νλ±μ κ²°μ μ μ°λ¦¬κ° κ·Έκ²μ μμμ¬λμκ²λ§ λ°λλ€λ μ μ΄λ€. - H.F. λ² ν¬
- μλ¬Έλ§ν¬ : http://www.wizards.com/vault/main.asp?x=traditional/earthquake
- λ§€μ§λκ°λλ§μ λ£°μ΄ λ€μ μ°¨μ©λμ΄μλ μΉ΄λκ²μμ΄μ§λ§, μ μλ₯Ό κΈ°λ‘ν΄μΌνλ λ²κ±°λ‘μμ΄ μμ΅λλ€. κ·Έλμ μΈκΈ°λ μμ λ―...
κ°μ #
Earthquake μΉ΄λ κ²μμμλ, λΉμ μ μλͺ
체λ€μ κ°μ μ’
λ₯λ‘ λ§μΆ μ§ν©μ λμμΌλ‘μ μ μλ₯Ό μ»μ΅λλ€ - κ·Έ μ‘°ν©μ΄ ν¬λ©΄ ν΄μλ‘ μ»λ μ μλ 컀μ§λλ€. κ·Έλ¬λ κ·Έκ²μ κ·Έλ κ² μ½μ§λ§μ μμ΅λλ€. Your opponents can also score off your card sets and there are plenty of surprise cards. Earthquake is a strategy card game for 2 to 4 players in which players attempt to position themselves for the final leap to the finish.
λ΄μ©λ¬Ό #
A 70-card deck made up of 5 suits (black skeletons, blue wizards, green elves, red goblins, and white soldiers), 2 wild cards (Clones), and 8 special cards (2 each of the following: Earthquake, Opportunity, Prosper, and Time Warp). The cards in each suit have different illustrations, but all cards of a suit are of equal value.
κ²μ λͺ©ν #
To score 100 points by playing sets of cards from your hand. A set of cards is one or more cards of the same suit. You earn more points if the set you play matches the suit of sets your opponents have played. You can play with more than 4 players if you use two Earthquake decks, in which case you play to 150 points. For longer games, increase the score needed to win to 250 points.
μ€λΉ #
Randomly choose a player to shuffle and deal 7 cards face-down to each player. Place the remaining cards face-down in a pile to be used as the draw pile. Make room for a discard pile next to the draw pile. Designate a player to be the scorekeeper.
ν΄ μ§νμμ #
- Put the cards you played during your last turn in the discard pile. (Obviously this does not apply for the first turn.)
- Play your first set of cards (or a special card).
- Play your second set of cards (or a special card).
- Fill your hand to 7 cards from the draw pile.
κ²μμ§ν #
- Randomly choose a player to go first. Turns then proceed clockwise until someone wins the game.
- You get 2 plays each turn, and you must use both. A "play" consists of either playing a set-1 or more cards of the same suit-or playing a special card (see "Special Cards").
- You score points for each of your 2 plays (although you don't get points for playing some special cards). For each set you play you receive a score equal to the number of cards in that set multiplied by the total number of cards of that suit on the table, including the cards you just played.
νλ μ΄ μμ #
The first player plays a set of 4 blue wizards and a set of 2 red goblins.
Now it's your turn next and you have the following hand: 3 white soldiers, 2 blue wizards, and 2 green elves.
For your first play, you play a set of 2 blue wizards. You score by multiplying the 2 blue wizards in your set by the total number of blue wizards on the table-your 2 plus the 4 blue wizards the first player played for a total of 6 (remember, the 2 blue wizards you just played are included in the cards on the table). You score 12 points.
Your first play on the table:
http://www.wizards.com/vault/images/traditional/EPlay1.gif
For your second play, you play a set of 3 white soldiers. Even though the set doesn't match anything on the table, you still score 9 points.
Your second play on the table:
You score a total of 21 points this turn (12+9).
- The cards you played remain in front of you until the beginning of your next turn (except for special cards that are discarded immediately) when you discard them before making your next 2 plays. Remember, at the start of a turn, only the player whose turn it is discards the cards in front of him or her. Cards played by other players remain on the table until the beginning of their respective turns.
- The Clone is a wild card you must play with a set of cards. For example, if you play 3 white soldiers with a Clone, the Clone counts as a fourth white soldier-it will also count as a white soldier for your opponents while it is on the table. The Clone is discarded with the rest of your cards at the beginning of your next turn.
- After your turn, fill your hand to 7 cards from the draw pile (if the draw pile runs out of cards, shuffle the discard pile to replace the draw pile). If you forget to draw cards at the end of your turn, there is no penalty. Fill your hand to 7 cards at any time.
Earthquake #
http://www.wizards.com/vault/images/traditional/EEarthquake2.gif
Discard all cards on the table. If you play a set before you play the Earthquake card, score that set before the table is cleared. (You don't get points for playing Earthquake.) Strategy: play your best set, collect your score from that play, then play Earthquake to clear the table.
Prosper #
http://www.wizards.com/vault/images/traditional/EProsper2.gif
Score 5 points. Strategy: play Prosper if the best set you can play is worth less than 10 points.
Time Warp #
http://www.wizards.com/vault/images/traditional/ETimewarp2.gif
You can make as many plays as you wish for the remainder of this turn only. (You don't get points for playing Time Warp.) Strategy: play as soon as you can in order to play all the cards in your hand.
Opportunity #
http://www.wizards.com/vault/images/traditional/EOpportunity2.gif
Draw 4 cards. If at the end of your turn you have 7 or more cards you don't draw any more, but you don't discard if you have more than 7 cards. (You don't get points for playing Opportunity.) Strategy: works best when combined with Time Warp. Play Time Warp for your first play, then play Opportunity, draw 4 cards, and play every set in your hand.
κΈ°λ³Έ μ λ΅ #
- Off to the Races: Make each play count for the largest possible point total, regardless of the points your opponents will be able to generate from what you play. This is a good strategy when you're in the lead.
- The Waiting Game: When you have a large set (4 or 5 of one suit), wait for an opponent to play a set of the same suit before you play yours so you will score more points. When using this strategy you might play only 1 card from a suit as a play, even though you have more cards of that suit in your hand. For example, if you have 4 white soldiers and 3 blue wizards in your hand, you might play only 1 soldier as your first play and 1 wizard as your second. By doing this you're encouraging your opponents to play soldiers and wizards so you can generate a larger score on your next turn.








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