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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]] | [[cr:​4|第四章 - 区域 Zones]] [[:​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]] | [[cr:​4|第四章 - 区域 Zones]]
 ====== 3. 牌张类别 Card Types ====== ====== 3. 牌张类别 Card Types ======
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 <​BOOKMARK:​cr301-5e>​301.5e If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.\\ ​ <​BOOKMARK:​cr301-5e>​301.5e If an effect attempts to put an Equipment that isn’t also an Aura (see rule 303.4i) onto the battlefield attached to either an object it can’t legally equip or an object that is undefined, the Equipment enters the battlefield unattached. If the Equipment is a token, it’s created and enters the battlefield unattached.\\ ​
-301.5e 如果某效应试图将一个非灵气的武具(参见规则[[cr:​3#​cr303-4i|303.4i]])放进战场并贴附在一个不能合法装备或未定义的的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。+301.5e 如果某效应试图将一个非灵气的武具(参见规则[[cr:​3#​cr303-4i|303.4i]])放进战场并贴附在一个不能合法装备或未定义的物件上,该武具进战场时未贴附。如果该武具为衍生物,则将其派出且进战场时未贴附。
  
 <​BOOKMARK:​cr301-5f>​301.5f An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.\\ ​ <​BOOKMARK:​cr301-5f>​301.5f An ability of a permanent that refers to the “equipped creature” refers to whatever creature that permanent is attached to, even if the permanent with the ability isn’t an Equipment.\\ ​
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 <​BOOKMARK:​cr303-4c>​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.)\\ ​ <​BOOKMARK:​cr303-4c>​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他适用异能所定义的非法永久物或牌手上,或是所贴附的永久物不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)+303.4c 如果灵气结附在其结附异能或其他适用效应所定义的非法物件或牌手上,或是所贴附的物件不再存在,或所贴附的牌手已经离开游戏,则此灵气置入其拥有者的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)
  
 <​BOOKMARK:​cr303-4d>​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.\\  <​BOOKMARK:​cr303-4d>​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.\\ 
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 <​BOOKMARK:​cr303-4e>​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.\\ ​ <​BOOKMARK:​cr303-4e>​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 灵气的操控者与受此结界的生物之操控者并不相干;他们并不需要是同一人。如果灵气结附于永久物上,改变该生物的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予受此结界的生物任何异能(使用“获得”或“具有”),则此异能只有受此结界之生物的操控者才能起动。+303.4e 灵气的操控者与所结附的物件的操控者或所结附的牌手彼此独立;他们并不需要是同一人。如果灵气结附于物件上,改变该物件的操控权并不会改变灵气的操控权,反之亦然。只有灵气的操控者才能起动它的异能。如果灵气赋予所结附的物件某个异能(使用“获得”或“具有”),则只有所结附的物件之操控者才能起动该异能。
  
 <​BOOKMARK:​cr303-4f>​303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\\ ​ <​BOOKMARK:​cr303-4f>​303.4f If an Aura is entering the battlefield under a player’s control by any means other than by resolving as an Aura spell, and the effect putting it onto the battlefield doesn’t specify the object or player the Aura will enchant, that player chooses what it will enchant as the Aura enters the battlefield. The player must choose a legal object or player according to the Aura’s enchant ability and any other applicable effects.\\ ​
-303.4f 如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于此灵气进战场时,将它放置进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。+303.4f 如果灵气并非以结算灵气咒语的方式,而是以其他方式在一位牌手的操控下进战场,并且将它放置进战场的效应并未指定它将结附在哪里,则于进战场时,此灵气在其操控下进战场的牌手指定将它结附在哪个物件或牌手上。该牌手必须依据该灵气的结附异能和其他效应,来选择可合法结附的物件或牌手。
  
 <​BOOKMARK:​cr303-4g>​303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\\ ​ <​BOOKMARK:​cr303-4g>​303.4g If an Aura is entering the battlefield and there is no legal object or player for it to enchant, the Aura remains in its current zone, unless that zone is the stack. In that case, the Aura is put into its owner’s graveyard instead of entering the battlefield. If the Aura is a token, it isn’t created.\\ ​
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 <​BOOKMARK:​cr305-2a>​305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.\\ ​ <​BOOKMARK:​cr305-2a>​305.2a To determine whether a player can play a land, compare the number of lands the player can play this turn with the number of lands they have already played this turn (including lands played as special actions and lands played during the resolution of spells and abilities). If the number of lands the player can play is greater, the play is legal.\\ ​
-305.2a 确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数字更大,则该使用合法。+305.2a 确定牌手是否能使用一个地的方法是,对比该牌手本回合可以使用地的数量和其本回合已经使用过地的数量(包括作为特殊动作使用的地和咒语和异能结算过程中使用的地)。如果牌手可以使用地的数量更大,则该使用合法。
  
 <​BOOKMARK:​cr305-2b>​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 they have already played this turn. Ignore any part of an effect that instructs a player to do so.\\  <​BOOKMARK:​cr305-2b>​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 they have already played this turn. Ignore any part of an effect that instructs a player to do so.\\ 
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 <​BOOKMARK:​cr305-3>​305.3. A player can’t play a land, for any reason, if it isn’t their turn. Ignore any part of an effect that instructs a player to do so.\\  <​BOOKMARK:​cr305-3>​305.3. A player can’t play a land, for any reason, if it isn’t their 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作的效应。+305.3. 牌手不能因为任何原因在不是自己的回合中使用地。忽略任何效应中指示牌手如此作的部分。
  
 <​BOOKMARK:​cr305-4>​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.\\ ​ <​BOOKMARK:​cr305-4>​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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 <​BOOKMARK:​cr305-7>​305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.\\ ​ <​BOOKMARK:​cr305-7>​305.7. If an effect sets a land’s subtype to one or more of the basic land types, the land no longer has its old land type. It loses all abilities generated from its rules text, its old land types, and any copiable effects affecting that land, and it gains the appropriate mana ability for each new basic land type. Note that this doesn’t remove any abilities that were granted to the land by other effects. Setting a land’s subtype doesn’t add or remove any card types (such as creature) or supertypes (such as basic, legendary, and snow) the land may have. If a land gains one or more land types in addition to its own, it keeps its land types and rules text, and it gains the new land types and mana abilities.\\ ​
-305.7. 如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。+305.7. 如果一个效应将地的类别改为一种或数种基本地类别,该地便不再拥有原本之地类别。它失去所有原本的规则叙述、地类别以及任何影响该地的可复制效应所带来的异能,且获得新的基本地类别所对应的法术力异能。由其他效应赋予此地的异能并不会因此移除。改变地的副类别不会添加或移除该地可能拥有的牌张类别(例如生物)或超类别(例如基本、传奇、雪境)。如果地额外得到原有地类别以外的其他地类别,则它会保留原本的地类别与规则叙述,且得到新的地类别及法术力异能。
  
 <​BOOKMARK:​cr305-8>​305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\\ ​ <​BOOKMARK:​cr305-8>​305.8. Any land with the supertype “basic” is a basic land. Any land that doesn’t have this supertype is a nonbasic land, even if it has a basic land type.\\ ​
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 <​BOOKMARK:​cr307-5a>​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 their main phase, or while another object was on the stack.\\ ​ <​BOOKMARK:​cr307-5a>​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 their main phase, or while another object was on the stack.\\ ​
-307.5a 同样的,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在具有优先权、是否在自己回合的行动阶段、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,如果一个效应检查一个咒语是否“于不能施放法术的时机下”被施放,它仅检查该咒语的操控者是否在不具有优先权时、在自己回合的行动阶段以外,或在堆叠上有其他物件时施放该咒语。
  
 ===== 308. 亲缘 Kindreds ===== ===== 308. 亲缘 Kindreds =====
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 <​BOOKMARK:​cr309-5a>​309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.\\ ​ <​BOOKMARK:​cr309-5a>​309.5a If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker isn’t on that dungeon’s bottommost room, they move their venture marker from the room it is on to the next room, following the direction of an arrow pointing away from the room their venture marker is on. If there are multiple arrows pointing away from the room the player’s venture marker is on, they choose one of them to follow.\\ ​
-309.5a 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个的指示来移动。+309.5a 如果牌手在统帅区拥有一张地城牌、且其进度标记不在该地城的最底下的房间上时深入地城,该牌手按照某个从进度标记所在的房间出发的箭头指示,将进度标记从当前的房间移动到下一个房间上。如果从该牌手的进度标记所在的房间出发的箭头有多个,该牌手选择其中一个指示来移动。
  
 <​BOOKMARK:​cr309-5b>​309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.\\ ​ <​BOOKMARK:​cr309-5b>​309.5b If a player ventures into the dungeon while they own a dungeon card in the command zone and their venture marker is on that dungeon card’s bottommost room, they remove that dungeon card from the game. They then choose a dungeon card they own from outside the game and put it into the command zone. They put their venture marker on the topmost room.\\ ​
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 310.6. 对战役造成的伤害会导致该战役移去等量的布防指示物。 310.6. 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:​cr310-7>​310.7. If a battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\  +<​BOOKMARK:​cr310-7>​310.7. If a Siege battle’s defense is 0 and it isn’t the source of an ability which has triggered but not yet left the stack, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\  
-310.7. 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。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)+310.7. 如果一个围攻战役的布防为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。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)
  
-<​BOOKMARK:​cr310-8>​310.8. ​Each battle has a player designated as its protector.\\  +<​BOOKMARK:​cr310-8>​310.8. ​If a non-Siege battle’s defense is 0, it’s put into its owner’s graveyard. (This is a state-based action. See rule 704.)\\  
-310.8. ​每个战役都需要指定一位牌手作为防卫者。+310.8. ​如果一个非围攻的战役之布防为0,它被置入其拥有者的坟墓场。(此为状态动作。参见规则[[cr:​7#​cr704|704]]。)
  
-<​BOOKMARK:​cr310-8a>310.8a As a battle ​enters the battlefield,​ its controller chooses ​a player ​to be its protector. Which players may be chosen ​as its protector are determined by its battle type (see rule 310.11). If it has no battle types, its controller becomes ​its protector.\\  +<​BOOKMARK:​cr310-9>310.9. Each battle ​has a player ​designated ​as its protector.\\  
-310.8a 于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则[[cr:​3#​cr310-11|310.11]])。如果它没有战役类别,其操控者成为其防卫者。+310.9. 每个战役都需要指定一位牌手作为防卫者。
  
-<​BOOKMARK:​cr310-8b>310.8b A battle’s protector ​can never attack it. A battle can be attacked by any attacking player for whom its protector ​is a defending player. Notably, a Siege battle can be attacked by its own controller.\\  +<​BOOKMARK:​cr310-9a>310.9a As a battle ​enters the battlefield,​ its controller chooses a player to be its protector. ​Which players may be chosen as its protector ​are determined by its battle type (see rule 310.12). If it has no battle ​types, only its controller ​can be its protector.\\  
-310.8b 战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。+310.9a 于战役进战场时,其操控者选择一位牌手来作为其防卫者。哪些牌手能够被选择为防卫者取决于其战役类别(参见规则[[cr:​3#​cr310-12|310.12]])。如果它没有战役类别,只有其操控者可以是其防卫者。
  
-<​BOOKMARK:​cr310-8c>310.8c A battle’s protector ​may block creatures attacking that battle with creatures they control. Creatures controlled ​by other players ​can’t block those attackers.\\  +<​BOOKMARK:​cr310-9b>310.9b A battle’s protector ​can never attack it. A battle can be attacked ​by any attacking player for whom its protector is a defending player. Notably, a Siege battle ​can be attacked by its own controller.\\  
-310.8c 战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。+310.9b 战役的防卫者不能攻击它。若战役的防卫者是防御牌手,则攻击牌手可以攻击该战役。特别一提,围攻战役可以被其操控者攻击。
  
-<​BOOKMARK:​cr310-8d>310.8d If a battle’s protector ​is a different player than its controller, all rules and effects that refer to the “defending player” relative to a battle that is being attacked refer to that battle’s protector rather than its controller. See rule 508.5.\\  +<​BOOKMARK:​cr310-9c>310.9c A battle’s protector ​may block creatures attacking ​that battle ​with creatures they control. Creatures controlled by other players can’t block those attackers.\\  
-310.8d 如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。+310.9c 战役的防卫者可以用其操控的生物阻挡攻击该战役的生物。其他牌手操控的生物不能阻挡攻击者。
  
-<​BOOKMARK:​cr310-8e>310.8e If a rule or effect refers ​to the player ​who protects ​a battle, it means the player who is that battle’s protector.\\  +<​BOOKMARK:​cr310-9d>310.9d If a battle’s protector is a different player than its controller, all rules and effects that refer to the “defending ​player” relative to a battle ​that is being attacked refer to that battle’s protector ​rather than its controller. See rule 508.5.\\  
-310.8e 如果某咒语或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。+310.9d 如果战役的防卫者并非其操控者,则与正在被攻击的战役相关的所有提及“防御牌手”的规则和效应均指该战役的防卫者,而非其操控者。参见规则[[cr:​5#​cr508-5|508.5]]。
  
-<​BOOKMARK:​cr310-8f>310.8f A battle can have only one protector at a time. A battle’s ​protector stops being its protector if another player becomes its protector.\\  +<​BOOKMARK:​cr310-9e>310.9e If a rule or effect refers to the player who protects ​a battle, it means the player who is that battle’s protector.\\  
-310.8f 战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。+310.9e 如果某规则或效应提及防卫某战役的牌手,则其所指的是为该战役防卫者的牌手。
  
-<​BOOKMARK:​cr310-8g>310.8g A battle’s protector ​doesn’t change if it stops being a battle or it becomes a copy of another ​battle.\\  +<​BOOKMARK:​cr310-9f>310.9f A battle can have only one protector at a time. A battle’s protector stops being its protector if another ​player becomes its protector.\\  
-310.8g 如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。+310.9f 战役只能有一位防卫者。若一位牌手成为一个战役的新防卫者,则原防卫者不再作为其防卫者。
  
-<​BOOKMARK:​cr310-9>310.9. A battle ​can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle ​is somehow attached to a permanent, ​it becomes ​unattached. This is a state-based action (see rule 704).\\  +<​BOOKMARK:​cr310-9g>310.9g A battle’s protector doesn’t change ​if it stops being a battle ​or it becomes a copy of another battle.\\  
-310.9. 战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则[[cr:​7#​cr704|704]])。+310.9g 如果一个战役不再是战役,或其成为另一个战役的复制品,其防卫者不会改变。
  
-<​BOOKMARK:​cr310-10>​310.10. ​If a battle ​that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector based on its battle type, its controller chooses ​an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).\\  +<​BOOKMARK:​cr310-10>​310.10. ​A battle can’t be attached to players or permanents, even if it is also an Aura, Equipment, or Fortification. If a battle is somehow attached to a permanent, it becomes unattached. This is a state-based action (see rule 704).\\  
-310.10. ​如果一个战役未被攻击且没有牌手被指定为防卫者,或此战役的防卫者根据它的战役类别不能作为其防卫者,则其操控者指定一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则[[cr:​7#​cr704|704]])。+310.10. 战役不能被贴附于牌手或永久物上,即使它同时也是灵气、武具或工事。如果一个战役因故贴附在永久物上,则它不再贴附。此为状态动作(参见规则[[cr:​7#​cr704|704]])。
  
-<​BOOKMARK:​cr310-11>​310.11. ​All currently existing battles have the subtype Siege. Sieges are subject to special rules.\\  +<​BOOKMARK:​cr310-11>​310.11. ​If a battle that isn’t being attacked has no player designated as its protector, or its protector is a player who can’t be its protector, its controller chooses an appropriate player to be its protector. If no player can be chosen this way, the battle is put into its owner’s graveyard. This is a state-based action (see rule 704).\\  
-310.11. ​所有现存的战役都具有围攻此副类别。围攻遵循特定的规则。+310.11. ​如果一个战役未被攻击且没有牌手被指定为防卫者,或其防卫者是不能为其防卫者的牌手,则其操控者选择一位适当的牌手作为防卫者。如果无法以此法选择任何牌手,此战役置入其拥有者的坟墓场。此为状态动作(参见规则[[cr:​7#​cr704|704]])。
  
-<​BOOKMARK:​cr310-11a>310.11a As a Siege enters the battlefield,​ its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.\\  +<​BOOKMARK:​cr310-12>310.12. Some battles have the subtype ​Siege. Sieges are subject to special rules.\\  
-310.11a 于围攻进战场时,其操控者选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。+310.12. 一些战役具有围攻此副类别。围攻遵循特定的规则。
  
-<​BOOKMARK:​cr310-11b>310.11b Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\\  +<​BOOKMARK:​cr310-12a>310.12a As a Siege enters the battlefield,​ its controller must choose its protector from among their opponents. Only an opponent of a Siege’s controller can be its protector.\\  
-310.11b 围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。+310.12a 于围攻进战场时,其操控者须选择一位对手来作为其防卫者。只有围攻的操控者之对手可以作为其防卫者。 
 + 
 +<​BOOKMARK:​cr310-12b>​310.12b ​Sieges have the intrinsic ability “When the last defense counter is removed from this permanent, exile it, then you may cast it transformed without paying its mana cost.”\\  
 +310.12b 围攻具有“当从此永久物上移去最后一个布防指示物时,将它放逐,然后你可以施放已转化的此牌,且不需支付其法术力费用。”此固有异能。
  
 ===== 311. 时空 Planes ===== ===== 311. 时空 Planes =====
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 <​BOOKMARK:​cr311-4>​311.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​ <​BOOKMARK:​cr311-4>​311.4. A plane card may have any number of static, triggered, and/or activated abilities. As long as a plane card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​
-311.4. 时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。+311.4. 时空牌可以具有任意数量的静止式、触发式和/或起动式异能。只要时空牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。
  
 <​BOOKMARK:​cr311-5>​311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\\ ​ <​BOOKMARK:​cr311-5>​311.5. The controller of a face-up plane card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until they leave the game or a different player becomes the active player, whichever comes first.\\ ​
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 <​BOOKMARK:​cr311-7>​311.7. Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.\\ ​ <​BOOKMARK:​cr311-7>​311.7. Each plane card has a triggered ability that triggers “Whenever chaos ensues.” These are called chaos abilities. Each one is indicated by a chaos symbol to the left of the ability, though the symbol itself has no special rules meaning. This ability triggers if the chaos symbol is rolled on the planar die (see rule 901.9b), if a resolving spell or ability says that chaos ensues, or if a resolving spell or ability states that chaos ensues for a particular object. In the last case, the chaos ability can trigger even if that plane card is still in the planar deck but revealed. A chaos ability is controlled by the current planar controller.\\ ​
-311.7. 时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号;如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。+311.7. 时空牌具有“每当引发混沌”时触发的触发式异能。这些异能称为“混沌异能”。这些异能的左边有{CHAOS}符号用以指示,即使该符号没有特别规则含义。此异能在以下情况下触发:如果时空骰的掷骰结果为混沌符号(参见规则[[cr:​9#​cr901-9b|901.9b]]);如果一个结算中的咒语或异能叙述引发混沌;或如果一个结算中的咒语或异能叙述一个特定物件引发混沌。在最后一种情况下,即使该时空牌仍在牌库中但被展示,混沌异能也能够触发。混沌异能由当前时空的操控者所操控。
  
 ===== 312. 异象 Phenomena ===== ===== 312. 异象 Phenomena =====
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 <​BOOKMARK:​cr313-4>​313.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​ <​BOOKMARK:​cr313-4>​313.4. A vanguard card may have any number of static, triggered, and/or activated abilities. As long as a vanguard card is in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​
-313.4. 先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。+313.4. 先锋牌可以具有任意数量的静止式、触发式和/或起动式异能。只要先锋牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。
  
 <​BOOKMARK:​cr313-5>​313.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\\ ​ <​BOOKMARK:​cr313-5>​313.5. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.\\ ​
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 <​BOOKMARK:​cr313-6>​313.6. 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 their maximum hand size. See rule 103.5.\\ ​ <​BOOKMARK:​cr313-6>​313.6. 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 their maximum hand size. See rule 103.5.\\ ​
-313.6. 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。参见规则[[cr:​1#​cr103-5|103.5]]。+313.6. 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张数和手牌上限(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。参见规则[[cr:​1#​cr103-5|103.5]]。
  
 <​BOOKMARK:​cr313-7>​313.7. 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 103.4.\\ ​ <​BOOKMARK:​cr313-7>​313.7. 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 103.4.\\ ​
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 <​BOOKMARK:​cr314-4>​314.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​ <​BOOKMARK:​cr314-4>​314.4. A scheme card may have any number of static, triggered, and/or activated abilities. As long as a scheme card is face up in the command zone, its static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.\\ ​
-314.4. 邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。+314.4. 邪计牌可以具有任意数量的静止式、触发式和/或起动式异能。只要邪计牌在统帅区中为牌面朝上,其静止式异能便影响游戏,触发式异能便可以触发,起动式异能可以起动。
  
 <​BOOKMARK:​cr314-5>​314.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\\ ​ <​BOOKMARK:​cr314-5>​314.5. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.\\ ​
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