Fortune Telling Collection - Comprehensive fortune-telling - Interpretation of the basic rules of MTG in Magic Party: Traveler's Confrontation.
Interpretation of the basic rules of MTG in Magic Party: Traveler's Confrontation.
This article is mainly aimed at readers who have never been exposed to such games at all. In order to avoid ambiguity, it will be written in more detail. Readers who have certain contact can choose to read in sections.
However, if you want to list all the rules of MTG, you will need several pages, which is not only troublesome to write, but also a headache for readers. This article mainly summarizes the basic rules of two-person game applicable to this game. Some rules not used in this game will be omitted temporarily, and some concepts mentioned without explanation will be supplemented in 5L.
Game mode:
The game's competition mode is mainly group competition, which is the most common and basic competition mode of Magic Set. To form a group match, simply speaking, each side has a deck of more than 60 cards (no upper limit) to play. Before the start of the game, the two sides first shuffle the library like playing poker, draw seven hands, and then decide the order of starting the game. (In the game, if you are not satisfied with the seven cards drawn at the beginning, you can draw again freely. If you are still not satisfied afterwards, you can draw one less card at a time. ) The first hand and the second hand are randomly decided in this game. The game is played in turn. The first player skips the draw, and then each player draws a card at the beginning of his turn. At the beginning of the battle, each side has 20 health points. In a battle, when one side's health is 0 or there are no cards to draw in the library, that side loses.
Basic concepts of cards:
Let's get to know the cards before assembling them. The gathering of magic mainly includes "earth" and "magic". Spells can be understood as cards outside the earth, including biological creatures, magic (including witchcraft and instant casting), enchantments (enchantments include worldwide enchantments, permanent enchantments and biological enchantments) and artifacts. Players mainly rely on summoned creatures or other spells to attack their opponents. Using these spells requires mana, and the source of this ability is the mana source "Dika".
The magic circle is divided into six colors, which can also be understood as attributes, as shown below: white, blue, black, red and green are clockwise from top to bottom, and the middle is colorless. The symbol represented by each color is in the picture.
Correspondingly, the land cards that provide the source of magic power of this color are plains, islands, swamps, mountains and forests, and colorless can be provided by magic power of any color or colorless.
Let's take this card as an example to introduce the most basic "card reading" of MTG:
(1): the card name is in the upper left corner of the above figure. This card is called Phantom Warrior.
(2 places): The text between the illustration and the text column is the category of the card. On the left is the type of card, that is, the land or what kind of spell; If it is a biological card, the race of the creature is on the right.
(3 places): There are generally two different fonts in the text column, and the part of regular characters is the function of this card; Italics are background stories about this card (some have no background).
(4 places): You can see the number 1 and two symbols in the upper right corner, which represent the casting cost of this card, that is, the magic power that players have to pay when casting spells. As long as the number of digital parts is sufficient, it can be paid by magic power of any color; These two symbols indicate the magic that needs to be specified. It seems that this card has to pay 1 random mana and 2 blue mana, totaling 3 points.
(5 digits): There is also a mouse next to the card type, which represents the background to which the card belongs. This mouse represents the duel of the master traveler. The color of the symbol represents the rarity of this card. Gold card is a rare card, silver card is a rare card, and black card is an ordinary card.
(6 digits): If it is a biological card, there are two numbers in the lower right corner, */* (* can represent any number), the number on the left represents attack power, and the number on the right represents defense power. If * is written on it, it depends on the text description of the card.
The text at the bottom of the card is the name of the card author.
After watching the cards, let's look at the battlefield:
Process (stage) of this round:
As can be seen from the above figure, each round has several stages. The stages of this competition are different from the regular MTG competition, and several stages have been omitted. Let's explain it together.
First, the initial stage begins:
In the game, the three stages of the start of the round are merged into the start stage, and the system will automatically help you complete the action game of these three stages. These three stages are as follows:
1. Reset Stage Reset:
This is the beginning of the turn, and the player can reset all the cards to the horizontal state (post note). The reset card can be used horizontally again later to play its role.
2. Maintenance:
Some cards need to pay certain conditions at the beginning of the turn to maintain the survival of this card. At this time, the player should act according to his instructions.
3. Draw cards in the draw stage:
When it is his turn, the player can draw a card from the top of his library and put it in his hand to become a hand. When you want to draw cards at this stage, but there are no cards in the library, you think you have lost the game.
Second, 1 action phase MAIN 1:
Various spells can be used at this stage, including placing a land card, summoning creatures or casting other spells. As long as you have enough magic power, there is no limit to the number of times you can summon creatures and cast spells.
Third, the battle in the battle stage:
At this stage, it is the most basic means for players to attack their opponents with summoned creatures. This stage is divided into four parts.
1. Attack declaration stage:
In the player's own turn, he can order his own creature to attack (the opponent does not attack in the turn). When declaring an attack on AS Kartak, players can order themselves to attack any number of creatures, whether it is 1, 2 or all. After the attack is declared, all the creatures involved in the attack should be laid horizontally to show the attack (if a creature is laid horizontally, an attack cannot be ordered). When announcing an attack, you can't specify the target of the attack (if it is a multiplayer game, you can only specify the opponent of the attack), that is, you can't specify which creature to attack, and you can't directly attack the player himself.
2. Blocking stage block:
A player who is attacked by an opponent's creature (that is, the defender) can order his untapped creature to stop the attack of the attacker's attacking creature, and the defender's creature does not need to be horizontal when blocking. Defenders can arbitrarily designate their own creatures to block which attacking creatures of the other side, and then there will be offensive and defensive wars between creatures. There are several rules to pay attention to at this time. Defenders cannot order a defensive creature to block multiple attacking creatures, but they can use one or more defensive creatures to block the same attacking creature. An unstoppable attacking creature will directly attack the opponent itself.
3. Damage accumulation stage:
At this stage, the player allocates points that damage the creature. If multiple defensive creatures block an attacking creature, the attacker decides how to allocate the damage points that the attacking creature can cause to the defensive creatures that block this creature. (You can assign all damage points to a creature, or you can assign them to these defensive creatures at will. )
At this time, both players can launch some instant magic or some biological abilities to affect the damage caused by creatures. Because this game does not clearly separate this stage, if you need to start the card effect, you need to start it when you determine the block, otherwise you will directly enter the following damage settlement stage.
4. Damage settlement stage:
The damage caused by this battle is liquidated at this stage. Every creature has the ability value of "attack power/defense power". An unstoppable attacking creature will cause damage to the defender equal to its attack power.
When fighting between creatures, the attacking creature causes damage equal to its attack power to the defensive creature that blocks it; Similarly, the defensive creature also causes damage equal to its attack power to the attacking creature blocked by the creature. This action that causes harm is also caused to the other party. If the damage value is equal to or higher than the opponent's defense value, the opponent's creature will die immediately due to fatal damage and enter the cemetery. Also, the extra damage at this time is completely ignored, and these damage values greater than the opponent's defense will not cause harm to the player himself. When an attacking creature is blocked by multiple defensive creatures, the sum of the attack powers of all the defensive creatures blocked by it is the total damage caused to the attacking creature; As for the damage caused by attacking creatures, it will be settled according to the distribution of damage superposition stage.
Note: in this game, the default setting is that the distribution of damage is automatically completed by AI. You can turn off this function in the settings and assign it yourself.
Fourth, the actions in the second phase are mainly 2:
This stage is equal to 1 action stage, that is, where you want to put it or the spell you cast can be left until then. It should be noted here that only one floor card can be placed in the same round.
5. Discard at the discard stage:
When the fourth stage ends, if there are more than 7 cards, the player must discard the extra cards until there are 7 cards left (the cards to be discarded are up to the player). At this stage, all the creatures left on the field without fatal injuries on both sides will completely remove the damage suffered by these creatures (that is, restore the original defense). At the same time, the effect of some cards marked "Don't end until the end of the round" also loses its effect at this time. What happens at the end of the round will also take effect at this time.
Sixth, the end of the round Endturn:
The player indicates that he has completed all the actions of the turn, and the opponent can start his turn.
Note: The fifth and sixth stages are omitted, and the actions of these two stages are directly handled by AI after the completion of the fourth stage. So it is difficult to start the opponent's turn at the moment and start the power near the end of the fourth stage, which makes some micro-operations difficult.
Concepts of lateral tapping and reset re-tapping;
The horizontal symbol is the symbol on this picture, and some cards will also write Tap directly, or the abbreviation T:.
The state of the horizontal card is that the card is placed horizontally on the field, and the state of the reset card is placed vertically on the field. In fact, the concepts of level and reset are equivalent to acting force, and the card in the horizontal state is equivalent to the card that has performed the action and is in the standby state; Resetting the card to this state means that the action has not been performed. For example, creatures attack by placing them horizontally. There are also some creatures and artifacts that need to be placed horizontally to play a powerful role. These creatures or artifacts that have already performed actions and have been tapped can no longer perform actions (they can't attack, block and launch their abilities that need to be tapped), and they can't act again before resetting (they can reset all their cards in their own reset stage).
The function of the dika is to provide magic. It seems that you have to pay magic power to cast spells. At this time, you should horizontally lay the ground corresponding to the magic power value to provide magic power for this card. However, the land in a horizontal state can no longer provide mana (similarly, it will not work again until it is reset).
Subdivision and basic knowledge of spelling cards;
A spell is a non-land card played from a hand. When we talked about the concept of cards above, we learned that spell cards are divided into four categories: creatures, magic, enchantments and artifacts. Let's explain one by one:
Permanent part
Permanence, the cards placed on the field belong to permanence, including: land, creatures, enchantments and artifacts. The ground is not a spell, but it is directly put into the stadium. Creatures, enchantments and artifacts are all spells that can be cast.
A, biological magic creatures:
In fact, it is equivalent to summoning animals, and players often refer to creatures as "beasts" for short. Mainly by summoning these "beasts", the brigade wizards attacked each other and won. Biology is the most basic and main attack means of MTG.
Here are some rules about biology:
Summon, cast a biological spell called summoning. After summoning successfully, you put it into the field and control it. You can only summon creatures during the action phase of your turn.
Summoning obstacle, creatures can't attack in the summoning turn, and they can't use the ability of being tapped until your next maintenance stage. Friends who know the fantasy world like DD will know that when a mage summons some summoners (such as fire elements), he needs to spend time communicating with them to ensure that the summoner obeys his control. This is the origin of the law of summoning chaos.
Attack power/defense power, each creature has its own attack and defense ability, and attack power refers to the number of damage points that a creature will cause in battle; Defense actually refers to the endurance of a creature, and it can also be understood as the life value of a creature, that is, the damage that a creature can bear in the same round, rather than the meaning of armor. When a creature's defense force drops to zero or below, it will be destroyed. "focusing on destruction can be reborn." Burial and sacrifice are biological deaths and should be put into cemeteries. Once the biological defense force drops to zero or below, it is real-time death and cannot react again.
Ability (see Rule 403 for details) refers to the special ability of this card. In fact, this concept is not unique to living things, but applies to all permanent objects. Powers are divided into permanent powers (or persistent powers), activation powers and trigger powers. Permanent power is the power held by the card itself. As long as this card exists on the court, this ability will always be effective. Starting ability usually means that you need to pay certain conditions and or expenses to start this ability (effect). This text will be written as "cost: effect", such as sacrificing permanent objects, or how much mana, horizontal, etc. The effect after the symbol ":"will take effect, and can only be used by the controller unless otherwise specified; Triggered abilities begin with "when", "whenever" or "in". This power can not be used, but it will be triggered automatically when this event occurs.
Second, the enchantment spell enchantment:
Enchantment is equivalent to a force field or a magic blessing buff, which has a certain magical effect on its scope of application. Enchants can only be cast in the main stage.
Enchantments can be divided into wide-area and regional types. Wide-area enchantment can also be called worldwide enchantment. The types of cards are directly enchanted in English. After successful casting, it can be put into the site, affecting the whole site. After casting, the regional enchantment will be attached to a specific kind of permanent, which will only affect the permanent. If the permanent object leaves the field, the enchantment will be sent to the cemetery. The regional enchantment specifies the category of the target and defines the category of the card. (Enchant biological boundary; Enchantment; Enchant permanent boundary; Enchant artifact enchantment; Enchant enchant lock enchant)
Third, the artifact spell artifact:
Artifact refers to man-made objects, some machinery, devices, props and so on. Usually colorless. Similarly, you can only cast artifacts in your main turn. And Artifactcreature, which is equivalent to robots or something. They are both artifacts and creatures. Others will have some enchantment-like effects; Some have the ability to start; There is also artifact equipment, which can be used as a prop for a creature by wearing equipment (and the equipment will remain on the field after the creature leaves the field, and you can wear it to other creatures again.
Non-permanent part
This part refers to magic, another form of summoning in magic meetings. Will not be summoned to enter the field, and its effect will go directly to the cemetery after liquidation. But in attack and other aspects, they are more direct and faster than their summoning permanents. You can give yourself a powerful assistant or give your opponent a thunderous blow. Magic is divided into:
A, witchcraft (witchcraft):
Or magic, can only be used in your main round. The effect of playing the card directly after use.
Second, the Instant (instant):
Unlike witchcraft, it can be used at any time, including the opponent's turn. It can often disrupt the deployment of the other side and affect the war situation.
Three, interference (interference):
The magic cast of an action is only available in the early version, and the cards in the later version are all attributed to the moment.
Note: the startup ability can be started at any time, just like instant.
Composition of deck (deck):
There are many kinds of competition systems in the magic assembly area, including team formation, open competition, drawing lots by turns, expansion and so on. Since this game has no such competition system, I won't discuss it here for the time being. To put it simply, composition means that players use the cards selected in the activity environment to form their own deck for competition. The real card, an advanced environment, two expert environments, and four sub-environments (small environments) generally have more than 2,000 cards, but this game has its own environment, and the cards have been sorted out for you. We won't elaborate on the competition system, but here are two rules:
1. This deck must have more than 60 main cards and less than 15 side cards. The main card is the card library in the game confrontation; The second deck is a multi-game game. After the first set, players can add the cards in the second deck to the main deck, or replace the cards in the main deck (the replaced main deck still needs more than 60 cards). Usually players will add some restrained or anti-restrained cards to gain an advantage for the next few sets.
2. There are at most 4 cards with the same name in the same deck. Comprise a main card and an auxiliary card.
In this game, the cards are used for different purposes: at first, these cards will be locked and unusable, and they will be unlocked by defeating the wizard. When unlocked, these cards become orange edges and become optional cards in your deck. You can put it in the main card or temporarily put it in the auxiliary card.
Color of the card:
When we first introduced the concept of cards, we talked about the six colors of magic cards. The following are some supplementary instructions. Usually, it depends on the color of this card. You can see the background color between its card map and the card border. They each correspond to their own colors. Among them, the spell color background color of colorless cards is gray, while some cards with multiple colors are gold. The color of this golden card depends on its spell cost. If it is black and blue, it is a blue-black card. The color of this card belongs to blue and black.
The highest principle of magic gathering (rule 103. 1):
The highest principle of MTG is that if the card's rule statement conflicts with these rules, the statement on the card takes precedence. Playing cards can only replace its rules in this special situation. If you want to do the impossible thing on the card, then omit the action. (Usually, this situation will be specifically pointed out. If it is not, it will not take effect. )
Finally, this principle is put forward here because our next article will specifically explain some written powers, and the effects of these powers sometimes conflict with the basic rules. But with this principle, we won't have a rule dispute. It is precisely because of this principle that MTG does not have many cards that need to be adjusted by the bureau like the game king (I believe many game king players will feel deeply about this).
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