Fortune Telling Collection - Free divination - What are the rules of the magic party?
What are the rules of the magic party?
Its profile on official website is like this:
"Magic party, a unique global card game. It is not only the earliest invention of its kind, but also the best and most popular.
In the magic party game, you are a powerful mage called the Traveller, and you compete with other Pengluoke for honor, knowledge and adventure. Your deck represents all kinds of weapons in the arsenal. It includes spells you can cast and creatures called to work for you.
A gathering of card-swapping games like magic combines the advantages of card-swapping and strategy games. You didn't know what cards were in the bag until you opened it. You can exchange your own card with others to get the card you want.
The best part of the set and exchange card game is the ever-changing nature. You can design your own unique cards, and the process of each magic collection game will be different. Several magic the gathering series are released every year, and each new series will bring you more amazing ideas and help you beat your competitors. "
Edit the basic rules in this paragraph to play the game (called the collection language of magic battle). Both sides must have their own combination of cards (called deck, whose composition is limited by some rules). At the beginning of the battle, each side has 20 points of life (a scoring method). The goal of the game is to reduce the opponent's "life" to 0 or below with the cards in hand, or force the opponent to have no cards to catch, or make the opponent get a 10 poison counter, or use special spells to make him lose the game.
The rules of deck composition include: 1. Each deck must contain at least 60 cards; 2. In each deck, except the basic position, no more than four cards with the same famous brand are allowed.
The steps of the game are 1. Reset step 2. Keep step 3. The fourth step of drawing cards. Action stage 5 before the battle. Battle stage 6. Action stage 7 after the battle. End stage (including end step and clearing step).
Since the sixth edition, the concept of stacking has been used to play games.
Editing this Wan Zhi card A magical party usually consists of the following parts:
Magic party (Leia the Dawn Messenger)
Card name: located in the upper left corner of the card.
Casting fee: located in the upper right corner of the card. (Some cards have special payment fees, which are described in the rule statement. )
Card illustration: located in the middle of the card, it is used to give the player a general impression of the card, but it is useless in the game.
Card category: located on the left below the card illustration.
Version and rarity: represented by a symbol, located in the lower right corner of the card illustration.
Text box: used to place the role description of the card in the game and provide some narrative words related to the card in the story background. Including:
O rule statement
O background narrative
Illustrator author and copyright information: located in the lower left corner of the card.
Power/Defense Box: Only cards belonging to the category of "creatures" are available. It is located in the lower right corner of the card and is represented by two numbers separated by diagonal lines, which is used to represent the performance of creatures in battle.
O power: represented by the number on the left of the diagonal line, describing the damage that creatures can cause in combat.
O Defensive power: represented by the number on the right side of the diagonal line, which describes the maximum damage that a creature can bear.
Edit the color of this paragraph. The color of magic.
There are five colors in the magic party: white, blue, black, red and green. In addition, there are other cards that are "colorless". ("Colorless" does not belong to any color. )
White, the color of justice: In the world of magical assembly, white is a symbol of rule of law, order and organization. The magic of white lies in the plain. The main biological categories of white are soldiers, monks and angels. White magic can awaken attacking creatures and make them turn over a new leaf; It can also provide strong protection for our own creatures.
Blue, the color of wisdom: the blue magic provided by the island flows between deception and cunning, and blue is the color of strategy and manipulation. The blue magician usually thinks carefully before making a series of jaw-dropping moves. Blue has a counterattack spell that can deal with any other color and has the ability to adjust the hand. The main biological categories of blue are wizards, virtual shadows and dragons.
Black, the color of ambition: the corrupt swamp is full of black magic. Black is a symbol of death, disease, selfishness and reckless power. Dark magic often pays a price when it gains great power. Dark wizards are good at destroying opponents' minds and bringing their dead creatures back to life. The main biological categories of black are spirit figurines (zombies), skeleton demons and vampires.
Red, chaotic color: the erupting mountains hide the magic of red. Flames, fanaticism, storms composed of boulders and magma are basically the theme of red spells. Unlike blue magicians, red magicians often don't think things through, but do them first and then say them. In the magic party game, the cards of chance (such as coin toss) are usually red. The main biological categories of red are dragons and elves (ghosts).
Green, natural color: the magic of green indicates the natural pulse overflowing from the depths of the forest. Green is the color of growth, life and violence. Green creatures often contain magical power, which can accelerate the growth of things when needed. Green spells are very convenient in strengthening creatures. The main biological categories of green are goblins and Yalong.
Generally speaking, artifacts and the earth are called colorless, and "colorless" is not a color.
The categories of editing this paragraph can be divided into the following categories according to the different uses of each card in the game, and they also have different "subcategories".
Land: In the game of magical gathering, land is a symbol of energy. You can only use one land card per round. Both sides of the battle must draw enough energy from their respective lands to use relatively magical spells. The following ten land cards are called "basic land cards" in the game "Magic Set", and they have "basic" super categories: plains, islands, swamps, mountains and forests; Snow-covered plains, snow-covered islands, snow-covered swamps, snow-covered mountains and snow-covered forests. All basic land cards will be marked as "basic land" in the card category column, and these ten cards are not bound by the rule of "only four cards in the same card" in the deck.
Creatures: There are all kinds of creatures in the magic circle, such as dragons and insects, and they all have a place in the magic circle. Biology is an effective means to reduce the opponent's health. There is also a "biological subclass" to describe the exact species of organisms. At present, the basic format is "creature ~ (race)/(occupation)", such as "creature ~ human/soldier"
Artifact: This is a mysterious musical instrument left over from ancient times, which contains some great power. Artifacts can also be creatures. Although artifacts are traditionally colorless, some artifacts can still be injected with the magic of a certain color and have colors.
Enchant: This is the magic that will always accompany you and provide you with spell assistance. Enchantment can be divided into "global enchantment" which stays on the field and affects the whole field, and "local enchantment" which is attached to each different permanent and plays a role in it. Since August 2005, all "regional enchantments" have a sub-category of "aura". Some wide-area enchantments have a super category of "world", and they follow the "world rules", that is, the world enchantment that comes into play later will replace the original world enchantment.
Peng (travel master): Peng is a strong partner. You can invite him to help. Penlock can only be used if you can use spells. The number in the lower right corner of Penlock represents his "loyalty". When it comes into play, it will have that number of loyalty indicators on it. Each Penlock has several startup abilities. This power can only be used if magic can be used. You can only choose one power per turn and use it only once.
Penlock is a permanent object; When a creature declares an attack, it can declare Ponlock, which is controlled by an opponent, as an attack target. All non-combat damage caused to opponents can be changed to Peng damage.
After Peng was injured, the "loyalty" point equivalent to the damage value was subtracted. If Peng's loyalty point is below 0, then he is dead and wants to enter the cemetery.
Pengluoke controlled by the player can only have one Pengluoke of the same subclass at a time. For example, "Jasper Belen" and "Jasper" are both Penlock Jess, so they can't exist on the court at the same time.
These five types of cards are collectively called "permanent property cards" because they will stay on the field after use, which is different from the following types of cards that are "discarded after use".
Spells (translated as witchcraft on traditional cards in China): Spells, like the magic you use, have their own uses. Spells can only be used in your own turn, and there is nothing in the stack.
Instant: This is also a kind of magic, but it is more flexible than magic. As the name implies, it can be released "instantly" to surprise the opponent.
There is also a special kind of card.
Tribe: Tribe is a non-biological card of a biological category. They have biological categories, so they can be found by the effect of "searching for a biological card of XX category".
Nouns explain magic cost/magic cost
In addition to land cards, the mana cost of cards is indicated by the mana symbol in the upper right corner. The mana cost of land cards, derivatives and creatures with face down is 0.
Magic pool/mana pool
When the effect produces magic, the magic enters the player's magic pool. The mana in the mana pool can be used to pay for spells and abilities. Magic power can be used for immediate payment, or it can be stored in the magic power pool and used later in this stage. At the end of each stage, the mana pool will be emptied.
Rearrange/Mulligan
Before the first round, players can wash their hands back to the library and then draw a new hand, but they must draw one less card. This is called "rearrangement". If the player is not satisfied with his starting hand, he can reschedule. Players can continue to reschedule, but draw one less card at a time until there are zero cards left in their hands.
Pass/pass
When you have priority, you refuse to do anything (usually use spells or abilities). When an athlete gives way, his opponent gets priority.
Priority/priority
When a player has priority, he has the opportunity to use spells or abilities.
Whenever spells and abilities (except magical abilities) are settled, combat damage is settled, and most stages or steps begin, active players will get priority. When a player uses a spell, power, land or performs a special action, he will get priority again. When a player skips, his opponent gets priority.
If both sides keep giving in, they will start to settle the spell, ability or combat damage at the top of the stack; If the stack is empty and both sides pass continuously, this stage or step ends.
Whenever any player will get priority, first check the effects produced by this state and treat these effects as a single event. Then, if new state-based effects are generated, they will also be solved as a single event. Repeat this process until the state-dependent effect no longer occurs; Then the triggered ability enters the stack. Repeat these steps until no new state-dependent effects or triggered abilities are generated.
Settlement/settlement
When the spell or ability at the top of the stack resolves, its controller will execute the instructions printed on the card in turn. When the battle damage is settled, it will be caused as much as possible according to the original distribution.
Stack/stack
Spells or abilities will enter the stack after being used or put on the stack. When both sides give up one after another, they begin to settle the spells and abilities at the top of the stack, and then the active player gets priority again.
Static capacity/static capacity
Static ability will always take effect, not at a specific time. Static forces produce lasting effects; As long as a permanent object with this ability remains on the field, or an object with this ability remains in the appropriate area, this effect will last. The lasting effect produced by spells or abilities may not be subordinate to permanence; This effect may last for a while or until the end of the game.
Goal/goal
If the text of a spell or ability is marked with "target ○" and an object or player is described by this ○, the controller of the spell or ability should choose the one that matches the description of the word immediately after the word "target". When you play a spell or ability, you need to choose its target. See Rule 4 15, "Spells and Powers with Targets".
If the text description of a moment or spell explains how to settle accounts, and an object or player uses this "target" to describe it, then the moment or spell has a target. (If the activated or triggered ability of an instant or spell contains the word "target", the ability has a target, but the spell itself has no target. )
If the text of an activated or triggered ability includes "target" and "target" is used to describe an object or a player, then the ability has a target.
Although the words used in Reiki spells do not include "target [○]", they must have a target, and its target is the permanent or player to be attached.
Summoning disorders/summoning diseases (informal)
"Summon Obstacle" is an informal term used to describe that "unless the controller of a creature manipulates it at the beginning of his latest turn, the creature cannot attack or use the startup ability whose startup cost includes the level or reset symbol".
Stage/stage
A round is divided into five stages in sequence: the beginning stage, the pre-battle action stage, the battle stage, the post-battle action stage and the end stage.
Reset Step/Cancel Step
The first step in the initial stage is the reset step. All permanents controlled by the current player (that is, the player in this turn) are usually reset at this time.
Maintenance steps/maintenance steps
The second step in the initial stage is the maintenance step. Some cards' abilities will be triggered at the beginning of the maintenance step; This capability is informally called "maintenance cost" or "maintenance effect". The maintenance fee will generally say, "At the beginning of your maintenance, you can [pay]. If you don't pay, sacrifice [this card]. " These abilities are general triggered abilities ~ no special rules are needed to regulate them.
Drawing step/drawing step
The third step in the primary stage is to draw cards. First, the active player draws a card. Then the active player gets priority, and the player can use spells and abilities.
Action phase/main phase
The term "action stage" includes the first action and the second action stage, also known as "pre-combat action stage" and "post-combat action stage". Active players can only have priority in the action phase of their turn, and use their artifacts, creatures, enchantments and spell cards when the stack is empty. Players can only use one land card per turn and can only use it during the action phase of their turn.
A combat start step/start of a combat step
The first step in the combat phase is the combat start step. The ability triggered at the beginning of the battle is triggered at this time. Usually in this step, no special game action happens, but players can give priority to using spells and abilities.
Declare attacker step/declare attacker step
The second step in the combat phase is to announce the attackers. The active player declares the attacker at this step. Then the active player gets priority, and the player can use spells and abilities.
Declare Blocker Step/Declare Blocker Step
The third step in the combat phase is to announce the blocking step. The defender declares a block at this step. Then the active player gets priority, and the player can use spells and abilities.
Combat damage step/combat damage step
The fourth step in the combat phase is the combat damage step. First (if any), creatures with the ability to attack first or combo first cause combat damage; After that, the active player gets priority, and the player can use spells and abilities. Then, a creature with combo ability, or a creature without first attack or combo ability, causes combat damage; After that, the active player gets priority, and the player can use spells and abilities.
Battle end step/battle end step
The fifth step in the battle phase is the end of the battle. As long as the player has priority, he can use spells or abilities in this step.
Post-war operational stage/major post-war stage
"Post-battle action stage" refers to the second action stage of the round. If an effect makes a round have an extra combat stage and an action stage after it, this extra action stage is also an action stage after the battle.
End stage/end stage
The fifth and final stage of each round is the end stage. There are two steps: round end and liquidation.
End of round/end of round
The first step in the end phase is the end step of the round. Usually, the ability marked "at the beginning of the end step" (the original card said "at the end of the turn" has been corrected to this) will trigger at this time. As long as the player has priority, he can use spells or abilities in this step.
Cleaning step/cleaning step
The second step in the end phase is the clearing step. In this step, all biological non-fatal damage is removed, and all effects marked "End of Round" end at this time. If the number of hands of the current player exceeds the upper limit (usually seven hands), the extra hands are discarded.
Editing this informal language is very hard from beginning to end, and it looks really tired; The following are some informal expressions commonly used by players, so that players can have a better understanding of the expressions in different regions when browsing the web pages all over the country.
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