Magic : L'assemblée® Règles Complètes Ces Règles Sont Datées Du 1Er Mai 2006

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Magic : L'assemblée® Règles Complètes Ces Règles Sont Datées Du 1Er Mai 2006 Magic : L'Assemblée® Règles Complètes Ces règles sont datées du 1er Mai 2006. Introduction Ces règles sont destinées à ceux qui veulent aller au-delà des bases du termes utilisés dans le corps des règles ainsi qu'un certain nombre de jeu Magic : L'Assemblée®. Si vous êtes un joueur qui débute à Magic™, concepts qui n'y ont pas leur place. Si vous ne trouvez pas ce que vous vous trouverez sans doute ces règles un peu intimidantes. Elles ont été cherchez parmi les règles numérotées, pensez à consulter le glossaire. conçues pour servir d'ultime référence au jeu, et vous ne devriez pas avoir besoin de vous y référer fréquemment, si ce n’est pour quelques A Wizards of the Coast®, nous reconnaissons bien volontiers qu'aussi cas très spécifiques, ou lors d’ un tournoi. détaillées que soient les règles, il y aura toujours des cas dans lesquels des interactions de cartes spécifiques réclameront une réponse précise. Si Pour le jeu amical, et pour pratiquement n'importe quelle situation vous avez des questions, nous sommes là pour y répondre à l'adresse ordinaire, vous trouverez tout ce que vous désirerez dans le livre de suivante : www.wizards.com/customerservice ou consultez votre Service règles général inclus dans la boîte de jeu Magic : L'Assemblée – Edition Consommateur local pour cela. de Base. Ce livre de règles est aussi disponible sur le site web de Wizards of the Coast® à l'adresse suivante : Pour garder ces règles aussi à jour que possible, et en fonction des www.wizards.com/default.asp?x=magic/rules évolutions du jeu , des changements ont pu y être apportés. Consultez le Mais si vous désirez lire ce livret plus technique, rien ne vous en site de Wizards of the Coast® pour avoir la version la plus récente de ces empêche… règles : www.wizards.com/default.asp?x=magic/rules Ce document est organisé en une série de règles numérotées suivie d'un glossaire. La plupart de ces règles sont elles-mêmes divisées, et chaque règle séparée a son propre numéro. Le glossaire définit de nombreux Table des matières 217.7. Retiré de la partie............................ 10 418.3. Effets continus des sorts et des INTRODUCTION ......................................1 217.8. Hors phase....................................... 10 capacités .....................................................20 TABLE DES MATIERES..........................1 217.9 Mise .................................................. 10 418.4. Effets continus provenant des capacités statiques ......................................................21 3. STRUCTURE DU TOUR.................... 10 1. LE JEU.....................................................2 418.5. Interaction des effets continus.........21 300. Généralités.......................................... 10 100. Généralités ............................................2 418.6. Effets de changement de texte..........22 301. Phase de début.................................... 11 101. Commencer la partie.............................2 419. Effets de replacement et de prévention22 302. Etape de dégagement.......................... 11 102. Gagner et perdre....................................2 419.6. Effets de remplacement....................22 303. Etape d'entretien ................................. 11 103. Les règles d'or.......................................3 419.7. Effets de prévention .........................22 304. Etape de pioche .................................. 11 104. Nombres et symboles............................3 419.8. Sources de blessures........................23 305. Phase principale.................................. 11 419.9. Interaction des effets de replacement et 2. CARTES ..................................................4 306. Phase de combat................................. 11 de prévention...............................................23 200. Généralités ............................................4 307. Etape de début de combat .................. 11 420. Effets basés sur un état .......................23 201. Caractéristiques.....................................4 308. Etape de déclaration des attaquants ... 11 421. Gérer les boucles infinies ...................24 202. Nom.......................................................4 309. Etape de déclaration des bloqueurs.... 12 422. Gérer les actions illégales ...................24 203. Coût de mana et couleur .......................4 310. Etape des blessures de combat ........... 12 204. Illustration.............................................5 311. Etape de fin de combat....................... 13 5. REGLES ADDITIONNELLES...........24 205. Ligne de type ........................................5 312. Phase de fin ........................................ 13 500. Attaques et blocages légaux ...............24 205.2. Types ..................................................5 313. Etape de fin du tour............................ 13 501. Capacités d'évasion.............................24 205.3 Sous-types ...........................................5 314. Etape de nettoyage ............................. 13 502. Capacités à mot-clef ...........................25 205.4. Sur-types ............................................5 502.2. Initiative...........................................25 206. Symbole d'extension .............................5 4. SORTS, CAPACITES ET EFFETS... 13 502.3. Débordement....................................25 207. Boîte de texte ........................................6 400. Généralités.......................................... 13 502.4. Vol....................................................25 208. Force/Endurance...................................6 401. Sorts sur la pile................................... 13 502.5. Célérité.............................................25 209. Nom de l'illustrateur .............................6 402. Capacités ............................................ 14 502.6. Traversée des terrains .....................25 210. Mentions légales ...................................6 403. Capacités activées .............................. 14 502.7. Protection ........................................25 211. Nombre de collection............................6 404. Capacités déclenchées........................ 14 502.8. Distorsion ........................................25 212. Type, sur-type et sous-type...................6 405. Capacités statiques ............................. 15 502.9. Piétinement ......................................26 212.1. Généralités.........................................6 406. Capacités de mana.............................. 15 502.10. Regroupement................................26 212.2. Artefacts.............................................6 407. Ajouter et retirer des capacités........... 15 502.11. Regroupement avec d'autres..........26 212.3. Créatures ...........................................7 408. Chronologie des sorts et des capacités16 502.12. Sauvagerie .....................................26 212.4. Enchantements...................................7 408.1. Chronologie, priorité et la pile ....... 16 502.13. Entretien cumulatif ........................26 212.5. Ephémères..........................................7 408.2. Les actions qui n'utilisent pas la pile16 502.14. Vigilance........................................27 212.6. Terrains..............................................7 409. Jouer les sorts et les capacités activées16 502.15. Déphasage .....................................27 212.7. Rituels ................................................8 410. Gérer les capacités déclenchées ......... 17 502.16. Rappel ............................................27 213. Sorts ......................................................8 411. Jouer les capacités de mana................ 19 502.17. Equitation ......................................27 214. Permanents............................................8 412. Gérer les capacités statiques............... 19 502.18. Recyclage.......................................27 216. Jetons ....................................................8 413. Résoudre les sorts et les capacités...... 19 502.19. Echo ...............................................28 217. Zones.....................................................9 414. Contrecarrer les sorts et les capacités 20 502.20. Evanescence...................................28 217.2. Bibliothèque.......................................9 415. Sorts et capacités ciblées.................... 20 502.21. Kick ................................................28 217.3. Main ...................................................9 415.7. Changer une cible ........................... 20 502.22. Flashback.......................................28 217.4. Cimetière............................................9 416. Effets .................................................. 20 502.23. Seuil ...............................................28 217.5. En jeu .................................................9 417. Effets à un coup.................................. 20 502.24. Folie...............................................28 217.6. Pile .....................................................9 418. Effets continus.................................... 20 502.25. Peur................................................28 Magic : L'Assemblée® – Règles Complètes - 1 - Wizards of the Coast – 1er Mai 2006 502.26. Mue.................................................28 502.45 Enchanter........................................30 6. REGLES MULTI-JOUEURS..............35 502.27. Amplification..................................29 502.46 Convocation....................................31
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