Jag har tagit mej friheten att upplysa er som INTE vet, hur man spelar Magic: The Gathering.
Det
är busenkelt å lära sej. Allting kommer vara på Engelska, men
jag kommer och klargöra det som är svårt, på Svenska.
Klaga INTE! Ni flesta GICK ju Natur så ni BÖR kunna Engelska!!
;)
Very well then, let's begin with the Overview.
OVERVIEW
In
Magic, the player represents a powerful wizard battling for
control of a plane called Dominia.
The object of the game is to drive away your opponent from the
plane leaving you in sole control of it.
The cards in your deck represent the Lands, Creatures, Spells and
Artifacts at your disposal.
Players
pit one deck against another in an Arcane Duel, and the winner
keeps one random card from the loser's Deck.
(OBS!! Du
väljer själv om du vill spela så! Båda måste vara med på
det oxå!! OBS!!)
Over time, your deck will develop strengths and weaknesses as it grows and shrinks. Meanwhile, you will encounter new mysteries as the Multiverse of Dominia grows.
Players
begin with 20 life each (That's 20 HP for you AD&D guys ;).
If you're lucky you may be able to get past that marker during
the game;
some spells can boost your life total to 20 and above... way
above.
You
win if you manage to drop your opponents life to 0 or less.
Or if your opponent can no longer draw a card from his or hers
deck when required to.
You
can damage your opponent by casting spells, attacking with your
creatures or using the effects of other cards in play.
When your opponent tries to damage you, you can defend yourself
with other spells, block and destroy your opponents creatures
or even turn his/her own cards against him/her.
Getting Started
To
play, each player need a deck of at least forty cards. You can
build your deck from a selection of all the cards you own;
you don't have to confine yourself to cards from a particular
Starter Deck. You'll also need some way of keeping score.
Some players use paper & pencil, while others prefer counters
or some other method.
It's best to have a large, flat area for laying out your cards. A standard table will do just fine, since a normal game will take up most of it.
To
begin the game each player shuffle their decks. You must also
give your opponent the opportunity to shuffle or cut your deck as
well.
Once both decks (or all, if you're playing more than 2) are
shuffled, they're put face down on the table.
If you are playing for Ante, flip over the top card of your deck and put it aside, away from the game. Whomever wins the round gets to keep the cards.
Each
player then draws an opening hand of seven cards from his or hers
deck. After you draw your inital hand, the rest of the deck
become your
draw pile, or Library .
Near
your library, leave some space for a Graveyard,
or discard pile if you wish to call it like that. Most of the
cards which you
bring into play will go into your Territory,
your half part of the playing surface.
If you play some cards into enemy territory, be sure to get them back when the game has finished. This is an easy way to lose cards if you don't keep track of them.
You are now ready to start a duel. Determine randomly who goes
first. If you cannot decide, roll a dice, highest number wins.
The Cards
There
are two types of cards, spells and lands. Lands are easy to spot;
they say Land between the picture and the
textbox.
Lands are the most common kind of cards in Magic, since they usually
provide the Mana, or magical energy needed to
cast spells.
You can lay out one land per turn, and you may use the land for
mana as soon as it is in play.
When
you get mana from a land you ned to Tap that
land. Tapping a card means turning it sideways for about 90
degrees.
This indicates to you and your opponent that the card's effect
have been temporarily used up.
Don't worry, your cards will all Untap your next
turn.
(Inte om ett
speciellt kort eller magi säger annat.. Överkurs!)
The
symbol,
(tap) on a card indicates that if you use that card
to generate a particular effect, you have to tap it. Turn it
sideways.
The particular effect the card generates is listed right after
the
tap symbol.
When you tap a land, you get a point of mana to add to your mana
pool. You can then use this mana to cast spells.
The Color Chart
Black
Magic: Black
Magic's power comes from the swamps and bogs, it thrives on Death
and Decay.
Many wizards shun black magic's self-destructive nature even as
they long for its ruthlessness. Black's traditional enemies are Green and White.
Green
Magic: Green
Magic gets its life from the lush fecundity of the forests. Like
nature itself, green magic can bring
both soothing serenity and thunderous destruction. Green's traditional enemies are Black and Blue.
Red
Magic: Red
Magic feeds on the vast energy boiling deep in the heart of the
mountains. Masters of earth and fire, red magicians specialize in
the violence of
chaos and combat. Red's traditional enemies are Blue and White.
Blue
Magic: Blue
Magic flows from the islands and thrives on mental energy. Other
wizards fear the blue magicians' ability with artifice and
illusion, as well as
their mastery of the elemental forces of air and water. Blue's
traditional enemies are Red and Green.
White
Magic: White Magic draws its vitality from the untouched, open
plains. Though white magicians focus on spells of healing and
protection, they also devote
plenty of time to the chivalrious arts of war. White's
traditional enemies are Black and Red.
Glossary
This glossary contains not only definitions but also some extra information about many of the terms.
Attack.
The Attack is one possible action you may take during your main
phase. You only get one attack/turn, and you attack your
opponent with your creatures. No permanent spells or sorceries
may be cast during the attack. The complete attack sequence is as
follows:
1. Announce your Attack. This is your opponents last chance to use pre-attack effects.
2. Declare and tap. You declare which creature or creatures are going to attack and then tap them to show your action.
3.
Fast Effects. You can cast an "good" fast
effect on one of the attacking creatures or cast a
"curse" on the defending
creatures. Fast effects can be anything from strength modifier to
healing to the actual death of a creature.
4.
Blocking. Your opponent declares which of his creatures,
if any, are going to block your attacking creatures. Blocking
doesn't make creatures tap. Tapped creatures can not block.
5.
More fast effects. Either player may use fast effects.
If a fast effect removes or taps a blocking creature,
the attacking creature is still blocked but receives no damage
from the blocking creature.
6. Assign Damage. Players may only use interrupts or damage prevention fast effects, no other kinds of fast effects are allowed.
7.
Combat Resolution. Creatures that take lethal damage and
are not regenerated go to the graveyard. Any effect that happens
when the creature goes the graveyard are triggered. Example
"Gain 1 life for every creature sent to graveyard" so
if 4 creatures are sent to the graveyard
you will gain 4 life.
Casting
Cost. When a card refers to the casting cost. of another
spell, it means the total number of mana points needed to cast
the spell,
regardless of color. For the purpose of these cards a casting
cost of (2) and two Fireballs (Red Magic) has a casting cost of 4.
This particular spell
will require 2 generic mana (mana of any color) and 2 Red mana to cast it properly.
Summoning
Sickness. A creature of yours may not attack or use any
speical ability whose activation cost requires the
symbol
unless the card or token representing the creature was in play
under your control at the beginning of your turn. This inability
usually called Summoning Sickness.
Creatures suffering from summoning sickness can be used to
defend.