不翻了
好像找不回當出翻譯規則的心情了

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不翻了
好像找不回當出翻譯規則的心情了
107.3
107.3. Many objects use the letter X as a placeholder for a number that needs to be determined. Some objects have abilities that define the value of X; the rest let their controller choose the value of X. 許多物件會使用字母X來代表一個尚待定值的數字。有些物件的異能會去定義X的值;其它的就由其操控者來選擇X的值。
X出現了!魔法風雲會進去代數的時代了。
107.3a If a spell or activated ability has a mana cost, alternative cost, additional cost, and/or activation cost with an {X}, [-X], or X in it, and the value of X isn’t defined by the text of that spell or ability, the controller of that spell or ability chooses and announces the value of X as part of casting the spell or activating the ability. (See rule 601, “Casting Spells.”) While a spell is on the stack, any X in its mana cost equals the announced value. While an activated ability is on the stack, any X in its activation cost equals the announced value. 如果一個咒語或起動式異能,其魔法力費用、替代性施放費用、額外費用、和/或起動費用包括了{X},[-X]、或是X,且X的值並未在咒語或異能中的文字定義的話,便由該咒語或異能的操控者選擇並宣告X的值,以作為施放咒語或起動異能的一部分。(見規則601,「施放咒語」。)咒語在堆疊上時,魔法力費用中的X會等同於先前被宣告的值。起動式異能在堆疊上時,起動費用中的X會等同於先前被宣告的值。
X常見於費用之中,X咒語!
107.3b If a player is casting a spell that has an {X} in its mana cost, the value of X isn’t defined by the text of that spell, and an effect lets that player cast that spell while paying neither its mana cost nor an alternative cost that includes X, then the only legal choice for X is 0. This doesn’t apply to effects that only reduce a cost, even if they reduce it to zero. See rule 601, “Casting Spells.” 若玩家施放了一個魔法力費用帶{X}的咒語,且X的值沒被咒語的文字定義,而有效應讓該玩家施放咒語時不需支付魔法力費用,或是有沒定義X的替代性施放費用的話,X的唯一合法選擇就是0。此規則不適用於減少費用的效應,哪怕該效應把費用減到零也一樣。見規則601,「施放咒語」。
這時常常被問到的問題「免費施放 vs. X咒語」。答案很簡單,X就是0。
當然也有不需支付魔法力的X咒語。上吧,煌炎群列!
107.3c If a spell or activated ability has an {X}, [-X], or X in its cost and/or its text, and the value of X is defined by the text of that spell or ability, then that’s the value of X while that spell or ability is on the stack. The controller of that spell or ability doesn’t get to choose the value. Note that the value of X may change while that spell or ability is on the stack. 若咒語或起動式異能,其費用和/或其文字欄包括了{X},[-X]、或是X,且X的值在咒語或異能的文字中被定義了,那麼X的值即為該咒語或異能在堆疊上的值。咒語與異能的操控者無法選擇其值。注意咒語或異能在堆疊的過程中,X的值可能變化。
這裡的X就跟費用無關,比如乙太爆發。
107.3d If a cost associated with a special action, such as a suspend cost or a morph cost, has an {X} or an X in it, the value of X is chosen by the player taking the special action as he or she pays that cost. 若費用與特殊行動相關,比如延緩費用或是變身費用,若包括了{X}或是有個X在其中,X的值便由採取特殊行動的玩家,在支付費用時決定。
這邊的X還是比較像費用。
107.3e Sometimes X appears in the text of a spell or ability but not in a mana cost, alternative cost, additional cost, or activation cost. If the value of X isn’t defined, the controller of the spell or ability chooses the value of X at the appropriate time (either as it’s put on the stack or as it resolves). 有時X會出現在咒語或異能的文字欄中,但不代表魔法力費用、替代性費用、額外費用、或是起動費用。如果X的值未定義,該咒語或異能的操控者要在適當的時機去選擇X的值(不是進堆疊時就是結算時)。
通常是結算時,進堆疊的就要選的話那應該是跟「目標」相關。
107.3f If a card in any zone other than the stack has an {X} in its mana cost, the value of {X} is treated as 0, even if the value of X is defined somewhere within its text. 一張牌在堆疊以外的其它地方,其魔法力費用中的{X}可以視為0,哪怕X的值在其文字有被定義。
以原初多頭龍為例,能不能倨傲擊視X而定,但不管X多少上了戰場一定可以悶殺。
107.3g All instances of X on an object have the same value at any given time. 在任意時間點下,一個物件裡所有的X,其值均相等。
感覺像數學規則而非魔法風雲會規則。
107.3h Some objects use the letter Y in addition to the letter X. Y follows the same rules as X. 有些物件除了字只X外還會使用字母Y。Y的定義規則與X相同。
我想不起來哪個咒語有Y了。以前火球有。
107.2
107.2. If anything needs to use a number that can’t be determined, either as a result or in a calculation, it uses 0 instead. 若有任何東西會用到一個無法確定的數字,不管是在計算過程中還是結果,改用0。
寫的好抽象啊,給我例子吧……
107.1
107. Numbers and Symbols 數字與符號 107.1. The only numbers the Magic game uses are integers. 魔法風雲會遊戲用到的數字只有整數。
可憐的Little Girl。
107.1a You can’t choose a fractional number, deal fractional damage, gain fractional life, and so on. If a spell or ability could generate a fractional number, the spell or ability will tell you whether to round up or down. 你不能選擇小數,造成小數點以下的傷害,獲得小數點以下的生命等等。若咒語或異能會製造出小數,該咒語或異能會告訴你要無條件進位或捨去。
最常見的就是傷害變一半什麼的,很少有除以二之外的情形。
107.1b Most of the time, the Magic game uses only positive numbers and zero. You can’t choose a negative number, deal negative damage, gain negative life, and so on. However, it’s possible for a game value, such as a creature’s power, to be less than zero. If a calculation or comparison needs to use a negative value, it does so. If a calculation that would determine the result of an effect yields a negative number, zero is used instead, unless that effect sets a player’s life total to a specific value, doubles a player’s life total, sets a creature’s power or toughness to a specific value, or otherwise modifies a creature’s power or toughness. Example: If a 3/4 creature gets -5/-0, it’s a -2/4 creature. It doesn’t assign damage in combat. Its total power and toughness is 2. You’d have to give it +3/+0 to raise its power to 1. Example: Viridian Joiner is a 1/2 creature with the ability “{T}: Add to your mana pool an amount of {G} equal to Viridian Joiner’s power.” An effect gives it -2/-0, then its ability is activated. The ability adds no mana to your mana pool. 絕大多數時候,魔法風雲會遊戲只會用到正整數與零。你不能選擇一個負數、造成負數傷害,獲得負數生命等等。然而,遊戲的數值可能是負數,像是生物的力量,可以低於零。若有任何計算或比較會用到負數,那就用。若效應的結果經計算為負數,則改用零,除了以下效應:將玩家的生命總值設為某數、將玩家的生命總值加倍、將生物的力量或防禦力設為定值、或是以其它方式更動生物的力量或防禦力。 舉例:若一個3/4生物得到-5/-0,那麼它會是-2/4的生物。在戰鬥中不會造成傷害。它的力量與防禦力之和為2。要使其力量回到1點,你須讓其得+3/+0。 舉例:暗碧族接合工是個1/2生物,具有異能「{橫置}:加若干{綠}至你的魔法力池中,其數量等同於暗碧族接合工的力量。」有效應使其-2/-0後,其異能被起動了。那麼該異能將不會加任何魔法力至你的魔法力池。
也就是只有生命總值、力量、防禦力在計算上會是負數。其它情形可以盡情將負數當成零來用。
全家+X/+X,X為某某生物力量的時候,被回應-13/-13會死全家。不過獲得等同力量的生命時,不會因為負數反而讓你失去生命。
107.1c If a rule or ability instructs a player to choose “any number,” that player may choose any positive number or zero, unless something (such as damage or counters) is being divided or distributed among “any number” of players and/or objects. In that case, a nonzero number of players and/or objects must be chosen if possible. 若有規則或異能指示玩家選擇「任意數字」,該玩家可以選擇任意正整數或零,但有東西(比如傷害或指示物)將分配至「任意數量」的玩家和/或物件時例外。在上述情形中,只要有可能的情形,就必須選擇非零數量的玩家和/或物件。
這邊特地開一條規則解釋「任意數量」的兩種情形,一種可以是零一種不行。
算是魔法風雲會約定成俗的一部分,對面若只操控蓑草蠍子的話就不要蠻化吞世客波祿卡諾斯了。
106.11
106.11. One card (Drain Power) puts all mana from one player’s mana pool into another player’s mana pool. (Note that these may be the same player.) This empties the former player’s mana pool and causes the mana emptied this way to be put into the latter player’s mana pool. Which permanents, spells, and/or abilities produced that mana are unchanged, as are any restrictions or additional effects associated with any of that mana. 有張牌(吸收力量)會將一位玩家魔法力池中的全部魔法力放入另一位玩家的魔法力池中。(注意可以是同一位玩家。)這會將前者的魔法力池清空,並將以此法清空的魔法力放入後者的魔法力注。這些魔法力來自哪些永久物、咒語、和/或異能的資訊仍不變,其限制或是相關的額外效應也都一樣。
又是單卡FAQ in 完整規則。
也就是加倍不會複製特性,但是搬移會連同特性搬移。
規則106告一個段落。
106.10
106.10. To “tap a permanent for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.” 所謂「橫置以產生魔法力」係指起動某永久物之魔法力異能,且其起動費用包括了{橫置}符號者。見規則605,「魔法力異能」。
野地叢生之類的話會用到這條。
劈哩啪拉可是「重置以產生魔法力」哦!
106.9
106.9. If an effect would add mana represented by a Phyrexian mana symbol to a player’s mana pool, one mana of the color of that symbol is added to that player’s mana pool. 若有效應試圖加入以非瑞克西亞魔法力符號代表的魔法力進玩家的魔法力池時,加一點其符號顏色的魔法力至該玩家的魔法力池中。
同上。
非瑞克西亞魔法力符號一定是有色且單色的,所以規則可以寫簡單一點。
106.8
106.8. If an effect would add mana represented by a hybrid mana symbol to a player’s mana pool, that player chooses one half of that symbol. If a colored half is chosen, one mana of that color is added to that player’s mana pool. If a colorless half is chosen, an amount of colorless mana represented by that half’s number is added to that player’s mana pool. 若有效應試圖加入以混血魔法力符號代表的魔法力進玩家的魔法力池時,由該玩家選擇其中半邊。若選擇的那半邊是有色的,其顏色的一點魔法力將會加入該玩家的魔法力池中。若選擇的那半邊是無色的,等同該半邊數字數量的無色魔法力將加入該玩家的魔法力池。
這條規則簡直就是附禳垂飾的FAQ嘛。其它還有什麼牌我就想不到了。
單色混血魔法力比較麻煩,魔法力是有顏色的,但是能加無色的那邊。
106.7
106.7. Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce. Example: Exotic Orchard has the ability “{T}: Add to your mana pool one mana of any color that a land an opponent controls could produce.” If your opponent controls no lands, activating Exotic Orchard’s mana ability will produce no mana. The same is true if you and your opponent each control no lands other than Exotic Orchards. However, if you control a Forest and an Exotic Orchard, and your opponent controls an Exotic Orchard, then each Exotic Orchard could produce {G}. 有些異能會產生魔法力,其類別參考了其它永久物「能產生」的魔法力。不論何時,所謂一個永久物能產生的魔法力類別,係指當下假設該永久物的異能結算時能產生的魔法力類別,並將任何可適用的替代性效應依所有可能排序作為考量。而忽略該異能的費用是否能被支付。若該永久物在上述假設中無法產生任何魔法力,或是無法定義魔法力類別的話,那麼該永久物就無法產生魔法力。 舉例:異國果園具有異能:「{橫置}:加一點魔法力到你的魔法力池中,其顏色為由對手操控的地能產生之任一顏色。」若對手未操控地牌,則起動異國果園的異能將產生不出魔法力。如果你跟對手都操控異國果園而沒其它地牌也會是一樣情形。然而,若是你操控樹林與異國果園,而對手操控異國果園的話,則兩個異國果園都可以產生{綠}。
有夠長,就是這樣才會讓人害怕去讀完整規則。
魔法力的類別有六種,顏色有五種,在對手沒有地的時候果園會產生顏色未定義的魔法力,這不是無色魔法力,而是根據前面規則變成沒有魔法力。
已經沒有指示物的虹霓地還是可以讓映景明湖產任意色魔法力。但是清淚長河就不能同時讓映景明湖能產黑又能產藍。簡單說就是看冒號之前還是冒號之後。
琉晶洞穴加映景明湖也很難想像,難道要由對手決定能不能產任意色嗎?
106.6
106.6. Some spells or abilities that produce mana restrict how that mana can be spent, or have an additional effect that affects the spell or ability that mana is spent on. This doesn’t affect the mana’s type. Example: A player’s mana pool contains {1}{U} which can be spent only to pay cumulative upkeep costs. That player activates Doubling Cube’s ability, which reads “{3}, {T}: Double the amount of each type of mana in your mana pool.” The player’s mana pool now has {2}{U}{U} in it, {1}{U} of which can be spent on anything. 有些咒語或異能產生出來的魔法力會限制該魔法力要如何花用,或是具有額外效應作用於其支付的咒語或異能上。這不會影響該魔法力的類別。 舉例:玩家的魔法力池有{一}{藍}這兩點只能用於支付累積維持費用的魔法力。該玩家起動加倍方體的異能,上頭寫著「{三},{橫置}:將你魔法力池中每種類別的魔法力加倍。}該玩家的魔法力池現在會有{二}{藍}{藍},其中{一}{藍} 是可以拿來支付任何東西的。
簡單說就是魔法力的特性與類別無關。類別就是前面定義的五色加無色。
而複製魔法力只會複製類別不會複製特性。加倍就是複製一次。
106.5
106.5. If an ability would produce one or more mana of an undefined type, it produces no mana instead. Example: Meteor Crater has the ability “{T}: Choose a color of a permanent you control. Add one mana of that color to your mana pool.” If you control no colored permanents, activating Meteor Crater’s mana ability produces no mana. 若有異能將產生一點或更多點未定義類別之魔法力時,改為不產生魔法力。 舉例:隕石坑具有異能「{橫置}:選擇一個你所操控的永久物具有的顏色。加一點該色魔法力到你的魔法力池中。」如果你沒操控任何有色永久物,那麼起動隕石坑將不會產生魔法力。
未定義耶,好像在寫程式囉。
這邊誤區很多,會有人以為完全不能起動此異能,或是會產生無色魔法力之類的。
一個原則就是類似情形魔法風雲會絕對不會送你無色魔法力。只有絕對拿不到的未定義魔法力。
106.2
106.4. When an effect produces mana, that mana goes into a player’s mana pool. From there, it can be used to pay costs immediately, or it can stay in the player’s mana pool. Each player’s mana pool empties at the end of each step and phase. 當有效應產生魔法力時,該魔法力會進入玩家的魔法力池中。一旦進了魔法力池,就立刻可以拿來支付費用,或是存起來不用。在每個步驟與階段結束時,每位玩家的魔法力池都會清空。
魔法力池是存在魔法力的區域,當然凡人是看不見魔法力與魔法力池的,只是我們都假裝這些東西存在而已。
在討論遊戲的區域,如戰場牌庫放逐區等時,往往會忽略魔法力池,因為它不能放牌,只能放魔法力。
106.4a If a player passes priority (see rule 116) while there is mana in his or her mana pool, that player announces what mana is there. If any mana remains in a player’s mana pool after he or she spends mana to pay a cost, that player announces what mana is still there. 如果玩家在其魔法力池尚有魔法力時讓過優先權(見規則116),該玩家須宣告有魔法力留存。在玩家花費魔法力支付費用後其魔法力池尚有任何魔法力的話,該玩家須宣告還有魔法力沒用。
地全轉用火球結果被魔力流失時,辯說我又還沒說X等於多少,其實有留三點魔法力什麼的,真的有這種玩家,才會有這條規則。
106.3
106.3. Mana is produced by the effects of mana abilities (see rule 605). It may also be produced by the effects of spells, as well as by the effects of abilities that aren’t mana abilities. 魔法力是由魔法力異能(見規則605)的效應所產生的。也可以由咒語的效應產生,或是非魔法力異能之效應產生。
魔法力的來源在此定義,一定是來自魔法力異能、或是咒語、或是其它異能。
比如地牌是魔法力異能,黑暗祭禮是咒語、喪儀祭師的第一招是非魔法力異能。
106.2
106.2. Mana is represented by mana symbols (see rule 107.4). Mana symbols also represent mana costs (see rule 202). 魔法力以魔法力符號表示(見規則107.4)。魔法力符號也用來代表魔法力費用。(見規則202。)
魔法力就上面那條說的六種。「加{二}到你的魔法力池」可以理解成「加{一}{一}到你的魔法力池。」
相對而言,費用需要的符號就更多了,雪境魔法力符號、混血魔法力符號、非瑞克西亞魔法力符號,這些符號只會用來表示費用,不會用來表示魔法力。
106.1
106. Mana 魔法力 106.1. Mana is the primary resource in the game. Players spend mana to pay costs, usually when casting spells and activating abilities. 魔法力是遊戲的主要資源。玩家會花費魔法力來支付費用,通常發生在施放咒語或起動異能時
有了顏色之後,我們總算可以有魔法力了。這是魔法風雲會。
106.1a There are five colors of mana: white, blue, black, red, and green. 魔法力的顏色有五種:白色、藍色、黑色、紅色、與綠色。
與顏色的定義相符。
不相符不知道會不會怎樣。
106.1b There are six types of mana: white, blue, black, red, green, and colorless. 魔法力的類別的六種:白色、藍色、黑色、紅色、綠色、與無色。
選擇顏色時,「無色」不是色。但是檢視魔法力的類別時,「無色」又算一種。
注意物件可以是五色的可能組合共32種,但是魔法力就這6種,不存在既是紅色也是綠色的魔法力。也不存在「任意色」魔法力,魔力聚流在產魔法力的時候就得決定好其顏色了。
105.4
105.4. If a player is asked to choose a color, he or she must choose one of the five colors. “Multicolored” is not a color. Neither is “colorless.” 若玩家被要求選擇一個顏色,他或她必須選擇五種顏色之一。「多色」不是個顏色。「無色」也不是個顏色。
顏色有5種,顏色所構成的可能組合有32種。不過應該沒人會搞混。
還有「雙色」「三色」理所當然地不會是個顏色。
規則105結束。
105.3
105.3. Effects may change an object’s color or give a color to a colorless object. If an effect gives an object a new color, the new color replaces all previous colors the object had (unless the effect said the object became that color “in addition” to its other colors). Effects may also make a colored object become colorless. 效應可能會去改變一個物件的顏色,或是給予無色的物件顏色。若效應要給予一個物件新顏色,該新顏色會取代先前該物件具有的顏色(除非該效應寫說物件「額外」獲得其它顏色)。效應也可能讓一個有色的物件變成無色。
效應效應的,這個姓效名應的傢伙真是神通廣大。
簡單說物件的顏色可以自由地在32種顏色組合之間變化。
顏色只是單純的「有/無」,不會因為額外獲得兩次藍色就具有兩個藍色。