MagicRulebook_10E_EN.pdf
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Illus. Kev Walker
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Object of the Game
e
Magic
™
game is a strategy game played between two players, each of whom has his or her own customized
deck of
Magic
cards. Over the course of the game, each player will take turns playing cards such as lands
(which enable you to play your other cards), creatures, sorceries, and other spells. Each player starts at 20 life.
When you reduce your opponent to 0 life by attacking with creatures and playing spells, you win!
To see examples of the game in action, check out
PlayMagic.com.
©2007 Wizards of the Coast, Inc., P.O. Box 707 Renton WA 98057-0707, U.S.A. Magic: e Gathering,
Wizards of the Coast, and their logos, Magic, characters’ distinctive likenesses, expansion symbols, the
pentagon of colors, and the WUBRGT symbols are property of Wizards in the U.S.A. and other countries.
U.S. Pat. No. RE 37, 957.
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You’re here because you want to learn the
Magic: The Gathering
® game, the world’s premier trading card game. It was
the first game of its kind, and it’s still the best and the biggest.
In the
Magic
game, you play the role of a planeswalker—a powerful wizard who fights other planeswalkers for glory,
knowledge, and conquest. Your deck of cards represents all the weapons in your arsenal. It contains the spells you know
and the creatures you can summon to fight for you.
Trading card games like the
Magic: The Gathering
TCG combine collectable cards with a strategy game. You don’t
know what cards you’ll get in a
Magic
booster pack or tournament pack. You just start a collection and trade with other
players to get the cards you want.
The best part about a trading card game is that it’s always changing. You design and build your own unique decks, and
each
Magic
game you play is different. New
Magic
expansions are released a few times a year, and each new expansion
brings new ways to stupefy and defeat your opponents. Check out
MagicTheGathering.com
for daily articles, insider
information, and news about upcoming sets!
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Section 1: e Basics
Five Colors of Mana
3
Card Types
4
Zones
6
Section 2: e Building Blocks
Making Mana
7
Playing a Spell
8
Attacking and Blocking
10
Building Your Own Deck
12
e Golden Rule
12
Section 3: Playing a Game
Get a Deck
13
Get a Friend
13
Start the Game
13
Parts of the Turn
14
e Next Turn
15
e Ever-Changing Game
15
Section 4: Glossary
16
Illus. Greg Staples
Questions?
29
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*
Parts of a Card
4
Abilities
9
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This section begins with a brief description of the five
Magic
colors that give the game its basic structure. Then it describes the
parts of a
Magic
card and lists the different kinds of cards in the game. It also lists the game’s “zones,” which are the different
areas of the game where cards can be.
FIVE COLORS OF MANA
The
Magic
game has five colors of spells and five types of basic lands. For example, red spells have
6
(
in their costs, and
tapping (turning) a Mountain gives you
6
(
that you can spend to play spells. Each color specializes in certain kinds of effects.
It’s up to you whether to master one color or all five.
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PARTS OF A CARD
Card Name
Mana Cost
Mana
is the main resource in the
game. It’s produced by lands, and you
spend it to play
spells
. The symbols
in a card’s upper right corner tell you
the cost to play that spell. If the mana
cost reads
6
6
6
(
, you pay two mana of
any kind plus one red mana (from a
Mountain) to play it.
Prodigal Pyromancer
OO
Type Line
This tells you the card’s
card type
:
artifact, creature, enchantment,
instant, land, or sorcery. If the card
has a
subtype
or
supertype
, that’s also
listed here. For example, Prodigal
Pyromancer is a creature, and its
subtypes are the creature types Human
and Wizard.
Creature — Human Wizard
Expansion Symbol
This symbol tells you which
Magic
set the card is from. For example,
the
Tenth Edition
expansion
symbol is . The color of the
symbol tells you the card’s
rarity
:
black for common cards, silver for
uncommons, and gold for rares.
: Prodigal Pyromancer deals 1 damage
to target creature or player.
“What am I looking at? Ashes, dead man.”
Text Box
This is where a card’s
abilities
appear.
You may also find flavor text printed
in italics (
like this
) that tells you
something about the
Magic
world.
Flavor text has no effect on game play.
Some abilities have italic
reminder text
to help explain what they do.
Jeremy Jarvis
1/1
™ & © 1993–2007 Wizards of the Coast, Inc. 221/383
Collector Number
The collector number makes it easier
to organize your cards. For example,
“221/383” means that the card is the
221st of 383 cards in its set.
Power and Toughness
Each creature card has a special box
with its power and toughness. A
creature’s power (the first number) is
how much damage it deals in combat.
Its toughness (the second number) is
how much damage must be dealt to it
in a single turn to destroy it.
CARD TYPES
Every
Magic
card has one or more types. A card’s type tells you when you can play the card and what happens to the card after
you do.
Lava Axe
o
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Sorcery
A sorcery represents a magical incantation. You can play a sorcery only during
a
main phase
of one of your own turns. You can’t play it when another spell is
on the
stack
. (You’ll learn about phases and the stack in a bit.) A sorcery has its
effect
—in other words, you follow the instructions on the card—then you put
it into your
graveyard
, which is the game term for your discard pile.
Sorcery
Lava Axe deals 5 damage to target
player.
“Catch!”
™ & © 1993–2007 Wizards of the Coast, Inc. 215/383
Brian Snoddy
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Instant
An instant is just like a sorcery, except you can play it just about any time you want,
even during your opponent’s turn or in
response
to another spell. Like a sorcery, an
instant has its effect, then you put it into your graveyard.
Instant
Enchantment
An enchantment represents a stable magical manifestation. An enchantment is a
permanent
. is means two things: You can play one only at the time you could
play a sorcery, and after you play one, you’ll put it on the table in front of you, near
your lands. (Most players keep their lands closer to them, then put their other cards
closer to the middle of the table.) e card is now
in play
. Any of your cards in play
is called a
permanent
because it sticks around permanently (well, unless something
destroys it).
Some enchantments are
Auras
. An Aura comes into play attached to a permanent
and affects that permanent while it’s in play. If the permanent leaves play, the Aura is
put into its owner’s graveyard.
Counter target spell.
™ & © 1993–2007 Wizards of the Coast, Inc. 71/383
Mark Poole
Holy Strength
O
Enchantment — Aura
Enchant creature
(Target a creature
as you play this. This card comes into
play attached to that creature.)
Enchanted creature gets +1/+2.
Artifact
An artifact represents a magical relic. Like an enchantment, an artifact is a
permanent, so it’ll stay in play affecting the game. Artifacts are colorless, so you can
play one no matter what kinds of lands you have.
Some artifacts are
Equipment
. You can pay to attach an Equipment to a creature
you control to make that creature more powerful. If the creature leaves play, the
Equipment stays in play.
™ & © 1993–2007 Wizards of the Coast, Inc. 22/383
Terese Nielsen
Fountain of Youth
O
Artifact
o
2
,
o
T
: You gain 1 life.
Some say the fountain’s waters are the
first rains that fell over Dominaria.
Creature
Creatures fight for you. ey’re permanents, but unlike any other kind of
permanent, creatures can
attack
and
block
. Each creature has
power
and
toughness
. Its power (the first number) is how much damage it deals in combat.
Its toughness (the second number) is how much damage must be dealt to it in
a single turn to destroy it. Creatures attack and block during the
combat phase
.
Unlike other types of permanents, creatures come into play with
“summoning sickness”: a creature can’t attack, or use an ability that has
6
)
in
its cost, until it has started your turn in play under your control. You can block
with a creature or play its other abilities no matter how long it’s been in play.
Artifact creatures are both artifacts and creatures. ey’re colorless like other
artifacts, and they can attack and block like other creatures. An artifact creature can
be affected by anything that affects artifacts, as well as anything that affects creatures.
™ & © 1993–2007 Wizards of the Coast, Inc. 323/383
Dan Scott
Craw Wurm
OOO
Creature — Wurm
The most terrifying thing about the
craw wurm is probably the horrible
crashing sound it makes as it speeds
through the forest. This noise is so loud
it echoes through the trees and seems to
come from all directions at once.
™ & © 1993–2007 Wizards of the Coast, Inc. 257/383
Richard Sardinha
6/4
Mountain
Land
Although lands are permanents, they aren’t played as spells. To play a land, just put it
into play. is happens immediately, so no player can play anything else in response.
You can play a land only during one of your main phases while the stack is empty.
You can’t play more than one land a turn.
Most lands have abilities that make mana. You’ll use lands to make the mana you
need to pay for spells and abilities.
Each
basic land
has a mana ability that makes one mana of a particular color.
Plains make white mana
<
/
, Islands make blue mana
6
*
, Swamps make black
mana
6
#
, Mountains make red mana
6
(
, and Forests make green mana
6
%
.
Any land other than these five is a
nonbasic land
.
Basic Land — Mountain
™ & © 1993–2007 Wizards of the Coast, Inc. 378/383
John Avon
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