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规则最复杂的棋牌是啥?

时间:2012-08-29 12:28 来源:www.vimiy.com 作者:编辑 点击:

不是最难学的,不是最好玩的,单看规则。大富翁!反正我死活看不懂桥牌万智牌什么的?dnd的桌面游戏吧
那个啥?万智?游戏王????????兵棋算吗?ASL规则加起来大概几千页吧,不过肯定不是最复杂的超越创界山
不是“桥牌”么,
我现在都不会玩三国杀什么的。。。专业的兵棋推演算不算桌上游戏?万智牌无误



这仅是通用规则还不包括一些特殊卡牌的说明

叫牌麻烦死了。当年学会没人玩,全忘了……

反正这玩意我看的都是中老年再玩。。。SO。。。就不管了果断是谢耳朵玩的3D象棋啊~~

超越创界山


超越创界山


万智牌无误



这仅是通用规则还不包括一些特殊卡牌的说明

万智显然不能算规则复杂。。。。只是历史长牌多异能多罢了,规则本身的复杂程度不如近年来出的许多卡牌游戏Contents

1. Game Concepts
100. General
101. The _Magic_ Golden Rules
102. Players
103. Starting the Game
104. Ending the Game
105. Colors
106. Mana
107. Numbers and Symbols
108. Cards
109. Objects
110. Permanents
111. Spells
112. Abilities
113. Emblems
114. Targets
115. Special Actions
116. Timing and Priority
117. Costs
118. Life
119. Damage
120. Drawing a Card
121. Counters

2. Parts of a Card
200. General
201. Name
202. Mana Cost and Color
203. Illustration
204. Color Indicator
205. Type Line
206. Expansion Symbol
207. Text Box
208. Power/Toughness
209. Loyalty
210. Hand Modifier
211. Life Modifier
212. Information Below the Text Box

3. Card Types
300. General
301. Artifacts
302. Creatures
303. Enchantments
304. Instants
305. Lands
306. Planeswalkers
307. Sorceries
308. Tribals
309. Planes
310. Phenomena
311. Vanguards
312. Schemes

4. Zones
400. General
401. Library
402. Hand
403. Battlefield
404. Graveyard
405. Stack
406. Exile
407. Ante
408. Command

5. Turn Structure
500. General
501. Beginning Phase
502. Untap Step
503. Upkeep Step
504. Draw Step
505. Main Phase
506. Combat Phase
507. Beginning of Combat Step
508. Declare Attackers Step
509. Declare Blockers Step
510. Combat Damage Step
511. End of Combat Step
512. Ending Phase
513. End Step
514. Cleanup Step

6. Spells, Abilities, and Effects
600. General
601. Casting Spells
602. Activating Activated Abilities
603. Handling Triggered Abilities
604. Handling Static Abilities
605. Mana Abilities
606. Loyalty Abilities
607. Linked Abilities
608. Resolving Spells and Abilities
609. Effects
610. One-Shot Effects
611. Continuous Effects
612. Text-Changing Effects
613. Interaction of Continuous Effects
614. Replacement Effects
615. Prevention Effects
616. Interaction of Replacement and/or Prevention Effects

7. Additional Rules
700. General
701. Keyword Actions
702. Keyword Abilities
703. Turn-Based Actions
704. State-Based Actions
705. Flipping a Coin
706. Copying Objects
707. Face-Down Spells and Permanents
708. Split Cards
709. Flip Cards
710. Leveler Cards
711. Double-Faced Cards
712. Controlling Another Player
713. Ending the Turn
714. Restarting the Game
715. Subgames
716. Taking Shortcuts
717. Handling Illegal Actions

8. Multiplayer Rules
800. General
801. Limited Range of Influence Option
802. Attack Multiple Players Option
803. Attack Left and Attack Right Options
804. Deploy Creatures Option
805. Shared Team Turns Option
806. Free-for-All Variant
807. Grand Melee Variant
808. Team vs. Team Variant
809. Emperor Variant
810. Two-Headed Giant Variant
811. Alternating Teams Variant

9. Casual Variants
900. General
901. Planechase
902. Vanguard
903. Commander
904. Archenemy

Glossary

Credits

Customer Service Information

上面是目录,下面节选702的一部分来看

702. Keyword Abilities

702.1. Most abilities describe exactly what they do in the card's rules text. Some, though, are very common or would require too much space to define on the card. In these cases, the object lists only the name of the ability as a "keyword"; sometimes reminder text summarizes the game rule.

702.2. Deathtouch

702.2a Deathtouch is a static ability.

702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature's toughness. See rules 510.1c-d.

702.2c A creature with toughness greater than 0 that's been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.

702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.

702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.

702.2f Multiple instances of deathtouch on the same object are redundant.

702.3. Defender

702.3a Defender is a static ability.

702.3b A creature with defender can't attack.

702.3c Multiple instances of defender on the same creature are redundant.

702.4. Double Strike

702.4a Double strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.")

702.4b If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.4c Removing double strike from a creature during the first combat damage step will stop it from assigning combat damage in the second combat damage step.

702.4d Giving double strike to a creature with first strike after it has already dealt combat damage in the first combat damage step will allow the creature to assign combat damage in the second combat damage step.

702.4e Multiple instances of double strike on the same creature are redundant.

702.5. Enchant

702.5a Enchant is a static ability, written "Enchant [object or player]." The enchant ability restricts what an Aura spell can target and what an Aura can enchant.

702.5b For more information on Auras, see rule 303, "Enchantments."

702.5c If an Aura has multiple instances of enchant, all of them apply. The Aura's target must follow the restrictions from all the instances of enchant. The Aura can enchant only objects or players that match all of its enchant abilities.

702.5d Auras that can enchant a player can target and be attached to players. Such Auras can't target permanents and can't be attached to permanents.

702.6. Equip

702.6a Equip is an activated ability of Equipment cards. "Equip [cost]" means "[Cost]: Attach this permanent to target creature you control. Activate this ability only any time you could cast a sorcery."

702.6b For more information about Equipment, see rule 301, "Artifacts."

702.6c If a permanent has multiple instances of equip, any of its equip abilities may be activated.

702.7. First Strike

702.7a First strike is a static ability that modifies the rules for the combat damage step. (See rule 510, "Combat Damage Step.")

702.7b If at least one attacking or blocking creature has first strike or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, instead of proceeding to the end of combat step, the phase gets a second combat damage step. The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike. After that step, the phase proceeds to the end of combat step.

702.7c Giving first strike to a creature without it after combat damage has already been dealt in the first combat damage step won't prevent that creature from assigning combat damage in the second combat damage step. Removing first strike from a creature after it has already dealt combat damage in the first combat damage step won't allow it to also assign combat damage in the second combat damage step (unless the creature has double strike).

702.7d Multiple instances of first strike on the same creature are redundant.

702.8. Flash

702.8a Flash is a static ability that functions in any zone from which you could play the card it's on. "Flash" means "You may play this card any time you could cast an instant."

702.8b Multiple instances of flash on the same object are redundant.

702.9. Flying

702.9a Flying is an evasion ability.

702.9b A creature with flying can't be blocked except by creatures with flying and/or reach. A creature with flying can block a creature with or without flying. (See rule 509, "Declare Blockers Step," and rule 702.16, "Reach.")

702.9c Multiple instances of flying on the same creature are redundant.

702.10. Haste

702.10a Haste is a static ability.

702.10b If a creature has haste, it can attack even if it hasn't been controlled by its controller continuously since his or her most recent turn began. (See rule 302.6.)

702.10c If a creature has haste, its controller can activate its activated abilities whose cost includes the tap symbol or the untap symbol even if that creature hasn't been controlled by that player continuously since his or her most recent turn began. (See rule 302.6.)

702.10d Multiple instances of haste on the same creature are redundant.

702.11. Hexproof

702.11a Hexproof is a static ability.

702.11b "Hexproof" on a permanent means "This permanent can't be the target of spells or abilities your opponents control."

702.11c "Hexproof" on a player means "You can't be the target of spells or abilities your opponents control."

702.11d Multiple instances of hexproof on the same permanent or player are redundant.

702.12. Intimidate

702.12a Intimidate is an evasion ability.

702.12b A creature with intimidate can't be blocked except by artifact creatures and/or creatures that share a color with it. (See rule 509, "Declare Blockers Step.")

702.12c Multiple instances of intimidate on the same creature are redundant.

702.13. Landwalk

702.13a Landwalk is a generic term that appears within an object's rules text as "[type]walk," where [type] is usually a subtype, but can be the card type land, any land type, any supertype, or any combination thereof.

702.13b Landwalk is an evasion ability.

702.13c A creature with landwalk is unblockable as long as the defending player controls at least one land with the specified subtype (as in "islandwalk"), with the specified supertype (as in "legendary landwalk"), without the specified supertype (as in "nonbasic landwalk"), or with both the specified supertype and the specified subtype (as in "snow swampwalk"). (See rule 509, "Declare Blockers Step.")

702.13d Landwalk abilities don't "cancel" one another.
Example: If a player controls a snow Forest, that player can't block an attacking creature with snow forestwalk even if he or she also controls a creature with snow forestwalk.

702.13e Multiple instances of the same kind of landwalk on the same creature are redundant.

702.14. Lifelink

702.14a Lifelink is a static ability.

702.14b Damage dealt by a source with lifelink causes that source's controller, or its owner if it has no controller, to gain that much life (in addition to any other results that damage causes). See rule 119.3.

702.14c If a permanent leaves the battlefield before an effect causes it to deal damage, its last known information is used to determine whether it had lifelink.

702.14d The lifelink rules function no matter what zone an object with lifelink deals damage from.

702.14e Multiple instances of lifelink on the same object are redundant.

702.15. Protection

702.15a Protection is a static ability, written "Protection from [quality]." This quality is usually a color (as in "protection from black") but can be any characteristic value. If the quality happens to be a card name, it is treated as such only if the protection ability specifies that the quality is a name. If the quality is a card type, subtype, or supertype, the ability applies to sources that are permanents with that card type, subtype, or supertype and to any sources not on the battlefield that are of that card type, subtype, or supertype. This is an exception to rule 109.2.

702.15b A permanent or player with protection can't be targeted by spells with the stated quality and can't be targeted by abilities from a source with the stated quality.

702.15c A permanent or player with protection can't be enchanted by Auras that have the stated quality. Such Auras attached to the permanent or player with protection will be put into their owners' graveyards as a state-based action. (See rule 704, "State-Based Actions.")

702.15d A permanent with protection can't be equipped by Equipment that have the stated quality or fortified by Fortifications that have the stated quality. Such Equipment or Fortifications become unattached from that permanent as a state-based action, but remain on the battlefield. (See rule 704, "State-Based Actions.")

702.15e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.

702.15f Attacking creatures with protection can't be blocked by creatures that have the stated quality.

702.15g "Protection from [quality A] and from [quality B]" is shorthand for "protection from [quality A]" and "protection from [quality B]"; it behaves as two separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B].

702.15h "Protection from all [characteristic]" is shorthand for "protection from [quality A]," "protection from [quality B]," and so on for each possible quality the listed characteristic could have; it behaves as multiple separate protection abilities. If an effect causes an object with such an ability to lose protection from [quality A], for example, that object would still have protection from [quality B], [quality C], and so on.

702.15i "Protection from everything" is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object's characteristic values. Such a permanent can't be targeted by spells or abilities, enchanted by Auras, equipped by Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.

702.15j Multiple instances of protection from the same quality on the same permanent or player are redundant.

702.16. Reach

702.16a Reach is a static ability.

702.16b A creature with flying can't be blocked except by creatures with flying and/or reach. (See rule 509, "Declare Blockers Step," and rule 702.9, "Flying.")

702.16c Multiple instances of reach on the same creature are redundant.

702.17. Shroud

702.17a Shroud is a static ability. "Shroud" means "This permanent or player can't be the target of spells or abilities."

702.17b Multiple instances of shroud on the same permanent or player are redundant.

702.18. Trample

702.18a Trample is a static ability that modifies the rules for assigning an attacking creature's combat damage. The ability has no effect when a creature with trample is blocking or is dealing noncombat damage. (See rule 510, "Combat Damage Step.")

702.18b The controller of an attacking creature with trample first assigns damage to the creature(s) blocking it. Once all those blocking creatures are assigned lethal damage, any remaining damage is assigned as its controller chooses among those blocking creatures and the player or planeswalker the creature is attacking. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that's being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that's actually dealt. The attacking creature's controller need not assign lethal damage to all those blocking creatures but in that case can't assign any damage to the player or planeswalker it's attacking.
Example: A 2/2 creature that can block an additional creature blocks two attackers: a 1/1 with no abilities a 3/3 with trample. The active player could assign 1 damage from the first attacker and 1 damage from the second to the blocking creature, and 2 damage to the defending player from the creature with trample.
Example: A 6/6 green creature with trample is blocked by a 2/2 creature with protection from green. The attacking creature's controller must assign at least 2 damage to the blocker, even though that damage will be prevented by the blocker's protection ability. The attacking creature's controller can divide the rest of the damage as he or she chooses between the blocking creature and the defending player.

702.18c If an attacking creature with trample is blocked, but there are no creatures blocking it when damage is assigned, all its damage is assigned to the player or planeswalker it's attacking.

702.18d If a creature with trample is attacking a planeswalker, none of its combat damage can be assigned to the defending player, even if that planeswalker has been removed from combat or the damage the attacking creature could assign is greater than the planeswalker's loyalty.

702.18e Multiple instances of trample on the same creature are redundant.

702.19. Vigilance

702.19a Vigilance is a static ability that modifies the rules for the declare attackers step.

702.19b Attacking doesn't cause creatures with vigilance to tap. (See rule 508, "Declare Attackers Step.")

702.19c Multiple instances of vigilance on the same creature are redundant.

702.20. Banding

702.20a Banding is a static ability that modifies the rules for combat.

702.20b "Bands with other" is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all "bands with other" abilities as well.

702.20c As a player declares attackers, he or she may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has "bands with other") are all in a "band." He or she may also declare that one or more attacking [quality] creatures with "bands with other [quality]" and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. (Defending players can't declare bands but may use banding in a different way; see rule 702.20j.)

702.20d All creatures in an attacking band must attack the same player or planeswalker.

702.20e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or "bands with other" from one or more of the creatures in the band.

702.20f An attacking creature that's removed from combat is also removed from the band it was in.

702.20g Banding doesn't cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.

702.20h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.
Example: A player attacks with a band consisting of a creature with flying and a creature with swampwalk. The defending player, who controls a Swamp, can block the flying creature if able. If he or she does, then the creature with swampwalk will also become blocked by the blocking creature(s).

702.20i If one member of a band would become blocked due to an effect, the entire band becomes blocked.

702.20j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with "bands with other [quality]" and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature's damage is assigned. That player can divide that creature's combat damage as he or she chooses among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.

702.20k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with "bands with other [quality]" and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature's damage is assigned. That player can divide that creature's combat damage as he or she chooses among any number of creatures it's blocking. This is an exception to the procedure described in rule 510.1d.

702.20m Multiple instances of banding on the same creature are redundant. Multiple instances of "bands with other" of the same kind on the same creature are redundant.

702.21. Rampage

702.21a Rampage is a triggered ability. "Rampage N" means "Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first." (See rule 509, "Declare Blockers Step.")

702.21b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won't change the bonus.

702.21c If a creature has multiple instances of rampage, each triggers separately.

702.22. Cumulative Upkeep

702.22a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. "Cumulative upkeep [cost]" means "At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don't, sacrifice it." If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren't allowed.
Example: A creature has "Cumulative upkeep {W} or {U}" and two age counters on it. When its ability next triggers and resolves, the creature's controller puts an age counter on it and then may pay {W}{W}{W}, {W}{W}{U}, {W}{U}{U}, or {U}{U}{U} to keep the creature on the battlefield.
Example: A creature has "Cumulative upkeep -- Sacrifice a creature" and one age counter on it. When its ability next triggers and resolves, its controller can't choose the same creature to sacrifice twice. Either two different creatures must be sacrificed, or the creature with cumulative upkeep must be sacrificed.

702.22b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.
Example: A creature has two instances of "Cumulative upkeep -- Pay 1 life." The creature has no age counters, and both cumulative upkeep abilities trigger. When the first ability resolves, the controller adds a counter and then chooses to pay 1 life. When the second ability resolves, the controller adds another counter and then chooses to pay an additional 2 life.

702.23. Flanking

702.23a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, "Declare Blockers Step.") "Flanking" means "Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn."

702.23b If a creature has multiple instances of flanking, each triggers separately.

702.24. Phasing

702.24a Phasing is a static ability that modifies the rules of the untap step. During each player's untap step, before the active player untaps his or her permanents, all phased-in permanents with phasing that player controls "phase out." Simultaneously, all phased-out permanents that had phased out under that player's control "phase in."

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