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楼主 |
发表于 2005-7-21 09:51 · 澳大利亚
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|5. Territories|
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There are two land types in the game: regular and special.
[Regular Lands]
Cepters can occupy regular lands by summoning a creature on them, or by
defeating an occupying creature. There are six types of regular lands: Fire,
Water, Wind, Earth, Multi-attribute, and Neutral attribute. A creature that
occupies a land type matching its own type gains a defensive bonus of +10 HP
for each level of the land. For example, a Fire creature occupying a level 3
Fire land gains a defensive bonus of +30 HP. Certain creatures cannot occupy
certain land types. Multi-attribute lands give a bonus to all non-Neutral
creatures, but do not contribute to Chains (see below). Neutral lands do not
usually give a defensive bonus, and they do not contribute to Chains. In
addition to defensive bonuses, if a Cepter controls any land adjacent to the
territory, the creature on the territory gains a +10 ST bonus. Note that this
applies to both attacking and defending creatures. It is possible to gain
multiple bonuses from adjacent squares (i.e. +20 ST bonus if you control two
adjacent squares).
A Chain is formed when a Cepter controls multiple land types. For example, a
Water x2 chain is formed when a Cepter controls two Water territories, a Water
x3 chain for three, etc. This has the effect of increasing the toll fee for all
lands of that type under their control. The higher the Chain, the greater the
toll fees will increase. Note that some maps are broken up into areas. In this
case, Chains will only occur for lands in that area. A Chain can be reduced if
the Cepter loses lands of that type, or broken completely if the Chain drops to
one land.
[Special Lands]
Special lands are indicated by structures on the map. Cepters cannot occupy
these lands.
Castle: The Castle is the starting point of the map. If all Forts (checkpoints)
are passed on the map and the Castle is reached, the Cepter gains a lap bonus
of G, and an additional bonus based on the territory and Symbols (see Shrine)
owned by that Cepter. If the Cepter has the target G for the map, landing on or
crossing the Castle wins them the game. If the Castle is landed on directly,
the Cepter can use the Territory command on any of their territories.
Fort: A Fort gives a G bonus the first time it is passed. You can think of this
as a checkpoint of sorts. When a lap bonus occurs at the Castle, all the Forts
reset and give out a bonus again. If the Fort is landed on directly, the Cepter
can use the Territory command on any of their territories. Note that certain
maps have multiple Forts of the same direction. In this case, you cannot gain G
from a Fort of the same type you already passed.
Prophet: When this tent is landed on, you can draw a random creature, item, or
spell card from your deck.
Altar: This Stonehenge-like structure causes a random spell effect to occur
when landed on. This can be good, bad, both, or neither.
Bridge: When a Cepter enters a land with a Bridge, they are immediately
transported to another Bridge and continue the remaining movement.
Warp: This sun symbol transports the Cepter to another area when landed on.
Unlike the Bridge, passing the Warp does not trigger it.
Shrine: You can purchase Symbols here (see Symbols below) by either landing or
passing the Shrine. Your turn continues as normal after you decide/decline to
buy Symbols. You can purchase up to 50 Symbols during each visit.
[Symbols]
Symbols are purchased at the Shrine, and are available in all four basic land
types (Fire, Water, Wind, Earth). The value of Symbols contributes to your G
total. As you increase the level of your lands, the value of the Symbols
associated with it increases. For a Symbol to be affected by land value, the
land must be in the area that you purchased it in. For example, if you purchase
Fire Symbols in the north area, only Fire lands in the north area will affect
those Symbols. Symbols give a Cepter a 10% G bonus based on the value of the
Symbols during a lap bonus, provided that the Cepter controls more Symbols of
that type than any other Cepter. If Cepters have the same number of Symbols, no
one gets the Symbol lap bonus.
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土地
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游戏中一共有两种地形(土地):普通地形和特殊地形。
[普通地形]
召唤师靠召唤生物或侵略来占领土地。普通地形共有6种:火,水,风,土,复属性和无属性。当配置在属性相同的土地上时,生物会得到10hp*土地等级的防御加成。举个例子,当火属性的生物占领3级火属性土地时,它将得到30hp的防御加成。有些生物有土地配置限制。复属性土地给予所有非无属性生物防御加成, 但其效果不会被算入连锁之中(见下文)。如果在相邻的土地上有自己的生物时,该生物得到+10hp的支援效果。这个效果对攻防双方都适用。支援效果会累加。
当召唤师拥有多块土地时,就会有连锁效应。比如说,召唤师有两块水属性地(同一区域内),这就是2连锁,3块水就是3连锁。连锁效应会抬高过路费和总资产。如果失去连锁中的土地,则连锁降低或消失(只剩下一块土地)
[特殊的型]
特殊地形上都有特定的建筑物。不能占领。
起点(城堡):如果经过所有的城池再回到起点时,召唤师会得到奖励,由基本奖励加上额外奖励(取决于所拥有的土地和持有的护符。如果召唤师已达到指定的魔力,到达或经过起点时,该召唤师获胜。如果召唤师停留在起点,可控制全领地。
城池:在同一圈内,召唤师第一次到达城堡时可以得到奖励。当经过起点拿到奖励时,所有城池重设,经过可再次得到奖励。
预言家:当到达这个帐篷时,召唤师可随机从自己书中抽取一张卡片。
神坛:当停留在这个地形上时,召唤师随机受取一个状态,好坏看运气。
桥:当召唤师经过有桥的地形上时,会跳到相应的另一座桥上并继续走完剩下的步数。
传送点:当停留在此地型上时,召唤师会被传输到别的区域中。
祭坛:经过或停留时可以购买护符。一次最多买50张。
护符:在祭坛购买,一共有4种,(火水风土)。护符价值累加入总资产中。当土地升级时,对应护符价值增加。比如,你购买了北区的火护符,那么这些护符的价值只随北区火属性地的变化而变动。在经过起点得到奖励时,会得到10%护符的奖励。(持有最多该护符的召唤师才有,当有两个召唤师持有相同数目的护符时,没人得到该奖励)
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