WOW TCG说明书翻译(15-17)
15. Deckbuilding
创建牌组
With a TCG, you get to decide what cards you want to have in your deck. Once you’ve played some games with the preconstructed deck, you can get more cards to build a deck of your own.
在TCG中,你可以自己组一副牌。一旦你使用起始包玩过了一些游戏以后,你能够自己组建自己的牌组。
There are only a few rules you need to follow when building your deck:
下面是组牌必须遵循的一些规则:
? Your deck must include at least 60 cards, not counting your starting hero. Your hero starts the game in play, and it isn’t considered a part of your deck.
你的牌组至少必须包括60张牌,起始英雄卡不计入。英雄卡用于开始游戏,所以它不被算成牌组的一员。
? You can’t include more than four copies of a single card in your deck unless that card has "unlimited" in its type line. You may include any number of unlimited cards in your deck.
出了"无限"卡以外,一副牌中的同一张卡不能超过4张。
? Some ability cards can only be used by a hero who has a certain talent spec. Those cards will have "[Talent Spec] Hero Required" in bold in their text box.
某些卡只能被特别天赋的英雄使用。这些卡的描述里面会有相应的描述。
? You can include only cards that share one or more trait icons with your hero in your deck. Some neutral cards don’t have any trait icons. You can put those cards into any deck.
牌组只能包括和你英雄特性兼容的卡或者无特性的卡。
? Some tournament formats may allow players to bring a ten-card side deck. If a side deck is used, it may contain any card that is normally allowed in your main deck. You can switch out cards from your side deck on a one-for-one basis after the first game of a match. In future sets and raid decks, interesting mechanics will be added that interact with your side deck.
某些竞技赛的规则会允许玩家。。。(注:看不懂)
? In future World of Warcraft TCG expansions, your hero’s race and professions will determine additional cards that you can add to your deck.
在将来会推出的WOW TCG扩展版中,能加入的卡还将取决于你的英雄的种族和专业技能。
ADVANCED CONCEPTS
高级概念
Advanced Concepts: Introduction
高级概念:介绍
Now that you’ve played the World of Warcraft TCG, you’re ready to learn more about some advanced concepts in the game. These are in-depth explanations of certain rules that experienced players may find interesting and helpful.
根据上面的介绍,你已经掌握了基本的规则。下面给大家介绍的是高级技巧,通过深入浅出的解析,有经验的玩家将会发现有趣和有用的东西。
16. The Chain and Responding
16。链条和回应
There are often times when you want to do something after your opponent plays a card but before that card affects the game. The chain allows you to do that.
经常会遇到这样的情况:对手使用了一张牌,在牌起作用之前你希望有机会做一些准备工作(注:比如使用"保护者",或者让你的英雄装备甲胄)。链条区就是为这种情况设计的。
The chain is the zone where cards and effects go after they are played but before they have an impact on the game. While a card or effect is waiting on the chain, you can do things that will impact the game before that card or effect does.
链条是一个区域,对手出牌以后,卡或产生效果临时放在这个区域。当卡和效果在链条区等待的时候,你可以做一些准备工作来应付对手。
A. The Chain
A。链条
Most actions you take in this game don’t happen right away. First, they put a card or effect on the chain, where it waits to resolve. Only when that card or effect resolves does something happen. The chain keeps track of the order in which things happen in the game.
游戏中大多数的行为并不立刻发生作用。第一步,要把卡片或者效果放入链条区,等待释放。只有当卡或者效果释放的时候,才会真正发生动作。链条区就是用来跟踪将会发生的事情的。
? Cards and effects resolve off the chain in reverse order. This means that if you put something on the chain after your opponent does, your card or effect will have an impact on the game first.
卡和效果的释放是按照反序来进行的。也就是说,最先放入链条区的卡将最后一个释放,而最后一个放入链条区的卡将第一个释放。
If the chain is empty and two players want to do something at the same time, the turn player (the person whose turn it is) gets to act first. In a multiplayer game, the person to the turn player’s left gets to act next, and so on.
如果链条区为空,而两个玩家同时都想进行一些操作,那么当前轮到的玩家具有行动的优先权。如果多于两个人,玩家行动的次序是按照顺时针。
If the chain has a card or effect on it and two players want to do something at the same time, the player who added the last thing to the chain gets to act first, then the person to that player’s left, and so on.
如果链条区有卡或效果存在,而两个玩家同时都像进行一些操作,最后一个将卡或效果加入链条区的玩家具有行动的优先权,同样按照顺时针次序行动。
B. Responding
回应
Whenever a card or effect goes on the chain, players get a chance to respond to it with payment powers or instants of their own. If no one wants to respond, the card or effect resolves and has its impact on the game right away. If someone does respond, the chain determines the order in which things happen.
当卡或效果进入链条区后,玩家将可以使用支付能力或瞬发能力进行回应。如果无人回应,那么最后一张加入的卡或效果将会被释放。如果有人回应,链条区将判断下一步的操作。
The player who put the last card or effect on the chain gets to respond first with as many actions as he or she wants. Once that player is done, the other player (or, in a multiplayer game, the person to his or her left) gets a chance to respond.
放入最后一张卡或效果的玩家具有回应的优先权,在他回应之前,其他人无法进行回应。他回应以后,其他人才能得到回应的权利。(注:这里最后一张的意思是指当前链条区的最后一张,随着不断地释放,"最后一张"所指向的卡或效果会不断改变,)
When there are no more responses to the last card or effect on the chain, it resolves and has its impact on the game. Then the next-to-last card or effect on the chain moves up and is ready to resolve. Players can respond to it with the same process, and so on for the entire chain. Once the chain is empty, if no one adds to it, the game moves on.
当没有人对最后一张卡做出回应,那么作后一张卡被释放并产生影响。然后倒数第二张卡变成了最后一张卡,等待释放。这张卡的主人具有优先回应的权力。依次循环。直到链条区清空,并且没有玩家放入新的卡,那么这一回合就结束了。
Example: It’s the action phase of your turn. You play Shield Bash, an ability that reads, "Your hero deals 1 damage to target ally." The ally you target has 3 health and 2 damage counters on it already, so the 1 damage your hero will deal as the ability resolves will be enough to destroy the ally. Your ability card goes on the chain, and you tell your opponent that you’re done adding to the chain for now.
举例:轮到你的回合了。你放入一个盾击的能力:"对目标部队造成1点伤害"。而你的目标拥有3点生命,而且已经受伤2点。因此这一盾击必然造成目标的死亡。你的盾击能力放入链条区,然后告诉对方你已经做完想做的事情了。
Your opponent responds by targeting the same ally with Primal Mending, an instant ability that reads, "Your hero heals 2 damage from target ally." That ability goes on the chain on top of yours, and then your opponent gives you the chance to respond.
你的对手这样回应:对你选中的目标使用"次级治疗术":"对目标军队治疗2点生命"。这一能力放到链条区中后,你的对手告诉你他已经做完了。
You choose not to respond, so the last thing added to the chain (your opponent’s healing ability) resolves first, removing the 2 damage counters.
你选择不回应,所以最后一个加入的效果首先被释放,你的目标被治疗了2点生命。
You both get another chance to respond to your first ability, but neither one of you chooses to respond. Your ability resolves, and your hero deals 1 damage to the ally. When everything is done resolving, the ally has 1 damage counter on it.
因为当前的卡是你的盾击效果,因此现在你得到了优先响应的权力。假设你和对手都没有响应,那么你的能力释放,你对目标造成1点伤害。这就是最后的结果。(注:如果你这时候你响应并加入2点伤害的技能,对手没有响应,那么你就可以直接搞死这个目标军队)
C. Resolving and Interrupting
解决和中断
When a card or effect resolves, it does what its text says it does (or as much as it can) and then leaves the chain. The only exception is when that card or effect has one or more targets and none of those targets is legal when it tries to resolve. When that happens, the card or effect is interrupted.
当一张卡的效果被释放,将会产生文字所描述的影响并离开链条区。有一种例外,就是当效果释放的时候,没有有效的目标,这种情况称为中断。
A card or effect that’s interrupted is simply stopped, with no other impact on the game. An interrupted card is put into its owner’s graveyard.
被中断的卡或效果不会对游戏产生任何影响。被中断的卡将被放入主人的坟墓区。
Example: You play an ability that says, "Your hero deals 2 damage to target ally. Draw a card," targeting one of your opponent’s allies. In response, your opponent uses an ability that destroys the ally you targeted. When your ability tries to resolve, none of its targets is legal, so the ability is interrupted, which means you don’t draw a card and the ability goes into your graveyard.
例子:你使用了这么一个能力:"你的英雄对目标造成2点伤害并抽取一张牌"。作为回应,你的对手使用了一个能力摧毁了被你选中的目标军队,这时候你这个能力就失去了目标,这时候就出现了中断,你就无法再抽取一张牌了,而且这个能力将被放入你的坟墓。
17. Damage
17。伤害
A. Sources and Types of Damage
A。伤害源和伤害类型
The source of damage is whatever dealt it. Heroes and allies are the source of combat damage they deal, and other cards or effects that deal damage will tell you what the source of that damage is.
伤害源就是造成伤害的源泉。英雄和军队是战斗伤害的源泉,而其他卡或效果将会说明造成伤害的类型。
Damage can also have one or more tags that tell you what kind of damage it is. Most cards and effects that deal damage will tell you what kind of damage they deal. The symbol around an ally’s ATK tells you what kind of combat damage that ally deals, and the symbol around a weapon’s ATK tells you what kind of combat damage a hero deals with that weapon. While the kind of combat damage dealt has no impact on the game, other cards may refer to it.
卡上会有伤害类型的标签。大多数卡片或效果会告诉你造成伤害的类型。军队攻击力的图标,武器攻击力的图标,都是用来致命伤害类型的。有些类型的伤害对游戏没有影响,但是有些会有。
Some cards or powers cause your hero to deal damage directly. This is not the same as combat damage.
一些卡片或能力会允许你的英雄直接造成伤害。这种伤害的类型并不是战斗伤害。(注:具体伤害类型应参考卡片和能力的说明)
Some cards or effects say, "Put 1 damage on a hero or ally." Putting damage on a card this way isn’t the same as "dealing" damage to it, but it does count toward a hero or ally taking fatal damage.
一些卡片或效果这样描述:"对英雄或目标造成1点伤害"。(注:后面一句不明白意思,跳过)
B. Healing Damage
B。治疗伤害
Damage on a hero or ally is permanent unless it is healed or the ally leaves play. If damage is healed from a hero or ally, simply remove that many damage counters from it.
英雄或部队受的伤是一直存在的,除非被治疗。(注:也就是说不会随着回合结束或时间推移而自动回血)。治疗不会超出生命的上限。(注:也就是你英雄受伤1点,被治疗2点,那么治疗被浪费掉了一点,英雄会回满血,但不会生命上限+1)
You can’t heal damage that hasn’t been dealt, and once a hero or ally has taken fatal damage, it’s too late to heal it.
你不能治疗还没有造成的伤害。如果英雄或部队已经死亡,也不能再治疗。(注:严谨的废话)
Example: An ally in your party has 2 health and no damage on it. Your opponent plays a card that reads, "Your hero deals 2 damage to target ally," and you have a card in your hand that reads, "Your hero heals 1 damage from target ally." However, playing that card in response won’t do anything, because your ally has no damage on it. As your opponent’s card resolves, 2 damage counters are added to your ally, which destroys it immediately. You don’t have a chance to heal fatal damage once it has been dealt.
(注:鉴于治疗伤害非常好理解,所以例子不翻译了)
C. Preventing Damage
C。吸收伤害
Some cards and effects prevent damage from being dealt to a hero or ally. When one of these resolves, the damage that would be dealt is prevented until the card or effect has prevented its described amount of damage or its duration ends (whichever comes first).
一些卡和效果能够起到吸收伤害的效果。当效果释放的时候,伤害会被吸收,直到超过能够防止的上限或法术持续时间过了。(注:请参考wow的伤害吸收药水理解)
Cards or effects that prevent damage are always applied after anything that replaces damage with a new amount.
吸收伤害的效果或卡总是在计算总伤害以后再起作用。(注:这句话单独难以理解,请看例子)
Example: Your opponent controls an ability that reads, "If your hero would deal damage, it deals that amount of damage plus 1 instead." That opponent attacks your hero with his hero, striking with a weapon with 2 ATK. You use a power that reads, "Prevent the next 2 damage that would be dealt to your hero this turn." During the damage step, the damage is first increased to 3, and then 2 of that damage is prevented. Your opponent’s hero deals 1 combat damage to your hero.
举例:你的对手释放能力:"让你英雄造成的伤害+1"。对手的英雄使用2攻击力的武器攻击你的英雄。而你使用能力:"吸收本回合对你的英雄或部队的伤害2点"。战斗过程中,对手的伤害为3,而你的防护是2,因此你的英雄受伤1点。
If the damage that would be dealt is greater than the amount that the card or effect prevents, the hero or ally takes damage equal to the difference.
如果遭受的伤害大于可以吸收的伤害,那么最终收到的伤害为两者之差。
Example: Your opponent plays a card that reads, "Your hero deals 1 damage to target hero or ally" and targets your hero. In response, you use a power that reads, "Prevent the next 2 damage that would be dealt to your hero this turn." Your effect resolves first and prevents the damage. Later that turn, your hero is attacked by an ally with 2 ATK. As that combat concludes, 1 damage is prevented by your effect, and the ally deals 1 combat damage to your hero.
例子:你对手出牌:"你的英雄对目标造成1点伤害",设置目标为你的英雄。你回应:"本回合吸收2点伤害"。那么你这次吸收了伤害,而且没有受伤。在后面的战斗总,你的英雄又一次被对手攻击力为2的部队攻击。这时,1点伤害将被吸收,而英雄将遭受1点伤害。
If a card or effect says, "Put X damage on a hero or ally," you can’t use damage prevention to keep it from happening, because "putting" damage on a card that way is different from "dealing" damage to it.
如果卡或效果这样说:"对目标放置X伤害",这样的伤害无法被吸收。(注:这个。。。我觉得这种设定毫无道理)
D. Armor
D。甲胄
Using armor is a special way to prevent damage to your hero. Any time damage would be dealt to your hero-both inside and outside of combat-you can exhaust an armor card to prevent damage equal to its DEF. Armor can prevent all types of damage, including damage from abilities.
使用甲胄是一个保护英雄的方法。任何伤害。无论是战斗外或战斗内的,你能够通过横置一张甲胄卡的方法来抵消伤害,被抵消的值等于甲胄防御力。甲胄能够防御任何类型的伤害。
Unlike other cards and effects that prevent damage:
和其他吸收伤害的卡和效果不同:
? Using armor is optional. You exhaust an armor only if you want to use it.
使用甲胄是可选的。你可以在你认为必要的时候才横置甲胄卡。(注:不懂,难道其他的是强制的吗?我想可能是提醒大家不要浪费甲胄卡的意思吧)
? If an armor prevents damage that’s less than its DEF, the leftover DEF is wasted.
如果伤害低于甲胄的防御力,那么两者之差就被浪费了。
Example: Your hero would be dealt 2 damage, and you control a ready armor with 3 DEF. If you exhaust the armor, it prevents the 2 damage, and the remaining 1 DEF is wasted. That armor won’t prevent any additional damage later in the turn unless you ready it and use it again.
例子:你的英雄遭受2点伤害,而你有一个3点防御的甲胄。如果你横置甲胄卡,他将防御2点伤害,剩下的一点防御被浪费了。这样你就不能在本回合下一次攻击中再次使用此甲胄了。
Keep in mind that you can only exhaust armor for DEF while you’re taking damage. You can’t exhaust armor in response to an opponent playing an ability that destroys it, for example.
记住,只有你在遭受伤害的时候才能横置甲胄卡。举例来说,你的对手使用能力来毁灭你这张甲胄卡,这时候你并不能用甲胄卡的防御力来抵消伤害。
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