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cr:7 [2025/04/02 16:52]
Siyang Li [716. 职业牌 Class Cards]
cr:7 [2025/04/09 13:37] (当前版本)
Siyang Li
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 [[:​完整规则|返回完整规则目录]] | [[cr:​6|第六章 - 咒语、异能和效应 Spells, Abilities, and Effects]] | [[cr:​8|第八章 - 多人游戏规则 Multiplayer Rules]] [[:​完整规则|返回完整规则目录]] | [[cr:​6|第六章 - 咒语、异能和效应 Spells, Abilities, and Effects]] | [[cr:​8|第八章 - 多人游戏规则 Multiplayer Rules]]
 ====== 7. 附加规则 Additional Rules ====== ====== 7. 附加规则 Additional Rules ======
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 701.8b 在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。 701.8b 在默认情况下,使某位牌手弃掉一张牌的效应允许由受影响的牌手来选择弃掉哪一张牌。然而有些效应会要求牌手随机弃牌,或允许其他牌手来选弃掉哪张牌。
  
-<​BOOKMARK:​cr701-8c>​701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 730, “Handling Illegal Actions”).\\  +<​BOOKMARK:​cr701-8c>​701.8c If a card is discarded, but an effect causes it to be put into a hidden zone instead of into its owner’s graveyard without being revealed, all values of that card’s characteristics are considered to be undefined. If a card is discarded this way to pay a cost that specifies a characteristic about the discarded card, that cost payment is illegal; the game returns to the moment before the cost was paid (see rule 731, “Handling Illegal Actions”).\\  
-701.8c 若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则[[cr:​7#​cr730|730]],“处理非法动作”)。+701.8c 若一张牌被弃掉,但某效应使其改为以未被展示的方式放置于一个隐藏区域而非其拥有者的坟墓场中,该牌的任何特征值皆视为是未定义的。若以此法弃掉牌来支付某费用,且该费用指定了所弃之牌的某种特征,该费用的支付非法;游戏将倒回至该费用被支付之前的时刻(参见规则[[cr:​7#​cr731|731]],“处理非法动作”)。
  
 <​BOOKMARK:​cr701-9>​701.9. Double\\ ​ <​BOOKMARK:​cr701-9>​701.9. Double\\ ​
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 <​BOOKMARK:​cr701-40c>​701.40c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.\\  <​BOOKMARK:​cr701-40c>​701.40c If a permanent changes zones before an effect causes it to explore, its last known information is used to determine which object explored and who controlled it.\\ 
 701.40c 如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。 701.40c 如果某永久物在有效应令其勘察之前就已改变区域,则利用其最后已知信息来确定进行勘察的物件及其操控者。
 +
 +<​BOOKMARK:​cr701-40d>​701.40d If multiple permanents are instructed to explore at the same time, the first player in APNAP order who controls (or, in the case of a permanent no longer on the battlefield,​ last controlled; see rule 701.40c) one or more of those permanents chooses one of them and it explores. Then this process is repeated for each remaining instruction to explore,​\\ ​
 +701.40d 如果同时令多个永久物勘察,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则[[cr:​7#​cr701-40c|701.40c]])中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物勘察。然后对每个剩余的勘察指示重复此流程。
  
 <​BOOKMARK:​cr701-41>​701.41. Assemble\\ ​ <​BOOKMARK:​cr701-41>​701.41. Assemble\\ ​
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 701.47c 如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。 701.47c 如果一个永久物在有效应令其筹谋之前就已改变区域,则利用其最后已知信息来确定筹谋的物件及其操控者。
  
-<​BOOKMARK:​cr701-47d>​701.47d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls one or more of those permanents chooses one of them and it connives. Then if any permanents remain on the battlefield which have been instructed to connive and have not done so, this process is repeated.\\  +<​BOOKMARK:​cr701-47d>​701.47d If multiple permanents are instructed to connive at the same time, the first player in APNAP order who controls ​(or, in the case of a permanent no longer on the battlefield,​ last controlled; see rule 701.47c) ​one or more of those permanents chooses one of them and it connives. Then this process is repeated ​for each remaining instruction to connive.\\  
-701.47d 如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后如果有任何被指示令其筹谋的永久物仍在战场且还未如此作,重复此流程。+701.47d 如果同时令多个永久物筹谋,则在操控了一个或数个此类永久物的牌手(如果该永久物已不在战场上,则是最后操控它的牌手;参见规则[[cr:​7#​cr701-40c|701.40c]])中,依主动牌手先决定(APNAP)顺序的第一位牌手选择其中一个由其操控的永久物,令该永久物筹谋。然后对每个剩余的筹谋指示重复此流程。
  
 <​BOOKMARK:​cr701-47e>​701.47e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\\ ​ <​BOOKMARK:​cr701-47e>​701.47e Connive N is a variant of connive. The permanent’s controller draws N cards, discards N cards, then puts a number of +1/+1 counters on the permanent equal to the number of nonland cards discarded this way.\\ ​
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 <​BOOKMARK:​cr701-60b>​701.60b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.60a is complete, even if some or all of those actions were impossible.\\ ​ <​BOOKMARK:​cr701-60b>​701.60b An ability that triggers whenever a player manifests dread triggers after the process described in rule 701.60a is complete, even if some or all of those actions were impossible.\\ ​
 701.60b 每当牌手显化惧象时触发的异能会在完成规则[[cr:​7#​cr701-60a|701.60a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。 701.60b 每当牌手显化惧象时触发的异能会在完成规则[[cr:​7#​cr701-60a|701.60a]]所述之流程后触发,即使该流程之部分或全部动作无法完成也是一样。
 +
 +<​BOOKMARK:​cr701-61>​701.61. Behold\\ ​
 +701.61. 请援
 +
 +<​BOOKMARK:​cr701-61a>​701.61a “Behold a [quality]” means “Reveal a [quality] card from your hand or choose a [quality] permanent you control on the battlefield.”\\ ​
 +701.61a “请援[特性]”意指“从你手上展示一张[特性]牌,或选择一个战场上由你操控的[特性]永久物”。
 +
 +<​BOOKMARK:​cr701-61b>​701.61b The phrase “if a [quality] was beheld” refers to whether or not the object had that quality at the time the player took that action, regardless of whether or not the revealed card or chosen permanent still has that quality as the spell or ability including that phrase resolves.\\ ​
 +701.61b “如果已请援[特性]”此描述仅关注该物件于牌手执行该动作时是否具有该特性,无论所展示的牌或所选择的永久物于包含该描述的咒语或异能结算时是否仍具有该特性。
 +
 +<​BOOKMARK:​cr701-62>​701.62. Endure\\ ​
 +701.62. 续战
 +
 +<​BOOKMARK:​cr701-62a>​701.62a Certain abilities instruct a permanent to endure N. To do so, that permanent’s controller creates an N/N white Spirit creature token unless they put N +1/+1 counters on that permanent.\\ ​
 +701.62a 某些异能会指示永久物续战N。其意指,除非该永久物的操控者在该永久物上放置N个+1/​+1指示物,否则其派出一个N/​N白色精怪衍生生物。
 +
 +<​BOOKMARK:​cr701-62b>​701.62b If a permanent is instructed to endure 0, nothing happens. No counters are put on that permanent and no tokens are created.\\ ​
 +701.62b 如果某永久物被指示续战0,则什么都不会发生。该永久物上不会放置任何指示物,也不会派出衍生物。
  
 ===== 702. 关键字异能 Keyword Abilities ===== ===== 702. 关键字异能 Keyword Abilities =====
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 702.140b 于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。 702.140b 于合变式生物咒语开始结算时,若其目标不合法,则其不再是合变式生物咒语,并以生物咒语继续结算,在该咒语操控者的操控下被放进战场。
  
-<​BOOKMARK:​cr702-140c>​702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 727, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\\  +<​BOOKMARK:​cr702-140c>​702.140c As a mutating creature spell resolves, if its target is legal, it doesn’t enter the battlefield. Rather, it merges with the target creature and becomes one object represented by more than one card or token (see rule 728, “Merging with Permanents”). The spell’s controller chooses whether the spell is put on top of the creature or on the bottom. The resulting permanent is a mutated permanent.\\  
-702.140c 于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则[[cr:​7#​cr727|727]],“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。+702.140c 于合变式生物咒语结算时,若其目标合法,其不会进入战场。它就只是与该目标生物结聚,并成为一个由多于一张牌或衍生物所代表的物件(参见规则[[cr:​7#​cr728|728]],“与永久物结聚”)。该咒语的操控者选择是要将该咒语放置在该生物的顶上还是底下。所成的永久物是结聚永久物。
  
 <​BOOKMARK:​cr702-140d>​702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\\ ​ <​BOOKMARK:​cr702-140d>​702.140d An ability that triggers whenever a creature mutates triggers when a spell merges with a creature as a result of a resolving mutating creature spell.\\ ​
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 702.145a 昼形与夜形分别见于一些转化式双面牌(参见规则[[cr:​7#​cr712|712]],“双面牌”)的两面。 702.145a 昼形与夜形分别见于一些转化式双面牌(参见规则[[cr:​7#​cr712|712]],“双面牌”)的两面。
  
-<​BOOKMARK:​cr702-145b>​702.145b Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters transformed,​” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 728, “Day and Night.”\\  +<​BOOKMARK:​cr702-145b>​702.145b Daybound is found on the front faces of some transforming double-faced cards and represents three static abilities. “Daybound” means “If it is night and this permanent is represented by a transforming double-faced card, it enters transformed,​” “As it becomes night, if this permanent is front face up, transform it,” and “This permanent can’t transform except due to its daybound ability.” See rule 729, “Day and Night.”\\  
-702.145b 昼形见于一些转化式双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以转化式双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则[[cr:​7#​cr728|728]],“白昼与黑夜”。+702.145b 昼形见于一些转化式双面牌的正面,代表三个静止式异能。“昼形”意指“如果当前是黑夜,且此永久物以转化式双面牌代表,则此永久物进场时已转化”,“于成为黑夜时,若此永久物正面朝上,转化之”,以及“此永久物不能因其昼形异能之外的方式转化。”参见规则[[cr:​7#​cr729|729]],“白昼与黑夜”。
  
 <​BOOKMARK:​cr702-145c>​702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\\ ​ <​BOOKMARK:​cr702-145c>​702.145c Any time a player controls a permanent that is front face up with daybound and it’s night, that player transforms that permanent. This happens immediately and isn’t a state-based action.\\ ​
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 702.171. 乘驾 702.171. 乘驾
  
-<​BOOKMARK:​cr702-171a>​702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\\ ​+<​BOOKMARK:​cr702-171a>​702.171a Saddle is an activated ability. “Saddle N” means “Tap any number of other untapped creatures you control with total power N or greater: This permanent becomes saddled until end of turn. Activate only as a sorcery.”\\ ​
 702.171a 乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。” 702.171a 乘驾属于起动式异能。“乘驾N”意指“横置任意数量由你操控且力量总和等于或大于N的其他未横置生物:此永久物成为已乘驾直到回合结束。只能于法术时机起动。”
  
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 702.176. 隐现 702.176. 隐现
  
-<​BOOKMARK:​cr702-176a>​702.176a Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If you chose to pay this spell’s impending cost, it enters with N time counters on it,” “As long as this permanent has a time counter on it, if it was cast for its impending cost, it’s not a creature,​” and “At the beginning of your end step, if this permanent ​was cast for its impending cost and there is at least one time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\  +<​BOOKMARK:​cr702-176a>​702.176a Impending is a keyword that represents four abilities. The first and second are static abilities that function while the spell with impending is on the stack. The third is a static ability that functions on the battlefield. The fourth is a triggered ability that functions on the battlefield. “Impending N—[cost]” means “You may choose to pay [cost] rather than pay this spell’s mana cost,” “If this spell’s impending cost was paid, it enters with N time counters on it,” “As long as this permanent’s impending cost was paid and it has a time counter on it, it’s not a creature,​” and “At the beginning of your end step, if this permanent’s impending cost was paid and it has a time counter on it, remove a time counter from it.” Casting a spell for its impending cost follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\  
-702.176a 隐现此关键字代表四个异能。第一个和第二个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你选择支付此咒语的隐现费用,则其进场时上面有N个计时指示物”、“只要永久物上有计时指示物,如果曾支付其隐现费用来施放之,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用来施放之,且其上有至少一个计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则[[cr:​6#​cr601-2b|601.2b]]与[[cr:​6#​cr601-2f|601.2f-h]]之规范来支付替代性费用。+702.176a 隐现此关键字代表四个异能。第一个和第二个是静止式异能,会于具有隐现异能的咒语在堆叠上时生效。第三个是静止式异能,在战场上生效。第四个是触发式异能,在战场上生效。“隐现N~[费用]”意指“你可以选择支付[费用],而非支付此咒语的法术力费用”、“如果你支付此咒语的隐现费用,则其进场时上面有N个计时指示物”、“只要曾支付过此永久物的隐现费用且其上有计时指示物,它便不是生物”以及“在你的结束步骤开始时,若曾支付此永久物的隐现费用且其上有计时指示物,则从其上移去一个计时指示物。”支付隐现费用以施放咒语时,需依照规则[[cr:​6#​cr601-2b|601.2b]]与[[cr:​6#​cr601-2f|601.2f-h]]之规范来支付替代性费用。
  
 <​BOOKMARK:​cr702-177>​702.177. Exhaust\\ ​ <​BOOKMARK:​cr702-177>​702.177. Exhaust\\ ​
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 <​BOOKMARK:​cr702-177b>​702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.\\ ​ <​BOOKMARK:​cr702-177b>​702.177b An effect may allow you to take an action as long as you haven’t activated an exhaust ability this turn. Such an effect allows that action only if you haven’t begun to activate an exhaust ability this turn.\\ ​
-702.177b 一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始动竭绝异能的情况下,才允许你执行该动作。+702.177b 一个效应允许你只要本回合中还未起动过任何竭绝异能,就能执行一个动作。此类效应仅在你本回合中尚未开始动竭绝异能的情况下,才允许你执行该动作。
  
 Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.\\ ​ Example: Elvish Refueler has an exhaust ability that costs mana and also has an ability that reads “During your turn, as long as you haven’t activated an exhaust ability this turn, you may activate exhaust abilities as though they haven’t been activated.” Loot, the Pathfinder has an exhaust ability that is also a mana ability. If you’ve already activated both of these abilities in a previous turn, you can’t activate Loot’s mana ability during the process of activating Elvish Refueler’s exhaust ability, because you have already begun to activate a different exhaust ability.\\ ​
行 3157: 行 3177:
 <​BOOKMARK:​cr702-178a>​702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”\\ ​ <​BOOKMARK:​cr702-178a>​702.178a A max speed ability is a special kind of static ability. “Max speed — [Ability]” means “As long as your speed is 4, this object has ‘[Ability].’” See rule 702.179, “Start Your Engines!”\\ ​
 702.178a 速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则[[cr:​7#​cr702-179|702.179]],“发动引擎!”。 702.178a 速度极限是一类特殊的静止式异能。“速度极限~[异能]”意指“只要你的速度达到4,此物件便具有[异能]。”参见规则[[cr:​7#​cr702-179|702.179]],“发动引擎!”。
 +
 +<​BOOKMARK:​cr702-178b>​702.178b If an ability granted by a max speed ability states which zones it functions from, the max speed ability that grants that ability functions from those zones. (See rule 113.6c.)\\ ​
 +702.178b 如果速度极限异能所赋予的异能注明了其生效的区域,则赋予该异能的速度极限异能也会在这些区域生效。
  
 <​BOOKMARK:​cr702-179>​702.179. Start Your Engines!\\ ​ <​BOOKMARK:​cr702-179>​702.179. Start Your Engines!\\ ​
行 3178: 行 3201:
 <​BOOKMARK:​cr702-179f>​702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.\\ ​ <​BOOKMARK:​cr702-179f>​702.179f Some effects refer to a player’s speed. If that player has no speed, their speed is 0 for the purpose of an effect that refers to speed.\\ ​
 702.179f 一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。 702.179f 一些效应提及牌手的速度。如果该牌手没有速度,则对于提及速度的效应而言,其速度为0。
 +
 +<​BOOKMARK:​cr702-180>​702.180. Harmonize\\ ​
 +702.180. 谐颂
 +
 +<​BOOKMARK:​cr702-180a>​702.180a Harmonize represents three static abilities that function while the spell with harmonize is on the stack. “Harmonize [cost]” means “You may cast this spell from your graveyard by paying [cost] and tapping up to one untapped creature you control rather than paying this spell’s mana cost,” “If you cast this spell using its harmonize ability, its total cost is reduced by an amount of generic mana equal to the tapped creature’s power,” and “If the harmonize cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack.” Casting a spell using its harmonize ability follows the rules for paying alternative costs in rules 601.2b and 601.2f–h.\\ ​
 +702.180a 谐颂代表三个静止式异能,于具有谐颂异能的咒语在堆叠上时生效。“谐颂[费用]”意指,“你可以从你的坟墓场施放此牌,并支付[费用]及横置至多一个由你操控且未横置的生物,而非支付其法术力费用”“如果你利用此咒语的谐颂异能来施放之,则其总费用减少若干一般法术力,其数量等同于所横置生物的力量”,以及“若曾支付其谐颂费用,当此牌将于任何时机下离开堆叠时,改为将它放逐,而非置入任何地方。”
 +
 +<​BOOKMARK:​cr702-180b>​702.180b You choose which creature to tap as you choose to pay a spell’s harmonize cost (see rule 601.2b), and then tap that creature as you pay the total cost.\\ ​
 +702.180b 于你选择支付咒语的谐颂费用时,一并选择横置哪个生物(参见规则[[cr:​6#​cr601-2b|601.2b]])。于你支付总费用时,横置该生物。
 +
 +<​BOOKMARK:​cr702-181>​702.181. Mobilize\\ ​
 +702.181. 动员
 +
 +<​BOOKMARK:​cr702-181a>​702.181a Mobilize is a triggered ability. “Mobilize N” means “Whenever this creature attacks, create N 1/1 red Warrior creature tokens. Those tokens enter tapped and attacking. Sacrifice them at the beginning of the next end step.”\\ ​
 +702.181a 动员属于触发式异能。“动员N”意指,“每当此生物攻击时,派出N个已横置且正进行攻击的1/​1红色战士衍生生物。在下一个结束步骤开始时将它们牺牲。”
  
 ===== 703. 回合动作 Turn-Based Actions ===== ===== 703. 回合动作 Turn-Based Actions =====
行 3338: 行 3376:
  
 <​BOOKMARK:​cr704-5z>​704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”\\ ​ <​BOOKMARK:​cr704-5z>​704.5z If a player controls a permanent with start your engines! and that player has no speed, that player’s speed becomes 1. See rule 702.179, “Start Your Engines!”\\ ​
-704.5z 如果一位牌手操控具有发动引擎!异能的永久物且没有速度,则其速度成为1。参见规则[[cr:​7#​cr702-179|702.179]],“发动引擎!”。+704.5z 如果一位牌手操控具有发动引擎!异能的永久物且该牌手没有速度,则其速度成为1。参见规则[[cr:​7#​cr702-179|702.179]],“发动引擎!”。
  
 <​BOOKMARK:​cr704-6>​704.6. Some variant games include additional state-based actions that aren’t normally applicable:​\\ ​ <​BOOKMARK:​cr704-6>​704.6. Some variant games include additional state-based actions that aren’t normally applicable:​\\ ​
行 3583: 行 3621:
 707.10d 一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。 707.10d 一些效应为某咒语或异能每“能”以一个牌手或物件为目标,便将其复制一次。这些复制品选择这些目标进入堆叠,并由这些复制品的操控者选择其放进堆叠的顺序。如果该咒语或异能具有多于一个目标,每个目标必须都是同一个牌手或物件。如果该牌手或物件不是该咒语或异能上每个“目标”一词的合法目标,则对于该牌手或物件而言,不会为其创造一个复制品。
  
-<​BOOKMARK:​cr707-10e>​707.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,​” the copy isn’t created.\\  +<​BOOKMARK:​cr707-10e>​707.10e Some effects copy a spell or ability and specify a new target for the copy. If the spell or ability has more than one target, each of the copy’s targets must be that player or object. If that player or object isn’t a legal target for each instance of the word “target,​” the copy isn’t created. In the case where a replacement effect causes the copy to target more than one object, the copy’s controller chooses one of them to be the new target. The chosen target must be a legal target for that spell or ability.\\  
-707.10e 一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被生。+707.10e 一些效应复制咒语或异能并为该复制品指定一个新的目标。如果该咒语或异能具有多于一个目标,该复制品的每个目标必须是该牌手或物件。如果该牌手或物件不是每个“目标”一词的合法目标,则该复制品不会被创造。在某个替代性效应使得该复制品以多个物件为目标的情况下,该复制品的操控者选择其中一个作为新的目标。所选择的目标必须是该咒语或异能的合法目标。 
 + 
 +Example: Frontline Heroism is an enchantment with the ability “Whenever you cast a spell that targets only a single creature you control, create a 1/1 red Soldier creature token with haste, then copy that spell. The copy targets that token.” Anointed Procession is an enchantment with the ability “If an effect would create one or more tokens under your control, it creates twice that many of those tokens instead.” If you control both and cast Moment of Triumph targeting a creature you control, Frontline Heroism’s ability triggers. As that ability resolves, you create two 1/1 red Soldier creature tokens with haste, then copy Moment of Triumph and the copy targets one of those tokens of your choice. The copy doesn’t target both the tokens.\\  
 +例如:前线勇行[Frontline Heroism]是具有以下叙述的结界:“每当你施放仅以单一由你操控之物为目标的咒语时,派出一个1/​1红色,具敏捷异能的士兵衍生生物,然后复制该咒语。此复制品以该衍生物为目标。”圣洗者行列是具有以下叙述的结界:“如果某效应将在你的操控下派出一个或数个衍生物,则改为它派出两倍数量的该类衍生物。”如果你于同时操控这两者时施放了得胜之时并指定一个由你操控的生物为目标,则前线勇行的异能会触发。于该异能结算时,你派出两个1/​1红色,具敏捷异能的士兵衍生生物,然后复制得胜之时,且该复制品依你的选择以其中一个衍生物为目标。该复制品不会同时指定两个衍生物为目标
  
 <​BOOKMARK:​cr707-10f>​707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\\ ​ <​BOOKMARK:​cr707-10f>​707.10f Some effects copy a permanent spell. As that copy resolves, it ceases being a copy of a spell and becomes a token permanent. (See rule 608.3f.)\\ ​
行 4071: 行 4112:
 715.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。 715.2. 出现在左面的嵌印牌框中的叙述注记有本牌的一组副特征,在其成为咒语期间可能会具有该副特征。该牌的正常特征如常展示在牌上,尽管它出现在右侧的较小的文字栏中。
  
-<​BOOKMARK:​cr715-2a>​715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,​” it refers to an object ​for which these alternative characteristics ​exist, even if the object currently doesn’t use them.\\  +<​BOOKMARK:​cr715-2a>​715.2a If an effect refers to a card, spell, or permanent that “has an Adventure,​” it refers to an object ​that has the alternative characteristics ​of an Adventure spell, even if the object currently doesn’t use them.\\  
-715.2a 如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有此类副特征的物件,即使该物件当前并没有用到其副特征。+715.2a 如果一个效应提及“具有历险”的牌、咒语或永久物,它提及的是具有历险咒语副特征的物件,即使该物件当前并没有用到其副特征。
  
-<​BOOKMARK:​cr715-2b>​715.2b The existence and values of these alternative characteristics ​is part of the object’s copiable values.\\ ​+<​BOOKMARK:​cr715-2b>​715.2b The existence and values of these alternative characteristics ​are part of the object’s copiable values.\\ ​
 715.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。 715.2b 这些副特征的存在性及其各值是该物件的可复制特征值的一部分。
  
行 4096: 行 4137:
  
 <​BOOKMARK:​cr715-4>​715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\\ ​ <​BOOKMARK:​cr715-4>​715.4. In every zone except the stack, and while on the stack not as an Adventure, an adventurer card has only its normal characteristics.\\ ​
-715.4. 在堆叠以外的其他区域、以及在堆叠上不为历险施放时,历险者牌只具有其正常特征。+715.4. 在堆叠以外的其他区域、以及在堆叠上不为历险时,历险者牌只具有其正常特征。
  
 <​BOOKMARK:​cr715-5>​715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\\  <​BOOKMARK:​cr715-5>​715.5. If an effect instructs a player to choose a card name and the player wants to choose an adventurer card’s alternative name, the player may do so.\\ 
行 4121: 行 4162:
  
 <​BOOKMARK:​cr716-2d>​716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\\  <​BOOKMARK:​cr716-2d>​716.2d If a rule or effect refers to a permanent’s level and that permanent doesn’t have a level, it is treated as though its level is 1.\\ 
-716.2d 如果一个规则或效应提及永久物的等级,且该永久物没有等级,该永久物被视作等级是1。+716.2d 如果一个规则或效应提及永久物的等级,且该永久物没有登记,该永久物被视作等级是1。
  
 <​BOOKMARK:​cr716-3>​716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\\ ​ <​BOOKMARK:​cr716-3>​716.3. Any ability printed on a Class card that isn’t preceded by a class level bar is treated normally. In particular, the Class has the ability printed in its top text box section at all times. That ability may affect the game if it’s a static ability, it may trigger if it’s a triggered ability, and it can be activated if it’s an activated ability.\\ ​
行 4216: 行 4257:
 719.3c 如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则[[cr:​7#​cr702-169|702.169]],“侦结”。 719.3c 如果案件具有已侦结此称号,则其具有的“侦结~[异能文本]”异能如果是静止式异能,可以影响游戏;如果是触发式异能,可以触发;如果是起动式异能,可以被起动。参见规则[[cr:​7#​cr702-169|702.169]],“侦结”。
  
-===== 720. 操控其他手 Controlling Another Player ​===== +===== 720. 预兆牌 Omen Cards ===== 
-<​BOOKMARK:​cr720>​720. ​Controlling Another Player\\  +<​BOOKMARK:​cr720>​720. ​Omen Cards\\  
-720. 操控其他+720. 预兆
  
-<​BOOKMARK:​cr720-1>​720.1. ​Some cards allow player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.\\  +<​BOOKMARK:​cr720-1>​720.1. ​Omen cards have two-part card frame, with a smaller frame inset within their text box.\\  
-720.1. ​一些允许手在下一个回合被另一位手所操控。此效应会由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始+720.1. ​预兆具有分为两部分的框,其中较小的框嵌印文字栏中
  
-<​BOOKMARK:​cr720-1a>720.1a Multiple player-controlling effects ​that affect ​the same player overwrite each other. The last one to be created is the one that works.\\  +<​BOOKMARK:​cr720-2>720.2. The text that appears in the inset frame on the left defines alternative characteristics ​that the object may have while it’s a spell. The card’s normal characteristics appear as usual, although with a smaller text box on the right.\\  
-720.1a 多个对同一手生效的牌手操控效应互相覆盖。只最后一个被创造效应生效+720.2. 出现在左面的嵌印框中叙述注记有本的一组副特征,在其成为咒语期间可能该副特征。该牌的正常特征如常展示在牌上,尽管它现在右侧的较小文字栏中
  
-<​BOOKMARK:​cr720-1b>720.1b If a turn is skippedany pending player-controlling effects wait until the player who would be affected actually takes a turn.\\  +<​BOOKMARK:​cr720-2a>720.2a If an effect refers to cardspell, or permanent that “has an Omen,” it refers to an object that has the alternative characteristics of an Omen spell, even if the object currently doesn’t use them.\\  
-720.1b 如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效+720.2a 如果一个效应提及“具有预兆”的牌、咒语或永久物,它提及的是具有预兆咒语副特征的物件,即使该物件当前并没有用到其副特征
  
-<​BOOKMARK:​cr720-2>720.2. Two cards (Word of Command ​and Opposition Agent) allow a player to control another player for a limited duration.\\  +<​BOOKMARK:​cr720-2b>720.2b The existence ​and values of these alternative characteristics are part of the object’s copiable values.\\  
-720.2. 两张牌(命令咒[Word of Command]和反对派密探)允许牌手有限时间内操控另位牌手+720.2b 这些副特征的存性及其各值是该物件的可复制特征值的一部分
  
-<​BOOKMARK:​cr720-3>720.3. Only control ​of the player changesAll objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.\\  +<​BOOKMARK:​cr720-2c>720.2c Although omen cards are printed with multiple sets of characteristics,​ each omen card is only one cardFor example, a player who has drawn or discarded an omen card has drawn or discarded one card, not two.\\  
-720.3. 只有该手的操控权被改变。所物件依旧由正常状况下的操控者来操控。在被操控之手的回合中牌手仍是该回合的主动+720.2c 即使预兆多组特征,每张预兆牌仍只是一张牌,例如,抓到或弃掉一张预兆牌的牌手仍抓或弃了一张,而不是两张
  
-<​BOOKMARK:​cr720-4>​720.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.\\  +<​BOOKMARK:​cr720-3>​720.3. As a player casts an omen card, the player chooses whether they cast the card normally or as an Omen.\\  
-720.4. 如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。+720.3. 于牌手施放预兆牌时,该牌手选择是要正常施放该牌,或是将其作为预兆来施放。 
 + 
 +<​BOOKMARK:​cr720-3a>​720.3a When casting an omen card as an Omen, only the alternative characteristics are evaluated to see if it can be cast.\\  
 +720.3a 在将预兆牌作为预兆来施放时,仅会利用其副特征来决定此时能否施放该咒语。 
 + 
 +<​BOOKMARK:​cr720-3b>​720.3b While on the stack as an Omen, the spell has only its alternative characteristics.\\  
 +720.3b 预兆在堆叠上时,该咒语只有其副特征。 
 + 
 +<​BOOKMARK:​cr720-3c>​720.3c If an Omen spell is copied, the copy is also an Omen. It has the alternative characteristics of the spell and not the normal characteristics of the card that represents the Omen spell. Any rule or effect that refers to a spell cast as an Omen refers to the copy as well.\\  
 +720.3c 如果一个预兆咒语被复制,该复制品也是预兆。它具有该咒语的副特征,而非代表该预兆咒语的牌之正常特征。任何提及作为预兆施放的咒语之规则或效应也会提及该复制品。 
 + 
 +<​BOOKMARK:​cr720-3d>​720.3d As an Omen spell resolves, its controller shuffles it into its owner’s library instead of putting it into its owner’s graveyard as it resolves.\\  
 +720.3d 于预兆咒语结算时,该咒语的操控者改为将其洗入其拥有者的牌库,而非置入其拥有者的坟墓场。 
 + 
 +<​BOOKMARK:​cr720-4>​720.4. In every zone except the stack, and while on the stack not as an Omen, an omen card has only its normal characteristics.\\  
 +720.4. 在堆叠以外的其他区域、以及在堆叠上且不为预兆时,预兆牌只具有其正常特征。 
 + 
 +<​BOOKMARK:​cr720-5>​720.5. If an effect instructs a player to choose a card name and the player wants to choose an omen card’s alternative name, the player may do so.\\  
 +720.5. 如果一个效应指示牌手选择一个牌名,而该牌手想要选择一张预兆牌的副名称,则该牌手可以如此作。 
 + 
 +===== 721. 操控其他牌手 Controlling Another Player ===== 
 +<​BOOKMARK:​cr721>​721. Controlling Another Player\\  
 +721. 操控其他牌手 
 + 
 +<​BOOKMARK:​cr721-1>​721.1. Some cards allow a player to control another player during that player’s next turn. This effect applies to the next turn that the affected player actually takes. The affected player is controlled during the entire turn; the effect doesn’t end until the beginning of the next turn.\\  
 +721.1. 一些牌允许牌手在下一个回合被另一位牌手所操控。此效应会在由受影响之牌手实际进行的下个回合生效。整个回合都会被操控;此效应会持续直到下个回合开始。 
 + 
 +<​BOOKMARK:​cr721-1a>​721.1a Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.\\  
 +721.1a 多个对同一牌手生效的牌手操控效应会互相覆盖。只有最后一个被创造出来的效应生效。 
 + 
 +<​BOOKMARK:​cr721-1b>​721.1b If a turn is skipped, any pending player-controlling effects wait until the player who would be affected actually takes a turn.\\  
 +721.1b 如果一个回合被略过,则尚未执行的牌手操控效应会等到受影响的牌手实际进行回合时才生效。 
 + 
 +<​BOOKMARK:​cr721-2>​721.2. Two cards (Word of Command and Opposition Agent) allow a player to control another player for a limited duration.\\  
 +721.2. 两张牌(命令咒[Word of Command]和反对派密探)允许牌手在有限的时间内操控另一位牌手。 
 + 
 +<​BOOKMARK:​cr721-3>​721.3. Only control of the player changes. All objects are controlled by their normal controllers. A player who’s being controlled during their turn is still the active player.\\  
 +721.3. 只有该牌手的操控权被改变。所有物件依旧由正常状况下的操控者来操控。在被操控之牌手的回合中,该牌手仍是该回合的主动牌手。 
 + 
 +<​BOOKMARK:​cr721-4>​721.4. If information about an object in the game would be visible to the player being controlled, it’s visible to both that player and the controller of the player. If information about cards outside the game would be visible to the player being controlled, it’s visible only to that player, not the controller of the player.\\  
 +721.4. 如果被操控的牌手将可以看到关于一个游戏中物件的信息,则该牌手以及该牌手的操控者都可以看到此信息。如果被操控的牌手将可以看到关于游戏外的牌张之信息,只有该牌手可以看到此信息,该牌手的操控者不能看到此信息。
  
 Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.\\ ​ Example: The controller of a player can see that player’s hand and the face of any face-down creatures they control.\\ ​
 例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。 例如:某牌手的操控者可以看到该牌手的手牌,以及查看由该牌手操控之面朝下的生物。
  
-<​BOOKMARK:​cr720-5>720.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.\\  +<​BOOKMARK:​cr721-5>721.5. While controlling another player, a player makes all choices and decisions the controlled player is allowed to make or is told to make by the rules or by any objects. This includes choices and decisions about what to play, and choices and decisions called for by spells and abilities.\\  
-720.5. 牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。+721.5. 牌手的操控者替该牌手作出所有规则或任何物件要求作出选择与决定。这包括决定要使用什么,以及咒语与异能所要求的选择与决定。
  
 Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.\\ ​ Example: The controller of another player decides which spells that player casts and what those spells target, and makes any required decisions when those spells resolve.\\ ​
行 4250: 行 4331:
 例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。 例如:该牌手的操控者决定主动牌手的哪些生物攻击,每个攻击生物攻击哪位牌手或哪个鹏洛客,以及这些攻击生物的战斗伤害该如何分配。
  
-<​BOOKMARK:​cr720-5a>720.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\\  +<​BOOKMARK:​cr721-5a>721.5a The controller of another player can use only that player’s resources (cards, mana, and so on) to pay costs for that player.\\  
-720.5a 牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。+721.5a 牌手的操控者只能利用该牌手的资源(牌、法术力等)来替该牌手支付费用。
  
 Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.\\ ​ Example: If the controller of a player decides that the controlled player will cast a spell with an additional cost of discarding cards, the cards are discarded from the controlled player’s hand.\\ ​
 例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。 例如:如果该牌手的操控者决定该主动牌手将施放某咒语,并从该牌手手上弃掉一张牌来支付其额外费用,则必须从该主动牌手的手上弃牌。
  
-<​BOOKMARK:​cr720-5b>720.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.\\  +<​BOOKMARK:​cr721-5b>721.5b The controller of another player can’t make choices or decisions for that player that aren’t called for by the rules or by any objects. The controller also can’t make any choices or decisions for the player that would be called for by the tournament rules.\\  
-720.5b 牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。+721.5b 牌手的操控者不得替该牌手作出规则或任何物件未要求作出的选择或决定。比赛规则方面要求该牌手作出的选择与决定亦不得由该牌手的操控者代替作出。
  
 Example: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.\\ ​ Example: The player who’s being controlled still decides if they will leave to visit the restroom, trade a card to someone else, agree to an intentional draw, or call a judge about an error or infraction.\\ ​
 例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。 例如:被操控的牌手依然由自己决定是否要离席去洗手间,是否要同他人交换卡牌,是否需要约和,或是否需要就某个错误或违规行为叫裁判。
  
-<​BOOKMARK:​cr720-6>720.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.\\  +<​BOOKMARK:​cr721-6>721.6. The controller of another player can’t make that player concede. A player may concede the game at any time, even if they are controlled by another player. See rule 104.3a.\\  
-720.6. 牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则[[cr:​1#​cr104-3a|104.3a]]。+721.6. 牌手的操控者不能让该牌手认输。牌手可以在任何时间认输,即使他已被其他牌手操控。参见规则[[cr:​1#​cr104-3a|104.3a]]。
  
-<​BOOKMARK:​cr720-7>720.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.\\  +<​BOOKMARK:​cr721-7>721.7. The effect that gives control of a player to another player may restrict the actions the controlled player is allowed to take or specify actions that the controlled player must take.\\  
-720.7. 使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。+721.7. 使某牌手操控另一位牌手的效应可能会限制被操控的牌手所允许作出的动作,或指明被操控的牌手必须作出的动作。
  
-<​BOOKMARK:​cr720-8>720.8. A player who controls another player also continues to make their own choices and decisions.\\  +<​BOOKMARK:​cr721-8>721.8. A player who controls another player also continues to make their own choices and decisions.\\  
-720.8. 操控其他牌手的牌手如常为自己作出选择与决定。+721.8. 操控其他牌手的牌手如常为自己作出选择与决定。
  
-<​BOOKMARK:​cr720-9>720.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.\\  +<​BOOKMARK:​cr721-9>721.9. A player may gain control of themselves. That player will make their own decisions and choices as normal.\\  
-720.9. 牌手可以获得对自己的操控权。该牌手将如常为自己作出选择与决定。+721.9. 牌手可以获得对自己的操控权。该牌手将如常为自己作出选择与决定。
  
-===== 721. 结束回合和阶段 Ending Turns and Phases ===== +===== 722. 结束回合和阶段 Ending Turns and Phases ===== 
-<​BOOKMARK:​cr721>721. Ending Turns and Phases\\  +<​BOOKMARK:​cr722>722. Ending Turns and Phases\\  
-721. 结束回合和阶段+722. 结束回合和阶段
  
-<​BOOKMARK:​cr721-1>721.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\  +<​BOOKMARK:​cr722-1>722.1. Some cards end the turn. When an effect ends the turn, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\  
-721.1. 一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则[[cr:​6#​cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。+722.1. 一些牌会让当前回合结束。当一个效应结束本回合时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则[[cr:​6#​cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。
  
-<​BOOKMARK:​cr721-1a>721.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 721.1f).\\  +<​BOOKMARK:​cr722-1a>722.1a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 722.1f).\\  
-721.1a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则[[cr:​7#​cr721-1f|721.1f]])。+722.1a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则[[cr:​7#​cr722-1f|722.1f]])。
  
-<​BOOKMARK:​cr721-1b>721.1b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\\  +<​BOOKMARK:​cr722-1b>722.1b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\\  
-721.1b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则[[cr:​7#​cr704|704]],“状态动作”)。+722.1b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则[[cr:​7#​cr704|704]],“状态动作”)。
  
-<​BOOKMARK:​cr721-1c>721.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\  +<​BOOKMARK:​cr722-1c>722.1c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\  
-721.1c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。+722.1c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。
  
-<​BOOKMARK:​cr721-1d>721.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.\\  +<​BOOKMARK:​cr722-1d>722.1d The current phase and/or step ends. If this happens during combat, remove all creatures and planeswalkers from combat. The game skips straight to the cleanup step; skip any phases or steps between this phase or step and the cleanup step. If an effect ends the turn during the cleanup step, a new cleanup step begins.\\  
-721.1d 当前的阶段和/​或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。+722.1d 当前的阶段和/​或步骤结束。如果这发生在战斗阶段中,则将所有生物和鹏洛客移出战斗。游戏过程直接跳到清除步骤。从目前的阶段或步骤到清除步骤之间,所有的阶段或步骤均被略过。如果一个效应在清除步骤中结束回合,一个新的清除步骤开始。
  
-<​BOOKMARK:​cr721-1e>721.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\\  +<​BOOKMARK:​cr722-1e>722.1e Even though the turn ends, “at the beginning of the end step” triggered abilities don’t trigger because the end step is skipped.\\  
-721.1e 即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。+722.1e 即使回合结束,“在结束步骤开始时”触发的触发式异能不会触发,因为结束步骤已被略过。
  
-<​BOOKMARK:​cr721-1f>721.1f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”\\  +<​BOOKMARK:​cr722-1f>722.1f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the cleanup step, then the active player gets priority and players can cast spells and activate abilities. Then there will be another cleanup step before the turn finally ends. If no triggered abilities have triggered during this process, no player gets priority during the cleanup step. See rule 514, “Cleanup Step.”\\  
-721.1f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则[[cr:​5#​cr514|514]],“清除步骤”。+722.1f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在清除步骤中被放入堆叠,此后主动牌手会得到优先权,牌手有机会施放咒语或起动异能。然后在本回合真正结束之前,会进行另一个清除步骤。如果此过程中没有触发式异能被触发,牌手在清除步骤不会得到优先权。参见规则[[cr:​5#​cr514|514]],“清除步骤”。
  
-<​BOOKMARK:​cr721-2>721.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\  +<​BOOKMARK:​cr722-2>722.2. One card (Mandate of Peace) ends the combat phase. When an effect ends the combat phase, follow these steps in order, as they differ from the normal process for resolving spells and abilities (see rule 608, “Resolving Spells and Abilities”).\\  
-721.2. 一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则[[cr:​6#​cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。+722.2. 一张牌(和平授令[Mandate of Peace])结束战斗阶段。当一个效应结束战斗阶段时,由于这与一般状况下结算咒语和起动式异能的过程不同(参见规则[[cr:​6#​cr608|608]],“结算咒语及起动式异能”),须依序进行下列步骤。
  
-<​BOOKMARK:​cr721-2a>721.2a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 721.2f).\\  +<​BOOKMARK:​cr722-2a>722.2a If there are any triggered abilities that triggered before this process began but haven’t been put onto the stack yet, those abilities cease to exist. They won’t be put onto the stack. This rule does not apply to abilities that trigger during this process (see rule 722.2f).\\  
-721.2a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则[[cr:​7#​cr721-2f|721.2f]])。+722.2a 如果于此过程开始之前有任何触发式异能触发但尚未放进堆叠,这些异能消失。它们不会放进堆叠。此规则不会对在此过程中触发的异能生效(参见规则[[cr:​7#​cr722-2f|722.2f]])。
  
-<​BOOKMARK:​cr721-2b>721.2b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\\  +<​BOOKMARK:​cr722-2b>722.2b Exile every object on the stack, including the object that’s resolving. All objects not on the battlefield or in the command zone that aren’t represented by cards will cease to exist the next time state-based actions are checked (see rule 704, “State-Based Actions”).\\  
-721.2b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则[[cr:​7#​cr704|704]],“状态动作”)。+722.2b 放逐堆叠中的所有物件,包括正在结算的物件。所有不在战场上或统帅区且并未以牌来代表的物件,都会在下次检查状态动作时消失(参见规则[[cr:​7#​cr704|704]],“状态动作”)。
  
-<​BOOKMARK:​cr721-2c>721.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\  +<​BOOKMARK:​cr722-2c>722.2c Check state-based actions. No player gets priority, and no triggered abilities are put onto the stack.\\  
-721.2c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。+722.2c 检查状态动作。没有牌手将得到优先权,且没有触发式异能会进入堆叠。
  
-<​BOOKMARK:​cr721-2d>721.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\\  +<​BOOKMARK:​cr722-2d>722.2d The current combat phase ends. Remove all creatures and planeswalkers from combat. Effects that last “until end of combat” expire. The game skips straight to the next phase, usually the postcombat main phase; skip any steps between this step and that phase.\\  
-721.2d 当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。+722.2d 当前的战斗阶段结束。将所有生物和鹏洛客移出战斗。持续到“直到战斗结束”的效应结束。游戏过程直接跳到下一个阶段,通常是战斗后行动阶段;从目前的步骤到该阶段之间,所有的步骤均被略过。
  
-<​BOOKMARK:​cr721-2e>721.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\\  +<​BOOKMARK:​cr722-2e>722.2e Even though the combat phase ends, “at end of combat” triggered abilities don’t trigger because the end of combat step is skipped.\\  
-721.2e 即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。+722.2e 即使战斗阶段结束,“在战斗结束时”触发的触发式异能不会触发,因为战斗结束步骤已被略过。
  
-<​BOOKMARK:​cr721-2f>721.2f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.\\  +<​BOOKMARK:​cr722-2f>722.2f No player gets priority during this process, so triggered abilities are not put onto the stack. If any triggered abilities have triggered since this process began, those abilities are put onto the stack during the following phase, then the active player gets priority and players can cast spells and activate abilities.\\  
-721.2f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。+722.2f 在上述过程中,没有牌手会得到优先权,所以触发式异能不会进入堆叠。如果在此过程开始之后触发了任何触发式异能,则这些异能会在下一个阶段中被放入堆叠,此后主动牌手会得到优先权,牌手可施放咒语或起动异能。
  
-<​BOOKMARK:​cr721-2g>721.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\\  +<​BOOKMARK:​cr722-2g>722.2g If an effect attempts to end the combat phase at any time that’s not a combat phase, nothing happens.\\  
-721.2g 如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。+722.2g 如果一个效应试图在任何不是战斗阶段的时间点结束战斗阶段,什么都不会发生。
  
-===== 722. 君主 The Monarch ===== +===== 723. 君主 The Monarch ===== 
-<​BOOKMARK:​cr722>722. The Monarch\\  +<​BOOKMARK:​cr723>723. The Monarch\\  
-722. 君主+723. 君主
  
-<​BOOKMARK:​cr722-1>722.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.\\  +<​BOOKMARK:​cr723-1>723.1. The monarch is a designation a player can have. There is no monarch in a game until an effect instructs a player to become the monarch.\\  
-722.1. “君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。+723.1. “君主”是牌手可获得的称号。有些牌上会注记着“某牌手成为君主”。
  
-<​BOOKMARK:​cr722-2>722.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”\\  +<​BOOKMARK:​cr723-2>723.2. There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. This is an exception to rule 113.8. The full texts of these abilities are “At the beginning of the monarch’s end step, that player draws a card” and “Whenever a creature deals combat damage to the monarch, its controller becomes the monarch.”\\  
-722.2. “身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。+723.2. “身为君主”会产生与之关联的两个固有触发式异能。这些触发式异能没有来源,其操控者为异能触发时为君主的牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。这两个异能的完整叙述为“在君主的结束步骤开始时,该牌手抓一张牌”及“每当任一生物对君主造成战斗伤害时,其操控者成为君主”。
  
-<​BOOKMARK:​cr722-3>722.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\\  +<​BOOKMARK:​cr723-3>723.3. Only one player can be the monarch at a time. As a player becomes the monarch, the current monarch ceases to be the monarch.\\  
-722.3. 同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。+723.3. 同一时间只有一位牌手能成为君主。于某位牌手成为君主时,当前的君主便不再是君主。
  
-<​BOOKMARK:​cr722-4>722.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.\\  +<​BOOKMARK:​cr723-4>723.4. If the monarch leaves the game, the active player becomes the monarch at the same time as that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order becomes the monarch. If no player still in the game can become the monarch, the game continues with no monarch.\\  
-722.4. 如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。+723.4. 如果君主离开游戏,则主动牌手在其离开游戏的同时成为君主。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手成为君主。如果仍在游戏中的牌手均不能成为君主,游戏以没有君主的状态继续。
  
-<​BOOKMARK:​cr722-5>722.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\\  +<​BOOKMARK:​cr723-5>723.5. If the result of a continuous effect generated by a static ability is determined based on who is currently the monarch, but there is no monarch in the game as that effect begins to apply, that effect does nothing until a player becomes the monarch. See rule 613, “Continuous Effects.”\\  
-722.5. 如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则[[cr:​6#​cr613|613]],“持续性效应”。+723.5. 如果一个静止式异能产生的持续性效应的结果是根据哪位牌手是君主来确定的,但此效应生效时游戏中没有君主,则该效应没有效果,直到某位牌手成为君主。参见规则[[cr:​6#​cr613|613]],“持续性效应”。
  
-===== 723. 先制 The Initiative ===== +===== 724. 先制 The Initiative ===== 
-<​BOOKMARK:​cr723>723. The Initiative\\  +<​BOOKMARK:​cr724>724. The Initiative\\  
-723. 先制+724. 先制
  
-<​BOOKMARK:​cr723-1>723.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\\  +<​BOOKMARK:​cr724-1>724.1. The initiative is a designation a player can have. There is no initiative in a game until an effect instructs a player to take the initiative. A player who currently has the initiative designation is said to have the initiative.\\  
-723.1. “先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。+724.1. “先制”是牌手可获得的称号。游戏开始时没有先制,直到某效应令牌手掌握先制为止。当前拥有先制称号的牌手便“握有先制”。
  
-<​BOOKMARK:​cr723-2>723.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,​” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,​” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.46, “Venture into the Dungeon.”\\  +<​BOOKMARK:​cr724-2>724.2. There are three inherent triggered abilities associated with having the initiative. These triggered abilities have no source and are controlled by the player who had the initiative at the time the abilities triggered. This is an exception to rule 113.8. The full text of these abilities are “At the beginning of the upkeep of the player who has the initiative, that player ventures into Undercity,​” “Whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the controller of those creatures takes the initiative,​” and “Whenever a player takes the initiative, that player ventures into Undercity.” See rule 701.46, “Venture into the Dungeon.”\\  
-723.2. 握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则[[cr:​7#​cr701-46|701.46]],“深入地城”。+724.2. 握有先制会产生与之关联的三个固有触发式异能。这些触发式异能没有来源,且其操控者是当这些异能触发时握有先制的牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。这三个异能的完整叙述为“在握有先制的牌手的维持开始时,该牌手深入地底城。”、“每当一个或数个生物对握有先制的牌手造成战斗伤害时,这些生物的操控者掌握先制。”,和“每当一位牌手掌握先制时,该牌手深入地底城。”参见规则[[cr:​7#​cr701-46|701.46]],“深入地城”。
  
-<​BOOKMARK:​cr723-3>723.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\\  +<​BOOKMARK:​cr724-3>724.3. Only one player can have the initiative at a time. As a player takes the initiative, the player who currently has the initiative ceases to have it.\\  
-723.3. 同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。+724.3. 同一时间只有一位牌手能握有先制。于某位牌手掌握先制时,当前握有先制的牌手便不再握有先制。
  
-<​BOOKMARK:​cr723-4>723.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.\\  +<​BOOKMARK:​cr724-4>724.4. If the player who has the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.\\  
-723.4. 如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。+724.4. 如果握有先制的牌手离开游戏,则主动牌手在其离开游戏的同时掌握先制。如果该主动牌手也离开游戏、或没有主动牌手,则依回合顺序的下一位牌手掌握先制。
  
-<​BOOKMARK:​cr723-5>723.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 723.2 to trigger but does not create a second initiative designation.\\  +<​BOOKMARK:​cr724-5>724.5. If the player who currently has the initiative is instructed to take the initiative, this causes the last triggered ability in 724.2 to trigger but does not create a second initiative designation.\\  
-723.5. 如果当前握有先制的牌手被指示掌握先制,这会使规则[[cr:​7#​cr723-2|723.2]]所述的最后一条触发式异能触发,但不会产生第二个先制称号。+724.5. 如果当前握有先制的牌手被指示掌握先制,这会使规则[[cr:​7#​cr724-2|724.2]]所述的最后一条触发式异能触发,但不会产生第二个先制称号。
  
-===== 724. 重新开始游戏 Restarting the Game ===== +===== 725. 重新开始游戏 Restarting the Game ===== 
-<​BOOKMARK:​cr724>724. Restarting the Game\\  +<​BOOKMARK:​cr725>725. Restarting the Game\\  
-724. 重新开始游戏+725. 重新开始游戏
  
-<​BOOKMARK:​cr724-1>724.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:​\\  +<​BOOKMARK:​cr725-1>725.1. One card (Karn Liberated) restarts the game. A game that is restarted immediately ends. No players in that game win, lose, or draw that game. All players in that game when it ended then start a new game following the procedures set forth in rule 103, “Starting the Game,” with the following exception:​\\  
-724.1. 一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则[[cr:​1#​cr103|103]],“开始游戏”,所规定的流程,但包括以下例外:+725.1. 一张牌(重获自由的卡恩)可以重新开始游戏。被重新开始的游戏立即结束。在该游戏中,没有牌手赢,输,或者平手。在该游戏中的所有牌手此后开始新的游戏,并遵循由规则[[cr:​1#​cr103|103]],“开始游戏”,所规定的流程,但包括以下例外:
  
-<​BOOKMARK:​cr724-1a>724.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\\  +<​BOOKMARK:​cr725-1a>725.1a The starting player in the new game is the player who controlled the spell or ability that restarted the game.\\  
-724.1a 新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。+725.1a 新的游戏之先行牌手为操控使游戏重新开始之咒语或异能的牌手。
  
-<​BOOKMARK:​cr724-2>724.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.\\  +<​BOOKMARK:​cr725-2>725.2. All Magic cards involved in the game that was restarted when it ended, including phased-out permanents and nontraditional Magic cards, are involved in the new game, even if those cards were not originally involved in the restarted game. Ownership of cards in the new game doesn’t change, regardless of their location when the new game begins.\\  
-724.2. 所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。+725.2. 所有包含在被重新开始的游戏中的万智牌卡牌,包括已跃离的永久物和非传统万智牌卡牌,在该游戏结束后均包含在新的游戏中,即使这些牌原本未包含在原来的游戏中。在新的游戏中,牌的拥有者不会因其在游戏开始时所在的位置而改变。
  
 Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.\\ ​ Example: A player casts Living Wish, bringing a creature card into the game from outside the game. Then that game is restarted. The creature card will be part of that player’s library when the new game begins.\\ ​
 例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。 例如:某牌手施放生机祈愿,将游戏外的一张生物牌带入游戏中。然后该游戏重新开始。这张生物牌在新的游戏开始时将成为该牌手牌库的一部分。
  
-<​BOOKMARK:​cr724-3>724.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\\  +<​BOOKMARK:​cr725-3>725.3. Because each player draws seven cards when the new game begins, any player with fewer than seven cards in their library will lose the game when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\\  
-724.3. 由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则[[cr:​7#​cr704|704]],“状态动作”。)+725.3. 由于在新的游戏开始时每位牌手需要抓七张牌,任何在此时牌库中不足七张牌的牌手将在第一个回合的维持步骤开始,检查状态动作时输去此盘游戏,而不考虑该牌手进行的任何再调度。(参见规则[[cr:​7#​cr704|704]],“状态动作”。)
  
-<​BOOKMARK:​cr724-4>724.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions,​ those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.\\  +<​BOOKMARK:​cr725-4>725.4. The effect that restarts the game finishes resolving just before the first turn’s untap step. If the spell or ability that generated that effect has additional instructions,​ those instructions are followed at this time. No player has priority, and any triggered abilities that trigger as a result will go on the stack the next time a player receives priority, usually during the first turn’s upkeep step.\\  
-724.4. 重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。+725.4. 重新开始游戏的效应在第一个回合的重置步骤开始之前完成结算。如果产生该效应的咒语或异能具有额外的指示,在此时遵循这些指示。没有牌手会得到优先权,且由此而触发的触发式异能将在下一次牌手将得到优先权时进入堆叠,这通常是在第一个回合的维持步骤中。
  
-<​BOOKMARK:​cr724-5>724.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.\\  +<​BOOKMARK:​cr725-5>725.5. Effects may exempt certain cards from the procedure that restarts the game. These cards are not in their owner’s deck as the new game begins.\\  
-724.5. 一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。+725.5. 一些效应可能使某些牌不遵循重新开始游戏的流程。这些牌在新的游戏开始时不在其拥有者的牌库中。
  
-<​BOOKMARK:​cr724-5a>724.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”\\  +<​BOOKMARK:​cr725-5a>725.5a In a Commander game, a commander that has been exempted from the procedure that restarts the game won’t begin the new game in the command zone. However, it remains that deck’s commander for the new game. See rule 903, “Commander.”\\  
-724.5a 在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则[[cr:​9#​cr903|903]],“指挥官”。+725.5a 在指挥官游戏中,因此而未遵循重新开始游戏的流程之指挥官不会在新的游戏开始时位于统帅区。但是,它仍然是新的游戏中该套牌的指挥官。参见规则[[cr:​9#​cr903|903]],“指挥官”。
  
-<​BOOKMARK:​cr724-6>724.6. If a Magic subgame (see rule 724) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.\\  +<​BOOKMARK:​cr725-6>725.6. If a Magic subgame (see rule 727) is restarted, the main game is unaffected. Main-game effects that refer to the winner or loser of the subgame now refer to the winner or loser of the restarted subgame.\\  
-724.6. 如果一个万智牌子游戏(参见规则[[cr:​7#​cr726|726]])被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。+725.6. 如果一个万智牌子游戏(参见规则[[cr:​7#​cr727|727]])被重新开始,主游戏不会受到影响。主游戏中提及子游戏的赢家或输家的效应,将提及重新开始的子游戏之赢家或输家。
  
-<​BOOKMARK:​cr724-7>724.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.\\  +<​BOOKMARK:​cr725-7>725.7. If a multiplayer game using the limited range of influence option (see rule 801) is restarted, all players in the game are involved, regardless of the range of influence of the player who controls the ability that restarted the game.\\  
-724.7. 如果在限制影响范围模式(参见规则[[cr:​8#​cr801|801]])的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。+725.7. 如果在限制影响范围模式(参见规则[[cr:​8#​cr801|801]])的多人游戏中,该游戏被重新开始,则该游戏中的所有牌手都将重新开始游戏,而不考虑操控重新开始游戏之咒语或异能的牌手之影响范围。
  
-===== 725. 拉德指示物 Rad Counters ===== +===== 726. 拉德指示物 Rad Counters ===== 
-<​BOOKMARK:​cr725>725. Rad Counters\\  +<​BOOKMARK:​cr726>726. Rad Counters\\  
-725. 拉德指示物+726. 拉德指示物
  
-<​BOOKMARK:​cr725-1>725.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\\  +<​BOOKMARK:​cr726-1>726.1. Rad counters are a kind of counter a player can have (see rule 122, “Counters”). There is an inherent triggered ability associated with rad counters. This ability has no source and is controlled by the active player. This is an exception to rule 113.8. The full text of this ability is “At the beginning of each player’s precombat main phase, if that player has one or more rad counters, that player mills a number of cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”\\  
-725.1. 拉德指示物是牌手可具有的一种指示物(参见规则[[cr:​1#​cr122|122]],“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。”+726.1. 拉德指示物是牌手可具有的一种指示物(参见规则[[cr:​1#​cr122|122]],“指示物”)。具有拉德指示物会产生与之关联的一个固有触发式异能。这些触发式异能没有来源,且其操控者是主动牌手。这是规则[[cr:​1#​cr113-8|113.8]]的例外情况。此异能的完整叙述为“在每位牌手战斗前的行动阶段开始时,若该牌手具有一个或数个拉德指示物,该牌手磨等同于其具有之拉德指示物数量的牌。每以此法磨掉一张非地牌,该牌手便失去1点生命并从自己上移去一个拉德指示物。”
  
-<​BOOKMARK:​cr725-1a>725.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\\  +<​BOOKMARK:​cr726-1a>726.1a A card that refers to life loss “from radiation” refers to life lost as a result of the triggered ability associated with rad counters.\\  
-725.1a 提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。+726.1a 提及“因辐射量”而失去生命的牌,其意指因与拉德指示物关联的触发式异能失去生命。
  
-===== 726. 子游戏 Subgames ===== +===== 727. 子游戏 Subgames ===== 
-<​BOOKMARK:​cr726>726. Subgames\\  +<​BOOKMARK:​cr727>727. Subgames\\  
-726. 子游戏+727. 子游戏
  
-<​BOOKMARK:​cr726-1>726.1. One card (Shahrazad) allows players to play a Magic subgame.\\  +<​BOOKMARK:​cr727-1>727.1. One card (Shahrazad) allows players to play a Magic subgame.\\  
-726.1. 只有一张牌(Shahrazad)允许牌手进行万智牌的子游戏。+727.1. 只有一张牌(雪赫拉莎德[Shahrazad])允许牌手进行万智牌的子游戏。
  
-<​BOOKMARK:​cr726-1a>726.1a A “subgame” is a completely separate Magic game created by an effect. Essentially,​ it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.\\  +<​BOOKMARK:​cr727-1a>727.1a A “subgame” is a completely separate Magic game created by an effect. Essentially,​ it’s a game within a game. The “main game” is the game in which the spell or ability that created the subgame was cast or activated. The main game is temporarily discontinued while the subgame is in progress. It resumes when the subgame ends.\\  
-726.1a “子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。+727.1a “子游戏”意指由效应所创造出来、与当前游戏完全无关的万智牌游戏。本质上来说,它就是游戏当中的另一个游戏。“主游戏”是施放或起动了创造该子游戏之咒语或异能所在的游戏。主游戏在子游戏进行过程中暂停。它会在子游戏结束后继续进行。
  
-<​BOOKMARK:​cr726-1b>726.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.\\  +<​BOOKMARK:​cr727-1b>727.1b No effects or definitions created in either the main game or the subgame have any meaning in the other, except as defined by the effect that created the subgame. For example, the effect may say that something happens in the main game to the winner or loser of the subgame.\\  
-726.1b 在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。+727.1b 在主游戏或子游戏当中,各自产生的效应及定义对另一个而言均无意义,但由创造出子游戏的效应所作出的定义不在此限。例如,该效应当中会注明,在主游戏中会对子游戏的赢家或输家有何奖惩。
  
-<​BOOKMARK:​cr726-2>726.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 726.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\\  +<​BOOKMARK:​cr727-2>727.2. As the subgame starts, an entirely new set of game zones is created. Each player takes all the cards in their main-game library, moves them to their subgame library, and shuffles them. No other cards in a main-game zone are moved to their corresponding subgame zone, except as specified in rules 727.2a–c. Randomly determine which player goes first. The subgame proceeds like a normal game, following all other rules in rule 103, “Starting the Game.”\\  
-726.2. 于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则[[cr:​7#​cr726-2a|726.2a-c]]中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则[[cr:​1#​cr103|103]]部分“开始游戏”中规定的其他规则。+727.2. 于子游戏开始时,会创造出一整套全新的游戏区域。每位牌手将各自主游戏的整个牌库当作其子游戏的牌库,并对其进行洗牌。除此之外,在主游戏各个区域里的牌都不会移到子游戏的对应区域当中,除了规则[[cr:​7#​cr727-2a|727.2a-c]]中特别指出的之外。随机决定哪位牌手先手。子游戏的进程如正常的游戏一般,须遵循如规则[[cr:​1#​cr103|103]]部分“开始游戏”中规定的其他规则。
  
-<​BOOKMARK:​cr726-2a>726.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\\  +<​BOOKMARK:​cr727-2a>727.2a As a subgame begins, if one or more supplementary decks of nontraditional cards are being used, each player moves each of their supplementary decks from the main-game command zone to the subgame command zone and shuffles it. (Face-up nontraditional cards remain in the main-game command zone.)\\  
-726.2a 于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。)+727.2a 于子游戏开始时,如果用到了一套或多套由非传统卡牌组成的附加套牌,每位牌手将这些附加套牌从主游戏统帅区移到子游戏统帅区,并将其洗牌。(牌面朝上的非传统卡牌留在主游戏的统帅区。)
  
-<​BOOKMARK:​cr726-2b>726.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.\\  +<​BOOKMARK:​cr727-2b>727.2b As a subgame of a Vanguard game starts, each player moves their vanguard card from the main-game command zone to the subgame command zone.\\  
-726.2b 于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。+727.2b 于先锋游戏中的子游戏开始时,每位牌手将其先锋牌从主游戏统帅区移到子游戏统帅区。
  
-<​BOOKMARK:​cr726-2c>726.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.\\  +<​BOOKMARK:​cr727-2c>727.2c As a subgame of a Commander game starts, each player moves their commander from the main-game command zone (if it’s there) to the subgame command zone.\\  
-726.2c 于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。+727.2c 于指挥官游戏中的子游戏开始时,每位牌手将其指挥官从主游戏统帅区(如果该牌在统帅区的话)移到子游戏统帅区。
  
-<​BOOKMARK:​cr726-3>726.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\\  +<​BOOKMARK:​cr727-3>727.3. Because each player draws seven cards when a game begins, any player with fewer than seven cards in their deck will lose the subgame when state-based actions are checked during the upkeep step of the first turn, regardless of any mulligans that player takes. (See rule 704, “State-Based Actions.”)\\  
-726.3. 对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则[[cr:​7#​cr704|704]],“状态动作”。)+727.3. 对子游戏而言,忽略一切与牌手套牌张数相关的规则。不过,由于每位牌手在游戏开始时需要抓七张牌,因此套牌张数少于七张的牌手,会在子游戏第一回合的维持步骤中检查状态动作的时候输去子游戏,不论该牌手是否进行再调度。(参见规则[[cr:​7#​cr704|704]],“状态动作”。)
  
-<​BOOKMARK:​cr726-4>726.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.\\  +<​BOOKMARK:​cr727-4>727.4. All objects in the main game and all cards outside the main game are considered outside the subgame (except those specifically brought into the subgame). All players not currently in the subgame are considered outside the subgame.\\  
-726.4. 所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。+727.4. 所有主游戏中的物件,以及主游戏之外的所有牌,均视同在子游戏之外(除非有特殊效应会将其带到子游戏之中)。所有当前不在子游戏当中的牌手均视同在子游戏之外。
  
-<​BOOKMARK:​cr726-4a>726.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.\\  +<​BOOKMARK:​cr727-4a>727.4a Some effects can bring cards into a game from outside of it. If a card is brought into a subgame from a main game, abilities in the main game that trigger on objects leaving a main-game zone will trigger, but they won’t be put onto the stack until the main game resumes.\\  
-726.4a 一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。+727.4a 一些效应可以从游戏之外带进牌。如果从主游戏中将一张牌带入子游戏中,则在主游戏中,物件离开主游戏的区域时触发的异能会触发,但这些异能直到主游戏继续之后才会进入堆叠。
  
-<​BOOKMARK:​cr726-4b>726.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.\\  +<​BOOKMARK:​cr727-4b>727.4b A player’s main-game counters aren’t considered part of the subgame, although the player will still have them when the main game resumes. Similarly, any counters a player gets during a subgame will cease to exist when the subgame ends.\\  
-726.4b 一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。+727.4b 一位牌手在主游戏中的指示物不被认为是子游戏的一部分,但是牌手在主游戏再次开始时依然具有它们。同理,牌手在子游戏中得到的指示物在子游戏结束时消失。
  
-<​BOOKMARK:​cr726-5>726.5. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 726.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued:​ First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.\\  +<​BOOKMARK:​cr727-5>727.5. At the end of a subgame, each player takes all traditional cards they own that are in the subgame other than those in the subgame command zone, puts them into their main-game library, then shuffles them. This includes cards in the subgame’s exile zone and cards that represent phased-out permanents as the subgame ends. Except as specified in rules 727.5a–c, all other objects in the subgame cease to exist, as do the zones created for the subgame. The main game continues from the point at which it was discontinued:​ First, the spell or ability that created the subgame finishes resolving, even if it was created by a spell card that’s no longer on the stack. Then, if any main-game abilities triggered while the subgame was in progress due to cards being removed from the main game, those abilities are put onto the stack.\\  
-726.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则[[cr:​7#​cr726-5a|726.5a-c]]中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。+727.5. 在子游戏结束时,每位牌手将其拥有,且参与过子游戏的传统卡牌放入其主游戏之牌库中,然后将牌库洗牌。这包括在子游戏的放逐区之中的牌,以及在子游戏结束时代表已跃离的永久物的牌。除了规则[[cr:​7#​cr727-5a|727.5a-c]]中特别指出的之外,所有子游戏中的其他物件,以及为其创造的游戏区域都会消失。主游戏从它暂停的那一刻起继续:首先,创造子游戏的咒语或异能完成结算,即使创造该咒语或异能的咒语牌已不在堆叠之上。然后,如果有在子游戏进行过程中,由于主游戏当中的牌被移出主游戏,而于主游戏里触发的异能,则将该些异能放进堆叠。
  
 Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.\\ ​ Example: If a card was brought into the subgame either from the main game or from outside the main game, that card will be put into its owner’s main-game library when the subgame ends.\\ ​
 例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。 例如:如果一张牌参与过子游戏,则不论它来自主游戏或是来自主游戏之外,都会在子游戏结束时洗回主游戏的牌库。
  
-<​BOOKMARK:​cr726-5a>726.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\\  +<​BOOKMARK:​cr727-5a>727.5a At the end of a subgame, each nontraditional card not in a supplementary deck that began the subgame in a supplementary deck is turned face down and put on the bottom of that deck. Then each player moves each of their supplementary decks from the subgame command zone to the main-game command zone and shuffles it.\\  
-726.5a 于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。+727.5a 于子游戏结束时,将每张在附加套牌中开始子游戏,且当前不在附加套牌中的非传统卡牌翻为牌面朝下并置于该附加套牌牌库底。然后每位牌手将其附加套牌从子游戏统帅区移到主游戏统帅区并将其洗牌。
  
-<​BOOKMARK:​cr726-5b>726.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.\\  +<​BOOKMARK:​cr727-5b>727.5b At the end of a subgame of a Vanguard game, each player moves their vanguard card from the subgame command zone to the main-game command zone. This is an exception to rule 313.2.\\  
-726.5b 于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则[[cr:​3#​cr313-2|313.2]]的例外情况。+727.5b 于先锋游戏中的子游戏结束时,每位牌手将其先锋牌从子游戏统帅区移到主游戏统帅区。这是规则[[cr:​3#​cr313-2|313.2]]的例外情况。
  
-<​BOOKMARK:​cr726-5c>726.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.\\  +<​BOOKMARK:​cr727-5c>727.5c At the end of a subgame of a Commander game, each player moves their commander from the subgame command zone (if it’s there) to the main-game command zone.\\  
-726.5c 于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。+727.5c 于指挥官游戏中的子游戏结束时,每位牌手将其指挥官从子游戏统帅区(如果该牌在统帅区的话)移到主游戏统帅区。
  
-<​BOOKMARK:​cr726-6>726.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\\  +<​BOOKMARK:​cr727-6>727.6. A subgame can be created within a subgame. The existing subgame becomes the main game in relation to the new subgame.\\  
-726.6. 子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。+727.6. 子游戏中可以创造另一个子游戏。当前已经存在的子游戏相对而言会成为新的子游戏之主游戏。
  
-===== 727. 与永久物结聚 Merging with Permanents ===== +===== 728. 与永久物结聚 Merging with Permanents ===== 
-<​BOOKMARK:​cr727>727. Merging with Permanents\\  +<​BOOKMARK:​cr728>728. Merging with Permanents\\  
-727. 与永久物结聚+728. 与永久物结聚
  
-<​BOOKMARK:​cr727-1>727.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\\  +<​BOOKMARK:​cr728-1>728.1. One keyword causes an object to merge with a permanent. See rule 702.140, “Mutate.”\\  
-727.1. 一个关键字异能会导致物件与永久物结聚。参见规则[[cr:​7#​cr702-140|702.140]],“合变”。+728.1. 一个关键字异能会导致物件与永久物结聚。参见规则[[cr:​7#​cr702-140|702.140]],“合变”。
  
-<​BOOKMARK:​cr727-2>727.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\\  +<​BOOKMARK:​cr728-2>728.2. To merge an object with a permanent, place that object on top of or under that permanent. That permanent becomes a merged permanent represented by the card or copy that represented that object in addition to any other components that were representing it.\\  
-727.2. 要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。+728.2. 要将物件与永久物结聚,将该物件放置在该永久物的顶上或底下。该永久物成为结聚永久物,其除由已经代表该永久物的任一其他组件所代表外,还额外由代表该物件的牌或复制品所代表。
  
-<​BOOKMARK:​cr727-2a>727.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\\  +<​BOOKMARK:​cr728-2a>728.2a A merged permanent has only the characteristics of its topmost component, unless otherwise specified by the effect that caused them to merge. This is a copiable effect whose timestamp is the time the objects merged. (See rule 613.2.)\\  
-727.2a 结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则[[cr:​6#​cr613-2|613.2]]。)+728.2a 结聚永久物仅具有其最顶上组件的特征,除非令其结聚的效应另有说明。这是一个可复制效应,其时间印记为这些物件结聚之时。(参见规则[[cr:​6#​cr613-2|613.2]]。)
  
-<​BOOKMARK:​cr727-2b>727.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield,​ but the resulting permanent isn’t considered to have just entered the battlefield.\\  +<​BOOKMARK:​cr728-2b>728.2b As an object merges with a permanent, that object leaves its previous zone and becomes part of an object on the battlefield,​ but the resulting permanent isn’t considered to have just entered the battlefield.\\  
-727.2b 于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。+728.2b 于一个物件与永久物结聚时,该物件离开其原本区域,并成为战场上一个物件的一部分,但所成的永久物并非被认为是刚刚进入战场。
  
-<​BOOKMARK:​cr727-2c>727.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\\  +<​BOOKMARK:​cr728-2c>728.2c Because a merged permanent is the same object that it was before, it hasn’t just come under a player’s control, any continuous effects that affected it continue to do so, and so on.\\  
-727.2c 因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。+728.2c 因为结聚永久物与其结聚前是同一个物件,其并未刚刚处于某牌手的操控下,任何先前对其生效的持续性效应仍继续生效,依此类推。
  
-<​BOOKMARK:​cr727-2d>727.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\\  +<​BOOKMARK:​cr728-2d>728.2d If a merged permanent contains a token, the resulting permanent is a token only if the topmost component is a token.\\  
-727.2d 如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。+728.2d 如果一个结聚永久物包含一个衍生物,所成的永久物仅当其最顶上的组件是衍生物时才是衍生物。
  
-<​BOOKMARK:​cr727-2e>727.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\\  +<​BOOKMARK:​cr728-2e>728.2e If a merged permanent contains face-up and face-down components, the permanent’s status is determined by its topmost component. If a face-down permanent becomes a face-up permanent as a result of an object merging with it, other effects don’t count it as being turned face up.\\  
-727.2e 如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。+728.2e 如果一个结聚永久物包含牌面朝上和牌面朝下的组件,该永久物的状态由其最顶上的组件决定。如果一个牌面朝下的永久物因某物件与其结聚之故而成为牌面朝上,其他效应不会视同其翻回了正面。
  
-<​BOOKMARK:​cr727-2f>727.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\\  +<​BOOKMARK:​cr728-2f>728.2f If a merged permanent is turned face down, each face-up component that represents it is turned face down. If a face-down merged permanent is turned face up, each face-down component that represents it is turned face up.\\  
-727.2f 如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。+728.2f 如果一个结聚永久物被翻为牌面朝下,每个代表该永久物的牌面朝上组件都被翻为牌面朝下。如果一个牌面朝下的结聚永久物被翻回正面,每个代表该永久物的牌面朝下组件都被翻回正面。
  
-<​BOOKMARK:​cr727-2g>727.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\\  +<​BOOKMARK:​cr728-2g>728.2g A face-down merged permanent that contains an instant or sorcery card can’t be turned face up. If such a permanent would turn face up, its controller reveals it and leaves it face down. Abilities that trigger when a permanent is turned face up won’t trigger.\\  
-727.2g 一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。+728.2g 一个包含瞬间或法术牌的牌面朝下的结聚永久物不能被翻回正面。如果一个此类永久物将翻回正面,其操控者展示之并保持其牌面朝下。当永久物翻回正面时触发的异能不会触发。
  
-<​BOOKMARK:​cr727-2h>727.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\\  +<​BOOKMARK:​cr728-2h>728.2h If a merged permanent contains a flip card (see rule 710), that component’s alternative characteristics are used instead of its normal characteristics if the merged permanent is flipped.\\  
-727.2h 如果一个结聚永久物包含一张倒转牌(参见规则[[cr:​7#​cr710|710]]),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。+728.2h 如果一个结聚永久物包含一张倒转牌(参见规则[[cr:​7#​cr710|710]]),且如果该结聚永久物已倒转,则该组件的替代用特征会被使用,而非其一般情况下的特征。
  
-<​BOOKMARK:​cr727-2i>727.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more transforming double-faced components (see rule 712), transforming that permanent causes each of those double-faced components to turn so that its other face is up.\\  +<​BOOKMARK:​cr728-2i>728.2i A merged permanent is not a double-faced permanent even if it contains one or more double-faced components. If a merged permanent contains one or more transforming double-faced components (see rule 712), transforming that permanent causes each of those double-faced components to turn so that its other face is up.\\  
-727.2i 结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张转化式双面组件(参见规则[[cr:​7#​cr712|712]]),转化该永久物会使得其中每张双面组件都翻为另一面朝上。+728.2i 结聚永久物不是双面永久物,即使它包含一个或数个双面组件。如果一个结聚永久物包含一张或数张转化式双面组件(参见规则[[cr:​7#​cr712|712]]),转化该永久物会使得其中每张双面组件都翻为另一面朝上。
  
-<​BOOKMARK:​cr727-2j>727.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\\  +<​BOOKMARK:​cr728-2j>728.2j A face-up merged permanent that contains a double-faced component can’t be turned face down.\\  
-727.2j 一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。+728.2j 一个牌面朝上的、包含双面组件的结聚永久物不能翻为牌面朝下。
  
-<​BOOKMARK:​cr727-3>727.3. If a merged permanent leaves the battlefield,​ one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\\  +<​BOOKMARK:​cr728-3>728.3. If a merged permanent leaves the battlefield,​ one permanent leaves the battlefield and each of the individual components are put into the appropriate zone.\\  
-727.3. 如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。+728.3. 如果一个结聚永久物离开战场,只有一个永久物会离开战场,且其中每个单独组件都会置入相应的区域。
  
-<​BOOKMARK:​cr727-3a>727.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\\  +<​BOOKMARK:​cr728-3a>728.3a If a merged permanent is put into its owner’s graveyard or library, that player may arrange the new objects in any order. If it’s put into its owner’s library, that player doesn’t reveal the order.\\  
-727.3a 如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。+728.3a 如果一个结聚永久物被置入其拥有者的坟墓场或牌库,该牌手可以任意顺序排列这些新物件。如果它被置于其拥有者的牌库,该牌手不展示其顺序。
  
-<​BOOKMARK:​cr727-3b>727.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\\  +<​BOOKMARK:​cr728-3b>728.3b If a player exiles a merged permanent, that player determines the relative timestamp order of the cards at that time. This is an exception to the procedure described in rule 613.7m.\\  
-727.3b 如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则[[cr:​6#​cr613-7m|613.7m]]中描述之流程的例外。+728.3b 如果一位牌手放逐了一个结聚永久物,该牌手在此时决定这些牌的相对时间印记顺序。这是规则[[cr:​6#​cr613-7m|613.7m]]中描述之流程的例外。
  
-<​BOOKMARK:​cr727-3c>727.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield,​ it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\\  +<​BOOKMARK:​cr728-3c>728.3c If an effect can find the new object that a merged permanent becomes as it leaves the battlefield,​ it finds all of those objects. (See rule 400.7.) If that effect causes actions to be taken upon those objects, the same actions are taken upon each of them.\\  
-727.3c 如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则[[cr:​4#​cr400-7|400.7]]。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。+728.3c 如果一个效应可以找到于某结聚永久物离开战场时所成为的新物件,则该效应找到所有这些物件。(参见规则[[cr:​4#​cr400-7|400.7]]。)如果该效应使得动作会对这些物件执行,则该动作会对其中的每个物件同样执行。
  
-<​BOOKMARK:​cr727-3d>727.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\\  +<​BOOKMARK:​cr728-3d>728.3d If multiple replacement effects could be applied to the event of a merged permanent leaving the battlefield or being put into the new zone, applying one of those replacement effects to the object applies it to all components of the object. If the merged permanent is a commander, it may be exempt from this rule; see rules 903.9b–c.\\  
-727.3d 如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则[[cr:​9#​cr903-9b|903.9b-c]]。+728.3d 如果多个替代性效应可以对一个结聚永久物离开战场或置入新的区域的事件生效,这些替代性效应中的一个效应对该物件生效会影响该物件的所有组件。如果该结聚永久物是指挥官,它可能会不受此规则影响;参见规则[[cr:​9#​cr903-9b|903.9b-c]]。
  
-<​BOOKMARK:​cr727-3e>727.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\\  +<​BOOKMARK:​cr728-3e>728.3e If a replacement effect applies to a “card” being put into a zone without also including tokens, that effect applies to all components of the merged permanent if it’s not a token, including components that are tokens. If the merged permanent is a token but some of its components are cards, the merged permanent and its token components are put into the appropriate zone, and the components that are cards are moved by the replacement effect.\\  
-727.3e 如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。+728.3e 如果一个替代性效应对一张“牌”(但不影响衍生物)被置入一个区域生效,且如果该结聚永久物不是衍生物,该替代性效应对该结聚永久物的所有组件生效,其中也包含为衍生物的组件。如果该结聚永久物是衍生物但其部分组件是牌,结聚永久物及其衍生物组件被置于适当的区域,而为牌的组件被该替代性效应移动。
  
-===== 728. 白昼与黑夜 Day and Night ===== +===== 729. 白昼与黑夜 Day and Night ===== 
-<​BOOKMARK:​cr728>728. Day and Night\\  +<​BOOKMARK:​cr729>729. Day and Night\\  
-728. 白昼与黑夜+729. 白昼与黑夜
  
-<​BOOKMARK:​cr728-1>728.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\\  +<​BOOKMARK:​cr729-1>729.1. Day and night are designations that the game itself can have. The game starts with neither designation. “It becomes day” and “it becomes night” refer to the game gaining the day or night designation. It can become day or night through the daybound and nightbound keyword abilities (see rule 702.145). Other effects can also make it day or night. Once it has become day or night, the game will have exactly one of those designations from that point forward.\\  
-728.1. 白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则[[cr:​7#​cr702-145|702.145]]),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。+729.1. 白昼与黑夜是游戏本身可获得的称号。(中文版译注:中文版牌张在规则提示中,会利用“天色”来指称。)游戏在一开始时没有任何称号。“成为白昼”与“成为黑夜”意指游戏获得白昼或黑夜的称号。通过昼形与夜形关键字异能(参见规则[[cr:​7#​cr702-145|702.145]]),游戏可以成为白昼或黑夜。其他效应也可以使游戏成为白昼或黑夜。一旦游戏成为白昼或黑夜,则接下来的时段中,游戏便会是这两种称号之一,且同一时间只会是两者之一。
  
-<​BOOKMARK:​cr728-1a>728.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\\  +<​BOOKMARK:​cr729-1a>729.1a The phrases “day becomes night” and “night becomes day” refer to the game losing the first designation and gaining the second one.\\  
-728.1a 短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。+729.1a 短语“白昼成为黑夜”与“黑夜成为白昼”意指游戏失去前者称号并获得后者称号。
  
-<​BOOKMARK:​cr728-2>728.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\\  +<​BOOKMARK:​cr729-2>729.2. As the second part of the untap step, the game checks the previous turn to see if the game’s day/night designation should change. See rule 502, “Untap Step.”\\  
-728.2. 作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/​黑夜称号是否应当变化。参见规则[[cr:​5#​cr502|502]],“重置步骤”。+729.2. 作为重置步骤的第二个部分,游戏会检查上一个回合,来决定游戏的白昼/​黑夜称号是否应当变化。参见规则[[cr:​5#​cr502|502]],“重置步骤”。
  
-<​BOOKMARK:​cr728-2a>728.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\\  +<​BOOKMARK:​cr729-2a>729.2a If it’s day and the previous turn’s active player didn’t cast any spells during that turn, it becomes night. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s day and no player from the previous turn’s active team cast a spell during that turn, it becomes night.\\  
-728.2a 如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则[[cr:​8#​cr805|805]])的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。+729.2a 如果当前是白昼,且上一个回合的主动牌手在该回合没有施放咒语,则成为黑夜。使用队伍共享回合模式(参见规则[[cr:​8#​cr805|805]])的多人游戏使用不同的规则:如果当前是白昼,且上一个回合的主动队伍中没有任何牌手在该回合中施放咒语,则成为黑夜。
  
-<​BOOKMARK:​cr728-2b>728.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\\  +<​BOOKMARK:​cr729-2b>729.2b If it’s night, and previous turn’s active player cast two or more spells during the previous turn, it becomes day. Multiplayer games using the shared team turns option (see rule 805) use a modified rule: if it’s night and any player from the previous turn’s active team cast two or more spells during that turn, it becomes day.\\  
-728.2b 如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则[[cr:​8#​cr805|805]])的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。+729.2b 如果当前是黑夜,且上一个回合的主动牌手在该回合中施放了两个或更多咒语,则成为白昼。使用队伍共享回合模式(参见规则[[cr:​8#​cr805|805]])的多人游戏使用不同的规则:如果当前是黑夜,且上一个回合的主动队伍中有任一牌手在该回合中施放了两个或更多咒语,则成为白昼。
  
-<​BOOKMARK:​cr728-2c>728.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\\  +<​BOOKMARK:​cr729-2c>729.2c If it’s neither day nor night, this check doesn’t happen and it remains neither.\\  
-728.2c 如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。+729.2c 如果当前既非白昼也非黑夜,则此检查不会发生,且当前仍然既非白昼也非黑夜。
  
-===== 729. 进行简化 Taking Shortcuts ===== +===== 730. 进行简化 Taking Shortcuts ===== 
-<​BOOKMARK:​cr729>729. Taking Shortcuts\\  +<​BOOKMARK:​cr730>730. Taking Shortcuts\\  
-729. 进行简化+730. 进行简化
  
-<​BOOKMARK:​cr729-1>729.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.\\  +<​BOOKMARK:​cr730-1>730.1. When playing a game, players typically make use of mutually understood shortcuts rather than explicitly identifying each game choice (either taking an action or passing priority) a player makes.\\  
-729.1. 在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。+730.1. 在进行游戏时,牌手一般会使用双方都了解的简化方式,而不会对自己所需要作出的每一个游戏选择(例如是要采取行动还是要让过优先权)都有明确表示。
  
-<​BOOKMARK:​cr729-1a>729.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.\\  +<​BOOKMARK:​cr730-1a>730.1a The rules for taking shortcuts are largely informal. As long as each player in the game understands the intent of each other player, any shortcut system they use is acceptable.\\  
-729.1a 关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。+730.1a 关于进行简化的规则很大程度上是非正式的。只要能够使在游戏中的每一位牌手理解彼此的意图,使用任何形式的简化系统都是可以接受的。
  
-<​BOOKMARK:​cr729-1b>729.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.\\  +<​BOOKMARK:​cr730-1b>730.1b Occasionally the game gets into a state in which a set of actions could be repeated indefinitely (thus creating a “loop”). In that case, the shortcut rules can be used to determine how many times those actions are repeated without having to actually perform them, and how the loop is broken.\\  
-729.1b 有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/​Loop”指一种重复的游戏动作,并非关键字异能“循环/​Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。+730.1b 有时候游戏会进行到一组动作不断反复的状态(即导致了“循环”;此节中提及之“循环/​Loop”指一种重复的游戏动作,并非关键字异能“循环/​Cycling”〜译注)。这种情况下,可以使用进行简化的规则来确定该些动作的具体重复次数,而不需实际执行它们,同时该规则也可以用于确定打破循环的方法。
  
-<​BOOKMARK:​cr729-1c>729.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/​en/​resources/​rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.\\  +<​BOOKMARK:​cr730-1c>730.1c Tournaments use a modified version of the rules governing shortcuts and loops. These rules are covered in the Magic: The Gathering Tournament Rules (found at WPN.Wizards.com/​en/​resources/​rules-documents). Whenever the Tournament Rules contradict these rules during a tournament, the Tournament Rules take precedence.\\  
-729.1c 对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在[url]http://​WPN.Wizards.com/​en/​resources/​rules-documents[/​url]此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。+730.1c 对于规范简化和循环的规则,比赛中使用的规则版本有所不同。这些规则在《万智牌比赛规则》中详述(可在[url]http://​WPN.Wizards.com/​en/​resources/​rules-documents[/​url]此处找到)。每当比赛规则与本规则中所述有所抵触时,以比赛规则为优先。
  
-<​BOOKMARK:​cr729-2>729.2. Taking a shortcut follows the following procedure.\\  +<​BOOKMARK:​cr730-2>730.2. Taking a shortcut follows the following procedure.\\  
-729.2. 进行简化时,须遵循下列顺序:+730.2. 进行简化时,须遵循下列顺序:
  
-<​BOOKMARK:​cr729-2a>729.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.\\  +<​BOOKMARK:​cr730-2a>730.2a At any point in the game, the player with priority may suggest a shortcut by describing a sequence of game choices, for all players, that may be legally taken based on the current game state and the predictable results of the sequence of choices. This sequence may be a non-repetitive series of choices, a loop that repeats a specified number of times, multiple loops, or nested loops, and may even cross multiple turns. It can’t include conditional actions, where the outcome of a game event determines the next action a player takes. The ending point of this sequence must be a place where a player has priority, though it need not be the player proposing the shortcut.\\  
-729.2a 在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。+730.2a 在游戏之中的任意时点,具有优先权的牌手可以提议进行简化,方法为牌手根据当前的游戏状态,以及由作出选择之次序导致的可预见性结果,描述所有牌手作出合法的游戏选择之次序。该次序可以属于一系列的非重复选择、指定了重复次数的循环、多个循环、嵌套循环,甚至可以跨越数个回合。次序中不能包含带有条件的动作,即牌手的动作是由游戏事件之结果来决定的情况。该次序必须以某位牌手得到优先权为终止点,但这位得到优先权的牌手不需与提议简化的牌手相同。
  
 Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.\\ ​ Example: A player controls a creature enchanted by Presence of Gond, which grants the creature the ability “{T}: Create a 1/1 green Elf Warrior creature token,” and another player controls Intruder Alarm, which reads, in part, “Whenever a creature enters, untap all creatures.” When the player has priority, they may suggest “I’ll create a million tokens,” indicating the sequence of activating the creature’s ability, all players passing priority, letting the creature’s ability resolve and create a token (which causes Intruder Alarm’s ability to trigger), Intruder Alarm’s controller putting that triggered ability on the stack, all players passing priority, Intruder Alarm’s triggered ability resolving, all players passing priority until the player proposing the shortcut has priority, and repeating that sequence 999,999 more times, ending just after the last token-creating ability resolves.\\ ​
 例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/​1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。 例如:某位牌手操控着一个结附有刚德现身的生物,使得该生物具有“{T}:派出一个1/​1绿色的妖精/战士衍生生物”,同时另一位牌手操控入侵者警报,其部分叙述为“每当一个生物进场时,重置所有生物。”当第一位牌手具有优先权时,其可以提议“我要派出一百万个衍生物”,所表明的次序为起动该生物的异能,所有的牌手让过优先权,生物异能结算并派出一个衍生物(触发了入侵者警报的异能),入侵者警报的操控者将触发式异能放进堆叠,所有的牌手让过优先权,入侵者警报的触发式异能结算,然后所有的牌手都让过优先权,直到提议该简化的牌手得到优先权为止,并将此次序再重复999999次,在最后一个派出衍生物的异能结算后终止。
  
-<​BOOKMARK:​cr729-2b>729.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.\\  +<​BOOKMARK:​cr730-2b>730.2b Each other player, in turn order starting after the player who suggested the shortcut, may either accept the proposed sequence, or shorten it by naming a place where they will make a game choice that’s different than what’s been proposed. (The player doesn’t need to specify at this time what the new choice will be.) This place becomes the new ending point of the proposed sequence.\\  
-729.2b 在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。+730.2b 在某位牌手提出简化之后,每一位其他牌手按照顺序来作出决定,是要接受所提议的次序,还是要说出自己要作出与提议不符的游戏选择之处,以缩短该次序。(此时,该牌手并不需要指出其新选择为何。)此处便成为所提议之次序的新终止点。
  
 Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.\\ ​ Example: The active player draws a card during her draw step, then says, “Go.” The nonactive player is holding Into the Fray (an instant that says “Target creature attacks this turn if able”) and says, “I’d like to cast a spell during your beginning of combat step.” The current proposed shortcut is that all players pass priority at all opportunities during the turn until the nonactive player has priority during the beginning of combat step.\\ ​
 例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。 例如:在其抓牌步骤中,主动牌手抓了一张牌,然后说,“过。”非主动牌手的手上有投身战场(瞬间,叙述为“目标生物本回合若能攻击,则必须攻击”)并说,“我想要在你战斗开始步骤时施放咒语。”当前所提议的简化即为,所有牌手均让过本回合中所能得到的优先权,直到非主动牌手在战斗开始步骤中得到优先权为止。
  
-<​BOOKMARK:​cr729-2c>729.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.\\  +<​BOOKMARK:​cr730-2c>730.2c Once the last player has either accepted or shortened the shortcut proposal, the shortcut is taken. The game advances to the last proposed ending point, with all game choices contained in the shortcut proposal having been taken. If the shortcut was shortened from the original proposal, the player who now has priority must make a different game choice than what was originally proposed for that player.\\  
-729.2c 一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。+730.2c 一旦最后一位牌手作出了是要接受或是缩短所提出之简化的决定,便开始执行该简化。游戏进行至最后提出的终止点,包含在该简化提议当中所有游戏选择均已得到执行。如果该简化比原本的提议要短,则目前具有优先权的牌手必须作出新的游戏选择,且得与原本在该简化提议中为该牌手假定的选择有所不同。
  
-<​BOOKMARK:​cr729-3>729.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.\\  +<​BOOKMARK:​cr730-3>730.3. Sometimes a loop can be fragmented, meaning that each player involved in the loop performs an independent action that results in the same game state being reached multiple times. If that happens, the active player (or, if the active player is not involved in the loop, the first player in turn order who is involved) must then make a different game choice so the loop does not continue.\\  
-729.3. 有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。+730.3. 有时循环也可以是不连续的,指每位牌手均执行了一个独立动作,结果导致重复到达了某一游戏状态数次。如果出现这种情况,则主动牌手(或,如果主动牌手与该循环无关,则是依顺序的下一位与之有关的牌手)必须作出不同的游戏选择,使得循环不再延续。
  
 Example: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.\\ ​ Example: In a two-player game, the active player controls a creature with the ability “{0}: This creature gains flying,” the nonactive player controls a permanent with the ability “{0}: Target creature loses flying,” and nothing in the game cares how many times an ability has been activated. Say the active player activates his creature’s ability, it resolves, then the nonactive player activates her permanent’s ability targeting that creature, and it resolves. This returns the game to a game state it was at before. The active player must make a different game choice (in other words, anything other than activating that creature’s ability again). The creature doesn’t have flying. Note that the nonactive player could have prevented the fragmented loop simply by not activating her permanent’s ability, in which case the creature would have had flying. The nonactive player always has the final choice and is therefore able to determine whether the creature has flying.\\ ​
 例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。 例如:在一盘双人游戏当中,主动牌手操控着一个生物,具有“{0}:此生物获得飞行异能”,而另一位牌手操控者一个永久物,具有“{0}:目标生物失去飞行异能”,且在该盘游戏中,没有关心异能起动次数的东西。假设主动牌手起动其生物的异能,该异能结算,然后非主动牌手起动其永久物上的异能并以该生物为目标,此异能同样结算。这样就会把游戏带回原先的游戏状态。主动牌手必须作出不同的游戏选择(换句话说,即不能再次起动该生物的异能)。该生物不会具有飞行。非主动牌手可以防止此类不连续循环事件的发生,而可以选择不起动其永久物的异能。这种情况下,该生物会具有飞行。非主动牌手永远都有最终决定权,因此可以决定该生物是否具有飞行。
  
-<​BOOKMARK:​cr729-4>729.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\\  +<​BOOKMARK:​cr730-4>730.4. If a loop contains only mandatory actions, the game is a draw. (See rules 104.4b and 104.4f.)\\  
-729.4. 如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则[[cr:​1#​cr104-4b|104.4b]]和[[cr:​1#​cr104-4f|104.4f]]。)+730.4. 如果一个循环只包含强制性的动作,这盘游戏为平手。(参见规则[[cr:​1#​cr104-4b|104.4b]]和[[cr:​1#​cr104-4f|104.4f]]。)
  
-<​BOOKMARK:​cr729-5>729.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.\\  +<​BOOKMARK:​cr730-5>730.5. No player can be forced to perform an action that would end a loop other than actions called for by objects involved in the loop.\\  
-729.5. 即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。+730.5. 即使有牌手可以采取行动来终止一个循环,但除了与该循环相关的物件所要求的行动之外,不会强制该牌手来执行该行动。
  
 Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.\\ ​ Example: A player controls Seal of Cleansing, an enchantment that reads, “Sacrifice Seal of Cleansing: Destroy target artifact or enchantment.” A mandatory loop that involves an artifact begins. The player is not forced to sacrifice Seal of Cleansing to destroy the artifact and end the loop.\\ ​
 例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。 例如:某位牌手操控着净化之缄印,此结界的叙述为“牺牲净化之缄印:消灭目标神器或结界。”一个与某神器有关的强制循环开始了。并不会强制该牌手牺牲净化之缄印来消灭该神器并终止此循环。
  
-<​BOOKMARK:​cr729-6>729.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.\\  +<​BOOKMARK:​cr730-6>730.6. If a loop contains an effect that says “[A] unless [B],” where [A] and [B] are each actions, no player can be forced to perform [B] to break the loop. If no player chooses to perform [B], the loop will continue as though [A] were mandatory.\\  
-729.6. 如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。+730.6. 如果一个循环中包含有“除非[B],否则[A]”的效应,其中[A]和[B]均为一系列行动,则不会强制任何牌手执行行动[B]来打破循环。如果没有牌手选择执行行动[B],此循环便会将行动[A]视同强制行动一般继续下去。
  
-===== 730. 处理非法动作 Handling Illegal Actions ===== +===== 731. 处理非法动作 Handling Illegal Actions ===== 
-<​BOOKMARK:​cr730>730. Handling Illegal Actions\\  +<​BOOKMARK:​cr731>731. Handling Illegal Actions\\  
-730. 处理非法动作+731. 处理非法动作
  
-<​BOOKMARK:​cr730-1>730.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.\\  +<​BOOKMARK:​cr731-1>731.1. If a player takes an illegal action or starts to take an action but can’t legally complete it, the entire action is reversed and any payments already made are canceled. No abilities trigger and no effects apply as a result of an undone action. If the action was casting a spell, the spell returns to the zone it came from. Each player may also reverse any legal mana abilities that player activated while making the illegal play, unless mana from those abilities or from any triggered mana abilities they caused to trigger was spent on another mana ability that wasn’t reversed. Players may not reverse actions that moved cards to a library, moved cards from a library to any zone other than the stack, caused a library to be shuffled, or caused cards from a library to be revealed.\\  
-730.1. 如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。+731.1. 如果一位牌手进行了一个非法动作,或在开始进行一个动作之后不能合法的完成该动作,则整个动作被倒退且任何已经支付的费用被取消。一个未能完成的动作不会导致异能触发或效应生效。如果该动作为施放咒语,则该咒语回到其来自的区域。每位牌手可以倒退在进行非法动作过程之中该牌手起动的任何合法的法术力异能,除非这些异能产生的法术力或其所导致的法术力触发式异能触发所提供的法术力,被用来支付了另一个不能倒退的法术力异能。牌手不可以倒退使牌转移到牌库中,或使牌库中的牌转移到非堆叠的其他区域,或使牌库洗牌,或使牌库中的牌被展示的动作。
  
-<​BOOKMARK:​cr730-2>730.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.\\  +<​BOOKMARK:​cr731-2>731.2. When reversing illegal spells and abilities, the player who had priority retains it and may take another action or pass. The player may redo the reversed action in a legal way or take any other action allowed by the rules.\\  
-730.2. 当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。+731.2. 当倒退一个非法的咒语或异能时,之前具有优先权的牌手保有优先权,且可以进行另一个动作或让过。牌手可以用合法的方式重新进行被倒退的动作,或进行规则允许的其他动作。
  
  
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