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mtr:4 [2019/09/05 17:56]
mtr:4 [2025/05/01 19:38] (当前版本)
Siyang Li [MTR 4.1 Player Communication 牌手之间的沟通]
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 ===== MTR 4.1 Player Communication 牌手之间的沟通 ===== ===== MTR 4.1 Player Communication 牌手之间的沟通 =====
 **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.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ++ 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.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ++ 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。|\\ ​+++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.\\ ​ 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)\\ ++ 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)\\ ++
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 **• 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)。**\\ ​ **• 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.**\\ ​ **• Unspent mana in a player’s mana pool.**\\ ​
-**• 牌手法术力池中未支付的法术力**\\ ​+**• 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。**\\ 
 +**• Current speed.**\\ 
 +**• 当前速度。**\\
  
 **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:​**\\ ​ **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。|\\ ​ ++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.\\ ​ 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)\\ +++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:**\\ ​ **自由信息包括:**\\ ​
  
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 **• 可见物件的名称。**\\ ​ **• 可见物件的名称。**\\ ​
 **• The number and type of any counter that isn’t defined as status information.**\\ ​ **• 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**\\ ​+**• 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.**\\ ​ **• 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。**\\ ​ **• 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。**\\ ​
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 ++• 当前所处步骤和/或阶段,以及当前何者为主动牌手。|\\ ​ ++• 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.\\ ​ 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。\\ +++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: **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:
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 **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.**\\ ​ **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。**\\ ​+**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.**\\ ​ **• Any information that is not status, free or derived is automatically private information.**\\ ​
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 **The following rules govern player communication:​**\\ ​ **The following rules govern player communication:​**\\ ​
-**牌手之间的交流应遵循下列规则:**\\ +**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.**\\ ​ **• Players must announce any changes to status information about themselves and must represent it with a physical designation.**\\ ​
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 **• 牌手必须完整、诚实地回答关于自由信息的特定问题。**\\ ​ **• 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.**\\ ​ **• 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」。**\\ ​+**• 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.**\\ ​ **Judges are encouraged to help players in determining free and status information but must avoid assisting players with derived information about the game state.**\\ ​
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 ===== MTR 4.2 Tournament Shortcuts 比赛中的行事简化 ===== ===== MTR 4.2 Tournament Shortcuts 比赛中的行事简化 =====
 **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.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ​ 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.\\ ​ 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。\\ ++ 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;|\\ +++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.\\ ​ 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。\\ ++ 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。|\\ ​+++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.\\ ​ 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。\\ ++ 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. 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.**\\  +**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。|\\ ​+++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.\\ ​ 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。\\ ++ 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。\\ ++
-**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。**\\ +++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.**\\ ​ **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.**\\ ​
行 168: 行 177:
 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。\\ ++\\  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.**\\ ​ **• 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。|\\ ​+++• 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.\\ ​ 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。\\ ​ 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。\\ ​
行 176: 行 185:
 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。\\ ++\\  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.**\\ ​ **• 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{}费用。|\\ ​+++• 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.\\ ​ 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。\\ ​ 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。\\ ​
行 182: 行 191:
 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。\\ ++\\  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.**\\ ​ **• 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。|\\ ​+++• 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.\\ ​ 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。\\ ​ 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。\\ ​
行 190: 行 199:
 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。\\ ++\\  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.**\\ ​ **• 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。|\\ ​+++• 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.\\ ​ 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。\\ ​+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).\\ ​ 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。\\ ++\\  +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)\\ ++\\  
-**• A player who does not scry/​surveil ​(or look at the top card of the library after taking a mulligan) ​when instructed to is assumed to have not looked and chosen to leave the cards in the same order.**\\  +**• 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.**\\ 
-++• 在有效应要求其进行占卜/刺探(或在再调度完成后检视牌库顶牌)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。|\\ ​+++• 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.\\ ​ 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。\\ ++\\  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。\\ ++\\ 
行 202: 行 213:
 ++• 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。|\\ ​ ++• 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.\\ ​ 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。\\ +++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。\\ ++
 <​BOOKMARK:​mtr4-3>​ <​BOOKMARK:​mtr4-3>​
 ===== MTR 4.3 Out-of-Order Sequencing 次序不当的行事顺序 ===== ===== MTR 4.3 Out-of-Order Sequencing 次序不当的行事顺序 =====
 **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.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ++ 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).**\\ ​ **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)。|\\ ​+++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.\\ ​ 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。\\ ++ 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.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ​+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.\\ ​ **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。\\ ++ **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。\\ ++
-++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。|\\ ​+**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.\\ ​ 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。\\ ​ 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。\\ ​
行 227: 行 239:
 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。”\\ ++ 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//** +**//​Examples//​**\\ 
-  - A player discards a card to pay for Masticore’s upkeep cost before untapping his or her land. 牌手在重置地之前为异狮/Masticore 的维持费用弃掉了一张牌。 +**//示例//**
-  - A player resolves Harrow and puts the card into his or her graveyard, then searches. 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。 +
-  - While resolving Restore Balance, a player discards before sacrificing lands and creatures. 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。 +
-  - 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. 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。 +
-  - A player declares a blocker, animates a Treetop Village, and then attempts to block with that Treetop Village. 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。+
  
-++...|\\ ​+**• 1A 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 [[http://​blogs.magicjudges.org/​rulestips/​2013/​03/​understanding-out-of-order-sequencing/​|Rules Tips]] blog post by Level 3 Paul Baranay.\\ ​ More information about Out-of-Order Sequencing can be found at this [[http://​blogs.magicjudges.org/​rulestips/​2013/​03/​understanding-out-of-order-sequencing/​|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[[http://​blogs.magicjudges.org/​rulestips/​2013/​03/​understanding-out-of-order-sequencing/​|Magic Rules Tips]]。\\ ++ 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[[http://​blogs.magicjudges.org/​rulestips/​2013/​03/​understanding-out-of-order-sequencing/​|Magic Rules Tips]]。\\ ++
行 252: 行 269:
  
 **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.**\\ ​ **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:抓到用于维持重复动作以外的牌属于实质变化。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。**\\ ​+**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.**\\ ​ **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.**\\ ​
行 258: 行 275:
  
 **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.**\\ ​ **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动作次序。**\\ ​+**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.**\\ **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.**\\
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 ===== MTR 4.5 Triggered Abilities 触发式异能 ===== ===== MTR 4.5 Triggered Abilities 触发式异能 =====
 **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.**\\ ​ **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。**\\ ​+**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.**\\ ​ **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 +++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。|\\ ​
-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.\\ ​ 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。\\ ++ 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。\\ ++
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 **Prohibitions against written notes of any kind during drafts apply to team drafts as well.**\\ ​ **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。|\\ ​+++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.\\ ​ 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。\\ ++ 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。\\ ++
行 313: 行 329:
 **• Each untapped permanent should face its controller. Players are permitted to briefly turn a card upside-down as a memory aid.**\\ ​ **• 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。**\\ ​ **• 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.**\\ ​ **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.**\\ ​
行 330: 行 358:
 **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。** **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//​\\  +**//​Examples//​** \\ 
-//​示例// ​+**//示例//** 
  
 **• 1. A player plays an Island and, before anything else happens, says “Sorry, I meant to play a Swamp.”**\\ ​ **• 1. A player plays an Island and, before anything else happens, says “Sorry, I meant to play a Swamp.”**\\ ​
行 338: 行 366:
 **• 2. 牌手说了「不阻挡」后立刻跟着说「等等,我要挡这个生物。」**\\ ​ **• 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. A player says “Go. Wait, land, go.”**\\ ​
-**• 3. 牌手说「过。等等,下地,过。」**\\ ​+**•  3. 牌手说「过。等等,下地,过。」**\\ ​ 
 + 
 +<​BOOKMARK:​mtr4-9>​ 
 +===== MTR 4.9 Day/Night 白昼/​黑夜 ​ ===== 
 +**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。|\\ 
 +\\ ++
  
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