•
Sorcery spells are powerful incantations that produce a wide variety of results.
Depending on a sorcery’s color, its results can range from powerful direct damage to
creature enhancement, from regeneration to life-draining, and more. See “Spell
Reference” on page 10 for more information.
•
Enchantments are like permanent sorcery spells that produce global effects, such
as speeding up one duelist’s creatures. Once cast, an enchantment functions con-
tinually until it is removed by a spell. Each duelist can have only two enchant-
ments in play at a time. Note: Not all of the colors of magic have enchantments.
Casting Spells
Each spell requires you to spend a certain amount of mana,
specified by the Mana Bars. You can cast any spell in your
spellbook at any time if you have the required mana. Each
spell category is associated with a key: J for for sorceries; K for
creatures; and L for enchantments. Pressing one of these keys
opens your spellbook and displays the spells in that category.
Each page of your spellbook contains three spells, which you
cast by pressing the J, K or L keys. You can press U or O to turn to a new page in your
spellbook. Press I to return to the Spell Casting category selection.
Casting Time
The time it takes to cast a spell is directly related to the amount of mana it takes to cast
that spell. The more mana a spell requires, the longer it takes to cast that spell.
Creature Combat
When you cast a creature spell, it comes to life at a speed
relative to its casting cost. While a creature is being sum-
moned it cannot attack or defend.
Most creatures will rush toward the opposing duelist and
attempt to deal damage. (Some creatures have other special
purposes and do not attack.) If a creature reaches an enemy
duelist unopposed, it will do damage equal to its power
directly to the duelist’s health points. If the creature crosses paths with another creature,
it will deal its damage to that creature. It will also take damage equal to the opposing
creature’s power.
If either creature sustains damage equal to its toughness, it is destroyed. Once a creature
deals its damage, it fades away and rematerializes at its casting point.
Note: Some creatures have special abilities — such as flying, regeneration and trample
— that alter the basic rules of combat. See the “Glossary” on page 16 for more
information about special abilities.
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Audio Options
Set volume for music, sound effects and voice.
Game Options
Set time limit of the match, the number of rounds (1, 3 or 5), Quest difficulty and spell-
book display.
Edit Spellbook
The Spellbook Editor allows you to create new spellbooks or modify existing spellbooks.
The Spellbook Editor will lead you step-by-step through the creation of a new book. The
following rules apply to spellbook creation:
•
Spellbooks must be either one or two colors.
•
You cannot have more than ten spells in your spellbook.
•
You cannot have more than nine sorceries in your spellbook.
•
You cannot have more than four enchantments in your spellbook.
•
You cannot have more than seven creature spells in your spellbook.
GENERAL RULES
Mana
Mana is magical energy, the firepower that allows you to cast
spells. Every spell requires a certain amount of mana to cast
— more powerful spells require more mana.
As the duel progresses, mana appears on the ground as crystals.
Simply run over a mana crystal to add it to your Mana Bar.
Picking up a mana crystal increases the total amount of mana
available to you, but does not regenerate all of the mana in your Mana Bar. Each time
you pick up a mana crystal, a mana timer begins that determines when the next crystal
becomes available. The faster you gather mana crystals, the faster the next one appears.
Mana Regeneration
Mana slowly regenerates after you cast a spell. However, there are other ways to regenerate
mana. For example, you can repeatedly tap the I key for a slight boost in regeneration.
Also, as creatures die, they drop mana shards equal to their casting cost. You can run over
these shards to regenerate mana, but doing so will not increase your current Mana Bar. In
addition, the more mana available in your Mana Bar, the faster it regenerates.
Some Green spells and creatures have mana-generating abilities. See “Spell Reference” on
page 10 for more information.
Spell Types
There are three types of spells: creature, sorcery and enchantment.
•
Creature spells summon physical beings to fight on your side against an opposing
duelist. Each creature has two statistics: power, which indicates the amount of
damage that creature deals when it attacks, and toughness, which indicates how
much damage a creature can sustain before it dies. Some creatures also have
special abilities. See “Spell Reference” on page 10 for more information.
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