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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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| <BOOKMARK:cr101-2>101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.\\ | <BOOKMARK:cr101-2>101.2. When a rule or effect allows or directs something to happen, and another effect states that it can’t happen, the “can’t” effect takes precedence.\\ | ||
| - | 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. 当某个规则或效应允许或指示作某事,而另一个效应叙述不能作某事,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 lands 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.\\ | ||
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| 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.\\ | 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.\\ | ||
| - | 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。 | + | 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”,且具有矮人和狂战士两种生物类别。 |
| Example: Minsc, Beloved Ranger says, in part, “When Minsc enters, 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.\\ | Example: Minsc, Beloved Ranger says, in part, “When Minsc enters, 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.\\ | ||
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| <BOOKMARK:cr111-10b>111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.”\\ | <BOOKMARK:cr111-10b>111.10b A Food token is a colorless Food artifact token with “{2}, {T}, Sacrifice this token: You gain 3 life.”\\ | ||
| - | 111.10b 食品衍生物是具有“{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。 | + | 111.10b 食品衍生物是具有“{2},{T},牺牲此衍生物:你获得3点生命。”的无色食品衍生神器。 |
| <BOOKMARK:cr111-10c>111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.”\\ | <BOOKMARK:cr111-10c>111.10c A Gold token is a colorless Gold artifact token with “Sacrifice this token: Add one mana of any color.”\\ | ||
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| 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。 | 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 token.” Its back face is a 0/0 colorless Phyrexian artifact creature named Phyrexian Token.\\ | + | <BOOKMARK:cr111-10i>111.10i An Incubator token is a double-faced token. Its front face is a colorless Incubator artifact with “{2}: Transform this token.” 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}:转化此衍生物。”其背面是名为非瑞人衍生物的0/0无色非瑞人神器生物。 | + | 111.10i 抚育器衍生物是双面衍生物。其正面是无色抚育器神器,且具有“{2}:转化此衍生物。”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.”\\ | <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.”\\ | ||
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| 115.7e 当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。 | 115.7e 当为咒语或异能更改目标或选择新的目标时,只使用最终决定的目标集合作为判定该更改是否合法的依据。 | ||
| - | Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to another target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.\\ | + | Example: Arc Trail is a sorcery that reads “Arc Trail deals 2 damage to any target and 1 damage to any other target.” The current targets of Arc Trail are Runeclaw Bear and Llanowar Elves, in that order. You cast Redirect, an instant that reads “You may choose new targets for target spell,” targeting Arc Trail. You can change the first target to Llanowar Elves and change the second target to Runeclaw Bear.\\ |
| 例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。 | 例如:弧光曳迹这个法术叙述为“弧光曳迹对任意一个目标造成2点伤害,并对另一个目标造成1点伤害。”弧光曳迹的当前目标按顺序分别是符爪熊和罗堰地精。你使用移转,这个瞬间叙述为“你可以为目标咒语选择新的目标”,并以弧光曳迹为目标。你可以将第一个目标更改为罗堰地精,第二个目标更改为符爪熊。 | ||
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| 122.7. 一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。 | 122.7. 一个“当/每当”在物件上“放置第N个[种类]指示物时”触发的异能,在一个或数个对应类型的指示物放置在该物件上时、并使得该物件上在放置指示物前有少于N个指示物、且放置指示物后有N个或更多指示物时触发。 | ||
| - | <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. If the ability specifies what kind(s) of counters to place, the player puts the same number of each of those kinds 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。 | + | 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。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。 |
| - | <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.\\ | + | <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. If the ability specified what kind(s) of counters to place, the player puts the same number of each of those kinds of counters 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。 | + | 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。如果该异能指定了要放置的指示物种类,则该牌手在后者物件上放置数个指示物,其数量和种类各等同于前者物件上每种指定指示物的数量。 |
| ===== 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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