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Illus. Aleksi Briclot
YOUR JOURNEY HAS BEGUN
You are a planeswalker, and ahead of you lay countless battles across deadly worlds that defy imagination.
To thrive, let alone survive, you’ll need a base from which you can start.
BASIC RULEBOOK
OBJECT OF THE GAME
he
Magic: he Gathering
® game is a strategy game played by two or more players, each of whom has a 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!
RULE THE MULTIVERSE
You’re here because you want to learn the
Magic: he
Gathering
game, the world’s premier trading card game.
It was the irst game of its kind, and it’s still the best and
the biggest.
CONTENTS
Section 1: he Basics . . . . . . . . . . . . . . . . . . 3
Five Colors of Mana..................3
Parts of a Card . . . . . . . . . . . . . . . . . . . . . . 4
Card Types.........................4
Game Zones........................7
In the
Magic
game, you play the role of a planeswalker—a
powerful wizard who ights 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 ight for you.
Section 2: he Building Blocks . . . . . . . . . . 8
Making Mana.......................8
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Attacking and Blocking . . . . . . . . . . . . . . 12
Building Your Own Deck.............14
he Golden Rule . . . . . . . . . . . . . . . . . . . 14
Trading card games like the
Magic: he
Gathering
game combine collectable
cards with a strategy game. Start your
collection with an intro pack and begin
battling immediately with a ready-to-
play deck.
Once you’ve gotten a handle on how to
play, customize your deck using cards
from booster packs, starting with the
one included in your intro pack. You don’t know what
cards you’ll get in a
Magic
booster pack. You just start
a collection and trade with other players to get the cards
you want. You can ind stores where
Magic
cards are sold
at
http://locator.wizards.com
.
Section 3: Playing a Game . . . . . . . . . . . . . 15
Get a Deck........................15
Get a Friend.......................15
Start the Game.....................15
Parts of the Turn....................16
he Next Turn . . . . . . . . . . . . . . . . . . . . . 17
he Ever-Changing Game . . . . . . . . . . . . 17
he 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 diferent. 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
MagicheGathering.com
for daily articles, insider information, and news about
upcoming sets!
Section 4: Diferent Ways to Play........18
Limited Formats....................18
Constructed Formats . . . . . . . . . . . . . . . . 19
Multiplayer Variants.................19
Section 5: Glossary ...................20
Questions?..........................34
INTRODUCTION
2
SECTION 1: THE BASICS
Only one thing unites the ininite planes of the Multiverse:
mana
, the energy that fuels all magic. he ive colors of
mana are imbued in the land itself, and a planeswalker with a connection to a place can call upon its mana from across
the sea of Æther between worlds.
Each color of mana fuels a diferent kind of powerful magic for you to command. For example, red spells have
o
R
in
their costs, and tapping (turning) a Mountain gives you oR that you can spend to cast spells. It’s up to you whether to
master one color or all ive.
FIVE COLORS OF MANA
Plains
Serra Angel
OOO
WHITE
Plains are the source of white magic, the color of light, protection, and above all,
order. White magic is about making and enforcing the rules. White planeswalkers
believe that without laws and the strength to uphold them, anarchy prevails. hose
who follow the rules shall have honor and thrive while those who forsake them
will ultimately sufer.
Basic Land — Plains
Creature — Angel
Flying
Vigilance
(Attacking doesn’t cause
this creature to tap.)
Her sword sings more beautifully than
any choir.
™ & © 1993–2009 Wizards of the Coast LLC 232/249
Don Hazeltine
™ & © 1993–2009 Wizards of the Coast LLC 29/249
Greg Staples
4/4
Island
Convincing Mirage
o
1
o
U
BLUE
Blue magic lows from Islands. It focuses on manipulation and intellect. Blue
tampers with the fundamental order of things and thrives on controlling the
environment, bending the rules to suit its own needs. Blue planeswalkers believe
that the most important commodity is knowledge.
Basic Land — Island
Enchantment — Aura
Enchant land
As Convincing Mirage enters the
battlefield, choose a basic land type.
Enchanted land is the chosen type.
“Where are we?You must learn to ask
more useful questions than that.”
™ & © 1993–2009 Wizards of the Coast LLC 46/249
Ryan Pancoast
™ & © 1993–2009 Wizards of the Coast LLC 236/249
Scott Bailey
Swamp
Cemetery Reaper
OOO
BLACK
Swamps are the source of black magic—the magic of death, decay, and power.
Black planeswalkers embrace their ambition, and are willing to pay a price for
greatness. hey believe that life is about gaining power at all costs. Everything and
everyone is a possible resource.
Basic Land — Swamp
Creature — Zombie
Other Zombie creatures you control
get +1/+1.
o
2
o
B
,
o
T
: Exile target creature card from
a graveyard. Put a 2/2 black Zombie
creature token onto the battlefield.
Every grave cradles a recruit.
™ & © 1993–2009 Wizards of the Coast LLC 240/249
Jim Pavelec
™ & © 1993–2009 Wizards of the Coast LLC 87/249
Dave Allsop
2/2
Mountain
Seismic Strike
o
2
o
R
RED
Red magic comes from Mountains. Red planeswalkers can literally crush the
ground beneath their feet, or call upon furious volcanic activity to destroy their
foes. hey want results and action instead of deliberation and debate. Chaos,
destruction, and war—these are red magic’s staples.
Basic Land — Mountain
Instant
Seismic Strike deals damage to target
creature equal to the number of
Mountains you control.
“Life up here is simple. Adapt to the ways
of the mountains and they will reward
you. Fight them and they will end you.”
—Kezim, prodigal pyromancer
™ & © 1993–2009 Wizards of the Coast LLC 154/249
Christopher Moeller
™ & © 1993–2009 Wizards of the Coast LLC 243/249
Nils Hamm
Forest
Ant Queen
OOO
GREEN
Forests are the root of green magic. From the power of nature, green magic provides
growth and life to the planeswalkers who wield it. Green planeswalkers live and
die according to the law of the jungle: only the strong survive, and every living
thing is either predator or prey. Green planeswalkers believe that growth is the
foundation of everything. In the end, life will win out.
Basic Land — Forest
Creature — Insect
o
1
o
G
: Put a 1/1 green Insect creature
token onto the battlefield.
“Kill the queen first, or we’ll be fighting
her drones forever. It is not in a queen’s
nature to have enough servants.”
—Borzard, exterminator captain
™ & © 1993–2009 Wizards of the Coast LLC 247/249
John Avon
™ & © 1993–2009 Wizards of the Coast LLC 166/249
Trevor Claxton
5/5
SECTION 1: THE BASICS
3
o
3
o
W
o
W
OO
o
1
o
B
o
B
OO
o
3
o
G
o
G
PARTS OF A CARD
CARD NAME
Shivan Dragon
o
4
o
R
o
R
MANA COST
Mana
is the main resource in the
game. It’s produced by lands, and you
spend it to cast
spells
. he symbols in
a card’s upper right corner tell you the
cost to cast that spell. If the mana cost
reads
o
4
o
R
o
R
, you pay four mana of
any kinds plus two red mana (from a
Mountain) to cast it.
TYPE LINE
his tells you the card’s
card type:
artifact,
creature, enchantment, instant, land,
planeswalker, or sorcery. If the card has
a
subtype
or
supertype
, that’s also listed
here. For example, Shivan Dragon is a
creature, and its subtype is the creature
type Dragon.
Creature — Dragon
EXPANSION SYMBOL
his symbol tells you which
Magic
set
the card is from. his version of Shivan
Dragon is from
Magic
2010
core set.
he color of the symbol tells you the
card’s rarity: black for common cards,
silver for uncommons, gold for rares,
and red-orange for mythic rares.
TEXT BOX
his is where a card’s
abilities
appear.
You may also ind
lavor text
printed in
italics
(like this)
that tells you something
about the
Magic
world. Flavor text has
no efect on game play. Some abilities
have italic
reminder text
to help explain
what they do.
Flying
o
R
: Shivan Dragon gets +1/+0 until
end of turn.
The undisputed master of the mountains
of Shiv.
Donato Giancola
5/5
™ & © 1993–2009 Wizards of the Coast LLC 156/249
POWER AND TOUGHNESS
Each creature card has a special box with its power
and toughness. A creature’s power (the irst 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. (A planeswalker
card has a diferent special box with its loyalty here.)
COLLECTOR NUMBER
he collector number makes it easier
to organize your cards. For example,
“156/249” means that the card is the
156th of 249 cards in its set.
CARD TYPES
Lava Axe
o
4
o
R
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.
Sorcery
SORCERY
A sorcery represents a magical incantation. You can cast a sorcery only during a main
phase of one of your own turns. You can’t cast it when another spell is on the stack.
(You’ll learn about phases and the stack in a bit.) A sorcery has its efect—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.
Lava Axe deals 5 damage to target
player.
“Catch!”
Brian Snoddy
™ & © 1993–2009 Wizards of the Coast LLC 145/249
SECTION 1: THE BASICS
4
OOO
OO
Cancel
OOO
INSTANT
An instant is just like a sorcery, except you can cast 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 efect, then you put it into your graveyard.
Instant
ENCHANTMENT
An enchantment represents a stable magical manifestation. An enchantment is a
permanent
. his means two things: You can cast one only at the time you could cast
a sorcery, and after you cast 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.) he card is now on the
battleield
. Any of your cards on
the battleield is called a
permanent
because it sticks around permanently (well, unless
something destroys it).
Counter target spell.
David Palumbo
™ & © 1993–2009 Wizards of the Coast LLC 44/249
Holy Strength
O
Some enchantments are
Auras
. An Aura enters the battleield attached to a permanent
and afects that permanent while it’s on the battleield. If the enchanted permanent
leaves the battleield, the Aura is put into its owner’s graveyard.
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+2.
“Born under the sun, the first child will
seek the foundation of honor and be
fortified by its righteousness.”
—Codex of the Constellari
ARTIFACT
An artifact represents a magical relic. Like an enchantment, an artifact is a permanent,
so it’ll stay on the battleield afecting the game. Most artifacts are colorless, so you can
cast one no matter what kinds of lands you have.
Terese Nielsen
™ & © 1993–2009 Wizards of the Coast LLC 15/249
Whispersilk Cloak
o
3
Some artifacts are
Equipment
. You can pay to attach an Equipment to a creature you
control to make that creature more powerful. If an equipped creature leaves the battleield,
the Equipment doesn’t—the creature drops it and it remains on the battleield.
Artifact — Equipment
CREATURE
Creatures ight for you. hey’re permanents, but unlike any other kind of permanent,
creatures can
attack
and
block
. Each creature has
power
and
toughness
. Its power (the irst
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
.
Equipped creature is unblockable.
Equipped creature has shroud.
(It can’t
be the target of spells or abilities.)
Equip
o
2
(
o
2
: Attach to target creature
you control. Equip only as a sorcery.)
Daren Bader
™ & © 1993–2009 Wizards of the Coast LLC 221/249
Craw Wurm
o
4
o
G
o
G
Unlike other types of permanents, creatures enter the battleield with “summoning
sickness”: a creature can’t attack, or use an ability that has
o
T
in its cost, until it has
started your turn on the battleield under your control. You can block with a creature
or activate its other abilities no matter how long it’s been on the battleield.
Creature — Wurm
Artifact creatures are both artifacts and creatures. hey’re usually colorless like other
artifacts, and they can attack and block like other creatures. An artifact creature can be
afected by anything that afects artifacts, as well as anything that afects creatures.
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.
Richard Sardinha
6/4
™ & © 1993–2009 Wizards of the Coast LLC 173/249
SECTION 1: THE BASICS
5
o
1
o
U
o
U
o
W
O
OOO
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