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The cards that are judged and made out of nothing are the top cards in the deck.
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Please refer to the official glossary.
Decide. The action of determining whether a skill or effect is working successfully is mandatory and usually performed by revealing a card at the top of the pile (this card is called a decision card). Some abilities may cause the character to "actively judge", which is optional.
After the decision card is determined, if it is not affected by the skill, it enters the discard pile.
If satisfied, hope.
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The judging card is the first card taken from the pile.
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The top card in the deck.
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Trick cards? What do you mean? If it's made out of nothing, the Iron Lock Chain is taken from the top of the pile, and the decision card is also the top of the pile.
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The first card in the pile, and then the card (that is, the decision card) is void (unless it is Guo Jia or Yan Liangwen Chou).
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Delayed Trick: Draw a card on top of the pile when you are determined, and throw it to the discard pile when you are done.
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Take the first card on top of the current card.
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One or two cards on the top of the deck.
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Standard Pack: Basic Cards:
Kill 30 cards (3 hearts, 6 squares, 7 spades, 14 grass flowers, remember 3 hearts, others press 1:2 push).
Flash 15 (3 hearts, 12 squares, or 3 hearts, the rest of the squares) 8 peaches (7 hearts, 1 square, 1 square).
Trick cards: 1 of two kinds: (Taoyuan Tie, Ten Thousand Arrows).
2 cards of three kinds: (Harvest of Grains, Killing with a Knife, Lightning).
3 cards of 4: (Happy, Invulnerable, Duel, Southern Barbarian Invasion) 4 of a kind: (Out of nothing).
5 pieces of one: (hand in hand).
6 sheets of a kind: (crossing the river and demolishing the bridge).
Added to the Military Warp Pack:
Basic Cards: Wine: 5 (1 Piece, 2 Spades, 2 Grass Flowers) Fire: 5 (2 Hearts, 3 Pieces).
Lightning Kill: 9 cards (5 spades, 4 grass flowers).
Tips: Fire Attack: 3 cards (1 slice, 2 hearts).
Soldiers' rations: 2 pieces (1 spade, 1 grass flower).
Chain: 6 cards (2 spades, 4 grass flowers).
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Military Controversy: Iron lock chain, used on 1-2 any target, so that the target's military general card is tapped (or reset), and the military general who is tapped will receive the same **, the same degree, the same amount of attribute damage, after the chain is triggered, reset the military general card.
Fire Attack, cast on any character (can be yourself), the target being played allows you to reveal a card from your hand, and you may discard a card of the same suit as the card shown to deal 1 fire damage to the target.
Pawn Break is placed in any target hitzone other than you within 1 distance of you, and is judged from that character's next judging phase, skipping the draw phase if the result is not club.
Standard Version: Make something out of nothing, draw 2 cards after use.
After using the harvest, turn over a card equal to the current number of players from the pile, and then start with the user, and take turns taking 1 card counterclockwise.
Taoyuan Yi, after use, start with the user, and increase the stamina of each target by one point counterclockwise (the target does not reduce stamina is invalid).
Nanban Invasion, for all targets except the user, take turns to kill from the next target, and if you can't kill or don't kill, you will take 1 damage.
Ten thousand arrows are fired in unison, and all targets except the user take turns flashing from the next target, and if they can't dodge or don't dodge, they take 1 damage.
Duel, which is used on any target other than the user, and the target and the user take turns to kill, and the one who can't kill or doesn't want to kill takes damage from the other.
Take the sheep and use it on a target whose distance is 1 other than the user, and get a card to the target.
Cross the river and break the bridge, cast on any target other than the user, and discard any card of that target.
Kill with a knife, use it on any target that is equipped with ** except the user, let the target kill another target you specify, if you can't kill or don't kill, you immediately get the target's **.
Invulnerability, which is used on the bag when you are targeted, invalidates the bag (invulnerable is also a bag, so invulnerable can be invulnerable).
Hopelessly, tap in any character's check area, and make a decision on the next stage of that character's decision, if the decision card is not.
hearts, skip the discard phase for that character.
Lightning, tapped in its own hit zone, is judged from the next decision phase, if the decision card is 2-9 spades, it takes 3 lightning damage (no damage**), if it is not 2-9 spades, it flows to the next test zone.
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To be effective is to have an effect.
There are two kinds of tips, one is a delay bag - lightning, happy to be happy, and the soldier's rations are delayed. This type of thing needs to be done on a specific turn, and it needs to be judged to determine whether it takes effect or not, not the current turn. This type of trick is a pleasure that can be effected except for hearts; Lightning - 2 of spades - 9 of spades takes effect; Soldiers' rations are cut off - effective except for plum blossoms.
Other tips for non-delays. The effect here means that the effect is exerted and the settlement is completed. Take Yueying as an example, after she let go of the river and demolished the bridge, she can draw the cards before it takes effect, and then at this time it has not been settled (it has not taken effect), and it can be invulnerable; When you are invulnerable, your tips are ineffective.
But if no one is invulnerable, it will enter the settlement phase, that is, remove the target card, which can be said to take effect.
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It's not fun to use, lightning tips and effects are effective.
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It's ......Non-delayed cards.
Criteria: Cross the river and tear down the bridge (discard other characters' cards) Take the sheep (get other characters' cards) Duel (take turns playing [kill] with other characters, otherwise blood will be deducted) Make something out of nothing (draw two cards) Invulnerable (offset tips) Nanban invasion (kill everyone except the user, otherwise blood will be deducted) Ten thousand arrows are fired in unison (all flash, otherwise blood will be deducted) Grain harvest (show cards, one person will get one).
War: Chain of Chains (up to two characters tapped) Fire Attack (the target shows a card, then throws a card of the same suit as the card that was shown, and the target deducts health, otherwise it will be void).
National War: Long-distance melee attack (you draw three cards, the target draws one card) Know yourself and know the other (look at the opposite general's hand) Wait for work (the same force draws two cards, and then discards two cards).
Delay-like tips.
Standard: Happy (if it is judged that it is not, it will skip the card stage, otherwise it will be invalid) Lightning (judged to be 2 9 deduct three points of physical strength and invalidated, otherwise move to the next house).
Military Battle: Soldiers are cut off (if it is judged that it is not, skip the draw stage, otherwise it will be invalid).
Other Expansion Packs.
Rolling thunder (if it is judged to be spades, the blood will be deducted, and then moved to the next house, and the amount of blood deducted is the number of times it is judged to be spades) Grass and trees are soldiers (it seems that they don't fold cards or something because of their suits, I don't remember) (I don't remember very clearly, I'm sorry).
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There are 6 cards for the Three Kingdoms to kill a deck of cards, 5 to cross the river and dismantle the bridge, 5 to lead the sheep, 1 to send 1 arrow, 3 to the Southern Barbarian Invasion, 1 to Taoyuan Righteousness, 4 out of nothing, 2 to harvest the grain, 2 to kill with a knife, 3 to duel, 3 to be invulnerable (6 to the military battle), 3 to be happy, 2 to break the soldier's rations, and 2 to lightning. In addition, in the national war, there are three kinds of trick cards to increase long-distance and close attacks, so as to wait for work and know oneself and the other. Hope it helps.
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Standard: Take any player's hand or equipment, and the card belongs to you to cross the river and tear down the bridge Tear down any player's hand or equipment!
Something out of nothing from those two cards in the deck.
Nanban Invasion All players except themselves kill in turn, otherwise minus a drop of blood and be happy to use it on a specific player, judged as an indication, skip the player's playing phase and be invulnerable All seminal vesicles are invincible to you.
Borrowing a knife to kill someone is a person with ** to kill another person, and the person with ** needs to make a kill, and the responsibility for ** belongs to you.
Harvest from the pile to take the number of players cards, you can first choose the card you want lightning delay tips, judge, if it is a spade 2 to 9, then hurt 3 drops of blood Taoyuan righteousness All players make up a drop of blood.
The enhanced version of the soldier ration is determined to have the effect of being almost as happy as the chain of iron chains Straight up to the designated player, you can also fold and take a card from the deck Thunderball All players with equipment will deduct a drop of blood.
Fire Attack Demonstrate a card of any trick to a named player who has your trick and void it.
All players have to play a foil, otherwise a drop of blood will be deducted to wait for work You can take 4 cards from the deck, so skip your discard stage Ultimate 2011 Edition.
I forgot the specific role of the best policy.
Plum boiled wine Judge, if you decide why, your blood is filled.
Resurrection revives a player (including yourself).
Fishing in troubled waters You can remove any of your favorite cards from the cards that have been discarded, and all players (including yourself) discard all their equipment cards.
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1. The equipment card is an important card in the Three Kingdoms Kill game, and the treasure card is one of the equipment cards, and the treasure card has its own independent placement area, which is located below the mount in the equipment bar. So far, there are a total of 9 treasure cards in the game.
2. "Three Kingdoms" is a popular board game designed by the 04-level game major students of the School of Animation of Communication University of China, published and distributed by Beijing Youka Board Game Culture Development ****, and developed by Hangzhou Wingfeng Network Technology **** at the end of June 2009. The game integrates the characteristics of similar games in the West, and combines the background of the Three Kingdoms period in China, with identity as a clue and cards as the form, combining vertical and horizontal, and winning the final victory through round after round of strategy and action. The Three Kingdoms Kill combines elements of history, literature, and art, and is widely popular in China.
There are too many DIY slots in this one.
The first is that the description is too non-standardized, but I can understand what you mean, so I won't say much here. >>>More
Now that you've found the standard version, I'll introduce you to the military one: >>>More
Decision cards. The owner of the judgment card is the character who made the judgment. The judgment card usually resolves after being revealed (from the top of the pile), then takes effect (it has the effect of making a delayed trick or certain ability work or not), and then it goes to the discard pile (unless otherwise noted). >>>More
The forces are: Wei, Shu, Wu, and Qun, four kinds.
The identities are: Lord, Loyal, Anti, and Internal, four kinds. >>>More
There are no special circumstances, and each person can only use 1 kill against a person who is within their attack range during their play phase (so to be understood, only one kill can be used per turn). >>>More