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9. 娱乐玩法 Casual Variants

9. Casual Variants
9. 娱乐玩法

900. 总则 General

900. General
900. 总则

900.1. This section contains additional optional rules that can be used for certain casual game variants. It is by no means comprehensive.
900.1. 本章包含特定的娱乐玩法中可以使用的附加模式规则。并不具有广泛意义。

900.2. The casual variants detailed here use supplemental zones, rules, cards, and other game implements not used in traditional Magic games.
900.2. 此部分娱乐玩法会用到一些在传统万智牌游戏中不会使用到的区域、规则、牌,以及其它用品。

901. Planechase

901. Planechase

901.1. In the Planechase variant, plane cards and phenomenon cards add additional abilities and randomness to the game. The Planechase variant uses all the normal rules for a Magic game, with the following additions.

901.2. A Planechase 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.”

901.3. In addition to the normal game materials, each player needs a planar deck of at least ten plane and/or phenomenon cards and the game needs one planar die. No more than two cards in a planar deck can be phenomenon cards. Each card in a planar deck must have a different English name. (See rule 309, “Planes” and rule 310, “Phenomena.”)

901.3a A planar die is a six-sided die. One face has the Planeswalker symbol {PW}. One face has the chaos symbol {C}. The other faces are blank.

901.4. At the start of the game, each player shuffles his or her planar deck so that the cards are in a random order. Each deck is placed face down next to its owner’s library. All plane and phenomenon cards remain in the command zone throughout the game, both while they’re part of a planar deck and while they’re face up.

901.5. Once all players have kept their opening hands and used the abilities of cards that allow them to take an action with those cards from their opening hands, the starting player moves the top card of his or her planar deck off that planar deck and turns it face up. If it’s a plane card, that card is the starting plane. If it’s a phenomenon card, the player puts that card on the bottom of his or her planar deck and repeats this process until a plane card is turned face up. (See rule 103.6.) No abilities of any card turned face up this way trigger during this process.

901.6. The owner of a plane or phenomenon card is the player who started the game with it in his or her planar deck. The controller of a face-up plane or phenomenon card is the player designated as the planar controller. Normally, the planar controller is whoever the active player is. However, if the current planar controller would leave the game, instead the next player in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller leaves the game. The new planar controller retains that designation until he or she leaves the game or a different player becomes the active player, whichever comes first.

901.7. Any abilities of a face-up plane card or phenomenon card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

901.7a A face-up plane card or phenomenon card that’s turned face down becomes a new object.

901.8. Planechase games have an inherent triggered ability known as the “planeswalking ability.” The full text of this ability is “Whenever you roll {PW}, planeswalk.” (See rule 701.21, “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 112.8.

901.9. Any time the active player has priority and the stack is empty, but only during a main phase of his or her turn, that player may roll the planar die. Taking this action costs a player an amount of mana equal to the number of times he or she has 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 115.2f.)

901.9a If the die roll is a blank face, nothing happens. The active player gets priority.

901.9b If the die roll is the chaos symbol {C}, any ability of a face-up plane that starts “When you roll {C}” triggers and is put on the stack. The active player gets priority.

901.9c If the die roll is the Planeswalker symbol {PW}, “planeswalking ability” triggers and is put on the stack. The active player gets priority.(See rule 901.8.)

901.10. When a player leaves the game, all objects owned by that player except abilities from phenomena leave the game. (See rule 800.4a.) If that includes a face-up plane card or phenomenon card, the planar controller turns the top card of his or her planar deck face up. This is not a state-based action. It happens as soon as the player leaves the game.

901.10a If a plane leaves the game while a “planeswalking ability” is on the stack, that ability ceases to exist.

901.10b Abilities from phenomena owned by a player who left the game remain on the stack controlled by the new planar controller.

901.11. After the game has started, if a player moves the top card of his or her 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 701.21.

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 704.5x). Abilities may also instruct a player to planeswalk.

901.11b The plane card that’s turned face up is the plane the player planeswalks to. The plane card or phenomenon card that’s turned face down, or that leaves the game, is the plane or phenomenon the player planeswalks away from.

901.11c If a player planeswalks when there is more than one face-up plane card, that player planeswalks away from all such planes.

901.12. A Two-Headed Giant Planechase game uses all the rules for the Two-Headed Giant multiplayer variant and all the rules for the Planechase casual variant, with the following additions.

901.12a Each player has his or her own planar deck.

901.12b The planar controller is normally the primary player of the active team. However, if the current planar controller’s team would leave the game, instead the primary player of the next team in turn order that wouldn’t leave the game becomes the planar controller, then the old planar controller’s team leaves the game. The new planar controller retains that designation until he or she leaves the game or a different team becomes the active team, whichever comes first.

901.12c Even though the face-up plane or phenomenon is controlled by just one player, any ability of that plane or phenomenon that refers to “you” applies to both members of the planar controller’s team.

901.12d Since each member of the active team is an active player, each of them may roll the planar die. Each player’s cost to roll the planar die is based on the number of times that particular player has already rolled the planar die that turn.

901.13. In multiplayer formats other than Grand Melee, 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 801, “Limited Range of Influence Option.”)

901.14. In Grand Melee Planechase games, multiple plane cards or phenomenon cards may be face up at the same time.

901.14a Before the first turn of the game of the game, each player who will start the game with a turn marker sets a starting plane (see rule 901.5). Each of them is a planar controller.

901.14b If a player would leave the game and that player leaving the game would reduce the number of turn markers in the game, that player first ceases to be a planar controller (but no other player becomes a planar controller), then that player leaves the game. Each face-up plane card or phenomenon card that player controlled is put on the bottom of its owner’s planar deck. No player is considered to have planeswalked.

901.15. Single Planar Deck Option

901.15a As an alternative option, a Planechase game may be played with just a single communal planar deck. In that case, the number of cards in the planar deck must be at least forty or at least ten times the number of players in the game, whichever is smaller. The planar deck can’t contain more phenomenon cards than twice the number of players in the game. Each card in the planar deck must have a different English name.

901.15b In a Planechase game using the single planar deck option, the planar controller is considered to be the owner of all cards in the planar deck.

901.15c If any rule or ability refers to a player’s planar deck, the communal planar deck is used.

902. 先锋牌 Vanguard

902. Vanguard
902. 先锋牌

902.1. In the Vanguard variant, a vanguard card allows each player to play the role of a famous character. Each player will have one face-up vanguard card whose abilities and other characteristics affect the game. The Vanguard variant uses all the normal rules for a Magic game, with the following additions.

902.2. A Vanguard game may be a two-player game or a multiplayer game.

902.3. In addition to the normal game materials, each player needs a vanguard card. Each vanguard card is placed face up next to its owner’s library before the game begins. All vanguard cards remain in the command zone throughout the game.

902.4. Each player’s starting life total is 20 plus or minus the life modifier of his or her vanguard card.

Example: The life modifier of a player’s vanguard card is -3. That player’s starting life total is 17.

902.5. Each player’s starting hand size is seven cards, as modified by the hand modifier of his or her vanguard card.

902.5a If a player takes a mulligan in a Vanguard game, just like in a normal game, that player shuffles his or her hand back into his or her library, then draws a new hand of one fewer cards than he or she had before. (In a multiplayer game, a player’s first mulligan is for the same number of cards as he or she had before.)

Example: The hand modifier of a player’s vanguard card is +2. That player starts the game with a hand of 9 cards. If the player takes a mulligan, he or she draws a new hand of 8 cards. The next mulligan is for 7 cards, and so on.

902.5b A player’s maximum hand size is seven, as modified by the hand modifier of his or her vanguard card.

Example: The hand modifier of a player’s vanguard card is -1. That player’s maximum hand size is six. If that player has more than six cards in his or her hand as the cleanup step begins, he or she will discard all but six of them.

902.6. The owner of a vanguard card is the player who started the game with it in the command zone. The controller of a face-up vanguard card is its owner.

902.7. Any abilities of a face-up vanguard card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

903. 指挥官 Commander

903. Commander
903. 指挥官

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 http://mtgcommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.

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.”

903.3. 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.

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.

903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.” Bosh’s color identity is red.

903.4a Color identity is established before the game begins.

903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.

903.4c The back face of a double-faced card (see rule 711) is included when determining a card’s color identity.

Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card’s color identity is blue and red.

903.5. Each Commander deck is subject to the following deck construction rules.

903.5a Each deck must contain exactly 100 cards, including its commander.

903.5b Other than basic lands, each card in a Commander deck must have a different English name.

903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.

Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.

903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.

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.

903.6. At the start of the game, each player puts his or her commander from his or her deck face up into the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player’s library.

903.7. Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.

903.8. The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand face down. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. That player may look at all cards exiled this way while taking mulligans. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.

903.9. If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that player’s commander, that amount of colorless mana is added to that player’s mana pool instead.

903.10. A player may cast a commander he or she owns from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game.

903.11. If a commander would be put into its owner’s graveyard from anywhere, that player may put it into the command zone instead.

903.12. If a commander would be put into the exile zone from anywhere, its owner may put it into the command zone instead.

903.13. If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it’s a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.

903.14. The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)

903.14a A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)

904. Archenemy

904. Archenemy

904.1. In the Archenemy variant, a team of players faces off against a single opponent bolstered with powerful scheme cards. The Archenemy variant uses all the normal rules for a Magic game, with the following additions.

904.2. The default setup for an Archenemy game is the Team vs. Team multiplayer variant (see rule 808) involving exactly two teams. The attack multiple players option (see rule 802) and the shared team turns option (see rule 805) are used; no other multiplayer options are used.

904.2a One of the teams consists of exactly one player, who is designated the archenemy.

904.2b The other team consists of any number of players.

904.3. In addition to the normal game materials, the archenemy needs a scheme deck of at least twenty scheme cards. A scheme deck may contain no more than two of any card with a particular English name. (See rule 312, “Schemes.”)

904.4. At the start of the game, the archenemy shuffles his or her scheme deck so that the cards are in a random order. The scheme deck is placed face down next to the archenemy’s library. All scheme cards remain in the command zone throughout the game, both while they’re part of a scheme deck and while they’re face up.

904.5. The archenemy’s starting life total is 40. Each other player’s starting life total is 20.

904.6. Rather than a randomly determined player, the archenemy takes the first turn of the game.

904.7. The owner of a scheme card is the player who started the game with it in the command zone. The controller of a face-up scheme card is its owner.

904.8. Any abilities of a face-up scheme card in the command zone function from that zone. The card’s static abilities affect the game, its triggered abilities may trigger, and its activated abilities may be activated.

904.9. Immediately after the archenemy’s precombat main phase begins during each of his or her turns, that player moves the top card of his or her scheme deck off that scheme deck and turns it face up. This is called “setting that scheme in motion.” (See rule 701.22.) This turn-based action doesn’t use the stack. Abilities of that scheme card that trigger “When you set this scheme in motion” trigger.

904.10. If a non-ongoing scheme card is face up in the command zone, and it isn’t the source of a triggered ability that has triggered but not yet left the stack, that scheme card is turned face down and put on the bottom of its owner’s scheme deck the next time a player would receive priority. (This is a state-based action. See rule 704.)

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 701.23).

904.12. Supervillain Rumble Option

904.12a As an alternative option, players may play a Free-for-All game in which each player has his or her own scheme deck. The attack multiple players option (see rule 802) is used; no other multiplayer options are used.

904.12b Each player in this game is an archenemy.

904.12c As in a normal Free-for-All game, the starting player is randomly determined. All other rules that apply to the archenemy in an Archenemy game apply to each player in a Supervillain Rumble game.

905. 诡局轮抽 Conspiracy Draft

905. Conspiracy Draft
905. 诡局轮抽

905.1. The Conspiracy Draft variant consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Conspiracy Draft variant uses Magic: The Gathering—Conspiracy™ booster packs by default.
905.1. 诡局轮抽玩法包括一次轮抽(一种限制赛,牌手打开未开封的补充包,从中抽选卡牌来构组套牌)和紧随其后的多人游戏。诡局轮抽玩法默认使用万智牌:诡局™补充包。

905.1a A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts one card by placing that card in a face-down pile in front of the player, then passes the remaining cards to the next player. Each player then drafts a card from the booster pack passed to him or her and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
905.1a 一次轮抽通常包含三个轮抽轮次。在每个轮次中,每位牌手打开一个补充包,抽选一张牌(将该牌置于该牌手面前牌面朝下的一堆),然后将剩下的牌传给下一位牌手。然后每位牌手从传过来的补充包中抽选一张牌,然后将剩下的牌再传给下一位牌手。此流程持续,直到该轮次中的所有牌都被抽选完毕。

905.1b In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.
905.1b 在第一个和第三个轮抽轮次中,每位牌手将补充包传给左面的牌手。在第二个轮次中,每位牌手将补充包传给右面的牌手。

905.1c During the draft, a player can look only at cards in the booster pack he or she is currently drafting from, cards he or she has already drafted, cards that are currently revealed as described in rule 905.2b, and cards that have been drafted face up as described in rule 905.2c. A player may not reveal drafted cards to other players unless an ability instructs him or her to.
905.1c 在轮抽过程中,牌手只能检视他正在抽选的补充包中的牌、已经抽选的牌、依规则905.2b所述已被展示的牌、和依规则905.2c所述以牌面朝上的方式抽选的牌。牌手不能向其他牌手展示已抽选的牌,除非有异能指示他如此做。

905.1d After the draft and all actions that may be taken during or after the draft, all the cards a player has drafted become that player’s card pool. The player builds his or her deck from only these cards and any number of basic land cards. See rules 100.2b and 100.4b.
905.1d 在轮抽结束后,以及所有在轮抽过程中和轮抽结束后将要执行的动作执行完毕后,每位牌手所抽选的牌成为该牌手的牌池。该牌手仅使用这些牌和任意数量的基本地来构组套牌。参见规则100.2b和100.4b。

905.2. Several cards in the Magic: The Gathering—Conspiracy set have abilities that function during the draft.
905.2. 一些万智牌:诡局系列中的牌具有在轮抽过程中生效的异能。

905.2a During a draft, there is no active player or system of priority. If multiple players wish to take an action at the same time during the draft and can’t agree on an order, those actions are taken in a random order.
905.2a 在轮抽过程中,没有主动牌手或优先权系统。如果多位牌手想要在轮抽中同时执行动作,且无法就执行动作的顺序达成一致,这些动作以随机顺序来执行。

905.2b Some cards instruct players to reveal them as they’re drafted and then note some information, such as a number or color. This information can be referred to by other abilities during the game. Any player can look at this information at any time during the draft or game. After the information is noted, the drafted card is turned face down and added to the player’s drafted cards pile.
905.2b 一些牌指示牌手于抽选该牌时展示之,然后记录某些信息,例如数字或颜色。这些信息可以被游戏中的其他异能所牵扯。任何牌手都可以在轮抽或游戏时的任何时机检视这些信息。在这些信息被记下之后,所抽选的牌翻回牌面朝下,并加入牌手已抽选的牌堆。

905.2c Some cards instruct players to draft them face up. Each such card remains face up until the draft is complete, an effect instructs the person who drafted it to turn it face down, or the card leaves that player’s drafted cards pile. While the card is face up, all players may look at it.
905.2c 一些牌指示牌手以牌面朝上的方式抽选之。这些牌一直保持牌面朝上,直到轮抽结束,或效应指示抽选该牌的牌手将其翻回牌面朝下,或该牌离开该牌手已抽选的牌堆。只要该牌是牌面朝上,任何牌手都可以检视之。

905.3. A Conspiracy Draft game is 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.”
905.3. 诡局轮抽游戏是多人游戏。默认使用的多人模式是自由竞赛模式,并不使用限制影响范围模式。参见规则806,“自由竞赛模式”。

905.4. At the start of the game, before decks are shuffled, each player may put any number of conspiracy cards from his or her sideboard into the command zone.
905.4. 在游戏开始时,洗套牌之前,每位牌手可以将他备牌中任意数量的诡局牌置于统帅区。

905.4a Conspiracy cards with hidden agenda are put into the command zone face down. Any time a player has priority, he or she may turn a face-down conspiracy card he or she controls face up. See rule 702.105, “Hidden Agenda.”
905.4a 具有秘案异能的诡局牌以牌面朝下的方式置于统帅区。于牌手拥有优先权的时机下,他可以将一张由他操控的牌面朝下的诡局牌翻回牌面朝上。参见规则702.105,“秘案”。

905.5. The owner of a conspiracy card is the player who put it into the command zone at the start of the game. The controller of a conspiracy card is its owner.
905.5. 诡局牌的拥有者是在游戏开始时将其置入统帅区的牌手。诡局牌的操控者是其拥有者。

905.6. Once the starting player has been determined, each player sets his or her life total to 20 and draws a hand of seven cards.
905.6. 一旦先手牌手被确定,每位牌手将总生命设为20,然后抓七张起始手牌。