第三章 - 比赛规则 | 返回MTR目录 | 第五章 - 比赛违规
Communication between players is essential to the successful play of any game that involves virtual objects or hidden information. While bluffing may be an aspect of games, there need to be clear lines as to what is, and is not, acceptable for players to say or otherwise represent. This will confirm expectations of both sporting and competitive players during a game.
万智牌此游戏中含有为数众多的虚拟物件及丰富非公开信息,因此牌手之间的沟通情况便直接关系到游戏能否顺利进行。虽然游戏允许利用虚张声势作为战术之一,但比赛中仍需要有一条明晰的界限来指导牌手在进行口头或其他方面表示的时候何者可为,何者不可为。对此进行规定也符合竞技和竞争性牌手在比赛中的期望。
While players are willing to do whatever they can to win, judges need to make sure players behave within the rules. Bluffing is okay, for example, but we cannot condone any behavior that crosses the line into cheating or other unsportsmanlike conduct.
牌手会用尽各种方式来取得胜利,同时裁判要做的就是确保牌手的行为在规则的约束范围内。虚张声势是可以的,但是我们不能容忍任何作弊或者有违运动家精神的行为出现。
A player should have an advantage due to better understanding of the options provided by the rules of the game, greater awareness of the interactions in the current game state, and superior tactical planning. Players are under no obligation to assist their opponents in playing the game. Regardless of anything else, players are expected to treat opponents politely and with respect. Failure to do so may lead to Unsporting Conduct penalties.
对游戏规则下可作出的所有选择理解更深刻,对当前游戏状态之间之互动知晓更清楚,对战术规划更充分的牌手自然应在比赛中占有优势。
We do not penalize a player for understanding the game better than his or her opponent. Instead, we want to encourage players to learn the rules and understand the rules and policy documents.
我们不会因为一位牌手对规则的理解比他的对手更好而处罚他。而且我们鼓励牌手去学习理解规则和方针文档。
牌手没有义务协助对手进行游戏。无论如何,牌手都应该以礼貌、尊敬的态度对待对手。做不到这一点的牌手可能会导致「举止违背运动道德」之处罚。
Players are not responsible for helping their opponents play, but we do want players to be sportsmanlike and to behave respectfully toward their opponents. When players cross this line, an Unsporting Conduct penalty may be appropriate. See, generally, IPG 4.1 & 4.2.
牌手并没有帮助对手进行游戏的义务,但是我们希望牌手能够具有运动家精神并礼貌的对待自己的对手。当一位牌手的举止不当时,他可能会受到“举止违背运动道德”的判罚。(参见IPG 4.1 & 4.2)
There are four categories of information: status, free, derived and private.
游戏中总共有四类信息:状态、自由、推断,以及私人。
Status information is information that must be announced upon change and physically tracked by the affected player. Methods for tracking must be visible to both players during the match. A shared method is acceptable as long as all players in the match have access to it. At Competitive and Professional REL, methods that can easily be accidentally changed (such as dice) may not be used. Status information consists of:
状态信息指在变化时,受影响牌手须宣告且确实记录之信息。记录此类信息的方式在整个对局过程当中均须对双方牌手可见。此类记录也可采用共用记录用具的方式进行,但需保证参与对局的各方牌手均能使用。在执法严格度为竞争及专业级别的比赛中,不得采用记录内容易被意外更改的方式来记录(例如骰子)。状态信息包括:
• Life totals.
• 总生命。
• Counters a player has attached to them.
• 牌手具有之指示物数量。
• Continuous effects with no defined expiration within the game that apply to that player, such as Monarch or City’s Blessing.
• 游戏内影响该牌手,且没有明确终止时限的持续性效应(例如君主或黄金城祝福)。
• Unspent mana in a player’s mana pool.
• 牌手法术力池中未支付的法术力。
• Location in a dungeon.
• 在地城中所处的房间。
• How many times the Ring has tempted a player.
• 牌手被魔戒引诱的次数。
Free information is information to which all players are entitled access without contamination or omissions made by their opponents. If a player is ever unable or unwilling to provide free information to an opponent that has requested it, he or she should call a judge and explain the situation. Free information consists of:
自由信息指的是所有牌手都有权获取的信息,而不受其对手的隐瞒或遗漏之举动的影响。如果牌手在其对手要求获取自由信息时出现无法或不愿提供该类信息的情况,牌手应该叫裁判过来并解释情况。
A player always has to give all free information to their opponent accurately upon request. If that is not possible they should call a judge to help clear up the communication. If a player unintentionally misrepresents free information at Competitive Rules Enforcement Level, it may result in a Communication Policy Violation.
被问及时,牌手必须准确无误的将自由信息提供给对手。如果无法实现,那么他们应该叫裁判来帮助他们理清情况。如果一位牌手在竞争级比赛中非故意的给了对手错误的自由信息,这属于“违反交流原则”(参见IPG 3.7)。
自由信息包括:
• Details of current game actions and past game actions that still affect the game state.
• 当前游戏行动,及仍对游戏状态产生影响之过往游戏行动的详情。
• The name of any visible object.
• 可见物件的名称。
• The number and type of any counter that isn’t defined as status information.
• 不属于状态信息规定之指示物的数量和类别。
• The state (whether it’s tapped, attached to another permanent, face down, etc.) and current zone of any object or player.
• 物件或牌手当前的状况(是否已横置,是否结附或佩带在其他永久物上,是否牌面朝下等)及当前所在区域。
• The game score of the current match.
• 当前对局的盘数比分。
• The current step and/or phase and which player(s) are active.
• 当前所处步骤和/或阶段,以及当前何者为主动牌手。
Example: If a player asks his or her opponent for his current life total, that player is required to respond truthfully and directly. Answers like, “You can figure it out” or “Twenty” when the player is actually at seventeen life are unacceptable.
比如:一位牌手询问他的对手他自己的当前生命,对手必须直接地如实地回答他。像“你可以自己算”或者实际生命是17的情况下回答“20”,这种回答都是不可行的。
Derived information is information to which all players are entitled access, but opponents are not obliged to assist in determining and may require some skill or calculation to determine. Derived information consists of:
推断信息是指这类信息:所有牌手有权获取,但其对手没有义务协助判断,且可能需要一定程度的技巧或计算才能确定。推断信息包括:
• The number of any kind of objects present in any game zone that are not defined as free information.
• 在任一游戏区域中,属于任一种类之物件的总数,且未定义为自由信息者。
• All characteristics of objects in public zones that are not defined as free or status information.
• 处于公共区域之中的物件上一切未定义为自由或状态信息的特征。
• Game Rules, Tournament Policy, Oracle content and any other official information pertaining to the current tournament. Cards are considered to have their Oracle text printed on them.
• 与当前比赛有关的游戏规则、比赛方针、Oracle参考文献内容及其他正式信息。牌张视作其上印制的是Oracle参考文献中的叙述。
While a player is not obliged to assist his opponent with the Game Rules, Tournament Policy, Oracle text, or any other official information pertaining to the current tournament, a player may ask a judge for any of that information during a match. For example, if a player asks his opponent what a card does, for example, a player does not have to give all of the information about the card. His opponent may say that Vampire Nighthawk is a flying 2/3 creature and omit that it has Deathtouch and Lifelink.
如果一位牌手的对手不愿意告诉他与这场比赛有关的游戏规则,比赛方针,牌张信息或者任何其他的官方文档信息,那位牌手可以呼叫裁判来获取相关的信息。比如一位牌手询问他的对手关于特定牌张的信息,他的对手不一定要告诉他关于那张牌全部的信息。例如对手可以回答他说夜盗吸血鬼是一个2/3 的飞行生物,而不提及死触和系命。
Private information is information to which players have access only if they are able to determine it from the current visual game state or their own record of previous game actions.
私人信息指只有在牌手能够从当前可见的游戏状态下,或是自己对以往游戏行动的笔记中推断出来后才能获取的信息。
• Any information that is not status, free or derived is automatically private information.
• 一切不属于状态信息、自由信息及推断信息的信息都自动归为私人信息。
Private information is the catchall category for everything that is not free or derived information. For example, the contents of hidden zones (i.e., library and hand) and the identity of face-down cards in public zones are considered private information. Players are allowed to give their opponents false information about the contents of a hidden zone. For example, if a player casts Slaughter Games and names Scapeshift, his opponent may say that he or she only has three copies of Scapeshift in his or her library, even if it actually contains four.
私人信息包括了所有不是推断和自由信息的所有信息类别。比如非公开区域的牌张内容(例如牌库与手牌)以及公共区域中任何牌面朝下的牌的信息。牌手可以给对手关于非公开区域的假信息。比如一位牌手使用了屠杀游戏喊了变境,他的对手可以说他牌库里有3张变境,而实际上有4张。
The following rules govern player communication:
牌手之间的交流应遵循下列规则:
• Players must announce any changes to status information about themselves and must represent it with a physical designation.
• 牌手必须明确宣告自身状态信息之更动,且以实际动作表示之。
• If a player notices a discrepancy in recorded or announced status information, they are expected to point it out as soon as the discrepancy is noticed.
• 如果牌手发现记录或宣告之状态信息有出入,应在注意到有关差异时即刻指出。
• Players must answer all questions asked of them by a judge completely and honestly, regardless of the type of information requested. Players may request to do so away from the match.
• 牌手必须完整、诚实地回答裁判问他的所有问题。牌手可以要求在私下里进行回答。
• Players may not represent derived, free, or status information incorrectly.
• 牌手不得错误表示推断、自由或状态信息。
• Players must answer completely and honestly any specific questions pertaining to free information.
• 牌手必须完整、诚实地回答关于自由信息的特定问题。
• At Regular Rules Enforcement Level, all derived information is instead considered free.
• 在执法严格度为一般级别的情况下,所有的推断信息都改为视作「自由信息」。
Judges are encouraged to help players in determining free and status information but must avoid assisting players with derived information about the game state.
裁判可以帮助牌手确定状态信息和自由信息,但必须避免协助牌手获取关于游戏局面的推断信息。
Players need to be honest with their opponents regarding free information and must be completely honest with judges, whether the judge asks about free or other information. But, as a judge, it is important to be mindful of asking players about derived or hidden information where their opponents can hear. When dealing with such questions, it is often appropriate to ask a player to step away from the table and speak privately.
牌手需要诚实的回答其对手关于自由信息的问题,以及诚实的回答裁判提出的任何问题,不管裁判问及的是什么信息。但是,作为裁判,需要注意与牌手谈及推断和私人信息的时候避免让其对手听到。当处理这类问题的时候,建议让牌手离开当前座位来私下进行问询。
A tournament shortcut is an action taken by players to skip parts of the technical play sequence without explicitly announcing them. Tournament shortcuts are essential for the smooth play of a game, as they allow players to play in a clear fashion without getting bogged down in the minutiae of the rules. Most tournament shortcuts involve skipping one or more priority passes to the mutual understanding of all players; if a player wishes to demonstrate or use a new tournament shortcut entailing any number of priority passes, he or she must be clear where the game state will end up as part of the request.
比赛中的行事简化是牌手采取的一组动作,以在不需明确说明的情况下,略过正常游戏行事顺序的某些部分。简化可使牌手进行游戏时步调清晰,无需为规则的细微定义束手束脚,因而对游戏的顺当进行至关重要。
Players naturally use shortcuts all the time to make the game to run smoothly and without unnecessary delays. Imagine if, every time a player casts a spell, he or she says, “I put it on the stack, choose these targets, tap a land for mana, pay the costs,” instead of simply tapping some lands, putting the card on the table and pointing to a target. Playing Magic Online with all possible yields and stops can give you a general idea of what that would be like.
牌手们都会自然的进行一系列的行事简化来保证游戏流畅的进行,避免不必要的消耗时间。想象一下,一位牌手每次施放咒语的时候都会说“我把这个放进堆叠,选择这个作为目标,横置这些地来产费来支付他的费用”,而不是直接横置地并拿出那张牌放在桌上指向目标。玩玩Magic Online并且设置为不自动让过任何优先权,将会让你更深刻的体会到行事简化的必要性。
Tournament shortcuts go a step further to improve the pace of games and to reduce the number of “gotcha” situations. While shortcuts exist to expedite gameplay, players still make mistakes and may accidentally use shortcuts to pass a point when they intended to take an action.
比赛中的形式简化更进一步的保证了比赛的行进步调,减少了牌手互相纠结一些表述上的细枝末节的情况。行事简化在加快游戏进程的同时,有时也会造成玩家错误或意外的跳过一些本想执行某些动作的时机。
大多数比赛中的行事简化是以双方都能理解的方式,来略过「让过一个或多个优先权」的行为表示;
These shortcuts make it easier for players to communicate even when there’s a language barrier involved. Thanks to shortcuts, players around the world can use simple phrases like “Go” and “Attacks?” to communicate. There’s almost no room for interpretation, leading to fewer “feel bad” moments for players.
即使玩家之间存在语言障碍,这些行事简化也能使得玩家之间的交流更加简便。在行事简化的帮助下,全世界的玩家得以使用非常简单的短语比如“go”或者“attack?”来交流。这种言语不能解释出多种意思,避免了许多交流上的不愉快产生。
如果有牌手想要做出或使用一种新的简化方式来让过任意数目的优先权,则该牌手必须在进行提出新的简化时明确表示最终游戏状态会到达何处。
A player may suggest a new tournament shortcut by saying something like, “I do this, you do this, I do this and this is where we end up”. The shortcut is invalid if a player cannot demonstrate or describe the exact sequence that leads to the desired result.
牌手可以提议使用一种新的行事简化方式,比如“我这么做,然后你那么做,我再这么着,最后结果是这样的。”如果牌手不能准确的描述或者演示简化中的每一步以及最终结果,他提议的这种形式简化便是不成立的。
A player may interrupt a tournament shortcut by explaining how he or she is deviating from it or at which point in the middle he or she wishes to take an action. A player may interrupt his or her own shortcut in this manner. If part of the shortcut is discovered to be or becomes illegal, the shortcut stops at that point. A player is not allowed to use a previously undeclared tournament shortcut, or to modify an in-use tournament shortcut without announcing the modification, in order to create ambiguity in the game.
牌手可通过说明自己之简化与通用简化方式不同之处,或表明在此简化的过程中自己想要采取行动之时机等方式,来中断比赛简化的执行。牌手亦可以依此方式来中断自身行事简化的进行。
For example, Player A controls Basalt Monolith and Mesmeric Orb and says, “I’d like to tap and untap this Monolith 30 times or until I reveal a land.” This suggests a shortcut and a stopping point for interrupting the shortcut.
例如,牌手A操控玄武巨石和催眠珠然后说:“我要横置重置玄武巨石30次或者把一张地磨下去为止”,这就是提议了一个行事简化并且确定了一个中断这个行事简化的条件。
如果简化的某一部分被发现是非法的或者变成非法的,则在非法时点停止简化。
牌手不得利用以下方式来混淆游戏进程:使用此前未宣告的简化方式;擅自变动通用的比赛简化方式且不事先声明变动之处。
A player may not request priority and take no action with it. If a player decides he or she does not wish to do anything, the request is nullified and priority is returned to the player that originally had it.
牌手不得在请求获得优先权后却不利用此优先权采取动作。如果牌手决定不作事情,则撤销其先前要求获取优先权的请求,将优先权归还到原本拥有优先权的牌手手中。
A player can’t ask, “Can I Lightning Bolt you now?”, receive priority, and then pass without acting in order to deprive his opponent of priority. He or she must either act or priority will be returned to the previous player.
牌手不能问“我可以现在用闪电击打你么?”,拿到优先权,之后又什么都不做的让过来剥夺对手的优先权。他必须做出行动或者优先权将会被交还给对手。
During the resolution of one of their spells or abilities, a player may not assume their opponent has taken a shortcut. They must seek confirmation that a choice with no visible impact was taken.
在结算自己的咒语或异能的过程当中,牌手不得默认对手以简化方式行事,而必须确认对手已决定执行无可视影响之选项。
A player must make sure an opponent has chosen not to use an optional effect from their spell or ability. If a player casts path to exile the on the opponents grizzly bears, and opponent does not search for a basic land, they must be told that the spell allows them to do so. (Failure to do so may be a CPV).
牌手必须确认对手选择不使用其咒语或异能产生的可选效应。如果牌手对对手的灰棕熊施放流放之径,而对手不搜寻基本地,牌手必须告知对手该咒语允许其如此作。(如果不这样做,可能属于违反交流原则。)
Certain conventional tournament shortcuts used in Magic are detailed below. They define a default communication; if a player wishes to deviate from these, he or she should be explicit about doing so. Note that some of these are exceptions to the policy above in that they do cause non-explicit priority passes.
一些在万智牌比赛中常见的行事简化如下详述。
These are Official tournament shortcuts that are universal across all sanctioned tournaments. Players are still free to propose other shortcuts during their games as long as they stick to the rules.
这些是所有认证比赛中普遍使用的官方比赛行事简化。牌手依然可以在游戏中与对手确立其他的行事简化,只要他们遵守以上的规则。
以下即为规定之默认交流含义;如果牌手想要采取的简化方式与下列叙述有相异之处,则需要明确说明。
When a player wants to interrupt or change a shortcut, he or she has to be explicit about it. When a player says, “Go,” and his or her opponent wants to act still in main phase, he or she must indicate the deviation. Otherwise, the action occurs at the moment defined by the shortcut (in this case in his opponent’s end step).
如果一位牌手想要中止使用或者更改一个常规的行事简化,他必须清楚的说明这一点。当一位牌手说“过”,而他的对手想在他的行动阶段干一些事情,那该对手必须要清楚地说明这一点。要不然对手的行动就会如同常规的行事简化所规定的发生在结束步骤中。
注意,下列的简化中有些会导致未明说的优先权让过,属于上述方针的例外情形。
• If the active player passes priority with an empty stack during their first main phase, the non-active player is assumed to be acting in beginning of combat unless they are affecting whether a beginning of combat ability triggers. Then, after those actions resolve or no actions took place, the active player receives priority at the beginning of combat. Beginning of combat triggered abilities (even ones that target) may be announced at this time.
• 如果主动牌手在其战斗前的行动阶段于堆叠为空时让过优先权,
If the active player says “Combat” or “Attacks?”, they are assumed to be passing priority. If the opponent does something in response, generally they want to be doing it in Beginning of Combat, right before attackers are declared. This is their last chance, and is when they will want to do it a large majority of the time, so we treat it as the default, with an exception.
如果主动牌手说“进战斗”或“宣攻”,就视同为让过优先权。如果对手响应作事的话,通常来说他想要在战斗开始步骤、宣告攻击者之前作事。这是他阻止生物攻击的最后机会,也是他绝大多数情况下想要作事的时机,因此我们将其作为默认选项,但有一个例外。
则除了非主动牌手之行动会影响在战斗开始时触发之异能是否触发的情况之外,均认为非主动牌手是在战斗开始步骤中行事。
The main exception will be if there are cards that have “At the beginning of combat” triggers, such as Goblin Rabblemaster. Opponents will often want to kill the creature before the effect goes on the stack, so if they act in response it’s assumed it is in main phase, as that is when such actions will normally be taken.
这个例外就是场上存在具有“在战斗开始时”这类触发,例如鬼怪闹事头。对手通常想要在此类效应进入堆叠之前就杀掉生物,所以如果他响应作事的话,应当视同为在行动阶段,因为这是此类行动通常作出的时机。
在这些动作结算,或牌手表示无行动之后,由主动牌手在战斗开始步骤获得优先权。
This means that if the active player says “go to combat?”, they still have a chance to crew vehicles or activate creature lands if they want. However, the non-active player still has another chance to do something.
这意味着即使主动牌手说了“进战斗”,他仍有机会搭载载具或起动变人地。但是,非主动牌手仍会有另一个机会来作事。
在战斗开始时触发的异能(包括具目标者)可在此时宣告。
This sentence allows for more leniency in identifying whether a trigger was missed. It overrules the section in the IPG that states when players need to demonstrate awareness of triggered abilities. The IPG details that triggered abilities with targets need to have the targets announced before they pass priority, and with this shortcut we are blurring the lines for a couple of priority passes. This doesn’t mean the player can announce Beginning of Combat triggers whenever suits them, these triggers should still actually occur in Beginning of Combat.
这一条在鉴别牌手是否遗漏触发方面更加宽松。它凌驾于IPG关于牌手认识触发式异能存在时间点的规则之上。IPG中说,指定目标的触发式异能需要在让过优先权之前就必须宣告目标,但这条简化模糊了几次优先权转换之间的界限。这并不意味着牌手可以在任何他想要的时机下宣告战斗开始时的触发,这些异能仍然必须在战斗开始步骤发生。
For more details and examples on the combat shortcut, see Toby Elliots policy blog post here. For more details on Missed Triggers, read the AIPG section here.
关于战斗行事简化的更多细节和例子,请参见Toby Elliott的方针博文。关于遗漏触发的更多细节,请参见IPG精解2.1节。
• If the active player passes priority with an empty stack during their second main phase, or uses a phrase such as “Go” or “Your Turn” at any time, the non-active player is assumed to be acting in the end step unless they are affecting how or whether an end of turn ability triggers. End of turn triggered abilities that do not target resolve after the non-active player passes priority.
• 如果主动牌手在其战斗后的行动阶段于堆叠为空时让过优先权,或在任何时候说出「过」、「到你」之类的表述,则除了非主动牌手之所为会对在结束步骤时触发之异能是否触发或触发方式产生影响的情况外,均认为非主动牌手是在结束步骤中行事。
This is worded similar to the combat shortcut, with some differences. When ending the turn, most players just say “Go” or “I’m done”, or just gesture with their hand. This shortcut is in use when players attempts to pass the turn. If there is confusion about the communication, just ask both players separately what they thought was meant, and how passing has worked so far in the game, using your judgement after that. If the non-active player is casting spells, they typically mean to do so at the last opportunity in order to limit options to the active player. The exceptions to this would involve pre-empting triggered abilities that occur at the beginning of the end step. This means killing a Jin-Gitaxias, Core Augur to prevent it from drawing a player cards, or killing multiple zombies in order to lessen the effect of Liliana, the Last Hope emblem would be assumed to happen in the post combat main phase.
这与上面的战斗行事简化用词很相近,但也有一些区别。通常牌手在让过回合时只会说“过”或者“到你”,甚至仅仅用手势来表达。这条行事简化在牌手试图让过回合时便会起作用。如果交流中存在混淆,请分别问两位牌手他们想法的含义,以及在先前的游戏进程中是如何让过回合的,然后用你的判断力来作出裁定。如果非主动牌手正在施放咒语,为了减少主动牌手的行动可能性,他们通常会在尽可能晚的时机这样作。这也有一些例外,比如阻止在结束步骤开始时触发的触发式异能。这意味着杀掉核心卜算师金吉塔夏来阻止牌手抓牌,或杀掉几只灵俑来削弱最终救星莉莲娜徽记的效应这样的动作应当视为发生在战斗后行动阶段。
对于不具目标,且在回合结束时触发的异能而言,此类异能会在非主动牌手让过优先权后结算。
This is a noticeable difference to the combat shortcut, but it reflects that people handle these two steps differently. For end of turn triggered abilities with targets, the controlling player still needs to follow the guidelines to show awareness as listed in the IPG. This means for ones that target, it needs to be announced as the player goes into the phase. For the most part, we expect players to announce triggered abilities pretty quickly as they pass the turn. This line provides clarity that if there are actions taken at end of turn, the active player can still demonstrate awareness of triggered abilities like those that put a token into play.
这与战斗行事简化有显著的不同,但这也反映了牌手处理这两个阶段上的不同。对于具有目标的回合结束触发,操控异能的牌手仍然需要遵循IPG中认识触发式异能存在的指导方针。这意味着对于指目标的异能而言,牌手应当在一进入结束阶段就立即宣告之。通常我们期望牌手能够在让过回合时迅速宣告触发式异能。这一条厘清了如果在回合结束时有动作发生,主动牌手仍然能够认识到某些触发式异能(例如,放衍生物进场的触发式异能)的存在。
• Whenever a player adds an object to the stack, he or she is assumed to be passing priority unless he or she explicitly announces that he or she intends to retain it.
• 每当牌手将物件加入堆叠时,除了明确宣告打算保有优先权之情况外,均视为其会让过优先权。
This is a perfect example of how shortcuts speed up the game by matching how people naturally play it. Otherwise, players would have to explicitly pass after each time they add an object to the stack (see CR 116.3c).
这是个行事简化在牌手日常对局中加快游戏进程的完美例子。如果没有这个行事简化,牌手就需要在每次将物件加入堆叠之后都要声明自己让过优先权。(参见CR 116.3c)
If anything, this shortcut is more important for what it doesn’t allow-—namely, a player hesitating after a play, fishing for a reaction from his or her opponent, and then claiming to have kept priority and acting with the knowledge of the opponent’s reaction.
更重要的是,这条行事简化可以防止一些不被允许的牌手行为。比如,一位牌手在做出动作之后停顿了一段时间,诱使对手以为自己让过了优先权而采取行动,那时他再说自己其实没有让过优先权而继续行动,从而获得额外的战术信息。
This also explains why Legacy players who play Infernal Tutor and Lion’s Eye Diamond must explicitly state that they keep priority after they play the ritual, otherwise their opponent will just say, “OK I pass!” and they will not be hellbent.
这同时解释了在薪传赛制中,为什么牌手释放了炼狱导师之后要特意声明自己不让过优先权,且继续启动狮眼钻石的异能。如果他不这么做,他的对手只要说“好,我让过”,炼狱导师便会直接在没有“背水战”的情况下结算。
• If a player adds a group of objects to the stack without explicitly retaining priority, he or she is assumed to be adding them to the stack individually and allowing each to resolve before adding the next. If another player wishes to take an action at a point in the middle of this sequence, the actions should be reversed to that point.
• 如果牌手将一系列的物件加入了堆叠,但未明确宣告自己要保有优先权,则认为其是逐一将该些物件加入堆叠,且是待先加入者完成结算后再加入后续物件。如果其他牌手想要在此一系列动作过程中的某一时点采取行动,则应将此系列动作倒回至该时点。
This is relevant when dealing with cards that have an activated ability that pumps themselves (e.g. Shorecrasher Elemental); their controller can just say “I pump my Shorecrasher’s toughness six times” to speed up the game and, if their opponent wants to cast Mardu Charm on it choosing the four damage mode, he or she can still do so at any time. The opponent cannot argue that he or she played the Charm “as a response to the six abilities on the stack,” because under the first sentence, each ability is assumed to have already resolved before another one is added to the stack (because it can’t be done without priority). Therefore, if the opponent chose to play Mardu Charm after the sixth activation then the Elemental would have already been successfully pumped five times.
这一条是关于处理一些拥有可以膨胀自己异能的牌,比如破岸元素。牌手说“我要给破岸元素膨6次防”。他的对手想释放玛尔都护符,选择打4的那项,他可以在任何时候施放它。但是不能说“我响应你6次膨都在堆叠里的时候”,因为这时候行事简化默认这6次膨都是在前一次已经结算的情况下才启动的。因此,如果对手想要响应第6次膨施放护符,则意味着前5次已经结算完毕。
• If a player casts a spell or activates an ability and announces choices for it that are not normally made until resolution, the player must adhere to those choices unless an opponent responds to that spell or ability. If an opponent inquires about choices made during resolution, that player is assumed to be passing priority and allowing that spell or ability to resolve.
• 如果有牌手在施放咒语或起动异能时,宣告了通常是在结算时才需作出的选择,则除非对手对该咒语或异能有所响应,否则该牌手便不得改变此选择。若对手就结算时才需作出的选择进行询问,则认为该牌手让过优先权并允许咒语结算。
Players sometimes announce choices early when they assume their opponents don’t have any responses to their actions or when they are fishing for information. This shortcut prevents players from announcing choices early in order to trick opponents or improperly gain information and then making a different choice when the decision should properly be made. But if an opponent responds to the spell or ability, the controller may make any choice he chooses, regardless of any announcements made.
牌手有的时候会提早宣告他们的选择,有时是因为假设对手没有响应,也有的牌手是想要骗取对手的额外信息。这一条行事简化防止了牌手在结算时候更改自己的选项从而骗取额外信息。但是如果对手响应了,那么牌手可以在结算的时候选择其他选项,而不用管之前宣告的选择。
Example: Albert’s only creatures are 3 2/2 Wolf tokens, and he plays Honor’s Reward, saying: “I’ll gain 4 life and Bolster this token”. Norman answers with: “In response, I’ll Reave Soul it”. Since the choice of which creature to Bolster is not made until the resolution of the spell, and Norman has responded to Honor’s Reward, Albert can change his choice to a different token when Honor’s Reward resolves. Also note that, in this scenario, not changing the choice would make the resolution of the spell illegal, since there are still valid choices on the battlefield when the spell resolves.
例如:Albert操控3个2/2的狼衍生物,然后释放了荣耀报偿,说“我获得四点生命,然后振励2给狼A”,诺曼说:“那我响应用终极代价把狼A杀了。” 荣耀报偿的选择应该是在结算的时候做出的,而诺曼响应了荣耀报偿。所以Albert应该可以在结算的时候重新选择。同时要注意的是,在这个场景中,如果你不更改选择,那么咒语的结算就会是非法的,因为当咒语结算时战场上还有其他合法的选择。
Example: Andy casts Void targeting Naomi. Naomi asks what number Andy chooses, and Andy states one. It is now too late for Naomi to respond to Void, and Andy may not choose a different number.
例如:Andy释放了撤销目标Naomi,Naomi询问Andy选择的数字是几,Andy回答1。现在Naomi就没有机会再去响应这个咒语了,Andy也不能选择其他的数字。
• A player is assumed to have paid any cost of 0 unless he or she announces otherwise.
• 未加特别说明时,认为牌手已支付所有的{0}费用。
It is almost always in players’ best interests to pay a cost of 0 when an effect requires it, so this shortcut assumes they do so, unless they specifically announce otherwise. This both prevents less experienced players from being taken advantage of and allows them to concentrate on other parts of the game.
一般来讲当一个效应要求牌手支付{0}的时候,牌手都会愿意去支付它,所以这个行事简化就假设牌手都会那么做,除非该牌手特殊说明。这防止了一些新手在这个问题上吃亏,同时允许牌手将注意力集中在其他游戏内容上。
Example: Player N attempts to prey on his opponent A’s ignorance by trying to use Clash of Wills to counter A’s spell when when X is zero, hoping that A will neglect to announce his choice to pay 0. This shortcut prevents this situation from becoming a problem.
例如:牌手N尝试释放一个X=0的意志交锋来反击对手A的咒语,期望其对手因为忘了表示支付{0}而导致A的咒语被反击。这个行事简化防止了这种问题的出现。
• A player who casts a spell or activates an ability that targets an object on the stack is assumed to target the legal spell closest to the top of the stack unless the player specifies otherwise.
• 对于以堆叠上的物件当作目标的咒语或异能,认为其所指定的目标是最为靠近堆叠顶的合法咒语,有特别说明的情况除外。
The stack is already a fairly complex aspect of Magic, and this is especially so when players get involved in a lengthy counter war with each player responding to the other in immediate succession. Players are not always meticulous in specifying that their counterspell, misdirection, or fork effect is targeting the top object on the stack (e.g. their opponent’s most recent move) when they cast or activate it , even though this is usually their intention.
堆叠是万智牌中非常复杂的系统,这个行事简化是为了两位牌手在互相快速对着康的时候使用的。牌手在这个过程中并不会每次都精确的指出他用的反击咒语/方向错误/双咒击的目标是堆叠上最后出现的物件(也就是对手最后一次执行的动作),虽然一般来讲他们都是这个意思。
This shortcut also exists to protect players from opponents who might notice a misplay and try to correct them after luckily communicating ambiguously. For instance, in the middle of a multi-step counter war, a hasty player might respond to his or her opponent’s uncounterable Counterflux with a Negate without specifying a target. Realizing the mistake, without this shortcut, he or she could argue that the Negate was targeting at another, counterable spell lower down on the stack.
这个行事简化同时能够防止牌手利用自己模糊不清的表述来修正自己之前犯下的错误。比如在一场对康之中,一位着急的牌手可能会响应对手不能被反击的的魔力断流使用了失效,而且没有明确指出失效的目标。发现这个错误之后,如果没有这个行事简化,他便可以辩解说自己失效指的是堆叠里面其他的咒语。
Of course, although the shortcut reflects players’ typical intentions, there are always exceptions. A notable one which crops up in Modern is Remand. Sometimes a player whose spell is about to be countered may choose to Remand his own spell (the object second from the top of the stack underneath the opposing counterspell). In this way, he can try to cast his original spell again later, and because he did not Remand his opponent’s counterspell directly, he avoided returning it to his opponent’s hand. This exceptional interaction is sufficiently rare (and typically employed only by advanced players) that it is reasonable to require players to announce it explicitly when they choose to make use of it.
当然,虽然这个行事简化反映出了牌手的常见意向,但是凡事总是有例外。值得注意的一个例外是在摩登环境中的奉还,牌手有时会选择用奉还来反击自己的咒语(一般来讲他自己的咒语会是堆叠的第二个,最上面的是来自对手的反击咒语)。这么做他可以躲掉对手的反击咒语并在之后重新施放自己的咒语。这个例外十分的少见(并且一般老手才玩的出这个操作),所以有足够的理由要求想这么干的牌手必须进行明确的声明。
• A player is assumed to be attacking another player with his or her creatures and not any planeswalkers that player may control unless the attacking player specifies otherwise.
• 未加特别说明时,认为进攻牌手生物的进攻对象为其他牌手,而非后者可能操控的鹏洛客。
This is true for all attacking creatures that player controls, including any creatures put onto the battlefield attacking. The attacking player must explicitly state which creatures, if any, are attacking any planeswalkers controlled by the defending player as part of the turn-based actions of the declare attackers step (CR 508.1b). A player cannot wait to find out which of his or her creatures are unblocked before declaring that they are attacking a planeswalker.
这一条包括了所有那位牌手宣告的攻击生物,以及随后被放入战场且进行攻击的生物。如果有的话,攻击牌手必须说明哪个生物是在攻击防御牌手所操控的某个鹏洛客的。这是宣告攻击者动作的一部分(CR 508.1b)。牌手不能等到对手决定怎么阻挡之后才说他的某几个生物是在攻击鹏洛客。
For creatures put onto the battlefield attacking, the attacking player must explicitly state if those creatures are attacking any planeswalkers controlled by the defending player as those creatures enter the battlefield (CR 508.4).
对于被放入战场且正在进行攻击的生物,牌手需要在他们被放进场的时候就说明哪些是攻击鹏洛客的(CR 508.4)。
• If an object has multiple mana abilities, a player is assumed to be activating the one that most specifically applies to the spell or ability for which that mana is being used, unless they announce otherwise.
• 如果一个物件具有多个法术力异能,则未加特别说明时,认为牌手选择起动的法术力异能,能够产生最适用于相应咒语或异能的法术力。
• A player who does not scry/surveil when instructed to is assumed to have not looked and chosen to leave the cards in the same order.
• 在有效应要求其进行占卜/刺探时并未如此作的牌手,认为其未检视相应牌张,并将其以相同顺序留在原处。
This shortcut applies both scrying as part of the resolution of a spell or ability as well as scrying after keeping a mulliganed hand. A big part of the reason for this change is not wanting to punish a player unjustly for ignoring information they have access to, but are not required to acquire. As a player is typically not required to access this information we also do not want to punish the opponent. Philosophically, looking at the top card of the library after taking a mulligan is functionally equivalent to the Scry mechanic, and fits here nicely.
这条行事简化同时包括了游戏咒语或异能中的占卜以及决定调度后的占卜。设立这条的主要原因是我们不想因为牌手忽略了自己可以获取但是忘了获取的信息而惩罚牌手。我们也不想因为牌手忘了这个而惩罚其对手。原则上来说,在再调度之后查看牌库顶牌与占卜机制在功能上是完全相同的,所以这一条也能很好地适用。
• In the Two-Headed Giant format, attacking creatures are assumed to be attacking the head of the defending player sitting directly across from their controller, unless the creature's controller specifies otherwise.
• 在双头巨人赛制中,进攻生物的操控者未加特别说明时,认为进攻生物攻击的是坐在其操控者正对面之防御牌手。
The primary head of a Two-Headed Giant team is designated as the player seated to the right of their partner, from the perspective of their partner (CR 805.2). For example, if Nancy is on Nathan’s right then Nancy is the primary head of that Two-Headed Giant team. This decision is made when damage is assigned, before damage is dealt, during the combat damage step. Once damage has happened, this shortcut is implied if the attacking team did not choose which head their creatures were dealing damage to. A player cannot wait to see whether damage prevention or redirection spells will be cast before deciding which head will be assigned combat damage.
双头巨人中,主要牌手指的是两人中坐在右侧的牌手(从他队友的角度)(CR 805.2)。比如,南希坐在内森的右边,所以南希是他们这队的主要牌手。这个决定是在战斗伤害步骤中伤害分配的时候做的,在伤害造成之前。一旦战斗伤害造成了,这条行事简化默认所有没有说明过的生物的战斗伤害都是分配给防御队伍的主动牌手的。牌手不能等着看是否有伤害防止或者转移的咒语之后再决定分配给哪位牌手战斗伤害。
Due to the complexity of accurately representing a game of Magic, it is acceptable for players to engage in a block of actions that, while technically in an incorrect order, arrive at a legal and clearly understood game state once they are complete.
由于要想准确进行一盘万智牌游戏十分复杂,因此牌手在进行一组动作的时候,即便严格说来次序不当,但只要在动作全部完成之后仍能呈现出合法及清晰游戏状态,便是可以接受的。
Players aren’t robots and don’t do everything perfectly, and judges shouldn’t expect them to. Magic isn’t a game of gotcha and players shouldn’t be punished for performing clear and otherwise legal actions in a way that feels more natural to them.
牌手不是机器人,做事十全十美,裁判也不应期望牌手完美的执行每个游戏动作。万智牌不是一个抓对手行为不规范的游戏,一位做出了清楚且合法的游戏动作的牌手也不应该只因为他按照更加自然的顺序行事而被处罚。
All actions taken must be legal if they were executed in the correct order, and any opponent can ask the player to do the actions in the correct sequence so that he or she can respond at the appropriate time (at which point players will not be held to any still-pending actions).
所有因此采取的行动必须在以正确次序执行时都属合法行动,对手可请求牌手以正确的行事顺序来执行,从而使自己能在恰当的时间加以响应(此时,没有牌手还有仍待定的动作需要处理)。
Out-of-Order Sequencing cannot be used to perform illegal actions, but more importantly, it also cannot be used to deprive an opponent of his or her chance to respond at the appropriate time. If an opponent wishes to respond, all actions prior to the point of response must be performed in the correct order. The player suggesting out-of-order sequencing is free to change his or her choices that he would have made after the opponent’s response.
次序不当的行事顺序不能来执行非法的动作,更重要的是,不能剥夺对手在合适时机响应牌手的机会。如果对手想要响应,那么所有在响应时间点前的动作都会被按照正确的顺序执行。行事次序不当的牌手可以更改任何在那个响应动作时间点之后的决定。
An out-of-order sequence must not result in a player prematurely gaining information which could reasonably affect decisions made later in that sequence.
有的信息极有可能会对位于当前行事顺序稍后之决定产生影响,牌手不得藉由自己行事次序不当来提前获知此类信息。
An out-of-order sequence must not result in a player prematurely gaining information which could reasonably affect decisions made later in that sequence, because Out-of-Order Sequencing cannot be used to gain an advantage.
有的信息极有可能会对位于当前行事顺序稍后之决定产生影响,牌手不得藉由自己行事次序不当来提前获知此类信息。这是因为行事次序不当不能被用来获利。
Example: A player casts Cruel Ultimatum, which among other things has its controller return a creature from his or her graveyard to his or her hand, draw three cards, and gain five life. The player may not draw cards before returning a creature to his or her hand, because the information gained from the drawn cards might influence which creature will be returned.
例如:牌手使用了残酷通牒,他不能将“你将一张生物牌从你的坟墓场移回你手上,抓三张牌,然后获得5点生命。”前两项的顺序调换,因为抓的三张牌会影响到他移回哪张生物牌的决定。
Players may not try to use opponent's reactions to some portion of an out-of-order sequence to see if they should modify actions or try to take additional ones. Nor may players use out-of-order sequencing to try to retroactively take an action they missed at the appropriate time. In general, any substantial pause at the end of a completed batch is an indication that all actions have been taken, the sequence is complete and the game has moved to the appropriate point at the end of the sequence.
牌手不得试图利用对手对自己次序不当的行事顺序中任何部分之反应,来判断自己是否需要修正行动或执行额外的行动。牌手亦不得利用次序不当的行事顺序试图回过头来执行自己错过了的、本应在适当的时间执行的行动。总而言之,在执行完一系列动作之后的短暂停顿即为该系列行动已全部完成的表示,行事顺序已执行完毕,游戏已前进到该顺序末尾后的适当时点。
Generally, all actions in the sequence must be performed as one block, which means there can’t be any pauses between actions and or interaction with an opponent. Each substantial pause or attempt to see an opponent’s reaction should be treated as an end of the sequence.
通常来讲,行事序列中的所有动作必须作为一个整体进行,这意味着动作间不能存在任何暂停或者与对手的互动。每一个实质性的停顿或者试图观察对手反应的行为应被视为序列的结束。
Once again, Out-of-Order Sequencing cannot be used to gain an advantage. Therefore the sequence can’t contain previously missed actions nor can the player try to modify the sequence based on the opponent’s reaction to previous actions. “If you believe the player forgot to take an action and is now attempting to take it at a later time, that is not acceptable.”
再次重申,玩家不得利用次序不当的行事顺序获益。因此行事顺序中不能包含之前错过的行动,玩家也不能根据对手对之前行为的反应来修改行事顺序。“如果你相信该玩家忘记采取某个行动并试图在之后进行它,这是不可接受的。”
Examples
示例
• 1. A player discards a card to pay for Masticore’s upkeep cost before untapping his or her land.
• 1. 牌手在重置地之前为异狮/Masticore 的维持费用弃掉了一张牌。
• 2. player resolves Harrow and puts the card into his or her graveyard, then searches.
• 2. 牌手结算整地/Harrow 时,先是把牌放进了坟墓场后才开始搜索牌库。
• 3. While resolving Restore Balance, a player discards before sacrificing lands and creatures.
• 3. 在结算恢复均势/Restore Balance 时,牌手先弃掉了牌后才开始牺牲地和生物。
• 4. A player with two creatures being put into the graveyard due to state-based actions resolves the leaves-the-battlefield triggered ability on one of them before putting the other creature in the graveyard.
• 4. 当牌手操控的两个生物因为状态动作要被置入坟墓场时,该牌手先行结算了其中一个生物的离战场触发式异能之后才把另一个生物放进坟墓场。
• 5. A player declares a blocker, animates a Treetop Village, and then attempts to block with that Treetop Village.
• 5. 牌手宣告了一个阻挡者之后,然后再起动树顶村落/Treetop Village 的异能准备用其进行阻挡。
More information about Out-of-Order Sequencing can be found at this Rules Tips blog post by Level 3 Paul Baranay.
关于次序不当的行事顺序的更多信息可以可以查阅Level 3,Paul Baranay的这篇Magic Rules Tips。
A loop is a form of tournament shortcut that involves detailing a sequence of actions to be repeated and then performing a number of iterations of that sequence. The loop actions must be identical in each iteration and cannot include conditional actions (“If this, then that”.)
「重复动作」是指这样一种比赛中的行事简化:牌手在详细说明需重复的动作次序之后,反复若干次执行前述动作次序。在每次执行的动作次序中,所重复的动作必须相同,且次序中不得包含附有条件的行动(「如果这样,就那样」)。
If no players are involved in maintaining the loop, each player in turn order chooses a number of iterations to perform before they will take an action to break the loop or that they wish to take no action. If all players choose to take no action, the game is a draw. Otherwise, the game advances through the lowest number of iterations chosen and the player who chose that number takes an action to break the loop.
如果此系列重复动作无涉牌手动作便可持续进行,则牌手有如下选择:(1)每位牌手依照回合次序,选择要重复进行之次数,完成之后便需执行其他动作来打破循环,或(2)不执行其他动作。如果所有牌手都选择不执行其他动作,本盘游戏便以平局告终。否则,游戏便进行到前述动作执行到所选之最低数字的时点,然后由选择此数字的牌手执行动作来打破循环。
If one player is involved in maintaining the loop, they choose a number of iterations. The other players, in turn order, agree to that number or announce a lower number after which they intend to intervene. The game advances through the lowest number of iterations chosen and the player who chose that number receives priority.
如果此系列重复动作需要一位牌手有所行动才能持续进行,则该牌手先选择一个次数。然后其他牌手依照回合次序决定是否同意该数字,或是提出一个较小的数字以在该时点干预。游戏进行到前述动作执行到所选之最低数字的时点,然后选择该数字的牌手获得优先权。
If two or more players are involved in maintaining a loop within a turn, each player in turn order chooses a number of iterations to perform. The game advances through the lowest number of iterations chosen and the player who chose that number receives priority.
如果此系列重复动作需要两位或更多牌手在同一个回合内有所行动才能持续进行,则每位牌手依照回合次序选择选择要重复的次数。游戏进行到前述动作执行到所选之最低数字的时点,然后选择该数字的牌手获得优先权。
Loops may span multiple turns if a game state is not meaningfully changing. Note that drawing cards other than the ones being used to sustain the loop is a meaningful change. If two or more players are involved in maintaining a loop across turns, each player chooses a number of iterations to perform, or announces their intent to continue indefinitely. If all players choose to continue indefinitely, the game is a draw. Otherwise, the game advances through the lowest number of iterations chosen and the player who chose that number receives priority at the point they stop taking an action to sustain the loop.
在某个游戏状态未发生实质变化的情况下,可能会发生重复动作横亘数个回合的情况。请注意:用于维持重复动作以外的抓牌属于实质变化。如果某一系列重复动作需要两位或更多牌手在数个回合内有所行动才能持续进行,则牌手可以选择:(1)要重复进行的次数;或(2)要无限持续。如果所有牌手都选择要无限持续,本盘游戏便以平局告终。否则,游戏便进行到前述动作执行到所选之最低数字的时点,然后由选择此数字的牌手停止执行维持重复动作之行动并获得优先权。
A player intervening during a loop may specify that one iteration of the loop is only partly performed in order to be able to take action at the appropriate point. If they do, the final iteration is only performed up to the chosen point.
要干预重复动作的牌手可以指定要在某次重复动作进行到具体时点再行干预。若其如此作,则最后一次重复只会执行到所选时点。
Non-deterministic loops (loops that rely on decision trees, probability or mathematical convergence) may not be shortcut. A player attempting to execute a nondeterministic loop must stop if at any point during the process a previous game state (or one identical in all relevant ways) is reached again. This happens most often in loops that involve shuffling a library.
结果不确定的重复动作(依赖于决策树、概率或数学收敛的重复动作)不能形成行事简化。尝试执行结果不确定之重复动作的牌手如果在执行流程当中的任意时点再度形成与先前一致(或各方面均相同)的游戏状态,则其就不得再继续。此情景常见于涉及洗牌库的重复动作。
Some loops are sustained by choices rather than actions. In these cases, the rules above may be applied, with the player making a different choice rather than ceasing to take an action. The game moves to the point where the player makes that choice. If the choice involves hidden information, a judge may be needed to determine whether any choice is available that will not continue the loop.
某些重复动作需牌手作出特定选择(而非基于动作而自行反复)才会反复。若发生此情况,则能以“令牌手选择不同选择”(而非停止动作)的方式来适用上述规则,游戏会前进到牌手作出相应选择的时点。如果该选择涉及非公开信息,则可能需要裁判来判断是否存在终止重复动作的选择。
The judge is the final arbiter of what constitutes a loop. A player may not 'opt-out' of shortcutting a loop, nor may they make irrelevant changes between iterations in an attempt to make it appear as though there is no loop. Once a loop has been shortcut, it may not be restarted until the game has changed in a relevant way. Proposing loops as an effort to use up time on the clock is Stalling.
哪些动作会算到「重复动作」当中最终由裁判来判定。牌手不得选择「不以行事简化的方式来执行重复动作」,也不得在两次重复之间进行无谓变化以试图让整个行动次序看起来不像是重复动作。一旦某系列重复动作已形成简化,则除非游戏发生与之相关的变化为止,否则都不能再次重新执行。试图提议重复行动来消耗比赛时间属于「拖延」。
Players are expected to remember their own triggered abilities; intentionally ignoring one is Cheating. Players are not required to point out the existence of triggered abilities that they do not control, though they may do so if they wish.
牌手应记住属于自己的触发式异能;故意忽略此类触发式异能属于「作弊」。牌手无需指出不由他操控的触发式异能,不过牌手希望的话,他们也可以指出。
Triggered abilities are considered to be forgotten by their controller once they have taken an action past the point where the triggered ability would have an observable impact on the game. Triggered abilities that are forgotten are not considered to have gone onto the stack. How forgotten triggered abilities are subsequently handled is defined by the Rules Enforcement Level of the tournament.
只要触发式异能的操控者错过该触发在原本对游戏造成显著影响的时点并执行了其他动作,便视作该牌手已遗漏了这个触发式异能。
Triggers happen all the time in a game of Magic and it can be difficult enough for a player to remember his or her own triggers, let alone opponents’ triggers. We don’t penalize players for not pointing out their opponent’s forgotten triggers, but it is cheating for a player to intentionally ignore his or her own triggers. Cheating is dealt with according to the IPG or JAR, as appropriate. If a player notices that his or her opponent forgot a trigger, he or she may point it out.
万智牌游戏过程中会有许多许多的触发式异能。让牌手记住自己的触发式异能已经是很困难的,何况对手的触发式异能。我们并不处罚没有指出对手遗漏触发的牌手,但是牌手自己刻意遗漏自己的触发式异能是作弊行为。这些行为应该根据执法严格度按照IPG或者JAR处理。如果一位牌手注意到了其的对手遗漏的一个触发式异能,其可以指出这一点。
遭遗漏的触发式异能不应视为此异能已进入堆叠。遭遗忘之触发式异能的后续处理方式由比赛的执法严格度确定。
Our good friends at the Annotated IPG project have a lot to say about missed triggers. Let’s let them take it.
我们写IPG精讲的朋友们已经关于遗漏触发问题谈了很多,所以我们可以看看他们是怎么说的。
Members of the same team may communicate between one another except during times where explicitly prohibited by the team format rules. However, team members that have an opportunity to acquire hidden information (e.g. by speaking to spectators following their own match while a teammate is still playing), are restricted from communicating with teammates for the duration of that match.
除了团队赛制规则中明订之禁止交流时段外,同属一支队伍的各成员可在队员之间以口头方式进行交流。
Players on a team may talk to their teammates at any time about nearly anything, with the below exception.
队伍中的牌手随时可以跟他的队友谈论任何事情,除了以下的例外情况。
然而,有机会获取了私人信息的队员(例如,通过在自己的游戏结束后通过与旁观者的交流而得,此时他仍有队友在进行游戏)在该盘对局进行的过程中受到不得与队友交流的限制。
Prohibitions against written notes of any kind during drafts apply to team drafts as well.
禁止在轮抽过程中作一切种类的书面记录之规定,同样适用于团队轮抽。
If a member of a team has access to hidden information from outside his or her teammate’s match, he or she must refrain from communicating with teammates who are still playing. Common occurances of this are during team events, once a player has stood up and moved around after their match they have the potential to see hidden information from their teammate’s opponents. This doesn’t mean the players can’t use the restroom once they are done with their match, but they should call a judge to direct them. Most times judges will direct players to walk to the restroom so they can confirm they aren’t trying to gain information.See MTR 8.3.
如果一位队员有机会从非队友的人那里了解到任何关于他们队伍比赛的非公开信息,他便不能在和自己正在继续游戏的队友进行交流。通常来说,在团队比赛中,一旦牌手起身并在附近走动后,他便有可能会看到他队友的对手的隐藏信息。这并不意味着牌手在完成自己的对局后不能去洗手间,如果他想如此做的话,他应当叫裁判进行指引。大多数情形下,裁判会指引牌手走到洗手间,并以此确认牌手没有试图获取隐藏信息。参见MTR 8.3节。
Players in Competitive and Professional Rules Enforcement Level matches must arrange their cards, tokens, and other accessories on the battlefield using the following layout:
参加执法严格度为竞争及专业级别赛事的牌手而言,他们必须依下述布局摆放其战场上的牌张、衍生物及其他辅助用具:
• From the player’s perspective, nonlands must be kept closer to the player’s opponent than lands, and no non-land cards should be between the land area and the edge of the table closest to the player.
• 从牌手的视角来看,非地永久物应比地永久物更靠近对手,且在地牌摆放的区域与该牌手所坐一侧的桌边之间不得摆放任何非地牌。
• Non-creature permanents whose use may reasonably be associated with either the land or nonland area (e.g. an artifact whose only ability is a mana ability) may be located in either area, provided the overall layout is, in the judgment of tournament officials, clear. However, permanents that are also creatures (e.g. artifacts with March of the Machines on the battlefield, Dryad Arbor, or a Treetop Village that is currently a creature) must be placed in the nonland area. Players may not use other cards to intentionally obscure the presence of a permanent in any area of the battlefield.
• 对于非生物永久物而言,若其用途与地区域或非地区域有合理联系(例如仅有法术力异能的神器),则此永久物便可放在对应区域,但此摆放以比赛工作人员判断确属清晰为限。然而,若该永久物同时也为生物(例如战场上有器械进击/Match of the Machines时的神器,树灵乔木/Dryad Arbor,或当前是生物的树顶村落/Treetop Village),则其必须摆放在非地区域。牌手不得使用其他牌来故意遮挡战场上任何区域的永久物。
• Each card should remain clearly associated with any permanents attached to it. For example, an Aura enchanting a land should be in the land area in contact with that land.
• 在牌张和与之贴附的永久物之间需始终展现清晰的关联关系。举例来说,结附于某张地的灵气,便需置于地区域,与所结附的地保持接触。
• The player’s library, graveyard, and exiled cards should be kept all to the left of the battlefield or all to the right of the battlefield at the player’s discretion.
• 牌手放置牌库、坟墓场和所放逐之牌此三个区域需一致放在战场的左侧或右侧。牌手可自行决定是要将此三个区域一致放在左侧还是右侧。
• The player’s graveyard and exiled cards should be adjacent to the player’s library. All three should be distinct at all times.
• 牌手放置坟墓场和所放逐之牌此两个区域须与牌手放置牌库的区域相邻。且这三个区域之间须始终具有明显区隔。
• If a card is exiled by a permanent and that permanent includes a way to perform additional actions with the exiled card, the association of the two cards must be clear. Keeping the two cards together is recommended.
• 如果某张牌遭某个永久物放逐,且该永久物有方法利用所放逐的牌执行额外动作,则应以能够清晰展示此两者之间这类联系的方式摆放两者。在此建议将此两张牌放在一起。
If Banishing Light exiles a card, that card should be tucked under Banishing Light. If a player exiles 2 Plains and a Grizzly Bears with Ashiok, Nightmare Weaver, the Grizzly Bears should be tucked under Ashiok.
如果驱逐明光放逐了一张牌,该牌应该塞到驱逐明光下面。如果一位牌手使用织魇师安梭苛放逐了两张平原和一张灰棕熊,应当把灰棕熊塞到安梭苛下面。
• Each untapped permanent should face its controller. Players are permitted to briefly turn a card upside-down as a memory aid.
• 所有的未横置永久物都应朝向其操控者。允许牌手暂时倒转牌张协助记忆。
Physical objects used to represent permanents must have a way of clearly representing any in-game status, such as whether a permanent is tapped. Sleeves or card backs that appear similar to any player’s sleeves or card backs may not be used. The Head Judge is the final authority on what may be used to represent permanents.
使用标记物来表示游戏中组件(例如永久物)的牌手必须使该标记物能清楚表示一切游戏中的状态,如该永久物是否已横置。
Players will often use dice, beads, coins, or other such items to represent tokens. This is perfectly fine, but they have to be able to show whether or not they are tapped.
牌手会使用骰子,玻璃珠,硬币或者其他物件来表示衍生物。这很好,但是同时也得分清他们是否横置。
外观类似于参与对局之牌手的牌套或牌背不得用作标记物。
We try to keep the game state from getting unnecessarily confusing, so having something represent a token and not making it obvious that it’s a token is a bit of a problem. Since sleeves and card backs can be mistaken for actual cards or for morph creatures, they’re not allowed if such a confusion could arise.
我们必须确保游戏状态不至于造成混乱,必须让衍生物的存在看起来明显。由于牌套或者牌背会让牌手误以为是实际的牌或是变身生物,那么在有可能造成混淆的情况下,这是不允许的。
主审对能用何种物品来表示永久物有最终裁定权。
We’re always aiming to create a welcoming environment at Magic events, and just like with behavior, alters, and shirts, sometimes a player’s custom tokens can cross the line. If a judge believe something a player is using caused some disruption or discomfort, the judge could also accompany this with an Unsporting Conduct — Minor penalty. Additionally, if it’s unclear what exactly a token represents, a judge may request they use some other method to make it more clear. There’s no clear-cut line here, so the use of judgement from Tournament Officials is needed.
我们旨在创造一个友好的万智牌比赛环境,但如同一些牌手的行为、牌张加工、穿着等,有时候衍生物也会越过红线。如果裁判认为牌手的用品或行为会对其他人造成不适,那么给出举止违背运动精神——轻微的判罚是合乎情理的。此外,如果不清楚当前的衍生物所表示的内容为何,裁判可以要求用更清楚的方式在做出表示。这里不提出界定条件,请比赛工作人员自行判断。
Tournament officials may make exceptions or additions to these guidelines at their sole discretion in order to keep each player’s game layout clear. Players in exceptional situations (e.g. a player playing a deck with no lands or a deck that makes significant use of the graveyard) should consult with tournament officials to determine what allowances, if any, will be made.
为确保每位牌手的游戏摆放区域清晰可辨,比赛工作人员可自行增减上述准则。会导致特殊情形的牌手(例如使用没有地牌之套牌的牌手,或是使用过多利用坟墓场之套牌的牌手)应询问比赛工作人员,以确定其比赛时是否能有例外。
Legacy, for example, has some decks that are unlike most Magic decks in most formats. Dredge players typically will have a spread-out graveyard on what would normally be the battlefield because of how much they do with their graveyard. Likewise, “Oops, All Spells” and Belcher are combo decks that run few or no lands.
例如,薪传赛中的一些套牌跟万智牌中绝大部分的套牌都不一样。渡桥(发掘)牌手的坟场通常会把坟场摊开来放在原本是战场的位置上,因为他们的坟场互动太多了。“无地套”和喷火炮等组合技套牌放很少的(或甚至不放)地牌,也是同理。
Players are expected to consider their options before taking an action and players are not usually allowed to take back an action that has been communicated to their opponent, either verbally or physically.
牌手应仔细考虑所有可能的情况之后再实际行事,且在牌手通过口头或动作让对手知晓其动作之后,通常便不允许其撤回。
Sometimes, a player will realize that they have made a wrong decision after making a play. If that player has not gained any information since taking the action and they wish to make a different decision, a judge may allow that player to change their mind. Judges must carefully consider whether the player has gained information since making the play that might have affected the decision; in particular, players may not try to use opponent reactions (or lack thereof) to see if they should modify actions they committed to. If the judge cannot be sure no information was gained, they should not allow the decision to be changed.
某些时候,牌手会在做出动作后意识到自己决策失误。如果该牌手在做出该动作后未获得任何信息,且希望更改自己的决定,裁判可允许。但裁判须谨慎考虑牌手是否在做出动作后获得能够影响其决定的信息;具体来说,牌手不得试图利用对手反应(无论有无)来判断自己是否应更改先前提出的动作。如果裁判无法确认「牌手未获得信息」此事,则应不允许牌手反悔。
Teammates intervening before information has been gained is acceptable when considering a backup.
如果牌手队友在牌手本人获得信息之前便加以干预,应允许其撤回先前动作。
Examples
示例
• 1. A player plays an Island and, before anything else happens, says “Sorry, I meant to play a Swamp.”
• 1. 牌手使用了海岛,但在任何人有动作前就说「抱歉,我想用的是沼泽。」
• 2. A player says “No blocks” immediately followed by “Wait, no, I block with this creature.”
• 2. 牌手说了「不阻挡」后立刻跟着说「等等,我要挡这个生物。」
• 3. A player says “Go. Wait, land, go.”
• 3. 牌手说「过。等等,下地,过。」
Day/Night is a state that can change over the course of the game, but is not controlled by either player. Once created, it continues to be tracked, even if there are no objects in the game that care about the current state. It is the responsibility of both players to track the current state and point out when it is represented incorrectly by the shared method being used to track it.
白昼/黑夜是一种可以在游戏过程中发生变化的状态,但不为任一牌手所操控。该状态一旦被创造,便将持续被追踪,即使在当前游戏中没有关心该状态的物件也一样。双方牌手都有义务追踪其状态,并在其以双方共享的方式表达发生错误时指出。
Because responsibility for the state is shared, an erroneously-represented state should be handled as a Communication Policy Violation, but neither player receives the Warning. If the players and judges are unable to determine the current status, the judge should assume it is Night, as a turn with no spells played is more likely to be forgotten than a turn with multiple spells played.
因为双方都有义务追踪该状态,所以当该状态表达错误时,应按照违反交流原则处理,但双方牌手都不会因此得到警告。如果牌手和裁判都不能确定当前正确的游戏状态,裁判应当认定当前是黑夜,因为相较一个使用了复数咒语的回合而言,一个没有施放咒语的回合更有可能被遗忘。