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Game king and game king comics download, there are some questions about cards!
First, I can only answer the first question:

You can go to www.gougou.com.

To search for movies

The advantage is to search in time and download in time (there must be news in advance)

Thunder website:/

The second question: the detailed explanation of the rules of the game king

Basic rules: the basic rules of war

Card set: The card consists of a main card set and an auxiliary card set. At least 40 master cards, with no upper limit; 15 cards in the secondary card set. The main deck is used in wartime; If you feel that the main deck is not strong enough for opponents between two games, you can exchange some cards with the main deck one-on-one to achieve the best state against different types of opponents.

Restricted cards, quasi-restricted cards and forbidden cards: the combination of cards should follow these laws. The restriction is that only 1 card can be placed in each card group (including sub-card groups); There are only two cards in each group of quasi-restricted cards; Forbidden cards are cards that cannot be used in OCG official competitions. In addition, there cannot be more than three cards of the same type in a deck that is not within this range. The following is a list of restricted cards, quasi-restricted cards and prohibited cards.

DM5 Restriction Card: Lightning, Black Hole, Egyptian Messenger's Parts, Change of Heart, Pot of Desire, Feather Sweep, Holy Defense, Forced Soldiers, Death of Ben Su Sheng, Forced Capture, Pot of Future, Pot of Chaos, Killer Snake, Soga, Detention, Maximization, Hard Selection, Replacement of Officials, Armistice Agreement, Voice of Life and Death, Life Control Palace.

DM5 quasi-restricted cards: Darran, angel's help, Gemini demon, obliterate apostle, wheel of destroyer, black forest witch, three-eyed monster, power, last words, sword of light.

DM5 Forbidden Cards: Competition Invitation Cards and 3 Fantasy Cards.

DM6 restriction cards: Egyptian emissary, lightning, black hole, mind change, maximization, pot of strong desire, seizure, holy shield, killer snake, pot of the future, pot of the future, deceased Su Sheng, artificial Sogar, forced soldiers, happy feather sweep, palace order, restriction lifting, magic barrel, painful choice, armistice agreement, voice of life and death, unity.

DM6 quasi-restricted cards: Darlan, Angel's Help, Gemini Demon, Sword of Defender of Light, Erasing Apostle, Wheel of Destroyer, Witch of Black Forest, Three-eyed Monster, Power, Chaos Pot, VIP Supplement.

DM6 Forbidden Card: Competition invitation card, 3 fiend cards.

DMI restriction cards: lightning, black hole, feather sweep, big haze, Su Sheng, the dead, premature burial, change of heart, forcible seizure, pot of strong desire, alchemy, detention, forcing soldiers, mischievous Gemini demon, obliterating letters, painful choice, restriction lifting, the power of unity, the power of caring for teachers, the protection of the sword of light, and the sealed Egyptian messenger, killed.

DMI quasi-restriction card: angel charity, obliterated apostle, power, three-eyed monster, chaotic pot, adding important people

For the current situation of restricted cards, please refer to the restricted card table in this regard.

LP deduction rule: when you attack your opponent or your opponent, the broken card should be put into the graveyard. Attacks are divided into attack cards and attack cards. When attacking the card indicated by the attack, the party with low attack power is broken, and the difference of attack power between the two sides is deducted from the loser LP. If the attack power is equal, both sides are broken, but LP is not deducted; When attacking the card indicated by the garrison, if the attacker's attack power is higher than that of the garrison, the garrison card will be sent to the graveyard, but the LP value will not be deducted. If the attacker's attack power is lower than the defender's, the difference will be deducted from the attacker's LP, but the attacking monster card does not need to be sent to the cemetery. The LP deducted in these two cases is called combat damage. There are also some magic trap cards and effect monster cards that can directly deduct each other's LP.

The winning and losing conditions: 1, and the other party's LP has been deducted (8000 LP); per person); 2. If you have to draw a card and there is no card to draw, you will be sentenced to negative; 3, because the special effects determine the outcome (such as the Egyptian messenger, the death board) 4 Both sides meet the conditions for victory at the same time.

Battlefield: There are 5 squares in the monster area for placing monster cards. The monster card indicating the attack is placed vertically, and the monster card indicating the garrison is placed horizontally. The magic trap area is 5 squares, and it must be placed in this area when the magic is launched. Also put it in this area according to the instructions on the back, and then start it at the corresponding time. The terrain card area is 1, which is used to place the launched terrain card. Only one terrain card can exist at the table at the same time (when the opponent has launched terrain magic, we can put a terrain magic in our own terrain card area without affecting the opponent's terrain magic).

2 detailed explanation of the rules of game king

. The fusion card area is 1, and the back of the fusion monster is put in this box, and the other party may not confirm it. The forbidden area is 1, except that all cards with various effects are placed in this area. Card deck area, where the card deck is placed. Auxiliary deck area, where the auxiliary deck is placed.

Dueling process: Before a duel, decide who will start first, usually by tossing a coin. The two sides exchange shuffles and then draw the first five cards from their own decks. The draw order is from the first card on the front.

Card drawing stage: draw a card from a deck of cards.

Standby stage: deal with the effects of some special magic or monster cards.

Main phase (1): What you can do is: put magic and trap cards on the hand in the field (unlimited number); Put a monster card on the field; Use the magic cards in your hand (unlimited number); Change the expression of monster cards on the field (monster cards with opening effects can start their effects at this time, such as cannibals).

Combat stage: all monster cards indicated by the attack choose the attack object or choose to give up the attack; Part of the effect of the monster card will begin at this time (usually because the battle is sent to the cemetery, such as the archangel).

Main stage (2): If you don't play the monster card in the main stage (1), you can generally play the monster card now. You can also use magic, traps and monster card effects. If the monster card does not change its representation in this turn, it can be changed at this time.

End stage: announce the end of this round. Count your hands at this time. If there are more than 6 cards, put the rest in the graveyard (you can choose to discard them).

Monster card: generally used as the main force in combat.

Types and characteristics: Monster cards are divided into ordinary monster cards, ritual monster cards, fusion monster cards and effect monster cards.

Ordinary monster card: a monster card with light yellow card surface and no additional effect. (such as a magic lamp or a demon call) used only for pure attack or defense. Among them, those with 4 stars and below can be summoned directly; For those with more than 4 stars, an appropriate number of monster cards should be used as sacrifices (5-6 stars 1 piece, 2 pieces with more than 7 stars).

Ritual monster card: the card face is blue, which is a monster card that can only be summoned after using sacrificial and ritual magic. (such as Chaos Warrior or Chaos and Dark Guide)

Fusion monster card: the card face is purple, which is a monster card that can only be summoned by using specific fusion materials (or fusion substitutes) and fusion magic. (For example, green-eyed dragon or black magic dragon)

Effect monster card: the card face is dark yellow (or red), (the magic of sacrifice belongs to an effective ritual monster card, so the card face is blue; Thousand-Eye Sacrifice belongs to the effective fusion monster card, so the card face is purple. ) is a monster card with special effects. (such as insect queen or artificial Soga)

Effect monster cards are divided into the following categories:

Opening effect: when this card is opened, the effect changes from overwrite to activation. If the description of the card does not emphasize that the combat phase cannot be started, it can be started when the opponent attacks the card (the aggressor of the throne means that the combat phase cannot be started). If the call is already a somersault attack, the effect will not work. If the effect of a magic card (such as waving to a dead person or a black hole) or an effect monster card (such as a cannibal or penguin soldier) is removed from the cover, the effect will not work. When using the card of the deceased Su Sheng to make a phone call from the cemetery, the effect could not be achieved because it was stipulated to be opened. Example: Future Pot, Penguin Warrior

Starting effect: When your turn exists in the front of your own court, it can be started, and the starting time has different instructions on each card. Unless otherwise specified, the default main stage is 1, 2. Effective rate 1 case: nursing scientist, the same family was infected with virus.

Permanent effect: the positive side of the field indicates that the effect only works when it exists. Such effects cannot be linked, so there is no concept of speed.

Example: Command Knight, Black Witch

Inductive effect: the effect launched when the conditions are met, such as fighting, giving damage, sending to the cemetery, summoning success, etc. , and the effect speed is 1 example: witch in the black forest, killer tomato.

Instant inducement effect: when the starting conditions are met, it can be started even in the opponent's turn, with a speed of 2, which can start magic and traps in a chain (my understanding is that it is similar to the counterattack trap in the trap, with harsh starting conditions, but faster and more chain-like than similar effects). Example: chestnut ball, Dragon Warrior.

Rule effect: The effect directly related to the change of the rules of the game (such as the choice of summoning mode, such as Thunder Blade Master, does not belong to summoning conditions and is not restricted by Su Sheng. There are also fusion material substitutes, Caesar hippocampus and so on. )

Special effects monsters: generally, they have become a series of effects, such as comics, souls, alliances and so on.

Summon conditions: monsters that can only be summoned if they meet the conditions or pay a special fee. For example: the sacred soul, the Diablo Gulov.

3 game king rules detailed explanation

Form of expression:

Cover and cover defense indicate that the card covers the field horizontally. You can't equip any magic cards. When attacked by an opponent or sealed by the sword of light, the cards will turn into open defense. When the card of this representation is opened by itself, it must become an open attack representation, that is, "counter-call". However, there are also special cards that can be directly changed from this form of representation to an open garrison representation, that is, an absolute defense general.

Opening a garrison is a horizontal flop on the court. This form of expression is the form of shielding, which means that it will be opened when it is attacked by the other party, or when a card such as a protective sword of light is used. Or it was changed by an open attack, indicating that it was affected by some specific effects. You can also change the rollover attack representation to this form.

Flip attack means that the card flips vertically on the court. Only this kind of expression can attack each other in the combat phase.

Cover attack refers to placing the card vertically and covering the field. This is a special form of expression, and only when the other party uses unannounced visits will the card represented by the attack become this expression. You can't take part in an attack during the combat phase, and you can't equip a magic card. When you are attacked by the other side, it becomes an open attack.

Summon: The act of summoning cards from a hand, deck, graveyard, etc. Divided into normal calls, reverse calls and special calls.

Usually summoning: Only one summoning can be performed per turn. Monster cards under 4 stars can be directly summoned to play; To summon monster cards with more than 4 stars, you need to use an appropriate number of monster cards as sacrifices (5-6 stars 1, 2 above 7 stars). Usually, the cards called out can only be cover defense or flop attack.

Reverse summoning: refers to the monster stuck in its main body, which changed from shielding to attacking. In the same round, there is no limit to the number of times you make this call. The effect of opening the effect monster card is launched at this time. It should be noted that you cannot call in the main stage (1) and then call back in the main stage (2). Because reverse summoning also belongs to changing the expression form, the monster just summoned by the main phase (1) is stuck in the same round of the main phase (2) and cannot change the expression form, that is, it cannot reverse summoning. There is also a special case of reverse summoning, which is the general of absolute defense. The effect of this card shows that it can be changed to counter-calling and immediately put on the garrison. In other words, this card can directly change from a covered garrison representation to a covered garrison representation.

Special summoning: refers to summoning the monster cards in the hand, deck and graveyard to enter the arena under the action of magic, traps and effect monster cards. In the same round, there is no limit to the number of such bids. If you don't specify the form, you have to turn it over to show your face.

Special summoning is also subdivided into the following four types:

Summon ritual monster card: ritual monster card is a special monster card. To summon this kind of cards, you need to collect the strange ritual cards and the corresponding ritual cards, then use the strange cards that meet the requirements of the ritual cards in your own field or hand as sacrifices, and finally summon the players with the corresponding ritual cards. Sacrifice can be one in the field and one in the hand. When summoning the ritual monster card, the sacrifice is only provided when the ritual effect is cleared, so if the ritual is invalid, there is no need to pay the sacrifice.

Summon the Fusion Monster Card: The Fusion Monster Card is also a special monster card. First of all, this kind of card is not included in the main card set or the auxiliary card set. At first, it should be placed in a special grid for merging monster cards, and the number is unlimited. The method of summoning is to collect all the fused materials in your hands or on the field, use the magic card to "fuse" and send the fused materials to the cemetery, and then you can summon the corresponding fused monster card. The fused materials are sent to the cemetery when the fused card is cleared, so if the fusion fails, there is no need to send the materials to the cemetery. When merging, it is not necessary to use several specific monster cards written on the fused monster card as sacrifices, and one of them can be replaced by a fused substitute. The above is the basic method of fusion call. In practical application, converged gateway can realize converged call without converged card. There are many ways to summon fusion monsters to meet certain conditions and pay a certain price. But only monsters that have been summoned by fusion (including fusion gate, because its existence makes it unnecessary to use fusion cards, and its essence is fusion summoning) can meet the normal summoning mode.

Limitation of fusion substitute: The fusion substitute in enhancer R3 (enhancer 6) is used to replace a fusion material card. There are four such cards: Goddess of Mind, Fantasy Thief, Vishago the Destroyer, and King of Warcraft on the moor. Usage: For example: true red-eyed black dragon+goddess of mind = black magic dragon or meteor black dragon. However, only one substitute can be used in one fusion, and the other one or two must be formal fusion materials. For example: Blue-eyed White Dragon+King of Warcraft on the moor+King of Warcraft on the moor = Blue-eyed Dragon is not established.

4 detailed explanation of the rules of the game king

Effect call: refers to the effect of a specific magic trap card or effect monster card, which makes the monster card of a hand, deck or graveyard playable. The special cases of this call are: last words, blood compensation, archangels.

Su Sheng call: In fact, this call is included in the effect call, and it is only decomposed at special times. This refers to returning the monster cards in the graveyard to the field through the effects of specific magic trap cards and effect monster cards. This particular call should follow Su Sheng's restrictions:

1. A monster card that needs special procedures cannot be revived if it directly enters the graveyard from the hand or deck without normal procedures. If you have been summoned through normal procedures and then entered the cemetery, you can be resurrected. (Conditional summoning monsters includes fusion monsters and ritual monsters)

2. Some conditions summon monsters. When special summoning is carried out under the condition of 1, the summoning conditions must be met. If there is no cartoon world on the field, even if the cartoon monster cards in the cemetery have been summoned and destroyed by normal procedures, they cannot be resurrected. If used on the field, it can be resurrected. Monster cards that enter a graveyard outside the Su Sheng rules can be resurrected. (refers to the animation monster who had the summoning conditions before PE) Another example is that guarding Su Sheng must have corresponding equipment cards on the court, and so on. The effect is indicative.

Note that a few cards are limited by the effect, and even if they are successfully summoned, they cannot be specially summoned from the graveyard (such as super magic swordsman, black paladin and dragon knight), while some cards can be specially summoned from the graveyard but must be summoned with the specified effect (dark knight).

The spell speed of magic trap cards and effect monsters:

Pay attention to when using the magic trap card:

Mantra speed 1, including permanent magic, monster card with opening effect, ritual magic card, terrain magic card, magic card with magic card and all monster effects except instant induction effect. These are the slowest cards, and you can't fight back any other cards. Such as: insect nets, cannibals, chaotic rituals, oceans, black holes, and the power of magic teachers.

Mantra speed 2, including ordinary traps, permanent traps, fast attack magic and instant induction effect monsters. You can counter cards with spell speed of 1~ 2. Such as: landing point, six-pointed star curse, whirlwind, etc.

Mantra speed 3, only counter the trap card. This is the fastest card. Such as: the declaration of God, the seven props of thieves, etc.

Magic card: generally used as a card to assist the monster card in attack and defense. You can use it directly in your hand or put it on the court for reuse. The card face is green.

How to use all kinds of magic cards and magic speed:

Ordinary magic card: spell speed 1, which can only be started in its own main phase (1 or 2 is ok). You can also start in the same round as the cover. Sword of Light is an ordinary magic card, but it can stay on the court for 3 rounds. This magic card will enter the cemetery immediately after use. (exception: evil rituals. To launch the cult, we can only launch the cult covering the field in the preparatory stage.

Equipped with a magic card: spell speed 1, which can only be started in one's own main phase (1 or 2 is ok). You can also start in the same round as the cover. Once equipped, as long as the conditions written on the card are met, you can continue to equip the target monster card without being destroyed (most equipment magic does not have such conditions). After the magic card is equipped, the effect of the magic trap card cannot be transferred to another monster card without some magic traps. If the card description does not emphasize where the monster card is equipped, you can choose to equip it on your own or your opponent's monster card (occupying your own magic trap box). The equipment card exchanged by Diablo has occupied the magic trap of Diablo. The special equipment card (transformed from the monster card) absorbed by the monster card with sacrifice and sword hunting effects will be returned to the holder if it encounters the returning hand effect. (Note that the equipment card changed from monster is regarded as magic equipment, and the equipment card changed from trap card is regarded as a trap card with equipment characteristics. )

Terrain Magic Card: Mantra speed 1, which can only be activated in one's own main phase (1 or 2 is acceptable). You can also start in the same round as the cover. Terrain magic has an effect on all monster cards turned over on both sides. The cover was put in the magic trap when it was put on the field, and it became a terrain grid after it was started, but it also occupied a magic trap grid. The effect of terrain magic will also affect the magic trap cards that need monster cards with specific abilities to launch, such as viruses, cave drops, chain damage and so on. If either party uses another terrain card when there is one on the field, the original terrain card will be destroyed and replaced with a new one.

Perpetual magic card: spell speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. After the launch, as long as the conditions written on the card are met, you can stay on the field and not be destroyed. The effect of permanent cards (and some unconditional permanent cards) will be invalid when the cards leave the field.

Ritual Magic Card: Mantra speed 1, which can only be started in its own main stage (1 or 2 is ok). You can also start in the same round as the cover. The necessary magic card for the summoning ceremony monster card.

Fast-break magic card: the spell speed is 2, which is in line with the launch opportunity and can be used in your hand at any time; You can also put it on the court first and start the next round of your own or your opponent's turn. It cannot be started in the same wheel cover.

Trap card: generally used as a card to assist the monster card in attack and defense. You can't use it directly in your card. You must put it on the court first, and wait until the next round of yourself or your opponent can begin. The card face is purple.

How to use various trap cards and spell speeds:

Ordinary trap card: Mantra speed 2, which must be put on the field first and then started in the next round.

Permanent trap card: Mantra speed 2, which must be put on the field before it can be started at the beginning of the next round. After the launch, as long as the conditions written on the card are met, you can stay on the field and not be destroyed. The effect of permanent cards (and some unconditional permanent cards) will be invalid when the card leaves the field.

Counterattack trap card: Mantra speed 3, must be put on the field first, and then start when the next round begins to meet the conditions. This trap usually corresponds to an immediate effect, such as an opponent using a magic card, attacking, launching a trap, and summoning a monster card in his hand. At this time, you can force the other party to cancel the action.