Fortune Telling Collection - Free divination - Game king rules of playing cards
Game king rules of playing cards
What war needs:
1 More than 40 deck ................................................, with no upper limit.
A card set formed by itself according to the following rules:
Deck has more than 40 cards with no upper limit.
You can only play three cards with the same name at most.
In addition, when using OCG to formulate rules, set restricted business card printing and quasi-restricted business card printing. Please refer to the restricted card table at the top for details.
Suggestion: Although there is no upper limit to the deck, the more cards you have, the less chance you will get what you want.
2 deck ...................... 15 sheets.
Don't use it in a duel. In the battle of two wins in three games, you can exchange decks one-on-one between duels as needed. Please observe the following rules when forming the side deck:
The number of decks must be 15.
Only three nameplates of the same brand can be placed in the deck (there are 1 restricted cards and 2 quasi-restricted cards when making rules).
Articles used in necessary occasions:
1 coin
Two dice
3 indicator (can be represented by small items such as coins)
Something used for convenience.
1 calculator
2 card sets
When OCG cards (Japanese cards) and TCG cards (American cards) are mixed in the card pack, the opaque card sleeve on the back must be used to prevent fraud.
3 duel field
The following is a description of the duel field region.
1 Monster area: The monster cards that have been played are generally placed in this area. Up to 5 monster cards can be placed on the field at the same time. The manifestations are basically divided into: frontal attack performance, frontal defense performance and back defense performance. (Because of the effect of some cards, there may be an indication of counterattack, but it is not a basic indication. ) The monster card represented by the attack is placed vertically on the field. The monster card represented by the defense is placed horizontally on the field (see the explanation later).
Magic trap area: the magic trap card is placed in this area at startup. What has not started can also be covered in this area. You can only put five at a time. Magic cards should be placed in this area before starting, so if there are five magic trap cards on the field, you can't start magic again.
3 Graveyard: Monster cards that have been destroyed, sacrificed and sent to graveyards. , and the magic trap card that has been used up must be placed in this area. You can confirm each other's situation in the cemetery at any time during a duel. The order of placing cards in the cemetery shall not be changed at will.
Deck area: put your deck back in this area. Players draw the top card as their own hand and are not allowed to change the order of cards at will. If the cards in the card are confirmed because of the card effect, they should be reshuffled after the effect is processed and then put back in this area.
5 Terrain card area: The "Terrain Magic" in the magic card is placed in this area (whether indicated on the front or back). This card does not count among the five cards in the magic trap area. Moreover, only one terrain card with a positive representation is allowed in the whole station. When a new terrain card is online, the original terrain card will be automatically destroyed.
6 fusion deck area: As a special monster card, the "fusion monster" constitutes a "fusion deck" and is placed in this area instead of the deck. Just like the deck, only three cards with the same name are allowed. There is no upper limit on the number of cards in the fusion deck, and the number of cards in the main deck is not counted.
* Areas not belonging to duel field:
Exclusion area: the area where exclusion cards are placed, which is a conceptual area. Cards in the exclusion area are placed according to the exclusion effect and can be mutually confirmed (effects such as time capsule and sword of light seal cannot be confirmed because they are inside).
Types and uses of two cards
1 monster card
1 The basic monster card contains the following information:
Card name: the name of the card is the basis for judging whether it is the same card in the rules. Cards with the same card name are regarded as "cards with the same name" and enjoy the same treatment in the rules.
Level: The monster level represented by the number of stars. Monsters above LV5 need to sacrifice when summoning.
Attribute: The monster card is endowed with six attributes: light, darkness, earth, wind, water and fire. The effects of some cards will have an impact on cards with specific attributes. However, there is no case where attribute mutual exclusion affects the result of fighting between monsters.
Race: The monster card is divided into 20 races: dragon, demon, machine, witch, angel, thunder, immortality, insect, water, warrior, dinosaur, inflammation, beast warrior, rock, reptile, beast, fish, plant, bird and beast, and sea dragon. Like attributes, the effects of some cards will have an impact on the cards of a specific race, but there is no case where the result of fighting between monsters is affected by racial confrontation.
Card number: the number marked on the card according to the package of the card, which is convenient for finding and sorting the card.
Attack power and defense power: monster cards with high values will be in a favorable position in the battle between monsters. See the following instructions for details.
Author: Xiao Ao replied to this remark at 22: 44 on July 26th, 2005.
-
Reply: OCG rules will be re-issued. I hope I can go in and have a look at the keywords and words I don't understand.
Intelligence of Monster Card: Usually, this column is the description text when the monster is a monster, and this column is the description of the special ability when the monster is an effect monster. When mixing monsters, this column also indicates the mixed materials of the mixed monsters. Ritual monsters are marked with corresponding ceremonies.
Classification of monster cards:
Usually monsters: cards with yellow cards, no special abilities, and used according to the basic rules.
Fusion monster: a card with a purple face. The "fusion deck" is formed independently and is not placed in the deck. The specific monsters marked in the intelligence bar and the "fusion" magic card are called "fusion call" and the marked monsters are called "fusion materials". Some people have special abilities.
Summon of Fusion Monster: 1 Fusion materials launch the "Fusion" card when the handball gathers. The "fusion" card after the launch is announced is placed in the magic trap area. After confirming the launch and effect of "fusion", send the fusion materials to the cemetery and find the corresponding frontal attack or frontal defense of the fusion monster in the fusion card set. Finally, "Fuxing" was sent to the cemetery. The converged call is over. If you want to use the fusion monster, please put the fusion card back up in the fusion area before the duel, and don't confirm each other.
Ritual monster: A card with a blue face. Ritual monsters are monsters that are launched by special ritual magic and specially summoned after sacrifice. Ritual monsters are placed on the deck. Ritual magic or ritual monsters alone cannot specifically summon ritual monsters. Some of them have special abilities.
Ritual Monster Summon: 1 There are ritual monsters in your hands, and monsters with ritual magic records in your hands or on the field need to be sacrificed. Launch the corresponding ritual magic. Place the announced ritual magic in the magic trap area. After confirming the start and effect of ritual magic, send the monsters that need to be sacrificed on the field or in the hands as sacrifices to the cemetery. After the sacrificial monster is sent to the cemetery, the ritual monster in his hand indicates frontal attack or frontal defense. Finally, ritual magic was sent to the cemetery. The ritual call is over.
Effect monster: a card with orange card face, which has special effects beyond the rules.
The effects of effect monsters can be divided into the following five basic categories:
Flip effect: when this card is opened, the effect changes from cover to start. If the description of the card does not emphasize that the combat phase cannot be started, it can be started when the opponent attacks the card (the aggressor of the throne means that the combat phase cannot be started). If the call is already a somersault attack, the effect will not work. If the effect of a magic card (such as waving to a dead person or a black hole) or an effect monster card (such as a cannibal or penguin soldier) is removed from the cover, the effect will not work. When using the card of the deceased Su Sheng to make a phone call from the cemetery, the effect could not be achieved because it was stipulated to be opened. Example: Future Pot, Penguin Warrior
Starting effect: When your turn exists in the front of your own court, it can be started, and the starting time has different instructions on each card. Unless otherwise specified, the default main stage is 1, 2. Effective rate 1 case: nursing scientist, the same family was infected with virus.
Permanent effect: the positive side of the field indicates that the effect only works when it exists. Such effects cannot be linked, so there is no concept of speed.
Example: Command Knight, Black Witch
Inductive effect: the effect launched when the conditions are met, such as fighting, giving damage, sending to the cemetery, summoning success, etc. , and the effect speed is 1 example: witch in the black forest, killer tomato.
Instant inducement effect: when the starting conditions are met, it can be started even in the opponent's turn, with a speed of 2, which can start magic and traps in a chain (my understanding is that it is similar to the counterattack trap in the trap, with harsh starting conditions, but faster and more chain-like than similar effects). Example: chestnut ball, Dragon Warrior.
Rule effect: The effect directly related to the change of the rules of the game (such as the choice of summoning mode, such as Thunder Blade Master, does not belong to summoning conditions and is not restricted by Su Sheng. There are also fusion material substitutes, Caesar hippocampus and so on. )
Special effects monsters: generally, they have become a series of effects, such as comics, souls, alliances and so on.
Summon conditions: monsters that can only be summoned if they meet the conditions or pay a special fee. For example: the sacred soul, the Diablo Gulov.
Note: Some monsters may have two or more effects at the same time.
The call of the monster:
Only once in a round:
Summoning (sacrificial summoning)
The monster card in your hand is a frontal attack. Summoning monsters above LV5 requires sacrifice: you can't summon another monster without sacrificing your own domain before summoning. At this time, the call is also called "sacrifice call". You need to sacrifice 1 monster when summoning monsters of LV5-LV6, and you need to sacrifice 2 monsters when summoning monsters above LV7.
Author: Xiao Ao replied to this remark at 22: 44 on July 26th, 2005.
-
Reply: OCG rules will be re-issued. I hope I can go in and have a look at the keywords and words I don't understand.
involve
The basic rules are the same as summoning, except that monsters are put on the field by the rear garrison, and monsters above SETLV5 also need to sacrifice sacrifices.
Summon and cover are collectively called "usual summoning" in the rules.
Unlimited times in a round:
Reverse summoning
The back defense on the field represents a monster, and the process of turning it into a frontal attack by the player himself is called "reverse summoning". It should be noted that although there is no limit to the number of times of a round of reverse summoning, it also belongs to "expression change". So monsters can't reverse summon in covered turns. Nor can it be to change the monster represented by the defense line into the front line.
Special Summon (Special Summon Monster)
The process of summoning a monster with a special summoning method in a specified way is called "special summoning". This kind of monster is called "special summoning monster" or "conditional summoning monster". Please follow the "Su Sheng Limit" when summoning such monsters from the cemetery. A description of Su Sheng restrictions can be found in the link at the top.
Special call (according to the effect of the card)
The process of summoning monsters according to the card effect is also called "special summoning", but it is essentially different from the special summoning of "conditionally summoning monsters", so it is handled separately here. Please observe the "Su Sheng Limit" when summoning monsters from the graveyard.
Magic card
A card with a green card face. Magic cards usually include the following information:
Card name: the name of the card is the basis for judging whether it is the same card in the rules. Cards with the same card name are regarded as "cards with the same name" and enjoy the same treatment in the rules.
Card type: magic cards are unified as "magic"
Effect sign: indicates the type of magic card, as described below. What doesn't have this sign is "ordinary magic"
Effect description: Descriptive words indicating the magical effect.
Card number: the number marked on the card according to the package of the card, which is convenient for finding and sorting the card.
Classification of magic cards:
Usually magic: the spell speed is 1, and it can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. Sword of Light is an ordinary magic card, but it can stay on the court for 3 rounds. This magic card will enter the cemetery immediately after use. (exception: evil rituals. To launch the cult, we can only launch the cult covering the field in the preparatory stage.
Equip magic: Mantra speed 1, which can only be started in one's own main phase (1 or 2 is ok). You can also start in the same round as the cover. Once equipped, as long as the conditions written on the card are met, you can continue to equip the target monster card without being destroyed (most equipment magic does not have such conditions). After the magic card is equipped, the effect of the magic trap card cannot be transferred to another monster card without some magic traps. If the card description does not emphasize where the monster card is equipped, you can choose to equip it on your own or your opponent's monster card (occupying your own magic trap box). The equipment card exchanged by Diablo has occupied the magic trap of Diablo. The special equipment card (transformed from the monster card) absorbed by the monster card with sacrifice and sword hunting effects will be returned to the holder if it encounters the returning hand effect. (Note that the equipment card changed from monster is regarded as magic equipment, and the equipment card changed from trap card is regarded as a trap card with equipment characteristics. )
Terrain Magic: Mantra speed 1, which can only be started in one's own main phase (1 or 2 is ok). You can also start in the same round as the cover. Terrain magic has an effect on all monster cards turned over on both sides. The cover was put in the magic trap when it was put on the field, and it became a terrain grid after it was started, but it also occupied a magic trap grid. The effect of terrain magic will also affect the magic trap cards that need monster cards with specific abilities to launch, such as viruses, cave drops, chain damage and so on. If either party uses another terrain card when there is one on the field, the original terrain card will be destroyed and replaced with a new one.
Permanent magic: spell speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. After the launch, as long as the conditions written on the card are met, you can stay on the field and not be destroyed. The effect of permanent cards (and some unconditional permanent cards) will be invalid when the cards leave the field.
Ritual Magic: Mantra speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. The necessary magic card for the summoning ceremony monster card.
Fast-break magic: the spell speed is 2, which is in line with the launch timing and can be used in the hand at any time; You can also put it on the court first and start the next round of your own or your opponent's turn. It cannot be started in the same wheel cover. Cards involved in the transformation of offensive and defensive forces can be launched in the damage calculation stage, thus affecting the combat results (such as sudden advance).
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