这里会显示出您选择的修订版和当前版本之间的差别。
| 后一修订版 | 前一修订版 | ||
|
cr:8 [2025/01/05 11:20] 127.0.0.1 外部编辑 |
cr:8 [2026/10/16 16:16] (当前版本) Siyang Li |
||
|---|---|---|---|
| 行 1: | 行 1: | ||
| - | |||
| [[:完整规则|返回完整规则目录]] | [[cr:7|第七章 - 附加规则 Additional Rules]] | [[cr:9|第九章 - 休闲式玩法 Casual Variants]] | [[:完整规则|返回完整规则目录]] | [[cr:7|第七章 - 附加规则 Additional Rules]] | [[cr:9|第九章 - 休闲式玩法 Casual Variants]] | ||
| ====== 8. 多人游戏规则 Multiplayer Rules ====== | ====== 8. 多人游戏规则 Multiplayer Rules ====== | ||
| 行 15: | 行 14: | ||
| 800.2. 这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。 | 800.2. 这些规则包含数个多人游戏时可采用的附加模式,以及数种多人游戏的玩法。一盘游戏可以采用多个附加模式,但只会有一种玩法。 | ||
| - | <BOOKMARK:cr800-3>800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.Wizards.com/en/resources/rules-documents.\\ | + | <BOOKMARK:cr800-3>800.3. Many multiplayer Magic tournaments have additional rules not included here, including rules for deck construction. See the most current Magic: The Gathering Tournament Rules for more information. They can be found at WPN.wizards.com/en/rules-documents.\\ |
| - | 800.3. 此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在[url]http://WPN.Wizards.com/en/resources/rules-documents[/url]找到这些内容。 | + | 800.3. 此部分规则并不包含很多万智牌多人游戏可以用到的附加规则,包括套牌构组规则。更多信息参见最新版本的万智牌比赛规则。可以在[url]http://WPN.Wizards.com/en/rules-documents[/url]找到这些内容。 |
| <BOOKMARK:cr800-4>800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.\\ | <BOOKMARK:cr800-4>800.4. Unlike two-player games, multiplayer games can continue after one or more players have left the game.\\ | ||
| 行 60: | 行 59: | ||
| 800.4h 如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。 | 800.4h 如果一条规则要求已经离开游戏之牌手作出选择,则相应改为依回合顺序的下一位牌手作出该选择。 | ||
| - | <BOOKMARK:cr800-4i>800.4i If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game.\\ | + | <BOOKMARK:cr800-4i>800.4i If an effect requires information about a specific player, the effect uses the current information about that player if they are still in the game; otherwise, the effect uses the last known information about that player before they left the game. If an effect requires information from the game about actions players have taken, the effect can find actions that were taken by a player who has left the game. If an effect requires information from the game about actions players have taken during their “last turn,” it can find the actions that were taken by a player who has left the game only until that player’s next turn after leaving the game would have begun.\\ |
| - | 800.4i 如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。 | + | 800.4i 如果一个效应需要知道特定牌手的信息,且该牌手仍在游戏中,则该效应使用该牌手当前的信息。否则,该效应使用该牌手离开游戏前的最后已知信息。如果一个效应需要知道牌手已作出的动作之游戏信息,该效应能够得知已离开游戏之牌手所作出的动作。如果一个效应需要知道牌手于其“上回合”作出的动作之游戏信息,该效应只能于本应是已离开游戏之牌手的下一个回合开始前,得知该牌手所作出的动作。 |
| <BOOKMARK:cr800-4j>800.4j If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.\\ | <BOOKMARK:cr800-4j>800.4j If a player leaves the game during their turn, that turn continues to its completion without an active player. If the active player would receive priority, instead the next player in turn order receives priority, or the top object on the stack resolves, or the phase or step ends, whichever is appropriate.\\ | ||
| 行 82: | 行 81: | ||
| <BOOKMARK:cr800-6>800.6. In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\\ | <BOOKMARK:cr800-6>800.6. In a multiplayer game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.\\ | ||
| - | 800.6. 在多人游戏中,在依照其已执行再调度的次数计算牌手应置于牌库底的牌张数量时,该牌手第一次执行的再调度不会计入该数量。第一次再调度之后的再调度会正常计入该数量。 | + | 800.6. 在多人游戏中,牌手第一次执行的再调度不会计入其应置于其牌库底的牌张数量,也不会计入其可以执行再调度的次数。第一次再调度之后的再调度会正常计入该数量。 |
| <BOOKMARK:cr800-7>800.7. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.\\ | <BOOKMARK:cr800-7>800.7. In a multiplayer game other than a Two-Headed Giant game, the starting player doesn’t skip the draw step of their first turn. In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8.\\ | ||
| 行 185: | 行 184: | ||
| <BOOKMARK:cr801-13>801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\\ | <BOOKMARK:cr801-13>801.13. Replacement and prevention effects watch for a particular event to happen and then completely or partially replace that event. The limited range of influence option can cause the modified event to contain instructions that can’t be carried out, in which case the player simply ignores the impossible instructions. See rule 614, “Replacement Effects,” and rule 615, “Prevention Effects.”\\ | ||
| - | 801.13. 替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽视此不能实现的指示。参见规则[[cr:6#cr614|614]],“替代性效应”和规则[[cr:6#cr615|615]],“防止性效应”。 | + | 801.13. 替代性及防止性效应会监视特定事件,并在其发生时完全或部分地替代该效应。限制影响范围的模式可能使改动后的事件包含无法实现的指示。在此情形下,牌手忽略此不能实现的指示。参见规则[[cr:6#cr614|614]],“替代性效应”和规则[[cr:6#cr615|615]],“防止性效应”。 |
| <BOOKMARK:cr801-13a>801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.\\ | <BOOKMARK:cr801-13a>801.13a If a replacement effect tries to cause a spell or ability to affect an object or player outside its controller’s range of influence, that portion of the event does nothing.\\ | ||
| 行 194: | 行 193: | ||
| <BOOKMARK:cr801-13b>801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.\\ | <BOOKMARK:cr801-13b>801.13b If a spell or ability creates an effect that prevents damage that would be dealt by a source, it can affect only sources within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage that would be dealt to a permanent or player, it can affect only permanents and players within the spell or ability’s controller’s range of influence. If a spell or ability creates an effect that prevents damage, but neither the source nor the would-be recipient of the damage is specified, it prevents damage only if both the source and recipient of that damage are within the spell or ability’s controller’s range of influence.\\ | ||
| - | 801.13b 如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个生物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的生物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。 | + | 801.13b 如果咒语或异能创造了一个将防止某来源将要造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的来源。如果咒语或异能创造了一个将防止对一个永久物或牌手造成之伤害的效应,则它只能影响该咒语或异能操控者影响范围内的永久物或牌手。如果咒语或异能创造了一个将防止伤害的效应,但既没有注明来源,也没有注明将要被防止伤害者,则只有当伤害来源与将要受到该伤害者同时在该咒语或异能的操控者影响范围内时,该效应才会防止伤害。 |
| Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.\\ | Example: Rob is within Alex’s range of influence, but Carissa is not. Alex controls an enchantment that says, “Prevent all damage that would be dealt by creatures.” Carissa attacks Rob with a creature. The creature deals combat damage to Rob.\\ | ||
| 行 206: | 行 205: | ||
| <BOOKMARK:cr801-14>801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.\\ | <BOOKMARK:cr801-14>801.14. If an effect states that a player wins the game, all of that player’s opponents within that player’s range of influence lose the game instead.\\ | ||
| - | 801.14. 如果一个效应指定一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输去游戏。 | + | 801.14. 如果一个效应叙述一位牌手赢得游戏,则改为所有该牌手影响范围内的对手输掉游戏。 |
| <BOOKMARK:cr801-15>801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.\\ | <BOOKMARK:cr801-15>801.15. If the effect of a spell or ability states that the game is a draw, the game is a draw for that spell or ability’s controller and all players within that player’s range of influence. They leave the game. All remaining players continue to play the game.\\ | ||
| - | 801.15. 如果一个咒语或异能的效应将使得当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。 | + | 801.15. 如果一个咒语或异能的效应叙述当前游戏为平手,则只有该咒语或异能的操控者以及在该牌手影响范围之内的所有牌手会以平手结束本盘游戏。他们离开游戏。所有其余牌手继续进行游戏。 |
| <BOOKMARK:cr801-16>801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.\\ | <BOOKMARK:cr801-16>801.16. If the game somehow enters a “loop” of mandatory actions, repeating a sequence of events with no way to stop, the game is a draw for each player who controls an object that’s involved in that loop, as well as for each player within the range of influence of any of those players. They leave the game. All remaining players continue to play the game.\\ | ||
| 801.16. 如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。 | 801.16. 如果游戏中出现了强制动作组成的“循环”,重复一系列事件且无法停止,对于循环中包含的每个物件之操控者,以及在这些牌手影响范围内的每位牌手,游戏为平手。这些牌手离开游戏。其余牌手继续游戏。 | ||
| - | <BOOKMARK:cr801-17>801.17. Effects that restart the game (see rule 723) are exempt from the limited range of influence option. All players in the game will be involved in the new game.\\ | + | <BOOKMARK:cr801-17>801.17. Effects that restart the game (see rule 727) are exempt from the limited range of influence option. All players in the game will be involved in the new game.\\ |
| - | 801.17. 重新开始游戏的效应(参见规则[[cr:7#cr724|724]])不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。 | + | 801.17. 重新开始游戏的效应(参见规则[[cr:7#cr727|727]])不受限制影响范围模式的限制。所有仍在游戏中的牌手将会开始新游戏。 |
| <BOOKMARK:cr801-18>801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”\\ | <BOOKMARK:cr801-18>801.18. In multiplayer Planechase games other than Grand Melee games, plane cards and phenomenon cards are exempt from the limited range of influence option. Their abilities, and the effects of those abilities, affect all applicable objects and players in the game. See rule 901, “Planechase.”\\ | ||
| 行 237: | 行 236: | ||
| <BOOKMARK:cr802-3>802.3. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”\\ | <BOOKMARK:cr802-3>802.3. As the attacking player declares each attacking creature, they choose a defending player, a planeswalker controlled by a defending player, or a battle protected by a defending player for it to attack. See rule 508, “Declare Attackers Step.”\\ | ||
| - | 802.3. 于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击哪一位防御牌手或是哪一个鹏洛客。参见规则[[cr:5#cr508|508]],“宣告攻击者步骤”。 | + | 802.3. 于攻击牌手宣告攻击生物时,其为每个攻击生物各选择攻击的防御牌手、由防御牌手操控的鹏洛客、或是由防御牌手防卫的战役。参见规则[[cr:5#cr508|508]],“宣告攻击者步骤”。 |
| <BOOKMARK:cr802-3a>802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.\\ | <BOOKMARK:cr802-3a>802.3a Restrictions and requirements that don’t apply to attacking a specific player are evaluated based on the entire group of attacking creatures. Restrictions and requirements that apply to attacking a specific player apply only to creatures attacking that player. The entire group of attacking creatures must still be legal. See rule 508.1.\\ | ||
| 行 324: | 行 323: | ||
| <BOOKMARK:cr805-6>805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.\\ | <BOOKMARK:cr805-6>805.6. The Active Player, Nonactive Player order rule (see rule 101.4) is modified if the shared team turns option is used. If multiple teams would make choices and/or take actions at the same time, first the active team makes any choices required, then each nonactive team in turn order makes any choices required. If multiple players would make choices and/or take actions at the same time, first each player on the active team makes any choices required in whatever order they like, then the players on each nonactive team in turn order do the same. Once all choices have been made, the actions happen simultaneously.\\ | ||
| - | 805.6. “主动牌手先决定”规则(参见规则[[cr:1#cr101-4|101.4]])在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。 | + | 805.6. “主动牌手先决定”规则(参见规则[[cr:1#cr101-4|101.4]])在使用队伍共享回合模式时有所不同。若多个队伍需要同时作决定和/或采取动作,则先由主动队伍作出选择,然后每个非主动队伍按照回合顺序作出选择。若多位牌手需要同时作决定和/或采取动作,则先由主动队伍上的牌手作出选择,然后再由每个非主动队伍上的牌手按照回合顺序作出选择。一旦所有决定完成,这些动作同时生效。 |
| <BOOKMARK:cr805-6a>805.6a If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.\\ | <BOOKMARK:cr805-6a>805.6a If more than one player is instructed to draw cards in a game that’s using the shared team turns option, first each player on the active team, in whatever order that team likes, performs that player’s draws, then each player on each nonactive team in turn order does the same.\\ | ||
| 行 419: | 行 418: | ||
| <BOOKMARK:cr807-4d>807.4d A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.\\ | <BOOKMARK:cr807-4d>807.4d A player who receives a turn marker can’t begin their turn if any player in the three seats to their left has a turn marker. If this is the case, that player waits until the player four seats to their left takes the other turn marker.\\ | ||
| - | 807.4d 如果一位牌手左起三个座位中有牌手持有回合标记,则该牌手不能得到回合标记。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。 | + | 807.4d 收到回合标记的牌手,如果其左起三个座位中有牌手持有回合标记,则不能开始其回合。在此情形下,该牌手须等待直到其左起第四个座位的牌手得到该回合标记。 |
| <BOOKMARK:cr807-4e>807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.\\ | <BOOKMARK:cr807-4e>807.4e If a player leaves the game and that player leaving the game would reduce the number of turn markers in the game, the turn marker immediately to the departed player’s right is designated for removal. If more than one player leaves the game simultaneously, those players leaving the game would reduce the number of turn markers in the game, and there are multiple turn markers that could be removed, the marker with the lowest number is designated for removal. A turn marker may be designated for removal multiple times.\\ | ||
| 行 511: | 行 510: | ||
| <BOOKMARK:cr809-5b>809.5b A team loses the game if its emperor loses.\\ | <BOOKMARK:cr809-5b>809.5b A team loses the game if its emperor loses.\\ | ||
| - | 809.5b 如果皇帝输去了游戏,则皇帝所在的队伍输去游戏。 | + | 809.5b 如果皇帝输掉了游戏,则皇帝所在的队伍输掉游戏。 |
| <BOOKMARK:cr809-5c>809.5c The game is a draw for a team if the game is a draw for its emperor.\\ | <BOOKMARK:cr809-5c>809.5c The game is a draw for a team if the game is a draw for its emperor.\\ | ||
| 行 557: | 行 556: | ||
| <BOOKMARK:cr810-8a>810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.\\ | <BOOKMARK:cr810-8a>810.8a Players win and lose the game only as a team, not as individuals. If either player on a team loses the game, the team loses the game. If either player on a team wins the game, the entire team wins the game. If an effect says that a player can’t win the game, that player’s team can’t win the game. If an effect says that a player can’t lose the game, that player’s team can’t lose the game.\\ | ||
| - | 810.8a 牌手以队伍赢得或输去游戏,而不是个人。如果队伍中的任一位牌手输去了游戏,整个队伍输去此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输去游戏,则该牌手所在队伍不会输去游戏。 | + | 810.8a 牌手以队伍赢得或输掉游戏,而不是个人。如果队伍中的任一位牌手输掉了游戏,整个队伍输掉此盘游戏。如果队伍中的任一位牌手赢得了游戏,整个队伍赢得此盘游戏。如果一个效应叙述一位牌手不能赢得游戏,则该牌手所在队伍不会赢得游戏。如果一个效应叙述一位牌手不能输掉游戏,则该牌手所在队伍不会输掉游戏。 |
| Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.\\ | Example: In a Two-Headed Giant game, a player controls Transcendence, which reads, in part, “You don’t lose the game for having 0 or less life.” If that player’s team’s life total is 0 or less, that team doesn’t lose the game.\\ | ||
| - | 例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输去此盘游戏。 | + | 例如:在一盘双头巨人游戏中,一位牌手操控超凡入圣,其部分叙述为“你不因总生命为0或更少而输掉此盘游戏。”如果该牌手所在队伍的总生命为0或更少,该队伍也不会输掉此盘游戏。 |
| Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.\\ | Example: In a Two-Headed Giant game, a player attempts to draw a card while there are no cards in that player’s library. That player loses the game, so that player’s entire team loses the game.\\ | ||
| - | 例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输去此盘游戏,所以该牌手的队伍亦输去此盘游戏。 | + | 例如:在一盘双头巨人游戏中,一位牌手在其牌库没有牌时必须抓一张牌。该牌手输掉此盘游戏,所以该牌手的队伍亦输掉此盘游戏。 |
| Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.\\ | Example: In a Two-Headed Giant game, a player controls Platinum Angel, which reads, “You can’t lose the game and your opponents can’t win the game.” Neither that player nor their teammate can lose the game while Platinum Angel is on the battlefield, and neither player on the opposing team can win the game.\\ | ||
| - | 例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输去此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。 | + | 例如:在一盘双头巨人游戏中,一位牌手操控白金天使,其叙述为“你这盘游戏不会输,对手也不会赢。”则只要白金天使在战场,该牌手和其队友都不会输掉此盘游戏,且对方队伍的牌手也都不会赢得此盘游戏。 |
| <BOOKMARK:cr810-8b>810.8b If a player concedes, their team leaves the game immediately. That team loses the game.\\ | <BOOKMARK:cr810-8b>810.8b If a player concedes, their team leaves the game immediately. That team loses the game.\\ | ||
| - | 810.8b 如果一位牌手认输,则其队伍立刻离开游戏。该队伍输去此盘游戏。 | + | 810.8b 如果一位牌手认输,则其队伍立刻离开游戏。该队伍输掉此盘游戏。 |
| <BOOKMARK:cr810-8c>810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)\\ | <BOOKMARK:cr810-8c>810.8c If a team’s life total is 0 or less, the team loses the game. (This is a state-based action. See rule 704.)\\ | ||
| - | 810.8c 如果一个队伍的总生命为0或更少,该队伍输去此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | + | 810.8c 如果一个队伍的总生命为0或更少,该队伍输掉此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) |
| <BOOKMARK:cr810-8d>810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)\\ | <BOOKMARK:cr810-8d>810.8d If a team has fifteen or more poison counters, that team loses the game. (This is a state-based action. See rule 704.)\\ | ||
| - | 810.8d 如果一个队伍具有十五个或更多中毒指示物,该队伍输去此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | + | 810.8d 如果一个队伍具有十五个或更多中毒指示物,该队伍输掉此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) |
| <BOOKMARK:cr810-9>810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.\\ | <BOOKMARK:cr810-9>810.9. Damage, loss of life, and gaining life happen to each player individually. The result is applied to the team’s shared life total.\\ | ||
| 行 638: | 行 637: | ||
| <BOOKMARK:cr810-11>810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)\\ | <BOOKMARK:cr810-11>810.11. The Two-Headed Giant variant can also be played with equally sized teams of more than two players. For each player a team has beyond the second, that team’s starting life total is increased by 15 and the number of poison counters required for the team to lose is increased by five. (These variants are called Three-Headed Giant, Four-Headed Giant, and so on.)\\ | ||
| - | 810.11. 双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输去游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。) | + | 810.11. 双头巨人玩法也适用于由两位以上且相同数量牌手组成的队伍之间的游戏。从两位牌手算起,队伍中每多出一位牌手,队伍的起始总生命便增加15,输掉游戏所需的中毒指示物便增加5。(这些玩法称为三头巨人或四头巨人,依此类推。) |
| ===== 811. 隔位分队玩法 Alternating Teams Variant ===== | ===== 811. 隔位分队玩法 Alternating Teams Variant ===== | ||
| 行 676: | 行 675: | ||
| {{page>:规则和文档索引&nofooter}} | {{page>:规则和文档索引&nofooter}} | ||
| - | |||