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cr:3 [2015/11/26 07:45]
mtgjudge
cr:3 [2017/04/30 19:44]
mtgjudge
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 301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesn’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.\\ ​ 301.5b An Equipment is cast and enters the battlefield just like any other artifact. An Equipment doesn’t enter the battlefield attached to a creature. The equip keyword ability attaches the Equipment to a creature you control (see rule 702.6, “Equip”). Control of the creature matters only when the equip ability is activated and when it resolves. Spells and other abilities may also attach an Equipment to a creature. If an effect attempts to attach an Equipment to an object that can’t be equipped by it, the Equipment doesn’t move.\\ ​
-301.5b 在施放与进战场后,武具与其它神器一样。武具进战场时并未装备在生物上。关键异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具装备在生物上。如果一个效应要将武具装备在不能装备该武具的物件上,该武具不会移动。+301.5b 在施放与进战场后,武具与其它神器一样。武具进战场时并未装备在生物上。关键异能佩带可以将武具移到由你操控的生物上(参见规则702.6,“佩带”)。只有在佩带异能起动与结算时关心你是否操控该生物。咒语或其他异能也可能将武具装备在生物上。如果一个效应要将武具装备在不能装备该武具的物件上,该武具不会移动。
  
 301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.\\ ​ 301.5c An Equipment that’s also a creature can’t equip a creature. An Equipment that loses the subtype “Equipment” can’t equip a creature. An Equipment can’t equip itself. An Equipment that equips an illegal or nonexistent permanent becomes unattached from that permanent but remains on the battlefield. (This is a state-based action. See rule 704.) An Equipment can’t equip more than one creature. If a spell or ability would cause an Equipment to equip more than one creature, the Equipment’s controller chooses which creature it equips.\\ ​
-301.5c 同时为生物的武具不能由生物佩带。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再由该永久物佩带,但依旧会留在战场上。(这是一个状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。+301.5c 同时为生物的武具不能由生物佩带。失去“武具”副类别的武具不能由生物佩带。武具不能佩带其本身。如果武具佩带在不合法或不存在的永久物上,则该武具不再由该永久物佩带,但依旧会留在战场上。(此为状态动作。参见规则704。)一个武具不能佩带在多于一个生物上。如果一个咒语或异能令武具佩带在多于一个生物上,该武具的操控者选择哪个生物佩带它。
  
 301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.\\ ​ 301.5d An Equipment’s controller is separate from the equipped creature’s controller; the two need not be the same. Changing control of the creature doesn’t change control of the Equipment, and vice versa. Only the Equipment’s controller can activate its abilities. However, if the Equipment grants an ability to the equipped creature (with “gains” or “has”), the equipped creature’s controller is the only one who can activate that ability.\\ ​
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 301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–e apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.66, “Fortify.”)\\ ​ 301.6. Some artifacts have the subtype “Fortification.” A Fortification can be attached to a land. It can’t legally be attached to an object that isn’t a land. Fortification’s analog to the equip keyword ability is the fortify keyword ability. Rules 301.5a–e apply to Fortifications in relation to lands just as they apply to Equipment in relation to creatures, with one clarification relating to rule 301.5c: a Fortification that’s also a creature (not a land) can’t fortify a land. (See rule 702.66, “Fortify.”)\\ ​
-301.6. 一些神器具有“工事”副类别。工事可以装备在地上。它不能合法装备在不是地的物件上。工事与地的关系,与301.5a-e中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能装备在地上。工事对应佩带这个关键异能为构工这个关键异能。(参见规则 702.66,“构工”。)+301.6. 一些神器具有“工事”副类别。工事可以装备在地上。它不能合法装备在不是地的物件上。工事与地的关系,与301.5a-e中武具与生物的关系相同,除规则301.5c以外:同时为生物(而不是地)的工事不能装备在地上。工事对应佩带这个关键异能为构工这个关键异能。(参见规则 702.66,“构工”。) 
 + 
 +301.7. Some artifacts have the subtype “Vehicle.” Vehicles have a crew ability, which allows them to become artifact creatures. See rule 702.121, “Crew.”\\  
 +301.7. 一些神器具有“载具”副类别。载具都具有搭载异能,让它们能成为神器生物。参见规则702.121,“搭载”。 
 + 
 +301.7a Each Vehicle has a printed power and toughness, but it has these characteristics only if it’s also a creature. See rule 208.3.\\  
 +301.7a 每个载具上各印制一组力量和防御力,但只有在其同时也是生物时才具有这些特征。参见规则208.3。 
 + 
 +301.7b If a Vehicle becomes a creature, it immediately has its printed power and toughness. Other effects, including the effect that makes it a creature, may modify these values or set them to different values.\\  
 +301.7b 如果某载具成为生物,它会立即拥有其上所印制的力量和防御力。其他效应,包括使其成为生物的效应,可能会修正这些数值,或是将其设定其他值。
  
 ===== 302. 生物 Creatures ===== ===== 302. 生物 Creatures =====
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 302.6. 生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。 302.6. 生物的起动式异能之中,如果其起动费用包含了横置符号或重置符号,则除非生物的操控者从其最近的一回合开始时一直操控它,否则便不能起动该异能。除非生物的操控者从其最近的一回合开始时一直操控它,否则该生物不能进行攻击。此规则非正式称呼是“召唤失调”规则。
  
-302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 119.3). If the total damage marked on that 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 creature is removed when it regenerates (see rule 701.12, “Regenerate”) and during the cleanup step (see rule 514.2).\\  +302.7. Damage dealt to a creature by a source with neither wither nor infect is marked on that creature (see rule 119.3). If the total damage marked on that 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 creature is removed when it regenerates (see rule 701.13, “Regenerate”) and during the cleanup step (see rule 514.2).\\  
-302.7. 一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则119.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.12,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。+302.7. 一个不具有干枯或侵染的来源对生物造成的伤害会标记在该生物上(参见规则119.3)。如果标记在一个生物上的总伤害等于或大于它的防御力,该生物受到致命伤害,且会因状态动作被消灭(参见规则704)。当生物重生时(参见规则701.13,“重生”)以及在清除步骤中(参见规则514.2),移除该生物上标记的所有伤害。
  
 ===== 303. 结界 Enchantments ===== ===== 303. 结界 Enchantments =====
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 303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.\\  303.4. Some enchantments have the subtype “Aura.” An Aura enters the battlefield attached to an object or player. What an Aura can be attached to is defined by its enchant keyword ability (see rule 702.5, “Enchant”). Other effects can limit what a permanent can be enchanted by.\\ 
-303.4. 一些结界具有“灵气”副类别。灵气进入战场结附于物件或牌手上。灵气所能结附的定义由其结附关键异能决定(参见规则702.5,“结附”)。其它效应也可以限制一个永久物被结附。+303.4. 一些结界具有“灵气”副类别。灵气进入战场结附于物件或牌手上。灵气所能结附的定义由其结附关键异能决定(参见规则702.5,“结附”)。其它效应也可以限制一个永久物被结附。
  
 303.4a An Aura spell requires a target, which is defined by its enchant ability.\\ ​ 303.4a An Aura spell requires a target, which is defined by its enchant ability.\\ ​
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 303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\ ​ 303.4c If an Aura is enchanting an illegal object or player as defined by its enchant ability and other applicable effects, the object it was attached to no longer exists, or the player it was attached to has left the game, the Aura is put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\ ​
-303.4c 如果灵气结附在其结附异能或其它适用异能所定义的非法永久物或牌手上,或是所结附的永久物不再存在,或该牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(这是状态动作,参见规则704。)+303.4c 如果灵气结附在其结附异能或其它适用异能所定义的非法永久物或牌手上,或是所结附的永久物不再存在,或该牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作,参见规则704。)
  
 303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\\  303.4d An Aura can’t enchant itself. If this occurs somehow, the Aura is put into its owner’s graveyard. An Aura that’s also a creature can’t enchant anything. If this occurs somehow, the Aura becomes unattached, then is put into its owner’s graveyard. (These are state-based actions. See rule 704.) An Aura can’t enchant more than one object or player. If a spell or ability would cause an Aura to become attached to more than one object or player, the Aura’s controller chooses which object or player it becomes attached to.\\ 
-303.4d 灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附在永久物上。如果这种情况发生,则此灵气不再结附且置入其拥有者的坟墓场。(这是状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气结附在多于一个物件或牌手上,该灵气的操控者选择哪个物件或牌手结附它。+303.4d 灵气不能结附于自己上。如果这种情况发生,则此灵气置入其拥有者的坟墓场。如果灵气同时是生物,便不能结附在永久物上。如果这种情况发生,则此灵气不再结附且置入其拥有者的坟墓场。(此为状态动作,参见规则704。)一个灵气不能结附在多于一个物件或牌手上。如果一个咒语或异能令灵气结附在多于一个物件或牌手上,该灵气的操控者选择哪个物件或牌手结附它。
  
 303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\\ ​ 303.4e An Aura’s controller is separate from the enchanted object’s controller or the enchanted player; the two need not be the same. If an Aura enchants an object, changing control of the object doesn’t change control of the Aura, and vice versa. Only the Aura’s controller can activate its abilities. However, if the Aura grants an ability to the enchanted object (with “gains” or “has”), the enchanted object’s controller is the only one who can activate that ability.\\ ​
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 304.5. If text states that a player may do something “any time he or she could cast an instant,” it means only that the player must have priority. The player doesn’t need to have an instant he or she could actually cast. Effects that would prevent that player from casting a spell or casting an instant don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting an instant).\\ ​ 304.5. If text states that a player may do something “any time he or she could cast an instant,” it means only that the player must have priority. The player doesn’t need to have an instant he or she could actually cast. Effects that would prevent that player from casting a spell or casting an instant don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting an instant).\\ ​
-304.5. 如果叙述为牌手可以在“于其能够使用瞬间的时机下”某些事情,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间可施放。阻止牌手施放咒语或施放瞬间的效应不会影响该牌手进行动作(除非该动作是施放咒语或施放瞬间)。+304.5. 如果叙述为牌手可以在“于其能够使用瞬间的时机下”某些事情,则仅意味着该牌手必须要有优先权。该牌手手上不需要有瞬间可施放。阻止牌手施放咒语或施放瞬间的效应不会影响该牌手进行动作(除非该动作是施放咒语或施放瞬间)。
  
 ===== 305. 地 Lands ===== ===== 305. 地 Lands =====
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 305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands he or she has already played this turn. Ignore any part of an effect that instructs a player to do so.\\  305.2b A player can’t play a land, for any reason, if the number of lands the player can play this turn is equal to or less than the number of lands he or she has already played this turn. Ignore any part of an effect that instructs a player to do so.\\ 
-305.2b 如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此的部分。+305.2b 如果牌手本回合可以使用地的数量因为任何原因等于或小于该牌手本回合已经使用过地的数量,则其不能使用地。忽略任何效应中让牌手如此的部分。
  
 305.3. A player can’t play a land, for any reason, if it isn’t his or her turn. Ignore any part of an effect that instructs a player to do so. \\  305.3. A player can’t play a land, for any reason, if it isn’t his or her turn. Ignore any part of an effect that instructs a player to do so. \\ 
-305.3. 牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此的效应。+305.3. 牌手不能因为任何原因在不是自己的回合中使用地。忽略所有指示牌手如此的效应。
  
 305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.\\ ​ 305.4. Effects may also allow players to “put” lands onto the battlefield. This isn’t the same as “playing a land” and doesn’t count as a land played during the current turn.\\ ​
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 例如:“基本地~山脉” 表示该牌为具有山脉副类别的地。 例如:“基本地~山脉” 表示该牌为具有山脉副类别的地。
  
-305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type has the intrinsic ability “{T}: Add [mana symbol] to your mana pool,” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. ​Also see rule 605, “Mana Abilities.”\\ ​+305.6. The basic land types are Plains, Island, Swamp, Mountain, and Forest. If an object uses the words “basic land type,” it’s referring to one of these subtypes. A land with a basic land type has the intrinsic ability “{T}: Add [mana symbol] to your mana pool,” even if the text box doesn’t actually contain that text or the object has no text box. For Plains, [mana symbol] is {W}; for Islands, {U}; for Swamps, {B}; for Mountains, {R}; and for Forests, {G}. See rule 107.4a. ​See also rule 605, “Mana Abilities.”\\ ​
 305.6. 基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它指这几个副类别之一。具有基本地类别的地具有异能“{T}:加[法术力符号]到你的法术力池中”,即使其文字栏并不包含任何文字或没有文字栏。平原产生白色法术力;海岛产生蓝色;沼泽产生黑色;山脉产生红色;树林产生绿色。参见规则107.4a。另参见规则605,“法术力异能”。 305.6. 基本地类别包括平原、海岛、沼泽、山脉、树林。如果一个物件使用了“基本地类别”这个词,它指这几个副类别之一。具有基本地类别的地具有异能“{T}:加[法术力符号]到你的法术力池中”,即使其文字栏并不包含任何文字或没有文字栏。平原产生白色法术力;海岛产生蓝色;沼泽产生黑色;山脉产生红色;树林产生绿色。参见规则107.4a。另参见规则605,“法术力异能”。
  
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 306.4. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.” See rule 704.\\ ​ 306.4. If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them, and the rest are put into their owners’ graveyards. This is called the “planeswalker uniqueness rule.” See rule 704.\\ ​
-306.4. 如果一位牌手操控两个或更多具有相同鹏洛客类别的鹏洛客,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。此“鹏洛客唯一规则”是一个状态动作。参见规则704。 ​+306.4. 如果一位牌手操控两个或更多具有相同鹏洛客类别的鹏洛客,该牌手选择它们中的一个,其余的将被置入进其拥有者的坟墓场。此“鹏洛客唯一规则”状态动作。参见规则704。 ​
  
 306.5. Loyalty is a characteristic only planeswalkers have.\\ ​ 306.5. Loyalty is a characteristic only planeswalkers have.\\ ​
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 307.5. If a spell, ability, or effect states that a player can do something only “any time he or she could cast a sorcery,” it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn’t need to have a sorcery he or she could actually cast. Effects that would prevent that player from casting a spell or casting a sorcery don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting a sorcery).\\ ​ 307.5. If a spell, ability, or effect states that a player can do something only “any time he or she could cast a sorcery,” it means only that the player must have priority, it must be during the main phase of his or her turn, and the stack must be empty. The player doesn’t need to have a sorcery he or she could actually cast. Effects that would prevent that player from casting a spell or casting a sorcery don’t affect the player’s capability to perform that action (unless the action is actually casting a spell or casting a sorcery).\\ ​
-307.5. 如果一个咒语、异能或效应的叙述为牌手可以在“于其能够使用法术的时机下”某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的主阶段、且堆叠必须为空。该牌手手上不需要有法术可施放。阻止牌手施放咒语或施放法术的效应不会影响该牌手进行动作(除非该动作是施放咒语或施放法术)。+307.5. 如果一个咒语、异能或效应的叙述为牌手可以在“于其能够使用法术的时机下”某些事情,则仅意味着该牌手必须要有优先权、必须在该牌手回合的主阶段、且堆叠必须为空。该牌手手上不需要有法术可施放。阻止牌手施放咒语或施放法术的效应不会影响该牌手进行动作(除非该动作是施放咒语或施放法术)。
  
 307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than his or her main phase, or while another object was on the stack.\\ ​ 307.5a Similarly, if an effect checks to see if a spell was cast “any time a sorcery couldn’t have been cast,” it’s checking only whether the spell’s controller cast it without having priority, during a phase other than his or her main phase, or while another object was on the stack.\\ ​
-307.5a 同样的,如果一个效应检一个咒语是否“于不能施放法术的时机下”被施放,它仅检该咒语的操控者是否在具有优先权、是否在自己回合的主阶段、是否有另一个物件在堆叠中的时机下施放该咒语。+307.5a 同样的,如果一个效应检一个咒语是否“于不能施放法术的时机下”被施放,它仅检该咒语的操控者是否在具有优先权、是否在自己回合的主阶段、是否有另一个物件在堆叠中的时机下施放该咒语。
  
 ===== 308. 部族 Tribals ===== ===== 308. 部族 Tribals =====
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 310.6. 牌面朝上的异象牌翻为牌面朝下之后成为新的物件。 310.6. 牌面朝上的异象牌翻为牌面朝下之后成为新的物件。
  
-310.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.21, “Planeswalk.”)\\  +310.7. If a phenomenon card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, the planar controller planeswalks the next time a player would receive priority. (This is a state-based action; see rule 704. See also rule 701.22, “Planeswalk.”)\\  
-310.7. 如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得优先权时,时空换境。(这是状态动作;参见规则704。亦见规则701.21,“时空换境”。)+310.7. 如果一张异象牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,时空操控者于下一次牌手将得优先权时,时空换境。(此为状态动作;参见规则704。亦见规则701.22,“时空换境”。)
  
 ===== 311. 先锋 Vanguards ===== ===== 311. 先锋 Vanguards =====
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 311.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and his or her maximum hand size.\\ ​ 311.6. Each vanguard card has a hand modifier printed in its lower left corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied to the starting hand size and maximum hand size of the vanguard card’s owner (normally seven). The resulting number is both how many cards that player draws at the beginning of the game and his or her maximum hand size.\\ ​
-311.6. 每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。+311.6. 每张先锋牌的左下角都印有手牌修正。手牌修正可能是带有加号的数字、带有减号的数字、或零。确定先锋牌拥有者的起手牌数量和手牌上限(通常为七张)时,采用此修正值。修正后的数字便是该牌手在游戏开始时所抓牌的数量以及手牌上限。
  
 311.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.3.\\ ​ 311.7. Each vanguard card has a life modifier printed in its lower right corner. This is a number preceded by a plus sign, a number preceded by a minus sign, or a zero. This modifier is applied as the starting life total of the vanguard card’s owner (normally 20) to is determined. See rule 103.3.\\ ​
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 312.6. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ ​ 312.6. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ ​
-312.6. 如果一张非持续的阴谋牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,于下一次牌手将得优先权时,将该阴谋牌翻为牌面朝下,并置于其拥有者的阴谋套牌牌库底。(这是状态动作;参见规则704。)+312.6. 如果一张非持续的阴谋牌在统帅区牌面朝上,且它不是已触发、且尚未离开堆叠的触发式异能之来源,于下一次牌手将得优先权时,将该阴谋牌翻为牌面朝下,并置于其拥有者的阴谋套牌牌库底。(此为状态动作;参见规则704。)
  
 312.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.\\ ​ 312.7. If an ability of a scheme card includes the text “this scheme,” it means the scheme card in the command zone that’s the source of that ability. This is an exception to rule 109.2.\\ ​