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两侧同时换到之前的修订记录 前一修订版 后一修订版 | 前一修订版 | ||
cr:1 [2025/03/23 20:42] Siyang Li [111. 衍生物 Tokens] |
cr:1 [2025/06/17 22:17] (当前版本) Siyang Li |
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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 ====== | ||
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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 724, “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 725, “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#cr724|724]],“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#cr725|725]],“重新开始游戏。” |
===== 105. 颜色 Colors ===== | ===== 105. 颜色 Colors ===== | ||
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107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。 | 107.1a 你不能选择分数,或造成分数的伤害,获得分数的生命等。如果一个咒语或异能会产生出分数,该咒语或异能会告诉你小数点后该进位或舍去。 | ||
- | <BOOKMARK:cr107-1b>107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.\\ | + | <BOOKMARK:cr107-1b>107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect doubles, triples, or sets to a specific value a player’s life total or the power and/or toughness of a creature or creature card.\\ |
- | 107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍或设定为特定值,否则该效果改为用零代替。 | + | 107.1b 万智牌游戏中大多数时候只使用正数和零。你不能选择负数,造成负数的伤害,获得负数生命等。然而在游戏中某些数值可以比零小,比如生物的力量。如果需要在计算或比较大小中使用负数,它将使用负数。在决定一个效应的效果时,如果计算得出的效果为负数,除非该效应将牌手的生命值、生物或生物牌的力量和/或防御力加倍、加两倍或设定为特定值,否则该效果改为用零代替。 |
Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\\ | Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. Giving it +3/+0 would raise its power to 1.\\ | ||
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<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移动到其他区域或回到战场上。如果一个已离开战场的衍生物将改变区域,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]]。 | + | 111.8. 衍生物离开战场后将不能以任何方式转移到其他区域或是回到战场上。如果一个衍生物将改变区域,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.\\ | ||
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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。 | 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.”\\ | + | <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 701.44, “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”。 | + | 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#cr701-44|701.44]],“勘察”。 |
<BOOKMARK:cr111-10t>111.10t A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”\\ | <BOOKMARK:cr111-10t>111.10t A Junk token is a colorless Junk artifact token with “{T}, Sacrifice this artifact: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.”\\ | ||
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112. 咒语 | 112. 咒语 | ||
- | <BOOKMARK:cr112-1>112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.5), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”\\ | + | <BOOKMARK:cr112-1>112.1. A spell is a card on the stack. As the first step of being cast (see rule 601, “Casting Spells”), the card becomes a spell and is moved to the top of the stack from the zone it was in, which is usually its owner’s hand. (See rule 405, “Stack.”) A spell remains on the stack as a spell until it resolves (see rule 608, “Resolving Spells and Abilities”), is countered (see rule 701.6), or otherwise leaves the stack. For more information, see section 6, “Spells, Abilities, and Effects.”\\ |
- | 112.1. 咒语是指在堆叠中的牌。作为施放的第一步(参见规则[[cr:6#cr601|601]],“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则[[cr:4#cr405|405]],“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则[[cr:6#cr608|608]],“结算咒语和异能”)、被反击(参见规则[[cr:7#cr701-5|701.5]])或其他情况下离开堆叠。更多信息参见[[cr:6|第6章]],“咒语、异能和效应”。 | + | 112.1. 咒语是指在堆叠中的牌。作为施放的第一步(参见规则[[cr:6#cr601|601]],“施放咒语”),牌成为咒语并从所在区域(通常是牌手的手牌)移到堆叠的顶部。(参见规则[[cr:4#cr405|405]],“堆叠”。)咒语作为一个咒语存在于堆叠上,直到结算(参见规则[[cr:6#cr608|608]],“结算咒语和异能”)、被反击(参见规则[[cr:7#cr701-6|701.6]])或其他情况下离开堆叠。更多信息参见[[cr:6|第6章]],“咒语、异能和效应”。 |
<BOOKMARK:cr112-1a>112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\\ | <BOOKMARK:cr112-1a>112.1a A copy of a spell is also a spell, even if it has no card associated with it. See rule 707.10.\\ | ||
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<BOOKMARK:cr120-3a>120.3a Damage dealt to a player by a source without infect causes that player to lose that much life.\\ | <BOOKMARK:cr120-3a>120.3a Damage dealt to a player by a source without infect causes that player to lose that much life.\\ | ||
- | 120.3a 对牌手造成的伤害会导致该牌手失去等量的生命。 | + | 120.3a 不具侵染异能的来源对牌手造成的伤害会导致该牌手失去等量的生命。 |
<BOOKMARK:cr120-3b>120.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.\\ | <BOOKMARK:cr120-3b>120.3b Damage dealt to a player by a source with infect causes that source’s controller to give the player that many poison counters.\\ | ||
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例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。 | 例如:某牌手施放闪电击,一个叙述为“闪电击对任意一个目标造成3点伤害”的瞬间,目标一个2/2生物。在闪电击对该生物造成3点伤害后,该生物由于状态动作被消灭。闪电击和它所造成的伤害均没有消灭该生物。 | ||
- | <BOOKMARK:cr120-6>120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.15, “Regenerate”) and during the cleanup step (see rule 514.2).\\ | + | <BOOKMARK:cr120-6>120.6. Damage marked on a creature remains until the cleanup step, even if that permanent stops being a creature. If the total damage marked on a creature is greater than or equal to its toughness, that creature has been dealt lethal damage and is destroyed as a state-based action (see rule 704). All damage marked on a permanent is removed when it regenerates (see rule 701.19, “Regenerate”) and during the cleanup step (see rule 514.2).\\ |
- | 120.6. 在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则[[cr:7#cr704|704]])。一个永久物上标记的所有伤害在其重生时(参见规则[[cr:7#cr701-15|701.15]],“重生”)以及在清除步骤中(参见规则[[cr:5#cr514-2|514.2]])都会被移除。 | + | 120.6. 在生物上标记的伤害,则直到清除步骤之前都会留在此永久物上,即使它不再是生物。如果标记在生物总伤害大于其防御力,该生物便受到了致命伤害,且作为状态动作而被消灭(参见规则[[cr:7#cr704|704]])。一个永久物上标记的所有伤害在其重生时(参见规则[[cr:7#cr701-19|701.19]],“重生”)以及在清除步骤中(参见规则[[cr:5#cr514-2|514.2]])都会被移除。 |
<BOOKMARK:cr120-7>120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\\ | <BOOKMARK:cr120-7>120.7. The source of damage is the object that dealt it. If an effect requires a player to choose a source of damage, they may choose a permanent; a spell on the stack (including a permanent spell); any object referred to by an object on the stack, by a prevention or replacement effect that’s waiting to apply, or by a delayed triggered ability that’s waiting to trigger (even if that object is no longer in the zone it used to be in); or a face-up object in the command zone. A source doesn’t need to be capable of dealing damage to be a legal choice. See rule 609.7, “Sources of Damage.”\\ | ||
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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。 | 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 730, “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 731, “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#cr730|730]],“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#cr731|731]],“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.\\ | ||
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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, exalted, haste, hexproof, indestructible, lifelink, menace, reach, shadow, 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, decayed, exalted, 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、颂威、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]]。 | + | 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、败朽、颂威、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 One or more shield counters on a permanent create a single replacement effect and a single prevention effect that protect the permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a 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.”\\ | <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 permanent. These effects are “If this permanent would be destroyed as the result of an effect, instead remove a 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.”\\ | ||
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122.1h 永久物上的一个或数个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。” | 122.1h 永久物上的一个或数个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:cr122-1i>122.1i One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 725, “Rad Counters.”\\ | + | <BOOKMARK:cr122-1i>122.1i One or more rad counters on a player cause a triggered ability to trigger at the beginning of that player’s precombat main phase. See rule 726, “Rad Counters.”\\ |
- | 122.1i 牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则[[cr:7#cr725|725]],“拉德指示物”。 | + | 122.1i 牌手具有的一个或数个拉德指示物会导致在该牌手战斗前的行动阶段开始时触发一个触发式异能。参见规则[[cr:7#cr726|726]],“拉德指示物”。 |
<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,则该牌手并非将指示物从一个物件移动到另一个物件上,而是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。 |
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+ | <BOOKMARK:cr122-9>122.9. If an activated ability of an object instructs a player to put its counters on another object and sacrificing the object with those counters is a cost to activate that ability, 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.\\ | ||
+ | 122.9. 如果一个物件的起动式异能指示牌手将该物件上的指示物放置在另一个物件上,且牺牲具有这些指示物的物件是起动该异能的费用,则该牌手并非将指示物从一个物件移动到另一个物件上,而是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。 | ||
===== 123. 贴纸 Stickers ===== | ===== 123. 贴纸 Stickers ===== | ||
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{{page>:规则和文档索引&nofooter}} | {{page>:规则和文档索引&nofooter}} | ||
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