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[[:完整规则|返回完整规则目录]] | [[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:8|第八章 - 多人游戏规则 Multiplayer Rules]] | ||
====== 9. 休闲式玩法 Casual Variants ====== | ====== 9. 休闲式玩法 Casual Variants ====== | ||
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901.7a 牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。 | 901.7a 牌面朝上之时空牌或异象牌翻成牌面朝下后即成为新的物件。 | ||
- | <BOOKMARK:cr901-8>901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.24, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.\\ | + | <BOOKMARK:cr901-8>901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll the Planeswalker symbol on the planar die, planeswalk.” (See rule 701.31, “Planeswalk.”) This ability has no source and is controlled by the player whose planar die roll caused it to trigger. This is an exception to rule 113.8.\\ |
- | 901.8. 竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则[[cr:7#cr701-24|701.24]],“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则[[cr:1#cr113-8|113.8]]的例外。 | + | 901.8. 竞逐时空游戏具有一个称作“时空换境异能”的固有触发式异能。此异能的完整叙述为“每当你掷出时空骰上的鹏洛客符号时,时空换境。”(参见规则[[cr:7#cr701-31|701.31]],“时空换境”。)此异能没有来源,其操控者为掷出时空骰而令此异能触发的牌手。此为规则[[cr:1#cr113-8|113.8]]的例外。 |
<BOOKMARK:cr901-9>901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)\\ | <BOOKMARK:cr901-9>901.9. Any time the active player has priority and the stack is empty, but only during a main phase of their turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times they have previously taken this action on that turn. This is a special action and doesn’t use the stack. Note that this number won’t be equal to the number of times the player has rolled the planar die that turn if an effect has caused the player to roll the planar die that turn. (See rule 116.2i.)\\ | ||
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901.10b 由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。 | 901.10b 由离开游戏之牌手拥有的异象产生的异能仍会留在堆叠上,且成为由新的时空操控者操控。 | ||
- | <BOOKMARK:cr901-11>901.11. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.24.\\ | + | <BOOKMARK:cr901-11>901.11. After the game has started, if a player moves the top card of their planar deck off that planar deck and turns it face up, that player has “planeswalked.” Continuous effects with durations that last until a player planeswalks end. Abilities that trigger when a player planeswalks trigger. See rule 701.31.\\ |
- | 901.11. 在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则[[cr:7#cr701-24|701.24]]。 | + | 901.11. 在游戏开始后,如果某牌手将其时空套牌顶牌移离该时空套牌并将其翻回正面,该牌手便已“时空换境”。注记着持续到“某牌手时空换境为止”的持续性效应终止。会在牌手时空换境时触发的异能触发。参见规则[[cr:7#cr701-31|701.31]]。 |
<BOOKMARK:cr901-11a>901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\\ | <BOOKMARK:cr901-11a>901.11a A player may planeswalk as the result of the “planeswalking ability” (see rule 901.8), because the owner of a face-up plane card or phenomenon card leaves the game (see rule 901.10), or because a phenomenon’s triggered ability leaves the stack (see rule 704.6f). Abilities may also instruct a player to planeswalk.\\ | ||
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903. 指挥官 | 903. 指挥官 | ||
- | <BOOKMARK:cr903-1>903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.\\ | + | <BOOKMARK:cr903-1>903.1. In the Commander variant, a variant created and popularized by fans, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant uses all the normal rules for a Magic game, with the following additions.\\ |
- | 903.1. 在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法系由爱好者首创并进行推广;且有独立的规则委员会来维护相关额外资源(网址为:MTGCommander.net)。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。 | + | 903.1. 在指挥官玩法中,牌手会为自己的套牌指定一位传奇生物作为领导者,此生物便是这套牌的指挥官。指挥官玩法遵循万智牌游戏的一般规则,并有下列补充规则。 |
<BOOKMARK:cr903-2>903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\\ | <BOOKMARK:cr903-2>903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”\\ | ||
903.2. 指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则[[cr:8#cr806|806]],“自由竞赛玩法”。 | 903.2. 指挥官可由两人或多人游戏。默认采用的多人游戏模式是自由竞赛玩法,使用攻击复数牌手模式,不使用限制影响范围模式。参见规则[[cr:8#cr806|806]],“自由竞赛玩法”。 | ||
- | <BOOKMARK:cr903-3>903.3. Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.\\ | + | <BOOKMARK:cr903-3>903.3. Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a Vehicle card, or (c) a Spacecraft card with one or more power/toughness boxes. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.\\ |
- | 903.3. 每副套牌均由一位传奇生物牌担任套牌的指挥官。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。 | + | 903.3. 每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。“指挥官”此称号并非该牌所代表之物件的特征,而属于该牌所具有的属性之一。就算该牌改换区域,也依然保持此称号。 |
Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.\\ | Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.\\ | ||
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Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.\\ | Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.\\ | ||
例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。 | 例如:掠夺大妈麦汁的标识色为红绿双色。麦汁指挥官套牌中只能包含具有或同时具有山脉和/或树林此两种基本地类别的牌。不能包含类别中包含有下列基本地类别的牌:平原、海岛、沼泽。 | ||
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+ | <BOOKMARK:cr903-5e>903.5e Commander games do not use sideboards.\\ | ||
+ | 903.5e 指挥官游戏不使用备牌。 | ||
<BOOKMARK:cr903-6>903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.\\ | <BOOKMARK:cr903-6>903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.\\ | ||
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903.10a 在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | 903.10a 在整盘游戏过程中,受到由同一位指挥官造成之战斗伤害达到或超过21点的牌手输掉此盘游戏。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | ||
- | <BOOKMARK:cr903-11>903.11. If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.\\ | + | <BOOKMARK:cr903-11>903.11. Except via rules, special actions, and effects that specifically bring cards into Commander games from outside the game, traditional cards from outside the game cannot be brought into a Commander game.\\ |
- | 903.11. 如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。 | + | 903.11. 游戏外的传统万智牌不能带入指挥官游戏中,除非有规则、特殊动作或效应特别允许如此作。 |
+ | |||
+ | <BOOKMARK:cr903-11a>903.11a If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.\\ | ||
+ | 903.11a 如果一位牌手被允许将游戏外的牌带进一盘指挥官游戏,若该牌与该牌手起始套牌中的牌具有共通的名称、或该牌与该牌手在当前游戏中拥有的牌具有共通的名称、或该牌的标识色中有任一颜色不在该牌手的指挥官标识色中,则该牌手不能将该牌带进这盘游戏。 | ||
<BOOKMARK:cr903-12>903.12. Brawl Option\\ | <BOOKMARK:cr903-12>903.12. Brawl Option\\ | ||
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903.12b 争锋套牌通常使用标准赛制中的牌张构组。 | 903.12b 争锋套牌通常使用标准赛制中的牌张构组。 | ||
- | <BOOKMARK:cr903-12c>903.12c A player designates either a legendary planeswalker or a legendary creature as their commander.\\ | + | <BOOKMARK:cr903-12c>903.12c Each deck has a legendary card designated as its commander. That card must be either (a) a creature card, (b) a planeswalker card, (c) a Vehicle card, or (d) a Spacecraft card with one or more power/toughness boxes.\\ |
- | 903.12c 牌手指定一个传奇鹏洛客或传奇生物作为其指挥官。 | + | 903.12c 每副套牌均由一张传奇牌担任套牌的指挥官。该牌必须具备以下条件之一:(a)是生物牌;(b)是载具牌;(c)是具有至少一个力量/防御力方格的太空船牌。 |
<BOOKMARK:cr903-12d>903.12d A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.\\ | <BOOKMARK:cr903-12d>903.12d A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.\\ | ||
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904.8. 位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。 | 904.8. 位于统帅区之牌面朝上的邪计牌的异能均从该区域生效。该牌的静止式异能会对游戏产生影响,其触发式异能会触发,其起动式异能也可起动。 | ||
- | <BOOKMARK:cr904-9>904.9. Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.25.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.\\ | + | <BOOKMARK:cr904-9>904.9. Immediately after the archenemy’s precombat main phase begins during each of their turns, that player moves the top card of their scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.32.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.\\ |
- | 904.9. 于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则[[cr:7#cr701-25|701.25]])此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。 | + | 904.9. 于魔王的回合中,在其战斗前行动阶段开始的同时,该牌手将其邪计套牌牌库顶牌移离邪计套牌,并将其翻回正面。此动作称为“发动该邪计”。(参见规则[[cr:7#cr701-32|701.32]])此回合动作不用到堆叠。该邪计牌上所有注记着在“当你发动此邪计”时触发的异能触发。 |
<BOOKMARK:cr904-10>904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ | <BOOKMARK:cr904-10>904.10. If a non-ongoing scheme card is face up in the command zone, and no triggered abilities of any scheme are on the stack or waiting to be put on the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)\\ | ||
904.10. 如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | 904.10. 如果非长效的邪计牌面朝上位于统帅区中,且没有任何邪计的触发式异能在堆叠上或等待被放进堆叠,则在下次有牌手将得到优先权时,将该牌翻成牌面朝下,并将其置于其拥有者邪计套牌的牌库底。(此为状态动作。参见规则[[cr:7#cr704|704]]。) | ||
- | <BOOKMARK:cr904-11>904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.26).\\ | + | <BOOKMARK:cr904-11>904.11. Once an ongoing scheme card is set in motion, it remains face up in the command zone until an ability causes it to be abandoned (see rule 701.33).\\ |
- | 904.11. 长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则[[cr:7#cr701-26|701.26]])。 | + | 904.11. 长效邪计发动后,便一直以牌面朝上的状态处于统帅区中,直到有异能将之撤废为止(参见规则[[cr:7#cr701-33|701.33]])。 |
<BOOKMARK:cr904-12>904.12. Supervillain Rumble Option\\ | <BOOKMARK:cr904-12>904.12. Supervillain Rumble Option\\ | ||
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{{page>:规则和文档索引&nofooter}} | {{page>:规则和文档索引&nofooter}} | ||
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