creatures chosen this way are sacrificed simultaneously.\\ ​+Example: A card reads “Each player sacrifices a creature.” First, the active player chooses a creature they control. Then each of the nonactive players, in turn order, chooses a creature they control. 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。 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 若某效应让每位牌手选择在隐藏区域的一张牌,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择的。 101.4a 若某效应让每位牌手选择在隐藏区域的一张牌,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择的。
  
-<​BOOKMARK:​cr101-4b>​101.4b A player knows the choices made by the previous players when they make their choice, except as specified in 101.4a.\\ ​+<​BOOKMARK:​cr101-4b>​101.4b A player knows the choices made by the previous players when making ​their choice, except as specified in 101.4a.\\ ​
 101.4b 牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。 101.4b 牌手在作选择之时,会先得知前一位牌手的选择,除了101.4a中的情况。
  
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 <​BOOKMARK:​cr101-4d>​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.\\ ​ <​BOOKMARK:​cr101-4d>​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.\\ ​
-101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手,需要作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。+101.4d 如果某位非主动牌手的选择导致主动牌手,或者另一位已经作出选择的非主动牌手需要作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。
  
 <​BOOKMARK:​cr101-4e>​101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\\ ​ <​BOOKMARK:​cr101-4e>​101.4e If multiple players would make choices or take actions while starting the game, the starting player is considered the active player and each other player is considered a nonactive player.\\ ​
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 <​BOOKMARK:​cr103-1>​103.1. At the start of a game, 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.\\ ​ <​BOOKMARK:​cr103-1>​103.1. At the start of a game, 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.\\ ​
-103.1.在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),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。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。+103.1. 在游戏开始时,牌手需决定谁先开始。在一局的第一盘游戏中(包括只有一盘游戏的对局),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。若上一盘游戏为平手,由上一盘游戏决定先后的牌手来决定本盘游戏的先后。开始第一个回合的牌手是先手牌手。游戏的默认回合顺序从先手牌手开始,按照顺时针方向进行。
  
 <​BOOKMARK:​cr103-1a>​103.1a In a game using the shared team turns option, there is a starting team rather than a starting player.\\ ​ <​BOOKMARK:​cr103-1a>​103.1a In a game using the shared team turns option, there is a starting team rather than a starting player.\\ ​
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 <​BOOKMARK:​cr103-1b>​103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.\\ ​ <​BOOKMARK:​cr103-1b>​103.1b In an Archenemy game, these methods aren’t used to determine who takes the first turn. Rather, the archenemy takes the first turn.\\ ​
-103.1b 在魔王游戏中,不使用这些方式决定谁是先手牌手。魔王总是开始第一个回合。+103.1b 在魔王游戏中,不使用这些方式决定先手牌手。魔王总是开始第一个回合。
  
-<​BOOKMARK:​cr103-1c>​103.1c One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods. \\ +<​BOOKMARK:​cr103-1c>​103.1c One card (Power Play) states that its controller is the starting player. This effect applies after this determination has happened and supersedes these methods.\\ ​
 103.1c 一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。 103.1c 一张牌(权力争斗)叙述其操控者为先手牌手。此效应在以上决定之后生效,并替代上述方法。
  
-<​BOOKMARK:​cr103-2>​103.2. ​After the starting player has been determined, each player shuffles their deck so that the cards are in a random ​order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries.\\  +<​BOOKMARK:​cr103-2>​103.2. ​Some games require additional steps that are taken after the starting player has been determined. Perform ​the actions listed in 103.2a–e ​in order, as applicable.\\  
-103.2. 在决定出先手牌手之后,每位牌手将自己的套牌,以令其套牌充分随机化之后每位牌手可以将对手的套牌或者切牌。套牌便分别成为该牌手的牌+103.2. ​一些游戏需要在决定出先手牌手之后进行额外的步骤。依序执行103.2a-e中列出的所有适用的动作。 
 + 
 +<​BOOKMARK:​cr103-2a>​103.2a If any players are using sideboards (see rule 100.4) or cards being represented by substitute cards (see rule 713), those cards are set aside. After this happens, each player’s deck is considered their starting deck.\\  
 +103.2a 如果任一牌手使用备牌(参见规则[[cr:​1#​cr100-4|100.4]])或有使用辅助牌表示的牌(参见规则[[cr:​7#​cr713|713]]),这些牌将被放在一边。在此之后,每位牌手的套牌被认为是该手的起始套牌。 
 + 
 +<​BOOKMARK:​cr103-2b>​103.2b If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”)\\  
 +103.2b 如果任一牌手想要展示一张由他所拥有、且在游戏外的具行侣异能的牌,该牌手可以如此作。牌以此法展示牌不能超过一张,且只能于其套牌满足该的行侣异能条件时如此作。所展示的仍然留在游戏外(参见规则[[cr:​7#​cr702-139|702.139]],“行侣”。) 
 + 
 +<​BOOKMARK:​cr103-2c>​103.2c In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.\\  
 +103.2c 在指挥官游戏中,每位牌手将其套牌中的指挥官面朝上置于统帅区。参见规则[[cr:​9#​cr903-6|903.6]]。 
 + 
 +<​BOOKMARK:​cr103-2d>​103.2d In a constructed game, each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. In a limited game, each player chooses up to three sticker sheets from among those in the sealed product they opened and reveals them. In either case, that player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed. (See rule 123, “Stickers.”)\\  
 +103.2d 在构组赛中,每位使用贴纸卡的牌手展示其所有贴纸卡,并随机选择其中三张。在限制赛中,每位牌手从其打开未开封产品中选择至多三张贴纸卡,并展示它们。在这两种情况下,手在游戏中都只能使用所选贴纸卡上的贴纸,且这些贴纸卡保持展示。(参见规则[[cr:​1#​cr123|123]],“贴纸”
  
-<​BOOKMARK:​cr103-2a>103.2a If a player ​is using a sideboard ​(see rule 100.4) or cards being represented by substitute cards (see rule 714), those cards are set aside before shuffling.\\  +<​BOOKMARK:​cr103-2e>103.2e In Conspiracy Draft game, each player ​puts any number of conspiracy cards from their sideboard ​into the command zone. See rule 905.4.\\  
-103.2a 如果牌手有使用备牌参见规则[[cr:​1#cr100-4|100.4]])或有使用辅助牌表示的牌(参见规则[[cr:​7#​cr714|714]]),这些牌在洗牌前将被放在一边+103.2e 在诡局轮抽游戏中,每位牌手将他备牌中任意数量的诡局牌置于统帅区。参见规则[[cr:​9#cr905-4|905.4]]。
  
-<​BOOKMARK:​cr103-2b>103.2b If a player ​wishes to reveal a card with a companion ability that they own from outside the gamethey may do so after setting aside their sideboardplayer may reveal no more than one card this way, and may do so only if their deck fulfills the condition of that cards companion ability(See rule 702.139, “Companion.”)\\  +<​BOOKMARK:​cr103-3>103.3. After the starting ​player ​has been determined and any additional steps performedeach player shuffles ​their deck so that the cards are in a random orderEach player may then shuffle or cut their opponents’ decksThe players’ decks become their libraries.\\  
-103.2b 如果一位牌手想要展示一张由他、且在游戏的具侣异能的牌牌手可以在放在一边之后如此作。牌手以此法展示的牌不能超过一张,且只能于其套牌满足该牌的行侣异能条件时如此作。(参见规则[[cr:​7#​cr702-139|702.139]],“行侣”+103.3. 在决定出先手牌手所有步骤被执每位牌手将自己的套洗牌,以令其套牌充分随机化。之后每位牌手将对手洗牌或者切牌。套牌便分别成为该牌牌库
  
-<​BOOKMARK:​cr103-2c>103.2c In a Commander ​game, each player puts their commander from their deck face up into the command zone after having ​the opportunity to reveal ​card with a companion ability and before shufflingSee rule 903.6.\\  +<​BOOKMARK:​cr103-3a>103.3a In a game using one or more supplementary decks of nontraditional cards (see rule 100.2d), each supplementary ​deck’s owner shuffles it so the cards are in random orderEach player may then shuffle or cut their opponents’ supplementary decks.\\  
-103.2c 指挥官游戏中,每位手在有机会展示具行侣异能的牌之后、且在洗前将其套牌指挥官面朝上置于统帅区。参见规则[[cr:​9#cr903-6|903.6]]。+103.3a 使用一副或多副包含非传统万智的附加套牌的游戏中(参见规则[[cr:​1#cr100-2d|100.2d]]),每位牌手将自己的附加套牌洗牌,以令其充分随机化。之后每位牌手可以将对手的附加套牌洗牌或者切牌
  
-<​BOOKMARK:​cr103-2d>103.2d In a Conspiracy Draft game, each player puts any number ​of conspiracy cards from their sideboard into the command zone before shufflingSee rule 905.4. \\  +<​BOOKMARK:​cr103-4>103.4. Each player begins the game with a starting life total of 20Some variant games have different starting life totals.\\  
-103.2d 在诡局轮抽游戏中,每位牌手在洗牌之前,将他备牌中任意数量诡局牌置于统帅区参见规则[[cr:​9#​cr905-4|905.4]]+103.4. 每位牌手的起始总生命为20有些玩法会有不同的起始总生命
  
-<​BOOKMARK:​cr103-3>103.3. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.\\  +<​BOOKMARK:​cr103-4a>103.4a In a Two-Headed Giant game, each team’s ​starting life total is 30.\\  
-103.3. 位牌手的起始总生命为20。有些玩法会有不同的起始总生命+103.4a 在双头巨人游戏中,个队伍的起始总生命为30
  
-<​BOOKMARK:​cr103-3a>103.3a In a Two-Headed Giant game, each team’s starting life total is 30.\\  +<​BOOKMARK:​cr103-4b>103.4b In a Vanguard ​game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\\  
-103.3a 双头巨人游戏中,每个队伍的起始总生命为30\\ +103.4b 先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少
  
-<​BOOKMARK:​cr103-3b>103.3b In a Vanguard ​game, each player’s starting life total is 20 plus or minus the life modifier of their vanguard card.\\  +<​BOOKMARK:​cr103-4c>103.4c In a Commander ​game, each player’s starting life total is 40.\\  
-103.3b 先锋游戏中,每位牌手的起始总生命为20,并受到该牌手之先锋牌的生命修正增加或减少+103.4c 指挥官游戏中,每位牌手的起始总生命为40
  
-<​BOOKMARK:​cr103-3c>103.3c In a Commander ​game, each player’s starting life total is 40.\\  +<​BOOKMARK:​cr103-4d>103.4d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\\  
-103.3c 指挥官游戏中,每位牌手的起始总生命为40+103.4d 在双人争锋游戏中,每位牌手的起始总生命为25。多人争锋游戏中,每位牌手的起始总生命为30
  
-<​BOOKMARK:​cr103-3d>103.3d In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.\\  +<​BOOKMARK:​cr103-4e>103.4e In an Archenemy ​game, the archenemy’s starting life total is 40.\\  
-103.3d 在双人争锋游戏中,每位牌手的起始总生命为25。多人争锋游戏中,每位牌手的起始总生命为30+103.4e 魔王游戏中,魔王的起始总生命为40
  
-<​BOOKMARK:​cr103-3e>103.3e In an Archenemy gamethe archenemy’s starting ​life total is 40.\\  +<​BOOKMARK:​cr103-5>103.5. Each player draws a number of cards equal to their starting hand sizewhich is normally seven. (Some effects can modify a player’s starting ​hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they 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 the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.\\  
-103.3e 在魔王游戏中,魔王的起始总生命40+103.5. 每位牌手各抓若干牌,其数量等同于各自的起手牌张数,通常为七。(某些效应会调整牌手的起手牌张数。)如果牌手对其起手牌不满意,便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其若干牌以任意顺序置于其牌库底其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度之后,此时仍在该牌手手上的牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张
  
-<​BOOKMARK:​cr103-4>103.4. Each player draws number of cards equal to their starting hand sizewhich is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, ​the starting player declares whether they 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 the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.\\  +<​BOOKMARK:​cr103-5a>103.5a In Vanguard gameeach player’s starting hand size is seven plus or minus the hand modifier ​of their vanguard card.\\  
-103.4. 每位牌手各抓若干牌,其数量等同于各自的起手牌,通常为七。(某些效应会调整牌手的起手牌数。)如果牌手对其起手牌不满意便可以再调度。首先,由先手牌手宣告他是否要执行再调度。然后其他每位牌手按照回合顺序依次作此宣告。所有牌手均作出宣告之后,每位决定再调度的牌手同时执行再调度。牌手再调度的流程如下:该牌手将其手牌洗入其牌库,抓一副等同于起手牌张数的新手牌,然后再将其中若干牌以任意顺序置于其牌库底,其数量等同于该牌手已执行再调度的次数。一旦牌手决定不继续再调度后,此时仍在该手手上牌便成为该牌手的起手牌,且该牌手不得再选择再调度。然后重复此流程,直到没有牌手选择再调度为止。牌手可以不断再调度,直到最终起手牌数量为零张为止+103.5a 在先锋游戏中,每位牌手的起手牌数为七张,并受到该牌手之先锋牌的手牌修正增加或减少
  
-<​BOOKMARK:​cr103-4a>103.4a In Vanguard gameeach player’s starting hand size is seven plus or minus the hand modifier ​of their vanguard card.\\  +<​BOOKMARK:​cr103-5b>103.5b If an effect allows ​player to perform an action “any time [that player] could mulligan,” the player ​may perform that action at a time they would declare whether they 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, they then declare whether they will take a mulligan.\\  
-103.4a 在先锋游戏中,每位牌手的起手数量为七张并受到该牌手之先锋手牌修正增加或减少+103.5b 如果一个效应允许牌手在“[该手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作该动作。这不需要在第一轮再调度时。其他牌手在该手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度
  
-<​BOOKMARK:​cr103-4b>103.4b If an effect allows ​player to perform an action “any time [that player] could mulligan,” the player ​may perform ​that action at a time they would declare whether they 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 actionIf the player performs the action, they then declare whether they will take a mulligan.\\  +<​BOOKMARK:​cr103-5c>103.5c In multiplayer game and in any Brawl game, the first mulligan a player ​takes doesn’t count toward the number of cards that player ​will put on the bottom ​of their library or the number of mulligans that player ​may takeSubsequent mulligans are counted toward these numbers as normal.\\  
-103.4b 如果个效应允许牌手“[该牌手]能够再调度时”作某个动作,该牌手可以在其宣告是否进行再调度时作动作这不需要在第一再调度时。其他牌手在该牌手选择是否作该动作时可能已经宣告过是否进行再调度。如果该牌手作该动作,其在此之后宣告是否进行再调度。+103.5c 在多人游戏及任何种争锋游戏中,依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执再调度不会计入数量。第一再调度之后再调度会正常计入该数量
  
-<​BOOKMARK:​cr103-4c>103.4c In a multiplayer game and in any Brawl gamethe first mulligan a player ​takes doesn’t count toward ​the number of cards that player will put on the bottom of their library or the number of mulligans ​that player may take. Subsequent mulligans are counted toward these numbers as normal.\\  +<​BOOKMARK:​cr103-5d>103.5d In a multiplayer game using the shared team turns option, first each player ​on the starting team declares whether ​that player 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 a teammate has decided to keep their opening hand.\\  
-103.4c 在多人游戏及任何一种争锋游戏中,在依照已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一执行的再调度不会计入该数量再调度之后的再调度会正常计入该数量+103.5d 使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手宣告是否进行再调度,然后按照回合顺序,其他队伍中每位牌手宣告。在作出决定时队友可以相互询问。然后所有再调度同时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌
  
-<​BOOKMARK:​cr103-4d>103.4d In multiplayer game using the shared team turns optionfirst each player on the starting ​team declares whether that player ​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 their teammate has decided to keep their opening hand.\\  +<​BOOKMARK:​cr103-6>103.6. Some cards allow player to take actions with them from their opening hand. Once the mulligan process (see rule 103.5) is complete, the starting player ​may take any such actions in any order. Then each other player ​in turn order may do the same.\\  
-103.4d 在使用队伍共享回合模式多人游戏中,首先由先手队伍中的每位牌手以任意顺序宣告其是否进行再调度,然后其他队伍中的每位牌手按照回合顺序依次宣告。在作出决定时队友可以相互询问。然后所有再调度时执行。一位牌手可以执行再调度,即使其队友已决定保留起手牌+103.6. 某些牌允许牌手从他起手牌作某些动作。一旦再调度流程(参见规则[[cr:​1#​cr103-5|103.5]])完成,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作
  
-<​BOOKMARK:​cr103-5>103.5. Some cards allow a player to take actions ​with them from their opening hand. Once the mulligan process (see rule 103.4) is complete, the starting ​player ​may take any such actions in any order. Then each other player in turn order may do the same.\\  +<​BOOKMARK:​cr103-6a>103.6a 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.\\  
-103.5. 某些牌允许牌手从他起手牌中作某些动作。一旦再调度流程(参见规则[[cr:​1#​cr103-4|103.4]])完成先手牌手可以以任意顺序进行此动作。之后其他手按照回合顺序可以同样依序如此作+103.6a 如果一张牌允许一位牌手以某张牌在战场上形式开始游戏牌手进行此动作将此放入战场
  
-<​BOOKMARK:​cr103-5a>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.\\  +<​BOOKMARK:​cr103-6b>103.6b If a card allows a player to reveal it from their 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.\\  
-103.5a 如果一张牌允许一位牌手以某张在战场上的形式开始游戏,该牌进行此动作此牌放入战场+103.6b 如果一张牌允许牌手从起手手中展示该牌进行此动作牌手如作。在第一个回合开始前该保持展示。每张牌只能以此方式展示一次
  
-<​BOOKMARK:​cr103-5b>103.5b If card allows a player to reveal it from their opening handthe player ​taking this action does so. The card remains revealed until the first turn beginsEach card may be revealed this way only once.\\  +<​BOOKMARK:​cr103-6c>103.6c In multiplayer game using the shared team turns optionfirst each player ​on the starting team, in whatever order that team likes, may take such actionsTeammates ​may consult while making their decisions. Then each player on each other team in turn order does the same.\\  
-103.5b 如果一张牌允许牌手从起手牌展示该,进作牌手如此作。在第一个回合开始前该牌保持展示。只能以此方式展示一次。+103.6c 在使用队伍共享回合模式的多人游戏中,首先由先队伍的每位手以任意顺序执这些动作。在作出决定时队友可以相互询问。然后按照回合顺序,其他队伍中的手依执行动作
  
-<​BOOKMARK:​cr103-5c>103.5c In a multiplayer ​game using the shared team turns optionfirst each player on the starting team, in whatever order that team likes, may take such actions. Teammates may consult while making ​their decisionsThen each player on each other team in turn order does the same.\\  +<​BOOKMARK:​cr103-7>103.7. In a Planechase ​gamethe starting player moves the top card of their planar deck off that planar deck and turns it face up. If it’s a phenomenon cardthe player ​puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face upThe face-up plane card becomes ​the starting plane(See rule 901, “Planechase.”)\\  
-103.5c 使用队伍共享回合模式的多人游戏中,首先由先手队伍中的每位牌手以任意顺序执行这些动作。在作出决定队友可以相互询问。然后按照回合顺序其他队伍中每位手依次执行动作+103.7. 竞逐时空游戏中,先手牌手将其空套牌的牌库顶牌移离套牌,并翻为牌面朝上如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程直到一张时空牌翻为牌面朝上为止。该牌面朝上时空便是起始时空(参见规则[[cr:​9#​cr901|901]],“竞逐时空”)
  
-<​BOOKMARK:​cr103-6>103.6In a Planechase game, the starting player ​moves the top card of their planar deck off that planar deck and turns it face upIf it’s a phenomenon card, the player puts that card on the bottom of their planar deck and repeats this process until a plane card is turned face up. The face-up plane card becomes the starting plane. (See rule 901, “Planechase.”)\\  +<​BOOKMARK:​cr103-8>103.8The starting player ​takes their first turn.\\  
-103.6在竞逐时空游戏中,先手牌手时空套牌的牌库顶牌移离套牌,并翻为牌面朝上。如果该牌是异象牌,该牌手将该牌置于其时空套牌的牌库底,然后重复此过程,直到张时空牌翻为牌面朝上为止。该牌面朝上的时空牌便是起始时空(参见规则[[cr:​9#​cr901|901]],“竞逐时空”)+103.8. 先手牌手开始个回合
  
-<​BOOKMARK:​cr103-7>103.7. The starting ​player ​takes their first turn.\\  +<​BOOKMARK:​cr103-8a>103.8a In a two-player ​game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn.\\  
-103.7. 先手牌手开始其第一个回合。+103.8a 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[[cr:​5#​cr504|504]],“抓牌步骤”)
  
-<​BOOKMARK:​cr103-7a>103.7a In a two-player ​game, the player ​who plays first skips the draw step (see rule 504, “Draw Step”) ​of their first turn.\\  +<​BOOKMARK:​cr103-8b>103.8b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.\\  
-103.7a 在双人游戏中,先手牌手略过第一个回合的抓牌步骤(参见规则[[cr:​5#​cr504|504]],“抓牌步骤”)+103.8b 在双头巨人游戏中,先手的队伍略过他们第一个回合的抓牌步骤。
  
-<​BOOKMARK:​cr103-7b>103.7b In a Two-Headed Giant gamethe team who plays first skips the draw step of their first turn.\\  +<​BOOKMARK:​cr103-8c>103.8c In all other multiplayer gamesno player ​skips the draw step of their first turn.\\  
-103.7b 双头巨人游戏中,的队伍略过他们第一个回合抓牌步骤。+103.8c 其他多人游戏中,没有牌在其第一个回合略过抓牌步骤。
  
-<​BOOKMARK:​cr103-7c>​103.7c In all other multiplayer games, no player skips the draw step of their first turn.\\ ​ 
-103.7c 在其他多人游戏中,没有牌手在其第一个回合略过抓牌步骤。 
 ===== 104. 结束游戏 Ending the Game ===== ===== 104. 结束游戏 Ending the Game =====
 <​BOOKMARK:​cr104>​104. Ending the Game\\ ​ <​BOOKMARK:​cr104>​104. Ending the Game\\ ​
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 <​BOOKMARK:​cr104-2b>​104.2b An effect may state that a player wins the game.\\ ​ <​BOOKMARK:​cr104-2b>​104.2b An effect may state that a player wins the game.\\ ​
-104.2b 某个效应可能叙述为一位牌手赢得此盘游戏。+104.2b 某个效应一位牌手赢得此盘游戏。
  
 <​BOOKMARK:​cr104-2c>​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.\\ ​ <​BOOKMARK:​cr104-2c>​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.\\ ​
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 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[[cr:​7#​cr704|704]]。) 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[[cr:​7#​cr704|704]]。)
  
-<​BOOKMARK:​cr104-3c>​104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cardsand then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ ​+<​BOOKMARK:​cr104-3c>​104.3c If a player is required to draw more cards than are left in their library, they draw the remaining cards and then lose the game the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ ​
 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[[cr:​7#​cr704|704]]。) 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[[cr:​7#​cr704|704]]。)
  
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 <​BOOKMARK:​cr104-4f>​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 players leave the game; the game continues for all other players.\\ ​ <​BOOKMARK:​cr104-4f>​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 players leave the game; the game continues for all other players.\\ ​
-104.4f 在使用限制影响范围模式的多人游戏中,如果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,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。+104.4f 在使用限制影响范围模式的多人游戏中,如果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,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。只有这些牌手离开游戏;其他牌手继续游戏。
  
 <​BOOKMARK:​cr104-4g>​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.\\ ​ <​BOOKMARK:​cr104-4g>​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.\\ ​
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 104.5. 如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则[[cr:​8#​cr800-4|800.4]]。 104.5. 如果牌手输掉游戏,该牌手离开该游戏。如果游戏对于某牌手为平手,该牌手离开该游戏。多人游戏规则规定当有牌手离开游戏时如何作;参见规则[[cr:​8#​cr800-4|800.4]]。
  
-<​BOOKMARK:​cr104-6>​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 721, “Restarting the Game.”\\  +<​BOOKMARK:​cr104-6>​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 723, “Restarting the Game.”\\  
-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[[cr:​7#​cr721|721]],“重新开始游戏。”\\ +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[[cr:​7#​cr723|723]],“重新开始游戏。” 
 ===== 105. 颜色 Colors ===== ===== 105. 颜色 Colors =====
 <​BOOKMARK:​cr105>​105. Colors\\ ​ <​BOOKMARK:​cr105>​105. Colors\\ ​
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 <​BOOKMARK:​cr106-13>​106.13. One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (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.\\ ​ <​BOOKMARK:​cr106-13>​106.13. One card (Drain Power) causes one player to lose unspent mana and another to add “the mana lost this way.” (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.\\ ​
 106.13. 一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)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。 106.13. 一张牌(吸收力量)会令某位牌手失去其未使用的法术力,并令另一位牌手加“以此法失去之法术力”。(注意两者可能是同一位牌手。)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。
 +
 ===== 107. 数字和符号 Numbers and Symbols ===== ===== 107. 数字和符号 Numbers and Symbols =====
 <​BOOKMARK:​cr107>​107. Numbers and Symbols\\ ​ <​BOOKMARK:​cr107>​107. Numbers and Symbols\\ ​
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 例如:如果一个3/​4生物得-5/​-0,它将成为-2/​4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/​+0才能将其力量加到1。 例如:如果一个3/​4生物得-5/​-0,它将成为-2/​4的生物。它在战斗中不分配伤害。它的力量和防御力的总和为2。给它+3/​+0才能将其力量加到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.\\  +Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add 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.\\  
-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。+例如:暗碧族接合工为1/​2的生物,它具有异能“{T}:加若干{G},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。
  
-Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}:​ Chameleon Colossus gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.+Example: Chameleon Colossus is a 4/4 creature with the ability “{2}{G}{G}:​ Chameleon Colossus gets +X/+X until end of turn, where X is its power.” An effect gives it -6/-0, then its ability is activated. It remains a -2/4 creature. It doesn’t become -4/2.\\ 
 例如:善变巨像为4/​4生物,它具有异能:“{2}{G}{G}:善变巨像得+X/​+X直到回合结束,X为其力量。”一个效应令它-6/​-0,然后起动其异能。它仍是一个-2/​4生物。它不会成为-4/​2。 例如:善变巨像为4/​4生物,它具有异能:“{2}{G}{G}:善变巨像得+X/​+X直到回合结束,X为其力量。”一个效应令它-6/​-0,然后起动其异能。它仍是一个-2/​4生物。它不会成为-4/​2。
  
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 <​BOOKMARK:​cr107-3b>​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.”\\ ​ <​BOOKMARK:​cr107-3b>​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.”\\ ​
-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[[cr:​6#​cr601|601]],“施放咒语”。+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的方式施放该咒语,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[[cr:​6#​cr601|601]],“施放咒语”。
  
 <​BOOKMARK:​cr107-3c>​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.\\ ​ <​BOOKMARK:​cr107-3c>​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.\\ ​
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 <​BOOKMARK:​cr107-3j>​107.3j If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.\\ ​ <​BOOKMARK:​cr107-3j>​107.3j If an object gains an ability, the value of X within that ability is the value defined by that ability, or 0 if that ability doesn’t define a value of X. This is an exception to rule 107.3i. This may occur with ability-adding effects, text-changing effects, or copy effects.\\ ​
-107.3j 如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则107.3i的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。+107.3j 如果一个物件获得一个异能,在该异能中的X的数值是由该异能定义的数值。若该异能没有定义X的数值,其数值为0。这是对规则[[cr:​1#​cr107-3i|107.3i]]的例外情形。这可能会适用于添加异能的效应、改变叙述的效应或复制效应。
  
-<​BOOKMARK:​cr107-3k>​107.3k If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i. +<​BOOKMARK:​cr107-3k>​107.3k If an object’s activated ability has an {X}, [-X], or X in its activation cost, the value of X for that ability is independent of any other values of X chosen for that object or for other instances of abilities of that object. This is an exception to rule 107.3i.\\  
-107.3k 如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则107.3i的例外情形。+107.3k 如果一个物件之起动式异能的起动费用中带有{X}、[-X]或X,该异能的中X的数值与为该物件或为该物件上的其他异能实例已选择的任何其他X的数值并无关联。这是对规则[[cr:​1#​cr107-3i|107.3i]]的例外情形。
  
 <​BOOKMARK:​cr107-3m>​107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.\\ ​ <​BOOKMARK:​cr107-3m>​107.3m If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.\\ ​
-107.3m 如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则107.3i的例外情形。+107.3m 如果一个物件的进战场触发式异能或替代性效应提及X,且成为该物件的咒语于结算时为其任一费用选择了X的值,则该异能上X的值与该咒语上X的值相同,尽管对于该永久物而言X的值为0。这是对规则[[cr:​1#​cr107-3i|107.3i]]的例外情形。
  
-<​BOOKMARK:​cr107-3n>​107.3n ​Some objects use the letter Y in addition ​to the letter ​X. Y follows ​the same rules as X.\\  +<​BOOKMARK:​cr107-3n>​107.3n ​If a delayed triggered ability created by a resolving spell or ability refers ​to X, X is not defined in the text of that triggered ability, and the spell or ability that created it had a value of chosen for any of its costs, the value of X for the triggered ability is the same as the value of for the spell of ability that created it.\\  
-107.3n 一些物件上除了会使用字母X以外还会额外使字母Y。Y遵循于X相同则。+107.3n ​如果个正在结算的咒语或异能创造的延迟触发式异能提及X,且X并未在该触发式异能的叙述中定义,但曾为创造该延迟触发式异能之咒语或异能的任一费选择了X的值,该触发式异能上X的值与创造该异能的咒语或异能上X的值相同
  
-<​BOOKMARK:​cr107-4>​107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; 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 mana symbol {S}.\\  +<​BOOKMARK:​cr107-3p>​107.3p Some objects use the letter Y in addition to the letter X. Y follows the same rules as X.\\  
-107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};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};以及雪境法术力符号{S}。+107.3p 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。 
 + 
 +<​BOOKMARK:​cr107-4>​107.4. The mana symbols are {W}, {U}, {B}, {R}, {G}, and {C}; the numerical symbols {0}, {1}, {2}, {3}, {4}, and so on; the variable symbol {X}; 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}; the hybrid Phyrexian symbols {W/U/P}, {W/B/P}, {U/B/P}, {U/R/P}, {B/R/P}, {B/G/P}, {R/G/P}, {R/W/P}, {G/W/P}, and {G/U/P}; and the snow mana symbol {S}.\\  
 +107.4. 法术力符号包括{W}、{U}、{B}、{R}、{G}和{C};数字符号{0}、{1}、{2}、{3}、{4},依此类推;可变数值符号{X};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};混血非瑞克西亚法术力{W/​U/​P}、{W/​B/​P}、{U/​B/​P}、{U/​R/​P}、{B/​R/​P}、{B/​G/​P}、{R/​G/​P}、{R/​W/​P}、{G/​W/​P}和{G/​U/​P};以及雪境法术力符号{S}。
  
 <​BOOKMARK:​cr107-4a>​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.”\\ ​ <​BOOKMARK:​cr107-4a>​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.”\\ ​
行 490: 行 508:
  
 Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\\ ​ Example: {G/W}{G/W} can be paid by spending {G}{G}, {G}{W}, or {W}{W}.\\ ​
-例如: {G/​W}{G/​W}可以使用 {G}{G}、{G}{W}或{W}{W}来支付。+例如:{G/​W}{G/​W}可以使用{G}{G}、{G}{W}或{W}{W}来支付。
  
-<​BOOKMARK:​cr107-4f>​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.\\  +<​BOOKMARK:​cr107-4f>​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. There are also ten hybrid Phyrexian mana symbols. A hybrid Phyrexian mana symbol represents a cost that can be paid with one mana of either of its component colors or by paying 2 life. A hybrid Phyrexian mana symbol is both of its component colors.\\  
-107.4f 非瑞克西亚法术力符号是有色法术力符号:{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。+107.4f 非瑞克西亚法术力符号是有色法术力符号:{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代表一个费用,可以用一点该色法术力或者2点生命来支付。还有十个混血非瑞克西亚法术力符号;一个混血非瑞克西亚法术力符号代表一个费用,可以用一点组成该符号颜色的法术力或者2点生命来支付。混血非瑞克西亚法术力符号的颜色为其各部分包含的所有颜色
  
 Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.\\ ​ Example: {W/P}{W/P} can be paid by spending {W}{W}, by spending {W} and paying 2 life, or by paying 4 life.\\ ​
 例如:{W/​P}{W/​P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。 例如:{W/​P}{W/​P}可以使用{W}{W}、{W}和2点生命、或者4点生命来支付。
  
-<​BOOKMARK:​cr107-4g>​107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the five Phyrexian mana symbols.\\  +<​BOOKMARK:​cr107-4g>​107.4g In rules text, the Phyrexian symbol {P} with no colored background means any of the fifteen ​Phyrexian mana symbols.\\  
-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。+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。
  
 <​BOOKMARK:​cr107-4h>​107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\\ ​ <​BOOKMARK:​cr107-4h>​107.4h When used in a cost, the snow mana symbol {S} represents a cost that can be paid with one mana of any type produced by a snow source (see rule 106.3). Effects that reduce the amount of generic mana you pay don’t affect {S} costs. The {S} symbol can also be used to refer to mana of any type produced by a snow source spent to pay a cost. Snow is neither a color nor a type of mana.\\ ​
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 <​BOOKMARK:​cr107-8a>​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 has base power and toughness [P/T] and has [abilities].”\\ ​ <​BOOKMARK:​cr107-8a>​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 has base power and toughness [P/T] and has [abilities].”\\ ​
-107.8a “{等级N1-N2}[异能][P/​T]”意指“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,则它的基础攻击力和防御力成为[P/​T]并具有[异能]。”\\ +107.8a “{等级N1-N2}[异能][P/​T]”意指“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,则它的基础攻击力和防御力成为[P/​T]并具有[异能]。”
  
 <​BOOKMARK:​cr107-8b>​107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\\ ​ <​BOOKMARK:​cr107-8b>​107.8b “{LEVEL N3+} [Abilities] [P/T]” means “As long as this creature has N3 or more level counters on it, it has base power and toughness [P/T] and has [abilities].”\\ ​
-107.8b “{等级N3+}[异能][P/​T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/​T]并具有[异能]。”\\ +107.8b “{等级N3+}[异能][P/​T]”意指“只要此生物上面有N3或更多个等级指示物,则它的基础攻击力和防御力成为[P/​T]并具有[异能]。”
  
 <​BOOKMARK:​cr107-9>​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.\\ ​ <​BOOKMARK:​cr107-9>​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。 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。
  
-<​BOOKMARK:​cr107-10>​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.\\  +<​BOOKMARK:​cr107-10>​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.\\  
-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。+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。
  
-<​BOOKMARK:​cr107-11>​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.”\\  +<​BOOKMARK:​cr107-11>​107.11. The Planeswalker symbol is {PW}. It appears on one face of the planar die used in the Planechase casual variant. It has five tines at the top and tapers to a point at the bottom. See rule 901, “Planechase.”\\  
-107.11. 鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。参见规则[[cr:​9#​cr901|901]],“竞逐时空”。+107.11. 鹏洛客符号是{PW}。它出现在时空骰的一面上,用于竞逐时空休闲玩法。它的顶部有五个尖齿,底部逐渐变细。参见规则[[cr:​9#​cr901|901]],“竞逐时空”。
  
-<​BOOKMARK:​cr107-12>​107.12. The chaos symbol is {CHAOS}. 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.”\\  +<​BOOKMARK:​cr107-12>​107.12. The chaos symbol is {CHAOS}. 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. It looks like a swirling vortex. See rule 901, “Planechase.”\\  
-107.12. 混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。参见规则[[cr:​9#​cr901|901]],“竞逐时空”。+107.12. 混沌符号是{CHAOS}。它出现在时空骰的一面上,以及与掷时空骰相关的异能中,用于竞逐时空休闲玩法。它看起来像是旋转的漩涡。参见规则[[cr:​9#​cr901|901]],“竞逐时空”。
  
 <​BOOKMARK:​cr107-13>​107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”\\ ​ <​BOOKMARK:​cr107-13>​107.13. A color indicator is a circular symbol that appears to the left of the type line on some cards. The color of the symbol defines the card’s color or colors. See rule 202, “Mana Cost and Color.”\\ ​
行 540: 行 558:
 107.14. 能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。 107.14. 能量符号是{E}。它代表一个能量指示物。要支付{E},牌手从其自身移除一个能量指示物。
  
-<​BOOKMARK:​cr107-15>​107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 715, “Saga Cards.”\\  +<​BOOKMARK:​cr107-15>​107.15. The text box of a Saga card contains chapter symbols, each of which is a keyword ability that represents a triggered ability. A chapter symbol includes a Roman numeral, indicated here as “rN”. The text printed in the text box striation to the right of a chapter symbol is the effect of the triggered ability it represents. See rule 714, “Saga Cards.”\\  
-107.15. 传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则[[cr:​7#​cr715|715]],“传纪牌”。+107.15. 传纪牌的文字栏中包含章节符号,每个符号均是代表一个触发式异能的关键字异能。章节符号包含一个罗马数字,此处以“rN”表示。印刷在章节符号右侧的文字栏分段中的叙述是该符号所代表的触发式异能之效应。参见规则[[cr:​7#​cr714|714]],“传纪牌”。
  
 <​BOOKMARK:​cr107-15a>​107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\\ ​ <​BOOKMARK:​cr107-15a>​107.15a “{rN}—[Effect]” means “When one or more lore counters are put onto this Saga, if the number of lore counters on it was less than N and became at least N, [effect].”\\ ​
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 <​BOOKMARK:​cr107-15b>​107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\\ ​ <​BOOKMARK:​cr107-15b>​107.15b “{rN1}, {rN2}—[Effect]” is the same as “{rN1}—[Effect]” and “{rN2}—[Effect].”\\ ​
-107.15b “{rN1}{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。+107.15b “{rN1}{rN2}~[效应]”等同于“{rN1}~[效应]”和“{rN2}~[效应]”。
  
-<​BOOKMARK:​cr107-16>​107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 717, “Class Cards.”\\  +<​BOOKMARK:​cr107-16>​107.16. The text box of a Class card contains class level bars, each of which is a keyword ability that represents both an activated ability and a static ability. A class level bar includes the activation cost of its activated ability and a level number. Any abilities printed within the same text box section as the class level bar are part of its static ability. See rule 716, “Class Cards.”\\  
-107.16. 职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。+107.16. 职业牌的文字栏包含职业等级条,每个职业等级条都是一个关键字异能,代表一个起动式异能和一个静止异能。职业等级条包含其起动式异能的起动费用和等级数字。任何与该职业等级条印刷在同一文字栏分段中的异能均是其静止式异能的一部分。参见规则[[cr:​7#​cr716|716]],“职业牌”
  
-<​BOOKMARK:​cr107-16a>​107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate ​this ability ​only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\\  +<​BOOKMARK:​cr107-16a>​107.16a “[Cost]: Level N — [Abilities]” means “[Cost]: This Class’s level becomes N. Activate only if this Class is level N-1 and only as a sorcery” and “As long as this Class is level N or greater, it has [abilities].”\\  
-107.16a “[费用]等级 N~[异能]”意指“[费用]此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机动。”及“只要此职业是等级N或更高,它便具有[异能]”。+107.16a “[费用]等级N~[异能]”意指“[费用]此职业的等级成为N。只能于此职业的等级是N-1时、且只能于法术时机动。”及“只要此职业是等级N或更高,它便具有[异能]”。 
 + 
 +<​BOOKMARK:​cr107-17>​107.17. The ticket symbol is {TK}. It represents one ticket counter.\\  
 +107.17. 门票符号是{TK}。它代表一个门票指示物。 
 + 
 +<​BOOKMARK:​cr107-17a>​107.17a A ticket symbol with a number inside it represents a ticket cost. To pay that cost, a player removes that many ticket counters from themselves.\\  
 +107.17a 内部有数字的门票符号代表门票费用。要支付门票费用,牌手从其自身移除该数量的门票指示物
  
 ===== 108. 牌 Cards ===== ===== 108. 牌 Cards =====
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 108. 牌 108. 牌
  
-<​BOOKMARK:​cr108-1>​108.1. Use the Oracle™ card reference when determining a card’s wording. A card’s Oracle™ text can be found using the Gatherer card database at [url]http://​gatherer.wizards.com.[/url] +<​BOOKMARK:​cr108-1>​108.1. Use the Oracle card reference when determining a card’s wording. A card’s Oracle text can be found using the Gatherer card database at Gatherer.Wizards.com.\\  
-<​BOOKMARK:​cr108-1>​108.1. 牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:[url]http://​gatherer.wizards.com[/url]+108.1. 牌的叙述皆以Oracle™牌张参考文献的牌张叙述为准。牌的Oracle™牌张参考文献叙述可以在Gatherer数据库中找到:[url]http://​Gatherer.Wizards.com[/url]
  
 <​BOOKMARK:​cr108-2>​108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.\\ ​ <​BOOKMARK:​cr108-2>​108.2. When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.\\ ​
行 572: 行 596:
  
 <​BOOKMARK:​cr108-3>​108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)\\ ​ <​BOOKMARK:​cr108-3>​108.3. The owner of a card in the game is the player who started the game with it in their deck. If a card is brought into the game from outside the game rather than starting in a player’s deck, its owner is the player who brought it into the game. If a card starts the game in the command zone, its owner is the player who put it into the command zone to start the game. Legal ownership of a card in the game is irrelevant to the game rules except for the rules for ante. (See rule 407.)\\ ​
-108.3. 牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则[[cr:​4#​cr407|407]]。)\\ +108.3. 牌的拥有者是指于游戏开始时,套牌中包含该牌的牌手。如果一张牌于游戏开始时并未在牌手的套牌中,而是从游戏外被带进游戏,其拥有者为将该牌带进游戏的牌手。如果一张牌于游戏开始时在统帅区,其拥有者为于游戏开始时将其放进统帅区的牌手。除了用于赌注的规则,牌的合法拥有关系和游戏规则无关。(参见规则[[cr:​4#​cr407|407]]。)
  
 <​BOOKMARK:​cr108-3a>​108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.\\ ​ <​BOOKMARK:​cr108-3a>​108.3a In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck. See rule 901.6.\\ ​
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 <​BOOKMARK:​cr108-5>​108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.\\ ​ <​BOOKMARK:​cr108-5>​108.5. Nontraditional Magic cards can’t start the game in any zone other than the command zone (see rule 408). If an effect would bring a nontraditional Magic card other than a dungeon card (see rule 309, “Dungeons”) into the game from outside the game, it doesn’t; that card remains outside the game.\\ ​
-108.5. 非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则[[cr:​4#​cr408|408]])。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则[[cr:​4#​cr309|309]])带进游戏,它将不会如此作;该牌保留在游戏外。+108.5. 非传统万智牌纸牌不会在统帅区以外的区域开始游戏(参见规则[[cr:​4#​cr408|408]])。如果一个效应将游戏外的非传统万智牌(地城牌除外;参见规则[[cr:​3#​cr309|309]])带进游戏,它将不会如此作;该牌保留在游戏外。
  
 <​BOOKMARK:​cr108-6>​108.6. For more information about cards, see section 2, “Parts of a Card.”\\ ​ <​BOOKMARK:​cr108-6>​108.6. For more information about cards, see section 2, “Parts of a Card.”\\ ​
 108.6. 更多和牌有关的信息,参见[[cr:​2|第2章]],“牌的各部分”。 108.6. 更多和牌有关的信息,参见[[cr:​2|第2章]],“牌的各部分”。
 +
 ===== 109. 物件 Objects ===== ===== 109. 物件 Objects =====
 <​BOOKMARK:​cr109>​109. Objects\\ ​ <​BOOKMARK:​cr109>​109. Objects\\ ​
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 109.1. 物件包括堆叠中的异能、牌、牌的复制、衍生物、咒语、永久物或徽记。 109.1. 物件包括堆叠中的异能、牌、牌的复制、衍生物、咒语、永久物或徽记。
  
-<​BOOKMARK:​cr109-2>​109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t include the word “card,” “spell,​” “source,​” or “scheme,​” it means a permanent of that card type or subtype on the battlefield.\\  +<​BOOKMARK:​cr109-2>​109.2. If a spell or ability uses a description of an object that includes a card type or subtype, but doesn’t ​refer to a specific zone or include the word “card,” “spell,​” “source,​” or “scheme,​” it means a permanent of that card type or subtype on the battlefield.\\  
-109.2. 如果咒语或异能使用类别或副类别描述物件,且并未使用“牌”、“咒语”、 “来源”或“阴谋”,它表示战场上该类别或副类别的永久物。+109.2. 如果咒语或异能使用类别或副类别描述物件,且并未提及某特定区域或未使用“牌”、“咒语”、“来源”或“阴谋”,它表示战场上该类别或副类别的永久物。
  
 <​BOOKMARK:​cr109-2a>​109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\\ ​ <​BOOKMARK:​cr109-2a>​109.2a If a spell or ability uses a description of an object that includes the word “card” and the name of a zone, it means a card matching that description in the stated zone.\\ ​
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 109.2d 如果阴谋牌的异能包含叙述“此阴谋”,它表示统帅区中印有该异能的阴谋牌。 109.2d 如果阴谋牌的异能包含叙述“此阴谋”,它表示统帅区中印有该异能的阴谋牌。
  
-<​BOOKMARK:​cr109-3>​109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\\  +<​BOOKMARK:​cr109-3>​109.3. An object’s characteristics are name, mana cost, color, color indicator, card type, subtype, supertype, rules text, abilities, power, toughness, loyalty, defense, hand modifier, and life modifier. Objects can have some or all of these characteristics. Any other information about an object isn’t a characteristic. For example, characteristics don’t include whether a permanent is tapped, a spell’s target, an object’s owner or controller, what an Aura enchants, and so on.\\  
-109.3. 物件的特征包括名称、法术力费用、颜色、颜色标志、牌类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。+109.3. 物件的特征包括名称、法术力费用、颜色、颜色标志、牌类别、副类别、超类别、规则叙述、异能、力量、防御力、忠诚、布防、手牌修正和生命修正。物件可以拥有一些甚至全部这些特征。所有关于物件的其他信息均不是特征。例如,特征不包括永久物是否横置、咒语的目标、物件的拥有者或操控者、灵气所结附的对象等。
  
-<​BOOKMARK:​cr109-4>​109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule: \\ +<​BOOKMARK:​cr109-4>​109.4. Only objects on the stack or on the battlefield have a controller. Objects that are neither on the stack nor on the battlefield aren’t controlled by any player. See rule 108.4. There are six exceptions to this rule:​\\ ​
 109.4. 只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则[[cr:​1#​cr108-4|108.4]]。此规则有六条特例: 109.4. 只有在堆叠中或战场上的物件才有操控者。不在堆叠或战场上的物件不受任何牌手操控。参见规则[[cr:​1#​cr108-4|108.4]]。此规则有六条特例:
  
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 109.4f 在魔王游戏中,每张阴谋牌由其拥有者操控。参见规则[[cr:​9#​cr904-7|904.7]]。 109.4f 在魔王游戏中,每张阴谋牌由其拥有者操控。参见规则[[cr:​9#​cr904-7|904.7]]。
  
-<​BOOKMARK:​cr109-4g>​109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5. \\ +<​BOOKMARK:​cr109-4g>​109.4g In a Conspiracy Draft game, each conspiracy card is controlled by its owner. See rule 905.5.\\ ​
 109.4g 在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则[[cr:​9#​cr905-5|905.5]]。 109.4g 在诡局轮抽游戏中,每张诡局牌由其拥有者来操控。参见规则[[cr:​9#​cr905-5|905.5]]。
  
 <​BOOKMARK:​cr109-5>​109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​ <​BOOKMARK:​cr109-5>​109.5. The words “you” and “your” on an object refer to the object’s controller, its would-be controller (if a player is attempting to play, cast, or activate it), or its owner (if it has no controller). For a static ability, this is the current controller of the object it’s on. For an activated ability, this is the player who activated the ability. For a triggered ability, this is the controller of the object when the ability triggered, unless it’s a delayed triggered ability. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​
-109.5. 物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见[[cr:​6#​cr603-7d|603.7d-f]]+109.5. 物件上的“你”和“你的”意指该物件的操控者、它即将的操控者(如果牌手正试图施放或起动它)或其拥有者(如果它没有操控者)。静止式异能的操控者为其所在物件的当前操控者。起动式异能的操控者为起动该异能的牌手。触发式异能的操控者为触发该异能时该物件的操控者,除非该异能为延迟触发异能。延迟触发异能的操控者,请参见603.7d-f。
  
 ===== 110. 永久物 Permanents ===== ===== 110. 永久物 Permanents =====
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 110.3. 非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。 110.3. 非衍生物永久物的特征为印在其牌面上的特征,并由任何持续性效应所修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。
  
-<​BOOKMARK:​cr110-4>​110.4. There are five permanent types: artifact, creature, enchantment,​ land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\\  +<​BOOKMARK:​cr110-4>​110.4. There are six permanent types: artifact, battle, creature, enchantment,​ land, and planeswalker. Instant and sorcery cards can’t enter the battlefield and thus can’t be permanents. Some tribal cards can enter the battlefield and some can’t, depending on their other card types. See section 3, “Card Types.”\\  
-110.4. 永久物的类别有种:神器、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些部族牌可以进入战场,另一些则不能,取决于它们的其他牌类别。参见[[cr:​3|第3章]],“牌类别”。+110.4. 永久物的类别有种:神器、战役、生物、结界、地和鹏洛客。瞬间和法术牌不能进入战场,所以它们不能成为永久物。一些部族牌可以进入战场,另一些则不能,取决于它们的其他牌类别。参见[[cr:​3|第3章]],“牌类别”。
  
-<​BOOKMARK:​cr110-4a>​110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically,​ it means an artifact, creature, enchantment,​ land, or planeswalker card.\\  +<​BOOKMARK:​cr110-4a>​110.4a The term “permanent card” is used to refer to a card that could be put onto the battlefield. Specifically,​ it means an artifact, battle, creature, enchantment,​ land, or planeswalker card.\\  
-110.4a “永久物牌”意指能被放进战场的牌。具体指神器、生物、结界、地或鹏洛客牌。+110.4a “永久物牌”意指能被放进战场的牌。具体指神器、战役、生物、结界、地或鹏洛客牌。
  
-<​BOOKMARK:​cr110-4b>​110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically,​ it means an artifact, creature, enchantment,​ or planeswalker spell.\\  +<​BOOKMARK:​cr110-4b>​110.4b The term “permanent spell” is used to refer to a spell that will enter the battlefield as a permanent as part of its resolution. Specifically,​ it means an artifact, battle, creature, enchantment,​ or planeswalker spell.\\  
-110.4b “永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、生物、结界或鹏洛客咒语。+110.4b “永久物咒语”意指作为结算的一部分将以永久物进入战场的咒语。具体指神器、战役、生物、结界或鹏洛客咒语。
  
 <​BOOKMARK:​cr110-4c>​110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.\\ ​ <​BOOKMARK:​cr110-4c>​110.4c If a permanent somehow loses all its permanent types, it remains on the battlefield. It’s still a permanent.\\ ​
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 Example: Dimir Doppelganger says “{1}{U}{B}:​ Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\\ ​ Example: Dimir Doppelganger says “{1}{U}{B}:​ Exile target creature card from a graveyard. Dimir Doppelganger becomes a copy of that card and gains this ability.” It becomes a copy of Jushi Apprentice, a flip card. Through use of Jushi Apprentice’s ability, this creature flips, making it a copy of Tomoya the Revealer with the Dimir Doppelganger ability. If this permanent then becomes a copy of Runeclaw Bear, it will retain its flipped status even though that has no relevance to Runeclaw Bear. If its copy ability is activated again, this time targeting a Nezumi Shortfang card (another flip card), this permanent’s flipped status means it will have the characteristics of Stabwhisker the Odious (the flipped version of Nezumi Shortfang) with the Dimir Doppelganger ability.\\ ​
-例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从任一坟墓场放逐。底密尔化妖成为该牌的复制,并获得此异能。”它成为学徒术士 (一张倒转牌)的复制。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制。如果此永久物之后成为符爪熊的复制,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人 (另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。+例如:底密尔化妖的异能为“{1}{U}{B}:将目标生物牌从任一坟墓场放逐。底密尔化妖成为该牌的复制,并获得此异能。”它成为学徒术士(一张倒转牌)的复制。藉由使用学徒术士的异能,让此生物倒转,使它成为具有底密尔化妖异能的示现师智也的复制。如果此永久物之后成为符爪熊的复制,它还会维持倒转的状态,虽然此状态和符爪熊无关。如果再次起动它的复制异能,这次目标短牙鼠人(另一张倒转牌),则此永久物的倒转状态表示其具有可憎的刺须(倒转后的短牙鼠人)的特征并具有底密尔化妖的异能。
  
 <​BOOKMARK:​cr110-5d>​110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\\ ​ <​BOOKMARK:​cr110-5d>​110.5d Only permanents have status. Cards not on the battlefield do not. Although an exiled card may be face down, this has no correlation to the face-down status of a permanent. Similarly, cards not on the battlefield are neither tapped nor untapped, regardless of their physical state.\\ ​
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 例如:翠玉法师具有异能“{2}{G}:派出一个1/​1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。 例如:翠玉法师具有异能“{2}{G}:派出一个1/​1绿色腐生物衍生生物。”其产生的衍生物没有法术力费用、超类别、规则叙述或者异能。
  
-<​BOOKMARK:​cr111-4>​111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s). ​A “Goblin Scout creature token,” for example, is named “Goblin Scout” and has the creature subtypes Goblin and Scout. ​Once a token is on the battlefield,​ changing its name doesn’t change its subtype, and vice versa.\\  +<​BOOKMARK:​cr111-4>​111.4. A spell or ability that creates a token sets both its name and its subtype(s). If the spell or ability doesn’t specify the name of the token, its name is the same as its subtype(s) ​plus the word “Token.” Once a token is on the battlefield,​ changing its name doesn’t change its subtype(s), and vice versa.\\  
-111.4. 派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称其副类别相同。例如,一个鬼怪/​斥候生物”的名称为“鬼怪斥候”,且它的生物副类别为鬼怪和斥候。一旦衍生物在战场,改变其名称不会改变其副类别,反之亦然。+111.4. 派出衍生物的咒语或异能设定其名称和副类别。如果该咒语或异能并未指明该衍生物的名称,则其名称其副类别加上“衍生物”一词。一旦衍生物在战场,改变其名称不会改变其副类别,反之亦然。
  
-<​BOOKMARK:​cr111-5>​111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield,​ the token is not created.\\  +Example: Dwarven Reinforcements is a sorcery that says, in part, “Create two 2/1 red Dwarf Berserker creature tokens.” The tokens created as it resolves are each named Dwarf Berserker Token and each have the creature types Dwarf and Berserker.\\  
-111.5. 如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或多个特征之永久物不能进入战场,则该衍生物没有被派出。+例如:矮人增援是法术,其部分叙述为“派出两个2/​1红色矮人/狂战士衍生生物。”其派出的每个衍生物名称均为“矮人狂战士衍生物”,且具有鬼怪和斥候两种生物类别。 
 + 
 +Example: Minsc, Beloved Ranger says, in part, “When Minsc, Beloved Ranger enters the battlefield,​ create Boo, a legendary 1/1 red Hamster creature token with trample and haste.” That token’s subtype is Hamster, but because Minsc specifies that the token’s name is Boo, neither “Hamster” nor “Token” are part of its name.\\  
 +例如:厚爱游侠明斯克的部分叙述为“当厚爱游侠明斯克进战场时,派出传奇衍生生物布布,其为1/​1红色,具践踏与敏捷异能的仓鼠。”该衍生物的副类别为仓鼠,但由于明斯克指明了该衍生物的名称为“布布”,“仓鼠”和“衍生物”均不是该衍生物名称的一部分。 
 + 
 +Example: Spitting Image is a sorcery that says, in part, “Create a token that’s a copy of target creature.” All of that token’s characteristics will match the copiable characteristics of the creature targeted by that spell. If Spitting Image targets Doomed Dissenter, a Human creature, the name of the token the spell creates will be Doomed Dissenter, not Human Token or Doomed Dissenter Token.\\  
 +例如:射影是法术,其部分叙述为“派出一个衍生物,此衍生物为目标生物之复制品。”该衍生物的所有特征将与成为该咒语的目标之生物的可复制特征值相同。如果射影指定注亡逆徒(一个人类生物)为目标,则该咒语派出的衍生物之名称将为“注亡逆徒”,而非“人类衍生物”或“注亡逆徒衍生物”。 
 + 
 +<​BOOKMARK:​cr111-5>​111.5. If a spell or ability would create a token, but a rule or effect states that a permanent with one or more of that token’s characteristics can’t enter the battlefield,​ the token is not created. Similarly, if an effect would create a token that is a copy of an instant or sorcery card, no token is created.\\  
 +111.5. 如果一个咒语或异能将派出衍生物,但某个规则或效应指明该具有衍生物的一个或多个特征之永久物不能进入战场,则该衍生物没有被派出。相似地,如果一个效应将派出一个为一张瞬间或法术牌复制的衍生物,则没有衍生物会被派出。
  
 <​BOOKMARK:​cr111-6>​111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\\ ​ <​BOOKMARK:​cr111-6>​111.6. A token is subject to anything that affects permanents in general or that affects the token’s card type or subtype. A token isn’t a card (even if represented by a card that has a Magic back or that came from a Magic booster pack).\\ ​
行 718: 行 752:
  
 <​BOOKMARK:​cr111-7>​111.7. A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)\\ ​ <​BOOKMARK:​cr111-7>​111.7. A token that’s in a zone other than the battlefield ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)\\ ​
-111.7. 在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则704。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。)+111.7. 在战场以外的其他区域的衍生物会消失。此为状态动作;参见规则[[cr:​7#​cr704|704]]。(注意如果一个衍生物改变区域,相对应的触发式异能将会在其消失前触发。)
  
 <​BOOKMARK:​cr111-8>​111.8. A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.\\ ​ <​BOOKMARK:​cr111-8>​111.8. A token that has left the battlefield can’t move to another zone or come back onto the battlefield. If such a token would change zones, it remains in its current zone instead. It ceases to exist the next time state-based actions are checked; see rule 704.\\ ​
-111.8. 衍生物离开战场后将不能以任何方式回到战场上。如果一个衍生物将回到战场,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则704。+111.8. 衍生物离开战场后将不能以任何方式回到战场上。如果一个衍生物将回到战场,它将改为留在当前的区域。它将在下一次检查状态动作时消失;参见规则[[cr:​7#​cr704|704]]
  
 <​BOOKMARK:​cr111-9>​111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\\ ​ <​BOOKMARK:​cr111-9>​111.9. Some effects instruct a player to create a legendary token. These may be written “create [name], a . . .” and list characteristics for the token. This is the same as an instruction to create a token with the listed characteristics that has the given name.\\ ​
行 727: 行 761:
  
 <​BOOKMARK:​cr111-10>​111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\\ ​ <​BOOKMARK:​cr111-10>​111.10. Some effects instruct a player to create a predefined token. These effects use the definition below to determine the characteristics the token is created with. The effect that creates a predefined token may also modify or add to the predefined characteristics.\\ ​
-111.10. 一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。+111.10. 一些效应指示牌手派出预定义衍生物。这些效应使用以下的定义来决定其派出时的特征。派出预定义衍生物之效应亦可能会修改预先定义的特征,或对其附加其他特征。
  
 <​BOOKMARK:​cr111-10a>​111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”\\ ​ <​BOOKMARK:​cr111-10a>​111.10a A Treasure token is a colorless Treasure artifact token with “{T}, Sacrifice this artifact: Add one mana of any color.”\\ ​
行 742: 行 776:
  
 <​BOOKMARK:​cr111-10e>​111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this enchantment:​ Scry 1, then draw a card.”\\ ​ <​BOOKMARK:​cr111-10e>​111.10e A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this enchantment:​ Scry 1, then draw a card.”\\ ​
-111.10e 碎片衍生物是具有“{2},牺牲此结界:占卜1,然后抓一张牌”的无色碎片衍生结界。+111.10e 碎片衍生物是具有“{2},牺牲此结界:占卜1,然后抓一张牌”的无色碎片衍生结界。
  
 <​BOOKMARK:​cr111-10f>​111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”\\ ​ <​BOOKMARK:​cr111-10f>​111.10f A Clue token is a colorless Clue artifact token with “{2}, Sacrifice this artifact: Draw a card.”\\ ​
 111.10f 线索衍生物是具有“{2},牺牲此神器:抓一张牌。”的无色线索衍生神器。 111.10f 线索衍生物是具有“{2},牺牲此神器:抓一张牌。”的无色线索衍生神器。
  
-<​BOOKMARK:​cr111-11>​111.11. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\\  +<​BOOKMARK:​cr111-10g>​111.10g A Blood token is a colorless Blood artifact token with “{1}, {T}, Discard a card, Sacrifice this artifact: Draw a card.”\\  
-111.11. 永久物咒语的复制于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。+111.10g 血滴衍生物是具有“{1},{T},弃一张牌,牺牲此神器:抓一张牌。”的无色血滴衍生神器。 
 + 
 +<​BOOKMARK:​cr111-10h>​111.10h A Powerstone token is a colorless Powerstone artifact token with “{T}: Add {C}. This mana can’t be spent to cast a nonartifact spell.”\\  
 +111.10h 魔力石衍生物是具有“{T}:加{C}。此法术力不能用来施放非神器咒语。”的无色魔力石衍生神器。 
 + 
 +<​BOOKMARK:​cr111-10i>​111.10i An Incubator token is a transforming double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this artifact.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.\\  
 +111.10i 抚育器衍生物是转化式双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此神器。”其背面是名为非瑞人衍生物的0/​0无色非瑞人神器生物。 
 + 
 +<​BOOKMARK:​cr111-10j>​111.10j A Cursed Role token is a colorless Aura Role enchantment token named Cursed with enchant creature and “Enchanted creature has base power and toughness 1/1.”\\  
 +111.10j 倒楣鬼角色衍生物是名为倒楣鬼,具有“结附于生物”与“所结附的生物的基础力量与防御力为1/​1。”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10k>​111.10k A Monster Role token is a colorless Aura Role enchantment token named Monster with enchant creature and “Enchanted creature gets +1/+1 and has trample.”\\  
 +111.10k 怪物角色衍生物是名为怪物,具有“结附于生物”与“所结附的生物得+1/​+1且具有践踏异能。”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10m>​111.10m A Royal Role token is a colorless Aura Role enchantment token named Royal with enchant creature and “Enchanted creature gets +1/+1 and has ward {1}.”\\  
 +111.10m 皇族角色衍生物是名为皇族,具有“结附于生物”与“所结附的生物得+1/​+1且具有守护{1}。”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10n>​111.10n A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”\\  
 +111.10n 术士角色衍生物是名为术士,具有“结附于生物”与“所结附的生物得+1/​+1且具有‘每当此生物攻击时,占卜1。’”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10p>​111.10p A Virtuous Role token is a colorless Aura Role enchantment token named Virtuous with enchant creature and “Enchanted creature gets +1/+1 for each enchantment you control.”\\  
 +111.10p 善人角色衍生物是名为善人,具有“结附于生物”与“你每操控一个结界,所结附的生物便得+1/​+1。”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10q>​111.10q A Wicked Role token is a colorless Aura Role enchantment token named Wicked with enchant creature, “Enchanted creature gets +1/+1,” and “When this Aura is put into a graveyard from the battlefield,​ each opponent loses 1 life.”\\  
 +111.10q 恶人角色衍生物是名为恶人,具有“结附于生物”、“所结附的生物得+1/​+1。”与“当此灵气从战场进入坟墓场时,每位对手各失去1点生命。”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10r>​111.10r A Young Hero Role token is a colorless Aura Role enchantment token named Young Hero with enchant creature and “Enchanted creature has ‘Whenever this creature attacks, if its toughness is 3 or less, put a +1/+1 counter on it.’”\\  
 +111.10r 青年英雄角色衍生物是名为青年英雄,具有“结附于生物”与“所结附的生物具有‘每当此生物攻击时,若它的防御力等于或小于3,则在其上放置一个+1/​+1指示物。’”的无色灵气/角色衍生结界。 
 + 
 +<​BOOKMARK:​cr111-10s>​111.10s A Map token is a colorless Map artifact token with “{1}, {T}, Sacrifice this artifact: Target creature you control explores. Activate only as a sorcery.” See rule 701.40, “Explore.”\\  
 +111.10s 地图衍生物是具有“{1},{T},牺牲此神器:令目标由你操控的生物勘察。只能于法术时机起动。”的无色地图衍生神器。参见规则[[cr:​7#​cr701-40|701.40]],“勘察”。 
 + 
 +<​BOOKMARK:​cr111-11>​111.11. If an effect instructs a player to create a token that is a copy of a nonexistent object, no token is created (see rule 707, “Copying Objects”). This does not apply to an effect that would use the last known information of an object.\\  
 +111.11. 如果一个效应令牌手派出一个衍生物且其为某不存在之物件的复制品,则不会有任何衍生物被派出(参见规则[[cr:​7#​cr707|707]],“复制物件”)。此规则不适用于使用某物件最后已知信息的效应。 
 + 
 +Example: Mimic Vat has a triggered ability whose effect gives you the option to exile a card and an activated ability that says “Create a token that’s a copy of a card exiled with Mimic Vat. It gains haste. Exile it at the beginning of the next end step.” If no card has been exiled with Mimic Vat’s triggered ability, no token is created.\\  
 +例如:拟态缸具有一个触发式异能,其效应允许你选择放逐一张牌,以及一个起动式异能,其叙述为“派出一个衍生物,此衍生物为任一以拟态缸放逐之牌的复制品。它获得敏捷异能。在下一个结束步骤开始时,将它放逐。”如果没有以拟态缸的触发式异能放逐任何牌,则其不会派出衍生物。 
 + 
 +<​BOOKMARK:​cr111-12>​111.12. A copy of a permanent spell becomes a token as it resolves. The token has the characteristics of the spell that became that token. The token is not “created” for the purposes of any replacement effects or triggered abilities that refer to creating a token.\\  
 +111.12. 永久物咒语的复制于其结算时成为一个衍生物。该衍生物具有成为该衍生物之咒语的特征。对于提及派出衍生物的替代性效应或触发式异能而言,该衍生物并非被“派出”。
  
 ===== 112. 咒语 Spells ===== ===== 112. 咒语 Spells =====
行 765: 行 838:
 <​BOOKMARK:​cr112-2>​112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\\ ​ <​BOOKMARK:​cr112-2>​112.2. A spell’s owner is the same as the owner of the card that represents it, unless it’s a copy. In that case, the owner of the spell is the player under whose control it was put on the stack. A spell’s controller is, by default, the player who put it on the stack. Every spell has a controller.\\ ​
 112.2. 一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。 112.2. 一个咒语的拥有者为代表该咒语之牌的拥有者,除非它为复制。这种情况下,操控该咒语进入堆叠的牌手为其拥有者。咒语的操控者在默认情况下是将它放进堆叠的牌手。每个咒语都有操控者。
 +
 +<​BOOKMARK:​cr112-2a>​112.2a Some effects instruct a player to create a copy of a card and say they may cast it. In that case, the owner of that copy is the player who is instructed to create it and given permission to cast it.\\ 
 +112.2a 一些效应指示牌手创造牌的复制品,且叙述该牌手可以施放之。这种情况下,该复制的拥有者是被指示创造该复制、并被给予许可以施放之的牌手。
  
 <​BOOKMARK:​cr112-3>​112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\\ ​ <​BOOKMARK:​cr112-3>​112.3. A noncopy spell’s characteristics are the same as those printed on its card, as modified by any continuous effects. See rule 613, “Interaction of Continuous Effects.”\\ ​
 112.3. 非复制的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。 112.3. 非复制的咒语的特征等同于印在其牌面上的特征,由持续性效应修改。参见规则[[cr:​6#​cr613|613]],“持续性效应的互动”。
  
-<​BOOKMARK:​cr112-4>​112.4. If an effect changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\\  +<​BOOKMARK:​cr112-4>​112.4. If an effect ​of a resolving spell or ability ​changes any characteristics of a permanent spell, the effect continues to apply to the permanent when the spell resolves. See rule 400.7.\\  
-112.4. 如果一个效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则[[cr:​4#​cr400-7|400.7]]。+112.4. 如果一个正在结算的咒语或异能的效应改变永久物咒语的任何特征,该效应在该咒语结算时依然生效。参见规则[[cr:​4#​cr400-7|400.7]]。
  
 Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.\\ ​ Example: If an effect changes a black creature spell to white, the creature is white when it enters the battlefield and remains white for the duration of the effect changing its color.\\ ​
行 818: 行 894:
 113.3b 起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则[[cr:​6#​cr602|602]],“起动起动式异能”。 113.3b 起动式异能具有费用和效应。其格式为“[费用]:[效应]。[起动限制(如果有的话)]”。牌手在具有优先权时可以起动此类异能。此后异能进入堆叠,直到被反击、结算或离开堆叠。参见规则[[cr:​6#​cr602|602]],“起动起动式异能”。
  
-<​BOOKMARK:​cr113-3c>​113.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],​” and  include (and usually begin with) the word “when,” “whenever,​” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”\\ ​+<​BOOKMARK:​cr113-3c>​113.3c Triggered abilities have a trigger condition and an effect. They are written as “[Trigger condition], [effect],​” and include (and usually begin with) the word “when,” “whenever,​” or “at.” Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it’s countered, it resolves, or it otherwise leaves the stack. See rule 603, “Handling Triggered Abilities.”\\ ​
 113.3c 触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则[[cr:​6#​cr603|603]],“处理触发式异能”。 113.3c 触发式异能具有触发条件和效应。其格式为“[触发条件],[效应]”,且由包括(并一般开头为)“当”、“每当”或“在”等词。每当其触发事件发生时,该异能在下一次有牌手将得到优先权时进入堆叠,直到被反击、结算或离开堆叠。参见规则[[cr:​6#​cr603|603]],“处理触发式异能”。
  
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 113.3d 静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则[[cr:​6#​cr604|604]],“处理静止式异能”。 113.3d 静止式异能为叙述。它们只是简单的发生。静止式异能创造持续性效应,且只要具有该异能的永久物在战场并保有该异能,或具有该异能的物件在所对应的区域,该异能便有效。参见规则[[cr:​6#​cr604|604]],“处理静止式异能”。
  
-<​BOOKMARK:​cr113-4>​113.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances,​ a player can activate mana abilities even if they don't have priority. See rule 605, “Mana Abilities.”\\ ​+<​BOOKMARK:​cr113-4>​113.4. Some activated abilities and some triggered abilities are mana abilities. Mana abilities follow special rules: They don’t use the stack, and, under certain circumstances,​ a player can activate mana abilities even if they dont have priority. See rule 605, “Mana Abilities.”\\ ​
 113.4. 一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则[[cr:​6#​cr605|605]],“法术力异能”。 113.4. 一些起动式异能和一些触发式异能为法术力异能。法术力异能遵循以下规则:它们不使用堆叠,且在一些特殊情况下牌手可以在没有优先权时起动法术力异能。参见规则[[cr:​6#​cr605|605]],“法术力异能”。
  
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 113.6f 一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。 113.6f 一个物件上限制或修改该物件在哪些区域可以被使用或施放的异能,在所有区域,即使游戏以外均运作。
  
-<​BOOKMARK:​cr113-6g>​113.6g An object’s ability that states it can’t be countered functions on the stack.\\  +<​BOOKMARK:​cr113-6g>​113.6g An object’s ability that states it can’t be countered ​or can’t be copied ​functions on the stack.\\  
-113.6g 一个物件叙述其不能被反击在堆叠上运作。+113.6g 一个物件叙述其不能被反击或不能被复制的异能在堆叠上运作。
  
 <​BOOKMARK:​cr113-6h>​113.6h An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.\\ ​ <​BOOKMARK:​cr113-6h>​113.6h An object’s ability that modifies how that particular object enters the battlefield functions as that object is entering the battlefield. See rule 614.12.\\ ​
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 Example: Absolver Thrull has the ability “When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\\ ​ Example: Absolver Thrull has the ability “When Absolver Thrull enters the battlefield or the creature it haunts dies, destroy target enchantment.” The first trigger condition functions from the battlefield and the second trigger condition functions from the exile zone. (See rule 702.55, “Haunt.”)\\ ​
-例如:赦罪索尔兽具有异能“ 当赦罪索尔兽进入战场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则[[cr:​7#​cr702-55|702.55]],“缠身”。)+例如:赦罪索尔兽具有异能“当赦罪索尔兽进入战场或它所缠身的生物死去时,消灭目标结界。”第一个触发条件会在战场上触发,而第二个触发条件则在放逐区运作。(参见规则[[cr:​7#​cr702-55|702.55]],“缠身”。)
  
 <​BOOKMARK:​cr113-6m>​113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\\ ​ <​BOOKMARK:​cr113-6m>​113.6m An ability whose cost or effect specifies that it moves the object it’s on out of a particular zone functions only in that zone, unless its trigger condition or a previous part of its cost or effect specifies that the object is put into that zone or, if the object is an Aura, that the object it enchants leaves the battlefield. The same is true if the effect of that ability creates a delayed triggered ability whose effect moves the object out of a particular zone.\\ ​
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 例如:重组骷髅妖的异能描述为“{1}{B}:将重组骷髅妖从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。 例如:重组骷髅妖的异能描述为“{1}{B}:将重组骷髅妖从你的坟墓场横置进战场。”牌手只有重组骷髅妖在其坟墓场的情况下才能起动此异能。
  
-<​BOOKMARK:​cr113-6n>​113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific ​Constructed ​format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url].\\  +<​BOOKMARK:​cr113-6n>​113.6n An ability that modifies the rules for deck construction functions before the game begins. Such an ability modifies not just the Comprehensive Rules, but also the Magic: The Gathering Tournament Rules and any other documents that set the deck construction rules for a specific format. However, such an ability can’t affect the format legality of a card, including whether it’s banned or restricted. The current Magic: The Gathering Tournament Rules can be found at WPN.Wizards.com/​en/​resources/​rules-documents.\\  
-113.6n 一个修改套牌构规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构赛制中套牌构的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在 [url]http://​WPN.Wizards.com/​en/​resources/​rules-document[/​url]找到。+113.6n 一个修改套牌构规则的异能在游戏开始前便已运作。此类异能不仅修改此完整规则,并且影响万智牌比赛规则以及规定构赛制中套牌构的其他文件。但此类异能不会影响一张牌在玩法中是否可以用,包括它是否被禁用或限用。当前的万智牌比赛规则可以在[url]http://​WPN.Wizards.com/​en/​resources/​rules-documents[/​url]找到。
  
 <​BOOKMARK:​cr113-6p>​113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”;​ rule 901, “Planechase”;​ rule 902, “Vanguard”;​ rule 904, “Archenemy”;​ and rule 905, “Conspiracy Draft.”\\ ​ <​BOOKMARK:​cr113-6p>​113.6p Abilities of emblems, plane cards, vanguard cards, scheme cards, and conspiracy cards function in the command zone. See rule 114, “Emblems”;​ rule 901, “Planechase”;​ rule 902, “Vanguard”;​ rule 904, “Archenemy”;​ and rule 905, “Conspiracy Draft.”\\ ​
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 <​BOOKMARK:​cr113-8>​113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​ <​BOOKMARK:​cr113-8>​113.8. The controller of an activated ability on the stack is the player who activated it. The controller of a triggered ability on the stack (other than a delayed triggered ability) is the player who controlled the ability’s source when it triggered, or, if it had no controller, the player who owned the ability’s source when it triggered. To determine the controller of a delayed triggered ability, see rules 603.7d–f.\\ ​
-113.8. 堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则[[cr:​6#​cr603-7d|603.7df]]。+113.8. 堆叠中起动式异能的操控者为起动该异能的牌手。堆叠中触发式异能的操控者(除延迟触发异能外)为当该异能触发时操控其来源的牌手,或者如果它没有操控者,则为当该异能触发时拥有其来源的牌手。确定延迟触发异能的操控者,参见规则[[cr:​6#​cr603-7d|603.7d-f]]。
  
 <​BOOKMARK:​cr113-9>​113.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.\\ ​ <​BOOKMARK:​cr113-9>​113.9. Activated and triggered abilities on the stack aren’t spells, and therefore can’t be countered by anything that counters only spells. Activated and triggered abilities on the stack can be countered by effects that specifically counter abilities. Static abilities don’t use the stack and thus can’t be countered at all.\\ ​
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 <​BOOKMARK:​cr113-10c>​113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.\\ ​ <​BOOKMARK:​cr113-10c>​113.10c If two or more effects add and remove the same ability, in general the most recent one prevails. See rule 613 for more information about the interaction of continuous effects.\\ ​
-113.10c 如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则[[cr:​6#​cr613|613]]。+113.10c 如果两个或以上效应添加和移除同一个异能,一般情况下以最近生效的一次为准。关于持续性效应的互动细节,参见规则[[cr:​6#​cr613|613]]。
  
-<​BOOKMARK:​cr113-11>​113.11 Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\\  +<​BOOKMARK:​cr113-11>​113.11Effects can stop an object from having a specified ability. These effects say that the object “can’t have” that ability. If the object has that ability, it loses it. It’s also impossible for an effect or keyword counter to add that ability to the object. If a resolving spell or ability creates a continuous effect that would add the specified ability to such an object, that part of that continuous effect does not apply; however, other parts of that continuous effect will still apply, and that resolving spell or ability can still create other continuous effects. Continuous effects created by static abilities that would add the specified ability won’t apply to that object.\\  
-113.11 效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。+113.11效应可以阻止物件具有某特定的异能。这些效应的叙述为该物件“不能具有”该异能。如果物件具有该异能,它失去之。也不可能有效应或关键字指示物给该物件赋予该异能。如果一个结算中的咒语或异能创造一个将赋予该物件该特定异能的持续性效应,该持续性效应赋予此异能的部分不会生效,但是该持续性效应的其他部分仍然会生效,且这个结算中的咒语或异能依然可以创造其他持续性效应。由静止式异能创造将赋予该物件该特定异能的持续性效应不对这个物件生效。
  
-<​BOOKMARK:​cr113-12>​113.12. An effect that sets an object’s characteristic,​ or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic. \\ +<​BOOKMARK:​cr113-12>​113.12. An effect that sets an object’s characteristic,​ or simply states a quality of that object, is different from an ability granted by an effect. When an object “gains” or “has” an ability, that ability can be removed by another effect. If an effect defines a characteristic of the object (“[permanent] is [characteristic value]”), it’s not granting an ability. (See rule 604.3.) Similarly, if an effect states a quality of that object (“[creature] can’t be blocked,” for example), it’s neither granting an ability nor setting a characteristic.\\ ​
 113.12. 一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则[[cr:​6#​cr604-3|604.3]]。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。 113.12. 一个设定物件特征或简单的列出该物件性质的效应,与赋予异能的效应不同。当一个物件“得到”或“具有”一个异能时,该异能可以被另一个效应移除。如果一个效应定义该物件的特征(“[永久物]是[特征]”),它将不是赋予异能。(参见规则[[cr:​6#​cr604-3|604.3]]。)类似的,如果一个效应注明了一个物件的性质(比如,“[生物]不可被阻挡”),这并非赋予异能或者设定一个特征。
  
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 114.2. 产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。 114.2. 产生徽记的效应格式为“[牌手]获得具有[异能]的徽记。”这代表该[牌手]将一个具有[异能]的徽记放进统帅区。此徽记由该牌手拥有和操控。
  
-<​BOOKMARK:​cr114-3>​114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, and no color.\\  +<​BOOKMARK:​cr114-3>​114.3. An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no types, no mana cost, and no color. Most emblems also have no name.\\  
-114.3. 除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有名称,没有类别,没有法术力费用,也没有颜色。+114.3. 除了创造该徽记之效应所定义的特征之外,它不具有其他特征。特别来说,徽记没有类别,没有法术力费用,也没有颜色。大部分徽记也没有名称
  
 <​BOOKMARK:​cr114-4>​114.4. Abilities of emblems function in the command zone.\\ ​ <​BOOKMARK:​cr114-4>​114.4. Abilities of emblems function in the command zone.\\ ​
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 <​BOOKMARK:​cr115-1e>​115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\\ ​ <​BOOKMARK:​cr115-1e>​115.1e Some keyword abilities, such as equip and modular, represent targeted activated or triggered abilities, and some keyword abilities, such as mutate, cause spells to have targets. In those cases, the phrase “target [something]” appears in the rule for that keyword ability rather than in the ability itself. (The keyword’s reminder text will often contain the word “target.”) See rule 702, “Keyword Abilities.”\\ ​
-115.1e 一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则中出现“目标[对象]”的叙述,而非出现在异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则[[cr:​7#​cr702|702]],“关键字异能”。+115.1e 一些关键字异能,例如佩带和套件,代表了具有目标的起动式或触发式异能;还有一些关键字异能,例如合变,会使咒语具有目标。在这些情况下,该关键字异能的规则叙述中出现描述“目标[对象]”,而不是异能本身。(该关键字异能的规则提示经常会包含“目标”一词。)参见规则[[cr:​7#​cr702|702]],“关键字异能”。
  
 <​BOOKMARK:​cr115-2>​115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield,​ such as a spell or ability. See also rule 115.4.\\ ​ <​BOOKMARK:​cr115-2>​115.2. Only permanents are legal targets for spells and abilities, unless a spell or ability (a) specifies that it can target an object in another zone or a player, or (b) targets an object that can’t exist on the battlefield,​ such as a spell or ability. See also rule 115.4.\\ ​
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 <​BOOKMARK:​cr115-3>​115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).\\ ​ <​BOOKMARK:​cr115-3>​115.3. The same target can’t be chosen multiple times for any one instance of the word “target” on a spell or ability. If the spell or ability uses the word “target” in multiple places, the same object or player can be chosen once for each instance of the word “target” (as long as it fits the targeting criteria). This rule applies both when choosing targets for a spell or ability and when changing targets or choosing new targets for a spell or ability (see rule 115.7).\\ ​
-115.3. 咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则[[cr:​1#​cr115-7|115.7]])。+115.3. 咒语或异能上的每个“目标”一词不能重复多次选择同一个目标。如果咒语或异能上有多处“目标”一词,则同一个物件或牌手可以被每个“目标”一词选择一次(只要该目标符合标准)。此规则在为咒语或异能选择目标,以及在为咒语或异能改变或选择新的目标时都生效(参见规则[[cr:​1#​cr115-6|115.6]])。
  
-<​BOOKMARK:​cr115-4>​115.4. Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, ​or planeswalkers. Other game objects, such as noncreature artifacts or spells, can’t be chosen.\\  +<​BOOKMARK:​cr115-4>​115.4. Some spells and abilities that refer to damage require “any target,” “another target,” “two targets,” or similar rather than “target [something].” These targets may be creatures, players, planeswalkers, or battles. Other game objects, such as noncreature artifacts or spells, can’t be chosen.\\  
-115.4. 一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手鹏洛客。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。+115.4. 一些提及伤害的咒语或异能需要“任意一个目标”、“另一个目标”、“两个目标”等类似叙述,而非“目标[某事物]”。这些目标可以是生物、牌手鹏洛客或战役。其他游戏物件,例如非生物的神器或咒语等,不能被选为目标。
  
 <​BOOKMARK:​cr115-5>​115.5. A spell or ability on the stack is an illegal target for itself.\\ ​ <​BOOKMARK:​cr115-5>​115.5. A spell or ability on the stack is an illegal target for itself.\\ ​
行 1003: 行 1079:
 115.9. 一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。 115.9. 一些物件会检查另一个咒语或异能的目标。依据其用词,它们可能会检查当前目标的情况、被选择时的目标情况,或者两者都有。
  
-<​BOOKMARK:​cr115-9a>​115.9a An object that looks for a “[spell or ability] with a single target” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same objects ​or players ​became a target more than once, each of those instances is counted separately.\\  +<​BOOKMARK:​cr115-9a>​115.9a An object that looks for a “[spell or ability] with [number of] targets” checks the number of times any object or player was chosen as the target of that spell or ability when it was put on the stack, not the number of its targets that are currently legal. If the same object ​or player ​became a target more than once, each of those instances is counted separately.\\  
-115.9a 一个需要“单一目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。+115.9a 一个需要“[指定个数]目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,任一物件或牌手被选为其目标的次数,而不是其当前依然合法目标的数量。如果同一个物件或牌手不止一次成为目标,每次单独计算。
  
 <​BOOKMARK:​cr115-9b>​115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.\\ ​ <​BOOKMARK:​cr115-9b>​115.9b An object that looks for a “[spell or ability] that targets [something]” checks the current state of that spell or ability’s targets. If an object it targets is still in the zone it’s expected to be in or a player it targets is still in the game, that target’s current information is used, even if it’s not currently legal for that spell or ability. If an object it targets is no longer in the zone it’s expected to be in or a player it targets is no longer in the game, that target is ignored; its last known information is not used.\\ ​
行 1010: 行 1086:
  
 <​BOOKMARK:​cr115-9c>​115.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.\\ ​ <​BOOKMARK:​cr115-9c>​115.9c An object that looks for a “[spell or ability] that targets only [something]” checks the number of different objects or players that were chosen as targets of that spell or ability when it was put on the stack (as modified by effects that changed those targets), not the number of those objects or players that are currently legal targets. If that number is one (even if the spell or ability targets that object or player multiple times), the current state of that spell or ability’s target is checked as described in rule 115.9b.\\ ​
-115.9c 一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则[[cr:​1#​cr115-9b|115.9b]]检查。+115.9c 一个需要“以[对象]为目标的[咒语或异能]”的物件检查该咒语或异能进入堆叠的时候,不同物件或牌手被选为其目标的数量(经过效应修改之后的目标状态),而不是其当前依然合法目标的数量。如果该数量为1(即使该咒语或异能多次指定该物件或牌手为目标),该咒语或异能目标的状态按照规则[[cr:​1#​cr115-9b|115.9b]]检查。
  
-<​BOOKMARK:​cr115-9>115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”\\ ​+<​BOOKMARK:​cr115-10>115.10. Spells and abilities can affect objects and players they don’t target. In general, those objects and players aren’t chosen until the spell or ability resolves. See rule 608, “Resolving Spells and Abilities.”\\ ​
 115.10. 咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则[[cr:​6#​cr608|608]],“结算咒语和异能”。 115.10. 咒语和异能可以影响不是其目标的物件和牌手。一般情况下,这些物件和牌手直到咒语或异能结算时才选择。参见规则[[cr:​6#​cr608|608]],“结算咒语和异能”。
  
行 1020: 行 1096:
 <​BOOKMARK:​cr115-10b>​115.10b In particular, the word “you” in an object’s text doesn’t indicate a target.\\ ​ <​BOOKMARK:​cr115-10b>​115.10b In particular, the word “you” in an object’s text doesn’t indicate a target.\\ ​
 115.10b 一个物件的叙述中出现的“你”并不是目标。 115.10b 一个物件的叙述中出现的“你”并不是目标。
 +
 ===== 116. 特殊动作 Special Actions ===== ===== 116. 特殊动作 Special Actions =====
 <​BOOKMARK:​cr116>​116. Special Actions\\ ​ <​BOOKMARK:​cr116>​116. Special Actions\\ ​
行 1062: 行 1139:
 <​BOOKMARK:​cr116-3>​116.3. If a player takes a special action, that player receives priority afterward.\\ ​ <​BOOKMARK:​cr116-3>​116.3. If a player takes a special action, that player receives priority afterward.\\ ​
 116.3. 如果牌手执行特殊动作,该牌手在此之后重新得到优先权。 116.3. 如果牌手执行特殊动作,该牌手在此之后重新得到优先权。
 +
 ===== 117. 时机和优先权 Timing and Priority ===== ===== 117. 时机和优先权 Timing and Priority =====
 <​BOOKMARK:​cr117>​117. Timing and Priority\\ ​ <​BOOKMARK:​cr117>​117. Timing and Priority\\ ​
行 1134: 行 1212:
  
 <​BOOKMARK:​cr118-2>​118.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.\\ ​ <​BOOKMARK:​cr118-2>​118.2. If a cost includes a mana payment, the player paying the cost has a chance to activate mana abilities. Paying the cost to cast a spell or activate an activated ability follows the steps in rules 601.2f–h.\\ ​
-118.2. 如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则[[cr:​6#​cr601-2f-h|601.2f-h]]中的步骤。+118.2. 如果费用包含法术力花费,支付费用的牌手将有机会起动法术力异能。支付施放咒语或起动起动式异能的费用遵循规则[[cr:​6#​cr601-2f|601.2f-h]]中的步骤。
  
 <​BOOKMARK:​cr118-3>​118.3. A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”\\ ​ <​BOOKMARK:​cr118-3>​118.3. A player can’t pay a cost without having the necessary resources to pay it fully. For example, a player with only 1 life can’t pay a cost of 2 life, and a permanent that’s already tapped can’t be tapped to pay a cost. See rule 202, “Mana Cost and Color,” and rule 602, “Activating Activated Abilities.”\\ ​
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 118.3b 支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。) 118.3b 支付生命通过将指定数量的生命从牌手的总生命中减去完成。(牌手总可以支付0点生命。)
  
-<​BOOKMARK:​cr118-3c>​118.3c Activating mana abilities is not mandatory, even if paying a cost is. \\ +<​BOOKMARK:​cr118-3c>​118.3c Activating mana abilities is not mandatory, even if paying a cost is.\\ 
 118.3c 起动法术力异能并不是必须的,即使支付费用是必须的。 118.3c 起动法术力异能并不是必须的,即使支付费用是必须的。
  
-Example: A player controls Lodestone Golem, which says “Nonartifact spells cost {1} more to cast.” Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in their mana pool, but the player isn’t forced to activate a mana ability to produce that mana. If they don't, the card simply remains exiled.\\ ​+Example: A player controls Lodestone Golem, which says “Nonartifact spells cost {1} more to cast.” Another player removes the last time counter from a suspended sorcery card. That player must cast that spell if able, but doing so costs {1}. The player is forced to pay that cost if enough mana is in their mana pool, but the player isn’t forced to activate a mana ability to produce that mana. If they dont, the card simply remains exiled.\\ ​
 例如:一位牌手操控磁石魔像,它具有异能“非神器咒语增加{1}来施放。”另一位牌手从其延缓的法术牌上移去最后一个计时指示物。该牌手若能施放该咒语,则必须施放,但如此作需要支付{1}。如果该牌手的法术力池中有足够的法术力,他将被强制支付该费用,但该牌手不会因此被强制起动法术力异能来产生此法术力。如果他不如此作,该法术牌将留在放逐区。 例如:一位牌手操控磁石魔像,它具有异能“非神器咒语增加{1}来施放。”另一位牌手从其延缓的法术牌上移去最后一个计时指示物。该牌手若能施放该咒语,则必须施放,但如此作需要支付{1}。如果该牌手的法术力池中有足够的法术力,他将被强制支付该费用,但该牌手不会因此被强制起动法术力异能来产生此法术力。如果他不如此作,该法术牌将留在放逐区。
  
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 Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.\\ ​ Example: A player controls Psychic Vortex, an enchantment with a cumulative upkeep cost of “Draw a card,” and Obstinate Familiar, a creature that says “If you would draw a card, you may skip that draw instead.” The player may decide to pay Psychic Vortex’s cumulative upkeep cost and then draw no cards instead of drawing the appropriate amount. The cumulative upkeep cost has still been paid.\\ ​
-例如:某牌手操控Psychic Vortex,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付Psychic Vortex的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。+例如:某牌手操控精神漩涡,一个累积维持为“抓一张牌”的结界,以及顽强佣兽,一个具有“如果你将抓一张牌,你可以改为略过该抓牌”的生物。该牌手可以选择支付精神漩涡的累积维持费用,然后将抓该数量的牌改为不抓牌。该累积费用依然被支付了。
  
 <​BOOKMARK:​cr118-12>​118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\\ ​ <​BOOKMARK:​cr118-12>​118.12. Some spells, activated abilities, and triggered abilities read, “[Do something]. If [a player] [does, doesn’t, or can’t], [effect].” Or “[A player] may [do something]. If [that player] [does, doesn’t, or can’t], [effect].” The action [do something] is a cost, paid when the spell or ability resolves. The “If [a player] [does, doesn’t, or can’t]” clause checks whether the player chose to pay an optional cost or started to pay a mandatory cost, regardless of what events actually occurred.\\ ​
-118.12. 一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。+118.12. 一些咒语、起动式异能以及触发式异能为,“[作某件事]。如果[有牌手][作、不作、或无法如此作],[效应]。”或“[有牌手]可以[作某件事]。如果[该牌手][作、不作或无法如此作],[效应]。”[作某件事]的动作为费用,在咒语或异能结算时支付。“如果[某牌手][作、不作或无法如此作]”部分检查牌手是否选择支付一个可选费用,或开始支付一个强制费用,无论哪个事件实际发生。
  
 Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\\ ​ Example: You control Standstill, an enchantment that says “When a player casts a spell, sacrifice Standstill. If you do, each of that player’s opponents draws three cards.” A spell is cast, causing Standstill’s ability to trigger. Then an ability is activated that exiles Standstill. When Standstill’s ability resolves, you’re unable to pay the “sacrifice Standstill” cost. No player will draw cards.\\ ​
行 1238: 行 1316:
 例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进战场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当原质变形兽翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将原质变形兽移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。 例如:你的对手施放收集样本,其叙述为“本回合中,如果某生物将在对手的操控下进战场,则它改为在你的操控下进战场。”。你操控牌面朝下的原质变形兽,该生物有变身且叙述为“当原质变形兽翻回正面时,你可以从你手上将一张具有变身异能的生物牌以牌面朝上的方式放置进战场。如果你如此作,将原质变形兽移回其拥有者的手上。”你将原质变形兽翻回正面,且选择将一个具有变身异能的生物牌从你手上放进战场。由于收集样本,该生物改为在你对手操控下进战场。然而,由于你选择了支付费用,原质变形兽将会回到其拥有者的手上。
  
-<​BOOKMARK:​cr118-12a>​118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].” \\ +<​BOOKMARK:​cr118-12a>​118.12a Some spells, activated abilities, and triggered abilities read, “[Do something] unless [a player does something else].” This means the same thing as “[A player may do something else]. If [that player doesn’t], [do something].”\\ ​
 118.12a 一些咒语、起动式异能以及触发式异能为,“[作某件事]除非[一位牌手作另一件事]”。这与“[一位牌手可以作另一件事]。如果[该牌手不如此作],则[作某件事]。”的意义相同。 118.12a 一些咒语、起动式异能以及触发式异能为,“[作某件事]除非[一位牌手作另一件事]”。这与“[一位牌手可以作另一件事]。如果[该牌手不如此作],则[作某件事]。”的意义相同。
  
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 <​BOOKMARK:​cr118-13c>​118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.\\ ​ <​BOOKMARK:​cr118-13c>​118.13c If the cost associated with a special action contains a mana symbol that can be paid in multiple ways, the player taking the special action chooses how to pay for that symbol immediately before they pay that cost.\\ ​
 118.13c 如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。 118.13c 如果一个与特殊动作相关联的费用包含可以用多种方式支付的法术力符号,则执行该特殊动作的牌手在紧接着支付该费用之前,先选择如何支付该符号。
 +
 +<​BOOKMARK:​cr118-14>​118.14. Some effects say that “mana of any type can be spent” to pay a cost. This means that players may spend mana as though it were colorless mana or mana of any color to pay that cost. If that effect also gives a player permission to cast spells, this applies only to mana that player spends to cast spells that way. See rule 609.4b.\\ ​
 +118.14. 一些效应叙述“能用任意种类的法术力”来支付费用。这意味着牌手可以将法术力视同无色法术力或任意颜色的法术力来支付此费用。如果该效应还允许牌手施放咒语,则其只对以此法施放咒语时支付的法术力生效。参见规则[[cr:​6#​cr609-4b|609.4b]]。
  
 ===== 119. 生命 Life ===== ===== 119. 生命 Life =====
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 119.1d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则[[cr:​9#​cr903-12|903.12]],“争锋模式”。 119.1d 在双人争锋游戏中,每位牌手的起始总生命为25。在多人争锋游戏中,每位牌手的起始总生命为30。参见规则[[cr:​9#​cr903-12|903.12]],“争锋模式”。
  
-<​BOOKMARK:​cr119-1e>​119.1e In an Archenemy game, the archenemy’s ​ starting life total is 40. See rule 904, “Archenemy.”\\ ​+<​BOOKMARK:​cr119-1e>​119.1e In an Archenemy game, the archenemy’s starting life total is 40. See rule 904, “Archenemy.”\\ ​
 119.1e 在魔王游戏中,魔王的起始总生命为40。参见规则[[cr:​9#​cr904|904]],“魔王”。 119.1e 在魔王游戏中,魔王的起始总生命为40。参见规则[[cr:​9#​cr904|904]],“魔王”。
  
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 120. 伤害 120. 伤害
  
-<​BOOKMARK:​cr120-1>​120.1. Objects can deal damage to creatures, planeswalkers,​ and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.\\  +<​BOOKMARK:​cr120-1>​120.1. Objects can deal damage to battles, ​creatures, planeswalkers,​ and players. This is generally detrimental to the object or player that receives that damage. An object that deals damage is the source of that damage.\\  
-120.1. 物件可以对生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。+120.1. 物件可以对战役、生物、鹏洛客以及牌手造成伤害。这通常是对受到伤害的物件或牌手不利的。造成伤害的物件是该伤害的来源。
  
-<​BOOKMARK:​cr120-1a>​120.1a Damage can’t be dealt to an object that’s ​neither ​a creature ​nor a planeswalker.\\  +<​BOOKMARK:​cr120-1a>​120.1a Damage can’t be dealt to an object that’s ​not a battle, ​a creature, or a planeswalker.\\  
-120.1a 伤害不能对生物鹏洛客以外的物件造成。+120.1a 伤害不能对战役、生物鹏洛客以外的物件造成。
  
 <​BOOKMARK:​cr120-2>​120.2. Any object can deal damage.\\ ​ <​BOOKMARK:​cr120-2>​120.2. Any object can deal damage.\\ ​
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 <​BOOKMARK:​cr120-3f>​120.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.\\ ​ <​BOOKMARK:​cr120-3f>​120.3f Damage dealt by a source with lifelink causes that source’s controller to gain that much life, in addition to the damage’s other results.\\ ​
-120.3f 具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,该来源的操控者得到等量的生命。+120.3f 具有系命的来源对物件或牌手造成伤害,除了该伤害的其他效果以外,还会导致该来源的操控者得到等量的生命。 
 + 
 +<​BOOKMARK:​cr120-3g>​120.3g Combat damage dealt to a player by a creature with toxic causes that creature’s controller to give the player a number of poison counters equal to that creature’s total toxic value, in addition to the damage’s other results. See rule 702.164, “Toxic.”\\  
 +120.3g 具下毒异能的生物对牌手造成的战斗伤害,除了该伤害的其他效果以外,还会导致该生物的操控者给予受到伤害的牌手若干中毒指示物,其数量等同于该生物的总下毒值。参见规则[[cr:​7#​cr702-164|702.164]],“下毒”。 
 + 
 +<​BOOKMARK:​cr120-3h>​120.3h Damage dealt to a battle causes that many defense counters to be removed from that battle.\\  
 +120.3h 对战役造成的伤害会导致该战役移去等量的布防指示物
  
 <​BOOKMARK:​cr120-4>​120.4. Damage is processed in a four-part sequence.\\ ​ <​BOOKMARK:​cr120-4>​120.4. Damage is processed in a four-part sequence.\\ ​
 120.4. 处理伤害需要依次经历四部分。 120.4. 处理伤害需要依次经历四部分。
  
-<​BOOKMARK:​cr120-4a>​120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker,​ the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is both a creature ​and a planeswalker,​ the excess damage is the greater ​of those two amounts.\\  +<​BOOKMARK:​cr120-4a>​120.4a First, if an effect that’s causing damage to be dealt states that excess damage that would be dealt to a permanent is dealt to another permanent or player instead, the damage event is modified accordingly. If the first permanent is a creature, the excess damage is the amount of damage in excess of what would be lethal damage, taking into account damage already marked on the creature and damage from other sources that would be dealt at the same time. (See rule 120.6.) Any amount of damage greater than 1 is excess damage if the source dealing that damage to a creature has deathtouch. (See rule 702.2.) If the first permanent is a planeswalker,​ the excess damage is the amount of damage in excess of that planeswalker’s loyalty, taking into account damage from other sources that would be dealt at the same time. If the first permanent is a battle, the excess damage is the amount of damage in excess of that battle’s defense, taking into account damage from other sources that would be dealt at the same time. If the first permanent has multiple card types from among the list of creatureplaneswalker, and battle, the excess damage is the greatest ​of the calculated ​amounts ​for each of the card types it has.\\  
-120.4a 首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则[[cr:​1#​cr120-6|120.6]]。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则[[cr:​7#​cr702-2|702.2]]。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时生物鹏洛客,过量伤害是这两个数值中的较大者。+120.4a 首先,如果一个导致伤害将会造成的效应叙述对一个永久物造成的过量伤害改为对另一个物件或牌手造成,该伤害事件将会被按此方式修正。如果前者永久物是生物,过量伤害指该伤害中超过致命伤害的部分,并同时计算该生物上已标记的伤害,以及与此同时将造成之来自其他来源的伤害。(参见规则[[cr:​1#​cr120-6|120.6]]。)如果对生物造成伤害的来源具有死触,则该伤害中超过1点的部分均为过量伤害。(参见规则[[cr:​7#​cr702-2|702.2]]。)如果前者永久物是鹏洛客,过量伤害指该伤害中超过该鹏洛客忠诚的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物是战役,过量伤害指该伤害中超过该战役布防的部分,并同时计算与此同时将造成之来自其他来源的伤害。如果前者永久物同时为生物鹏洛客及战役中的多种类别,过量伤害是其每牌类别各计算所得的数值间之最大者。
  
 <​BOOKMARK:​cr120-4b>​120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\\ ​ <​BOOKMARK:​cr120-4b>​120.4b Second, damage is dealt, as modified by replacement and prevention effects that interact with damage. (See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”) Abilities that trigger when damage is dealt trigger now and wait to be put on the stack.\\ ​
-120.4b ​ 其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则[[cr:​6#​cr614|614]],“替代性效应”和规则[[cr:​6#​cr615|615]],“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。+120.4b 其次,伤害造成,并且与伤害有关的替代性效应和防止性效应会影响该伤害。(参见规则[[cr:​6#​cr614|614]],“替代性效应”和规则[[cr:​6#​cr615|615]],“防止性效应”。)当伤害造成时触发的异能此时触发,等待进入堆叠。
  
 <​BOOKMARK:​cr120-4c>​120.4c Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).\\ ​ <​BOOKMARK:​cr120-4c>​120.4c Third, damage that’s been dealt is processed into its results, as modified by replacement effects that interact with those results (such as life loss or counters).\\ ​
-120.4c 再次,造成的伤害变换为其结果,并且与结果有关的替代性效应和防止性效应会影响该结果。(例如失去生命或获得指示物。)+120.4c 再次,造成的伤害变换为其结果,并且与结果有关的替代性效应会影响该结果。(例如失去生命或获得指示物。)
  
 <​BOOKMARK:​cr120-4d>​120.4d Finally, the damage event occurs.\\ ​ <​BOOKMARK:​cr120-4d>​120.4d Finally, the damage event occurs.\\ ​
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 例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/​5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。 例如:防御牌手操控一个生物和崇拜,一个具有“若你操控任何生物,则将使你的总生命减至1以下的伤害,改为减少至1。”的结界。该牌手的总生命为2,且被两个不可被阻挡的5/​5生物攻击。该牌手施放一击之威,其叙述“防止目标生物在本回合中下一次将造成的伤害。你获得与以此法所防止的伤害等量的生命”,目标其中一个攻击生物。伤害事件以[对防御牌手造成10点伤害]开始。一击之威的效应生效,伤害事件变成[对防御牌手造成5点伤害,防御牌手获得5点生命]。然后变换成结果,伤害事件变成[防御牌手失去5点生命,防御牌手获得5点生命]。崇拜的效应检查伤害事件未将牌手的总生命减少到1以下,所以它将不会生效。然后伤害事件发生。
  
-<​BOOKMARK:​cr120-5>​120.5. Damage dealt to a creature ​or planeswalker doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature ​or planeswalker, ​or otherwise put it into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.\\  +<​BOOKMARK:​cr120-5>​120.5. Damage dealt to a creatureplaneswalker, or battle ​doesn’t destroy it. Likewise, the source of that damage doesn’t destroy it. Rather, state-based actions may destroy a creature or otherwise put a permanent ​into its owner’s graveyard, due to the results of the damage dealt to that permanent. See rule 704.\\  
-120.5. 对生物鹏洛客造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭或者放进其拥有者的坟墓场。参见规则[[cr:​7#​cr704|704]]。+120.5. 对生物鹏洛客或战役造成的伤害不会将其消灭。同样的,伤害的来源不会将其消灭。由于永久物受到伤害的结果,状态动作可能将消灭生物或者将永久物置入其拥有者的坟墓场。参见规则[[cr:​7#​cr704|704]]。
  
 Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.\\ ​ Example: A player casts Lightning Bolt, an instant that says “Lightning Bolt deals 3 damage to any target,” targeting a 2/2 creature. After Lightning Bolt deals 3 damage to that creature, the creature is destroyed as a state-based action. Neither Lightning Bolt nor the damage dealt by Lightning Bolt destroyed that creature.\\ ​
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 120.9. 如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。 120.9. 如果一个触发式异能因一个或一组特定的来源造成伤害而触发,且该效应提及“造成伤害”,该异能仅提及该特定来源所造成的伤害,而非其他来源与其同一时间造成的任何伤害。
  
-<​BOOKMARK:​cr120-10>​120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If a permanent is both a creature ​and a planeswalker,​ the excess damage dealt to that permanent is the greater ​of those two amounts.\\  +<​BOOKMARK:​cr120-10>​120.10. Some triggered abilities check whether a permanent has been dealt excess damage. These abilities check after the permanent has been dealt damage by one or more sources. If those sources together dealt an amount of damage to a creature greater than lethal damage, excess damage equal to the difference was dealt to that creature. If those sources together dealt an amount of damage to a planeswalker greater than that planeswalker’s loyalty before the damage was dealt, excess damage equal to the difference was dealt to that planeswalker. If those sources together dealt an amount of damage to battle greater than that battle’s defense before the damage was dealt, excess damage equal to the difference was dealt to that battle. If permanent has multiple card types from among the list of creatureplaneswalker, and battle, the excess damage dealt to that permanent is the greatest ​of the calculated ​amounts ​for each of the card types it has.\\  
-120.10. 一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或多个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果该永久物同时生物鹏洛客,对该永久物造成的过量伤害是这两个数值中的较大者。+120.10. 一些触发式异能检查永久物是否被造成了过量伤害。这些异能在该永久物被一个或多个来源造成伤害之后检查。如果这些来源共同对一个生物造成超过致命伤害数量的伤害,对该生物造成的过量伤害等同于该伤害与致命伤害的差值。如果这些来源共同对一个鹏洛客造成超过该伤害造成之前该鹏洛客忠诚的伤害,对该鹏洛客造成的过量伤害等同于该伤害与该忠诚的差值。如果这些来源共同对一个战役造成超过该伤害造成之前该战役布防的伤害,对该战役造成的过量伤害等同于该伤害与该布防的差值。如果该永久物同时生物鹏洛客及战役中的多种类别,对该永久物造成的过量伤害是其每牌类别各计算所得的数值间之最大者。
  
 ===== 121. 抓牌 Drawing a Card ===== ===== 121. 抓牌 Drawing a Card =====
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 121.2. 牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。 121.2. 牌每次只能抓一张。如果要求牌手抓数张牌,该牌手执行该数量的单独抓牌动作。
  
-<​BOOKMARK:​cr121-2a>​121.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1f.\\  +<​BOOKMARK:​cr121-2a>​121.2a An instruction to draw multiple cards can be modified by replacement effects that refer to the number of cards drawn. This modification occurs before considering any of the individual card draws. See rule 616.1g.\\  
-121.2a 抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则[[cr:​6#​cr616-1f|616.1f]]。+121.2a 抓多张牌的指示可以被提及所抓之牌数量的替代性效应改变。此类改变先于任何单独抓牌之前发生。参见规则[[cr:​6#​cr616-1g|616.1g]]。
  
 <​BOOKMARK:​cr121-2b>​121.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.\\ ​ <​BOOKMARK:​cr121-2b>​121.2b Some effects say that a player can’t draw more than one card each turn. Such an effect applies to individual card draws. Instructions to draw multiple cards may still be partially carried out. However, if an effect offers the player a choice to draw multiple cards, the affected player can’t choose to do so. Similarly, the player can’t pay a cost that includes drawing multiple cards.\\ ​
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 121.2c 如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。 121.2c 如果多位牌手被指示抓牌,主动牌手首先进行其所有抓牌,然后其他所有牌手按顺序以同样的方式完成抓牌。
  
-<​BOOKMARK:​cr121-2d>​121.2d If a rule or effect instructs ​more than one player to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\\ ​+<​BOOKMARK:​cr121-2d>​121.2d If more than one player ​is instructed ​to draw cards in a game that’s using the shared team turns option (such as a Two-Headed Giant game), first each player on the active team, in whatever order that team likes, performs their draws, then each player on each nonactive team in turn order does the same.\\ ​
 121.2d 在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。 121.2d 在使用队伍共享回合模式的多人游戏中(例如双头巨人游戏),如果多位牌手被指示抓牌,主动队伍的牌手以任意顺序进行其所有抓牌,然后每个非主动队伍按回合顺序以同样的方式完成抓牌。
  
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 <​BOOKMARK:​cr121-7>​121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.\\ ​ <​BOOKMARK:​cr121-7>​121.7. Some replacement effects and prevention effects result in one or more card draws. In such a case, if there are any parts of the original event that haven’t been replaced, those parts occur first, then the card draws happen one at a time.\\ ​
-121.7. 一些替代性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。+121.7. 一些替代性效应和防止性效应会导致抓一张或数张牌。在这种情况下,如果原有事件中有未被替代的部分,这些部分首先发生,然后抓牌逐步发生。
  
-<​BOOKMARK:​cr121-8>​121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 725, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.\\  +<​BOOKMARK:​cr121-8>​121.8. If a spell or ability causes a card to be drawn while another spell is being cast, the drawn card is kept face down until that spell becomes cast (see rule 601.2i) or until the casting process is reversed (see rule 728, “Handling Illegal Actions”). The same is true with relation to another ability being activated. If an effect allows or instructs a player to reveal the card as it’s being drawn, it’s revealed after the spell becomes cast or the ability becomes activated. While face down, the drawn card is considered to have no characteristics and can’t be used to pay any part of the cost of the spell or ability that would require the card to have specific characteristics.\\  
-121.8. 如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则[[cr:​6#​cr601-2i|601.2i]]),或施放流程被倒退(参见规则[[cr:​7#​cr725|725]],“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。+121.8. 如果一个咒语或异能让牌手在其他咒语被施放的过程中抓牌,则被抓起的牌直到该咒语完成施放(参见规则[[cr:​6#​cr601-2i|601.2i]]),或施放流程被倒退(参见规则[[cr:​7#​cr728|728]],“处理非法动作”)之前都要保持牌面朝下放置。在起动异能的过程中用同样的方式处理。如果一个效应允许或要求牌手于抓牌时展示抓到的牌,该牌在咒语成为施放或异能成为起动之后展示。在牌面朝下的过程中,这张抓到的牌被视为不具有任何特征,且如果某个咒语或异能费用的任一部分需要一张具有特定特征的牌,该牌亦不能用于支付该部分的费用。
  
 <​BOOKMARK:​cr121-9>​121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\\  <​BOOKMARK:​cr121-9>​121.9. If an effect gives a player the option to reveal a card as they draw it, that player may look at that card as they draw it before choosing whether to reveal it.\\ 
 121.9. 如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。 121.9. 如果一个效应赋予牌手于抓牌时展示该牌的选项,该牌手可以于抓起该牌时先检视之,然后再选择是否展示之。
 +
 ===== 122. 指示物 Counters ===== ===== 122. 指示物 Counters =====
 <​BOOKMARK:​cr122>​122. Counters\\ ​ <​BOOKMARK:​cr122>​122. Counters\\ ​
行 1452: 行 1540:
  
 <​BOOKMARK:​cr122-1>​122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.\\ ​ <​BOOKMARK:​cr122-1>​122.1. A counter is a marker placed on an object or player that modifies its characteristics and/or interacts with a rule, ability, or effect. Counters are not objects and have no characteristics. Notably, a counter is not a token, and a token is not a counter. Counters with the same name or description are interchangeable.\\ ​
-122.1. 指示物为置于物件或牌手上修改其特征和/​或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名或描述的指示物可以互换。+122.1. 指示物为置于物件或牌手上修改其特征和/​或与规则、异能或效应互动情况的标示物。指示物不是物件,它们没有特征。指示物不是衍生物,且衍生物不是指示物。具有相同名或描述的指示物可以互换。
  
-<​BOOKMARK:​cr122-1a>​122.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield,​ where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.3.\\ +<​BOOKMARK:​cr122-1a>​122.1a A +X/+Y counter on a creature or on a creature card in a zone other than the battlefield,​ where X and Y are numbers, adds X to that object’s power and Y to that object’s toughness. Similarly, -X/-Y counters subtract from power and toughness. See rule 613.4c.\\ 
 122.1a 一个在生物上、或战场以外的区域中的生物牌上的+X/​+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/​-Y指示物从力量与防御力中减去。参见规则[[cr:​6#​cr613-3|613.3]]。 122.1a 一个在生物上、或战场以外的区域中的生物牌上的+X/​+Y指示物(X和Y为数字),为该物件的力量增加X以及为该物件的防御力增加Y。同样的,-X/​-Y指示物从力量与防御力中减去。参见规则[[cr:​6#​cr613-3|613.3]]。
  
-<​BOOKMARK:​cr122-1b>​122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, haste, hexproof, indestructible,​ lifelink, menace, reach, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\\  +<​BOOKMARK:​cr122-1b>​122.1b A keyword counter on a permanent or on a card in a zone other than the battlefield causes that object to gain that keyword. The keywords that a keyword counter can be are flying, first strike, double strike, deathtouch, haste, hexproof, indestructible,​ lifelink, menace, reach, shadow, trample, and vigilance, as well as any variants of those keywords. See rule 613.1f.\\  
-122.1b 在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、敏捷、辟邪、不灭、系命、威慑、延势、践踏和警戒,以及这些异能的任何变化形式。参见规则[[cr:​6#​cr613-1f|613.1f]]。+122.1b 在永久物上、或在一张不在战场上的牌上的关键字指示物,会使该物件获得该关键字的异能。可成为关键字指示物的关键字包括飞行、先攻、连击、死触、敏捷、辟邪、不灭、系命、威慑、延势、次元幽影、践踏和警戒,以及这些异能的任何变化形式。参见规则[[cr:​6#​cr613-1f|613.1f]]。
  
-<​BOOKMARK:​cr122-1c>​122.1c ​The number of loyalty ​counters on a planeswalker on the battlefield indicates how much loyalty it hasA planeswalker with 0 loyalty is put into its owner’s graveyard ​as a state-based action. See rule 704.\\  +<​BOOKMARK:​cr122-1c>​122.1c ​One or more shield ​counters on a permanent create a single replacement effect and a single prevention effect that protect ​the permanentThese effects are “If this permanent would be destroyed ​as the result of an effect, instead remove ​shield counter from it” and “If damage would be dealt to this permanent, prevent that damage and remove a shield counter from it.” See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.\\  
-122.1c ​在战场上的鹏洛客的忠诚指示物数量表明它有多少忠诚度忠诚度0鹏洛客作为状态动作置入拥有者的坟墓场。参见规则[[cr:​7#cr704|704]]。+122.1c ​永久物上的一个或更多后盾指示物创造一个替代性效应和一个防止性效应可以保护该永久物这些效应“如果此永久物将因一个效应结果消灭,改为从上移去一个后盾指示物”和“如果此永久物将受到伤害,则防止该伤害并从其上移去一个后盾指示物”。参见规则[[cr:​6#cr614|614]],“替代性效应”和规则[[cr:​6#​cr615|615]],“防止性效应”
  
-<​BOOKMARK:​cr122-1d>​122.1d. If a player has ten or more poison counters, ​they lose the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\\  +<​BOOKMARK:​cr122-1d>​122.1d ​One or more stun counters on a permanent create a single replacement effect that stops the permanent from untappingThat effect is “If a permanent with a stun counter on it would become untapped, instead remove a stun counter from it.”\\  
-122.1d 如果一位牌手有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则[[cr:​7#​cr704|704]]。如果牌手具有一个或更多的中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则[[cr:​8#​cr810|810]]。)+122.1d 永久物上的一个或更多晕眩指示物创造一个替代式效应,可以阻止该永久物重置。该效应为“如果某个其上有眩晕指示物的已横置永久物将成为未横置,则改为从其上移去一个晕眩指示物。” 
 + 
 +<​BOOKMARK:​cr122-1e>​122.1e The number of loyalty counters on a planeswalker on the battlefield indicates how much loyalty it has. A planeswalker with 0 loyalty is put into its owner’s graveyard as a state-based action. See rule 704.\\  
 +122.1e 在战场上的鹏洛客的忠诚指示物数量,表明它有多少忠诚。忠诚为0的鹏洛客作为状态动作被置入其拥有者的坟墓场。参见规则[[cr:​7#​cr704|704]]。 
 + 
 +<​BOOKMARK:​cr122-1f>​122.1f ​If a player has ten or more poison counters, ​that player loses the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters. (See rule 810 for additional rules for Two-Headed Giant games.)\\  
 +122.1f 如果一位牌手有十个或更多的中毒指示物,其将作为状态动作输掉游戏。参见规则[[cr:​7#​cr704|704]]。如果牌手具有一个或更多的中毒指示物,该牌手为“已中毒”。(双头巨人游戏的额外规则请参见规则[[cr:​8#​cr810|810]]。) 
 + 
 +<​BOOKMARK:​cr122-1g>​122.1g The number of defense counters on a battle on the battlefield indicates how much defense it has. A battle with 0 defense is put into its owner’s graveyard if it isn’t the source of an ability that has triggered but not yet left the stack. This state-based action doesn’t use the stack. See rule 704.\\  
 +122.1g 在战场上的战役的布防指示物数量,表明它有多少布防。如果一个战役的布防为0,且其并非一个已触发且尚未离开堆叠的异能之来源,它被置入其拥有者的坟墓场。此状态动作不使用堆叠。参见规则[[cr:​7#​cr704|704]]。 
 + 
 +<​BOOKMARK:​cr122-1h>​122.1h One or more finality counters on a permanent create a single replacement effect that stops the permanent from going to the graveyard. That effect is “If this permanent would be put into a graveyard from the battlefield,​ exile it instead.”\\  
 +122.1h 永久物上的一个或更多终命指示物创造一个替代性效应,可以阻止该永久物进入坟墓场。该效应为“如果此永久物将从战场进入坟墓场,则改为放逐之。”
  
 <​BOOKMARK:​cr122-2>​122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”;​ they simply cease to exist. See rule 400.7.\\ ​ <​BOOKMARK:​cr122-2>​122.2. Counters on an object are not retained if that object moves from one zone to another. The counters are not “removed”;​ they simply cease to exist. See rule 400.7.\\ ​
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 <​BOOKMARK:​cr122-8>​122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield,​ the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object.\\ ​ <​BOOKMARK:​cr122-8>​122.8. If a triggered ability instructs a player to put one object’s counters on another object and that ability’s trigger condition or effect checks that the object with those counters left the battlefield,​ the player doesn’t move counters from one object to the other. Rather, the player puts the same number of each kind of counter the first object had onto the second object.\\ ​
 122.8. 如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并未将指示物从一个物件移动到另一个物件上。相反地,该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。 122.8. 如果一个触发式异能指示牌手将一个物件上的指示物放置在另一个物件上,且该异能的触发条件或效应检查具有这些指示物的前者物件已离开战场,则该牌手并未将指示物从一个物件移动到另一个物件上。相反地,该牌手在后者物件上放置数个指示物,其每种指示物的数量等同于前者物件上每种指示物的数量。
-  
  
-[[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card ]]+===== 123. 贴纸 Stickers ===== 
 +<​BOOKMARK:​cr123>​123. Stickers\\  
 +123. 贴纸 
 + 
 +<​BOOKMARK:​cr123-1>​123.1. A sticker is a marker placed on an object that modifies its characteristics and/or interacts with a rule, ability, or effect. Stickers are not objects. Notably, a sticker is not a counter or a token. Changes to an object from stickers are not part of its copiable values. There are four kinds of stickers: name stickers; ability stickers; power and toughness stickers; and art stickers.\\  
 +123.1. 贴纸为置于物件上修改其特征和/​或与规则、异能或效应互动情况的标示物。贴纸不是物件。贴纸不是指示物或衍生物。贴纸对物件的修改并非物件的可复制特征值。贴纸有四种:名称贴纸;异能贴纸;力量/​防御力贴纸;以及插画贴纸。 
 + 
 +<​BOOKMARK:​cr123-2>​123.2. Stickers are found in boosters of the Unfinity expansion on numbered inserts. Each insert has a predetermined combination of stickers. Any rule that refers to a sticker sheet refers to the specific combination of stickers found on one of those inserts. Sticker sheets are not cards and have no characteristics. Each sticker sheet can be found at Gatherer.Wizards.com.\\  
 +123.2. 贴纸可以在Unfinity系列的补充包中的编号贴纸页上找到。每张贴纸页上都有一系列预先确定的贴纸组合。任何提及贴纸卡的规则即指这些能够在贴纸页上找到的特定贴纸组合。贴纸卡不是牌,它们没有特征。每张贴纸卡都能在[url]http://​Gatherer.wizards.com[/​url]上找到。 
 + 
 +<​BOOKMARK:​cr123-2a>​123.2a In constructed play, a player who chooses to play with stickers must start the game with at least ten sticker sheets selected before play begins, and each of their sticker sheets must be unique. There is no maximum number of sticker sheets a player may start the game with. Each player playing with sticker sheets reveals all of their sticker sheets and chooses three of them at random. See rule 103, “Starting the Game.”\\  
 +123.2a 在构组赛中,使用贴纸进行游戏的牌手必须在游戏开始前选择至少十张贴纸卡,且每张贴纸卡均须唯一。牌手于游戏开始前选择的贴纸卡最大张数并无限制。每位使用贴纸进行游戏的牌手展示其所有贴纸卡,并从中随机选择三张。参见规则[[cr:​1#​cr103|103]],“开始游戏”。 
 + 
 +<​BOOKMARK:​cr123-2b>​123.2b In limited play, each player chooses up to three sticker sheets from among those in the sealed products they opened and reveals them. See rule 103, “Starting the Game.”\\  
 +123.2b 在限制赛中,每位牌手从其打开的未开封补充包中选择至多三张贴纸卡,并展示它们。参见规则[[cr:​1#​cr103|103]],“开始游戏”。 
 + 
 +<​BOOKMARK:​cr123-2c>​123.2c Each player has access to only the stickers on the chosen sheets during the game, and those sticker sheets remain revealed.\\  
 +123.2c 每位牌手在游戏中只能使用其选择的贴纸卡上的贴纸,且这些贴纸卡保持展示。 
 + 
 +<​BOOKMARK:​cr123-3>​123.3. If an effect instructs a player to put a sticker on an object, that player chooses a sticker that is not currently on any objects they own from among the stickers they have access to and puts it on that object.\\  
 +123.3. 如果一个效应指示牌手将在一个物件上贴上贴纸,该牌手从其使用的贴纸中选择一张未贴在任何物件上的贴纸,并将其贴在该物件上。 
 + 
 +<​BOOKMARK:​cr123-3a>​123.3a Each sticker a player has access to is discrete and is distinct from each other sticker they have access to. Two stickers are never considered to be the same sticker, even if they have the same text or information on them.\\  
 +123.3a 牌手使用的每张贴纸都是不同且彼此无关的。两张贴纸不会被认为是同一张贴纸,即使它们具有相同的文本或信息也是如此。 
 + 
 +<​BOOKMARK:​cr123-3b>​123.3b A player can’t put a sticker on an object that they don’t own. If an effect would cause them to do so, that part of the effect does nothing.\\  
 +123.3b 牌手不能将在不由其拥有的物件上贴上贴纸。如果某效应将如此做,该效应的此部分没有任何效果。 
 + 
 +<​BOOKMARK:​cr123-3c>​123.3c A sticker may have a ticket cost represented by a number inside a ticket symbol (see rule 107.17a). In order to put a sticker with a ticket cost on an object, the player who owns that object must pay that much {TK}. If they don’t have that much {TK}, they can’t put that sticker on an object.\\  
 +123.3c 贴纸可能具有门票费用,由门票符号内的数字表示(参见规则[[cr:​1#​cr107-17a|107.17a]])。要将一张具有门票费用的贴纸贴在物件上,拥有该物件的牌手须支付相应数量的{TK}。如果该牌手没有该数量的{TK},则其不能将贴纸贴在物件上。 
 + 
 +<​BOOKMARK:​cr123-3d>​123.3d If a sticker that is already on an object is moved to another object, that sticker’s ticket cost does not need to be paid again.\\  
 +123.3d 如果一个物件上的贴纸被移动到另一个物件上,该贴纸的门票费用无须再度支付。 
 + 
 +<​BOOKMARK:​cr123-4>​123.4. Some rules and effects refer to a “stickered” object. An object is “stickered” if it currently has any kind of sticker on it. An object without any stickers on it is not a stickered object, even if it previously had stickers on it.\\  
 +123.4. 一些规则或效应提及一个“贴有贴纸”的物件。如果一个物件上贴有任意种类的贴纸,则该物件贴有贴纸。一个其上没有任何贴纸的物件并非贴有贴纸,即使它在之前可能贴有贴纸。 
 + 
 +<​BOOKMARK:​cr123-5>​123.5. Stickers on an object are not retained as that object moves to a hidden zone. Stickers are retained as that object moves to a public zone and continue to apply to the new object it becomes in that zone; this is an exception to rule 400.7.\\  
 +123.5. 当一个物件移动到一个隐藏区域时,物件上的贴纸不会保留。一个物件移动到一个公开区域时,物件上的贴纸仍然保留,并继续影响该区域中它所成之新物件。这是规则[[cr:​4#​cr400-7|400.7]]的例外情况。 
 + 
 +<​BOOKMARK:​cr123-5a>​123.5a If one or more cards with stickers on them enter the battlefield as part of a melded permanent, all of those stickers are on the permanent that object becomes on the battlefield. They maintain their relative timestamp order.\\  
 +123.5a 如果一张或多张其上有贴纸的牌作为已融合的永久物的一部分进战场,牌上的贴纸会在进战场的永久物上。贴纸保持相对时间印记顺序。 
 + 
 +<​BOOKMARK:​cr123-5b>​123.5b If an object with a sticker on it becomes a component of a merged permanent on the battlefield,​ that sticker is on that merged permanent.\\  
 +123.5b 如果一个其上有贴纸的物件成为战场上的结聚永久物的一个组件,物件上的贴纸会在结聚永久物上。 
 + 
 +<​BOOKMARK:​cr123-5c>​123.5c If a melded or merged permanent with one or more stickers on it moves from the battlefield to another public zone, only one of the objects it becomes will retain those stickers. Its owner chooses which of the objects it becomes in its new zone retains any stickers that are on it. Effects from those stickers will continue to apply to only that object.\\  
 +123.5c 如果一个其上有贴纸的已融合的永久物或结聚永久物从战场移动到另一个公开区域,则贴纸只会保留在它们成为的物件中的一个上。它的拥有者选择将贴纸保留在哪个它们在新区域中成为的物件上。贴纸产生的效应将仅对该物件生效。 
 + 
 +<​BOOKMARK:​cr123-6>​123.6. A name sticker consists only of one or more words. A name sticker on a permanent or on a card in a zone other than the battlefield causes the word on that sticker to be added to the text of that object’s name. This is a text-changing effect. See rule 613.1c and rule 612, “Text-Changing Effects.”\\  
 +123.6. 名称贴纸仅由一个或多个英文单词组成。在永久物上、或在一张不在战场上的牌上的名称贴纸,会使贴纸上的单词被添加到该物件的名称中。这是一个改变叙述的效应。参见规则[[cr:​6#​cr613-1c|613.1c]]及规则[[cr:​6#​cr612|612]],“改变叙述的效应”。 
 + 
 +<​BOOKMARK:​cr123-6a>​123.6a For the purposes of rules and effects related to name stickers, a “word” in an object’s name is any series of non-space characters that are separated from other non-space characters by one or more spaces. Hyphenated words and words with punctuation are considered to be one word. Blank lines, such as the one in “Wolf in ________ Clothing,​” are not considered words in a card’s name.\\  
 +123.6a 在与名称贴纸相关的规则和效应的意义上,物件名称中的“单词”是与其他非空格的字符之间由一个或多个空格隔开的一系列任何非空格字符。带连字符和标点的单词都被视为一个单词。空白行,例如“Wolf in ________ Clothing”中的空白行,不被视为牌的名称中的单词。 
 + 
 +<​BOOKMARK:​cr123-6b>​123.6b As a name sticker is placed on an object, that object’s controller chooses a position in that object’s name for the word in the name sticker to be added, then announces that object’s new name. That word can be added at the beginning of the object’s name or after any number of the other words that are currently in its name. The new name can be further modified by other name stickers. If that object has no name, its name becomes the word added by the name sticker. Name stickers never modify or remove any of the other words in that name.\\  
 +123.6b 于名称贴纸被贴在一个物件上时,该物件的操控者在该物件的名称中选择一个位置来添加名称贴纸中的单词,并宣告该物件的新名称。该单词可以被添加在物件名称的开头,或是任一其他单词之后。新名称还可以被其他名称贴纸继续修改。如果该物件没有名称,则其名称成为名称贴纸添加的单词。名称贴纸不会修改或移除名称中的其他单词。 
 + 
 +Example: As a player puts a name sticker with the word “Dark” printed on it onto a creature named Bear Cub, that creature’s controller chooses whether its new name is “Dark Bear Cub,” “Bear Dark Cub,” or “Bear Cub Dark.” They then announce the new name to all players.\\  
 +例如:于一位牌手将印有单词“Dark”的名称贴纸贴在一个名称为“Bear Cub”的生物上时,该生物的操控者选择它的新名称成为“Dark Bear Cub”、“Bear Dark Cub”或是“Bear Cub Dark”。然后其向所有牌手宣告新名称。 
 + 
 +<​BOOKMARK:​cr123-6c>​123.6c The text that a name sticker is modifying may change due to other effects and/or a permanent’s face-down status (see rule 708, “Face-Down Spells and Permanents”). To determine the name of an object with one or more name stickers, start with the object’s copiable values, then apply each name sticker’s effect and each other text-changing effect in timestamp order. The position of each name sticker will continue to be after the number of words that were before it in the object’s name when it was placed. If there are fewer words in the object’s current name, the word on that sticker is added at the end of its name instead. The position and timestamp order of each name sticker on an object is remembered as the object that sticker is on moves from one public zone to another, and it continues to apply to the new object it becomes in that zone (see rule 123.5). This is an exception to rule 400.7.\\  
 +123.6c 名称贴纸修改的叙述可能因为其他效应和/​或永久物的牌面朝下状态发生改变(参见规则[[cr:​7#​cr708|708]],“牌面朝下的咒语和永久物”)。要确定一个其上有贴纸之物件的名称,首先为其可复制特征值,然后每个名称贴纸和其他改变叙述的效应按时间印记顺序生效。每张名称贴纸仍然保持在贴贴纸时与其前面所数单词数量一致的位置上。如果此物件当前的名称过短,则贴纸上的名称将被添加在名称末尾。一个物件从公开区域移动到另一个公开区域时,物件上每张名称贴纸的位置和时间印记顺序都会被记忆,并继续影响新物件。这是规则[[cr:​4#​cr400-7|400.7]]的例外情况。 
 + 
 +Example: Fae of Wishes, an adventurer card, is in exile with a name sticker on it adding the word “Mana” after its second word, so its name is “Fae of Mana Wishes.” An effect allows that player to cast Granted, its Adventure, from exile. The name of that spell on the stack is “Granted Mana.” After that card is exiled as the Adventure resolves, the sticker’s position (after the second word) is remembered, so the name of the exiled card is once again “Fae of Mana Wishes.”\\  
 +例如:趁愿仙儿(Fae of Wishes)是历险者牌,它被放逐且其上有一张名称贴纸在第二个单词后添加了单词“Mana”,因此其名称为“Fae of Mana Wishes”。某效应允许牌手将其作为历险来施放,而其历险部分原本的名称为心愿得遂(Granted)。当它在堆叠上时,其名称会是“Granted Mana”。而历险结算,它再次被放逐后,贴纸的位置(第二个单词之后)会被记忆,因此被放逐之牌的名称又会变为“Fae of Mana Wishes”。 
 + 
 +Example: A player owns a creature named It That Betrays on the battlefield. Using name stickers, they add the word “Eldrazi” to its name after the third word, such that its new name is “It That Betrays Eldrazi.” Later, that creature becomes a copy of a creature named Seeker of the Way. The name sticker continues to apply after the third word, so its new name is “Seeker of the Eldrazi Way.”\\  
 +例如:某牌手拥有一个名称为背叛恶物(It that Betrays)的生物。该牌手使用名称贴纸在其名称的第三个单词后添加了单词“Eldrazi”,因此其新名称为“It that Betrays Eldrazi”。之后,该生物成为一个名称为灵道探求者(Seeker of the Way)之生物的复制品。名称贴纸继续在第三个单词后生效,其新名称为“Seeker of the Eldrazi Way”。 
 + 
 +Example: A creature with a name sticker on it becomes enchanted by Witness Protection, an Aura that changes the creature’s name to “Legitimate Businessperson.” Since Witness Protection is also a text-changing effect, and it has a later timestamp than the name sticker, the word on that name sticker is not part of the creature’s name. Its name is “Legitimate Businessperson.”\\  
 +例如:某其上有名称贴纸的生物被证人保护结附,它是能够将所结附之生物的名称改变为合法市民(Legitimate Businessperson)的灵气)。由于证人保护同样是改变叙述的效应,且其时间印记晚于名称贴纸,名称贴纸上的单词不会是该生物名称的一部分。其名称是“Legitimate Businessperson”。 
 + 
 +<​BOOKMARK:​cr123-6d>​123.6d Some effects refer to the number of one or more specific letters on a name sticker. A lowercase letter and its uppercase equivalent are the same letter.\\  
 +123.6d 一些效应提及一张名称贴纸上一个或多个特定字母的数量。小写字母和它对应的大写字母是同一个字母。 
 + 
 +<​BOOKMARK:​cr123-6e>​123.6e Some effects refer to the number of “unique vowels” on a name sticker. These count the number of different vowels that appear on that sticker, even if one or more of them appear more than once. The vowels are A, E, I, O, U, and Y. A lowercase letter and its uppercase equivalent are the same letter.\\  
 +123.6e 一些效应提及一张名称贴纸上“不同元音字母”的数量。这会计算在出现在贴纸上的不同元音字母数量,即使某些字母出现的次数不止一次。元音字母包括A、E、I、O、U、以及Y。小写字母和它对应的大写字母是同一个字母。 
 + 
 +<​BOOKMARK:​cr123-7>​123.7. An ability sticker is a sticker with one or more abilities printed on it. An ability sticker on a permanent or on a card in a zone other than the battlefield causes that object to gain the ability that is printed on that sticker. See rule 613.1f.\\  
 +123.7. 异能贴纸上印有一个或多个异能。在永久物上、或在一张不在战场上的牌上的异能贴纸,会使该物件获得印在贴纸上的异能。参见规则[[cr:​6#​cr613-1f|613.1f]]。 
 + 
 +<​BOOKMARK:​cr123-7a>​123.7a If an effect refers to an ability of an ability sticker, it refers to the ability that sticker grants to the object it is on, even if the object it is on doesn’t currently have that ability due to another effect.\\  
 +123.7a 如果一个效应提及一张异能贴纸上的异能,则其指的是该贴纸赋予物件的异能,即使该物件当前因其他效应不再具有此异能。 
 + 
 +<​BOOKMARK:​cr123-8>​123.8. A power and toughness sticker is a sticker that has two numbers and a slash printed on it, resembling the power and toughness of a creature card. A power and toughness sticker on a creature or on a creature or Vehicle card in a zone other than the battlefield sets that object’s power and toughness to the values printed on that sticker (see rule 613.4b). If more than one power and toughness sticker is on a creature, use timestamp order to determine which one takes precedence (see rule 613.7).\\  
 +123.8. 力量/​防御力贴纸上印有两个数字和一道斜线,类似于生物牌上的力量/​防御力。在生物上、或在一张不在战场上的生物或载具牌上的力量/​防御力贴纸,将该物件的力量和防御力设定为贴纸上印制的数值(参见规则[[cr:​6#​cr613-4b|613.4b]])。如果一个生物上有一张以上力量/​防御力贴纸,则按照时间印记顺序决定何者为优先(参见规则[[cr:​6#​cr613-7|613.7]])。 
 + 
 +<​BOOKMARK:​cr123-8a>​123.8a An effect that refers to the power and/or toughness of a sticker refers only to the printed power and/or toughness values on a power and toughness sticker. It does not refer to any printed value on any other stickers.\\  
 +123.8a 提及贴纸之力量和/​或防御力的效应,仅指印在力量/​防御力贴纸上的力量和/​或防御力数值。它不指任何其他贴纸上印有的数值。 
 + 
 +<​BOOKMARK:​cr123-9>​123.9. An art sticker on a permanent has no effect on game play other than to act as a marker that other spells and abilities can identify.\\  
 +123.9. 永久物上的插画贴纸除用作供其他咒语和异能辨识的标记外,和游戏进行并无关联。 
 + 
 + 
 + 
 +[[:​完整规则|返回完整规则目录]] | [[cr:​2|第二章 - 牌的各部分 Parts of a Card]]
  
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