Magic: The Gathering

 With the creation of Magic: The Gathering?,

Wizards of the Coast introduced an entirely new

game genre. Combining the fascination of trad?

ing cards with the excitement of fantasy games,

Magic draws its players into a universe of infinite

possibilities. Prepare to meet the challenges you

will encounter in the strategic world of trading

card games.

In Magic, you play a powerful wizard battling for

control of a sphere of Dominia. Drawing from

your deck of illustrated cards, you combat other

wizards by summoning creatures and casting

spells. By trading cards with other players, you

can create a stronger deck to defeat your oppo?

nents. And the more you play and trade, the

more Dominia¡¯s ever-changing adventures will

intrigue you. In Magic: The Gathering, you¡¯ll

never play the same game twice!

Wizards of the Coast, Inc.

P.O.Box 707

Renton. WA 98057-0707

Customer Service: (206) 6240933

TABLE or CONTENTS

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40

41

43

44

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48

55

56

57.

64

67

69

Learning the Rules

Overview

Getting Started

The Cards

Color Chart

The Cards, Continued

Basic Spellcasting

The Phases of a Turn

A Sample Game

The Care and Feeding of Creatures

Creature Combat

Sample Game, Continued

Advanced Spellcasting

Creatures

Artifacts

Enchantments

Creature Special Abilities: Regeneration, First Strike, Trample,

Flying, Banding, Protection, "Inflatable" Creatures, Rampage

More on the Turn Sequence: Untap, Upkeep, Draw, Main, Discard,

End, Heal creatures and clear temporary effects

Sample Game, Continued

Time to Play

Timing

Resolving Existing Effects

Resolving Fast Effects

Another Sample Game

Strategy

House Rules

Glossary and Notes

Miscellaneous: Other Rules, Getting Help, Other Cool Stuff

Credits

Index

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LEARNING THE RULES

Like most games. Magic: The Gathering? is easier to

learn from another player than from a stuffy old rulebook. That's not always possible, though, so we've

tried to make this book as straightforward and easily

understood as possible. Don't let the size of the rulebook throw you; a lot of the stuff in here can wait until

you've played a few games.

To start, read through this book until you get to the

end of the first sample game. That should give you

enough information to play a little bit and get used to

the game. Words in bold type have special technical

explanations and definitions associated with them.

These are outlined in the glossary in the back of the

rulebook, but you really don't need to worry about

them until after you've tried the game a few times.

Occasionally, you may run across a card that contra?

dicts the rules. In such a situation, the card always

takes precedence.

OVERVIEW

Magic: The Gathering is a trading card game created

by Richard Garfield and produced by Wizards of the

Coast, Inc. There are more than three hundred different

cards in the core set of Magic: The Gathering, and

new cards are being designed every day.

In Magic, the players represent powerful wizards bat?

tling for control of a plane of Dominia. The object of

the game is to drive your opponent from the plane,

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