Magic: The Gathering Drive to Work Podcast - #1352:所有情绪波动卡片,第 4 部分 封面

#1352:所有情绪波动卡片,第 4 部分

#1352: All the Mood Swings Cards, Part 4

本集简介

本集是五集系列的第四集。我将按收藏编号逐一介绍每张“情绪波动”卡牌,讲述其设计过程,包括它们经历的诸多修改,并提供一些关于如何玩这些卡牌的策略建议。注意:这是本周的特别加更集。

双语字幕

仅展示文本字幕,不包含中文音频;想边听边看,请使用 Bayt 播客 App。

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我正在从车道上倒车。

I'm pulling on my driveway.

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我们都明白这是什么意思。

We all know what that means.

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该他们出门上班了。

It's time for their drive to work.

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好的。

Okay.

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我最近做了一系列播客,专门聊那些‘情绪波动’卡片。

So I've been doing a series of podcasts where I talk about all the Mood Swings cards.

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上周我讲了‘同情’这一张。

And last week, talked, I talked about pity.

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现在我们说到‘拒绝’了。

So we are up to rejection.

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说到拒绝,他们今天都穿着黑色。

So rejection is a rare black these are wearing black.

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这是个稀有的黑色牌。

It's a black rare.

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弃牌的效果是:你可以选择两张颜色相同的牌,或者两张点数相同的瞬间牌,然后把它们都放进弃牌堆。

What rejection says is you may choose, two cards that share a color or two shot cards that share a value and then put both of them into the discard pile.

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这两张牌不一定要来自同一个玩家。

They don't have to be the same players.

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其中一张可以是你的牌。

One of them could be yours.

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两张都是你的也可以,不过通常没人会这么干。

Both of them could be yours, although normally, you wouldn't do that.

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这跟一张蓝色的牌效果类似,叫什么来着?

This parallels there's a card called what's it called?

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叫‘否认’,它也是同样的效果,不过不是弃掉,而是放回手牌。

Denial in blue that does the same thing but bounces and puts them into hand.

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而这张牌是直接放进弃牌堆。

This puts them into the discard pile.

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就像‘否定’一样,这个卡牌原本有两个独立的效果。

Like like with denial, this was originally two two effects.

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它们太接近了,所以我把它们合二为一,让它在更多情况下都更有用。

They were too close to each other, and so I combined them into one thing to just make it more useful more of the time.

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接下来是‘悲伤’。

Next is sadness.

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‘悲伤’是一张黑色的秘稀卡。

Sadness is a mythic black mythic.

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它的数值是零,不过‘拒绝’也是零点值。

So it has a value of zero but rejection also had a value of zero.

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我不确定之前有没有提过这一点。

I don't know if I said that.

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‘悲伤’的数值等于弃牌堆里每张牌的两倍。

Sadness is worth two for every card in the discard pile.

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这张卡以前是稀有卡,但在三到四人对局中,它的效果波动太大了。

This card used to be rare, but it gets it can get very swingy especially in three and four player games.

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所以我把它升级为稀有级了。

So I moved it up to mythic.

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这张牌的潜力很大,因为弃牌堆里牌越多,收益就越高,尤其是到了后期,如果你用了类似‘天罚’这样的牌。

So it is one of the cards that has the potential to have a really high value because you can get a lot of cards in the into the discard pile, especially if like late game you wrath or something.

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总之,悲伤这张牌,有时候我会把复杂一点的牌放稀有级,比如恶意,但这个其实挺简单的。

So anyway, yeah, sad sadness is a so sometimes I put in the more complicated things at mythic, like malice for example, but this one is is pretty straightforward.

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它就是能轻松涨到很高数值,所以我把它设为稀有级。

It just has the ability to get pretty high, I put it at I put it at mythic.

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下一个是自我厌恶。

Next is self loathing.

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自我厌恶是普通牌,价值六点。

Self loathing is a common, value of six.

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要打出这张牌,你必须把一张或多张情绪牌丢进弃牌堆。

In order to play this, you must put one or more of your moods into the discard pile.

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这有点像神经质的配套牌,能让你把牌弹回手牌。

So this is sort of the companion to neurosis that makes you bounce the card.

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这张卡其实年代很久了。

The mostly this card goes way back.

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最初这张卡的数值是五,后来科里说服我,它值六。

Originally, this card had a value of five, and then Corey convinced me that it could be worth six.

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弃掉一张卡可是件大事。

That's getting rid of a card was a big deal.

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你可以随意弃掉任意数量的牌。

I do let you get rid as many cards as you want.

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有时候,比如你手上已经有‘悲伤’这张牌,或者别的牌,你可能想把更多牌送进弃牌堆。

Sometimes, let's say you have sadness in play or something, sometimes there are cards that you you want to get more things in the discard pile.

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所以‘自我厌恶’就允许你这么做。

So I let you do that with self loathing.

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如果你想弃更多牌,用‘自我厌恶’就行。

If you want to self loathing more cards, can.

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‘自我厌恶’最喜欢毁掉东西了。

Self loathing likes destroying things.

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接下来是怨恨。

Next up is spite.

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怨恨是一张普通卡。

So spite is a common.

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它的效果是,你可以选择最多两名玩家。

Basically, what it says is you can pick up to two players.

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其中一人可以是你自己,然后你把选中的那些点数为偶数的牌丢进弃牌堆。

One of those players can be you, and then you put cards with an even value into the discard pile, the cards that you've chosen.

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这跟蓝色的那张卡有点像,是哪一张来着?

And this was it parallels what's the one in blue?

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蓝色的是焦虑,它会弹回点数为奇数的牌,而黑色这张则是清理点数为偶数的牌。

Blue is anxiety that blue bounces an odd card and black gets rid of an even card.

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我原本在完整版里设计了四种:弹回奇数、弹回偶数、清理偶数、清理奇数。

I I actually, in the the larger file, had both versions of bounce odd, bounce even destroyer, Get rid of even get rid of odd.

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但后来我发现空间不够,没法全放进去。

And then when I ended up, I didn't have enough space for all four of them.

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所以我给蓝色选了奇数,给黑色选了偶数。

So I picked odd for blue, and I picked even for black.

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也许哪天我再做更多牌的时候,会把那些牌加进去。

Maybe someday if I make more cards, maybe I'll eventually make those cards.

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这是六张可以选最多两名玩家的牌之一,专门优化过,更适合两人玩。

This is one of six cards that lets you pick up to two players that is optimized so it plays better in two player.

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不好意思。

I'm sorry.

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它在三人或四人玩的时候,体验也和两人玩时一样好。

It plays better in three and four player like it plays in two player.

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明白了。

Okay.

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接下来是优势卡。

Next up is superiority.

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这是我很喜欢的一条评论。

This is one of my favorite comments.

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优越是张黑色的普通牌。

Superiority is a black common.

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它值三点。

It's worth three.

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它的基础分值是三。

It's a value of three.

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但如果你场上的牌比其他任何玩家都多,它就值七点。

But if you have more cards in play than any other player, it's worth seven.

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所以这张牌的机制非常灵活。

So this is a very dynamic card.

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我喜欢这种来回拉锯的设计,里面有很多值得权衡的抉择。

I like the idea that there's a lot of back and forth, and there's a lot of interesting decisions you make.

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比如,有时候打出一张额外的牌,就能让这张牌的分值直接涨四点。

For example, sometimes with this card, getting to play an additional card can increase this, you know, the card's value by four.

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玩起来有不少有意思的地方。

So there's some fun things to do.

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这张牌在第一回合就很有用,还能额外抽两张。

It's a good card on turn one that charity in two.

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不过话说回来,它确实是一张牌,我特别欣赏它带来的各种精彩玩法。

But, anyway, it is it is a card, and I really do appreciate the the the amount of interesting plays that come from this card.

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这是一张普通牌。

It's a common.

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有一阵子,我还把它设为稀有牌。

At one point, I had it uncommon.

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我只是喜欢它带来的丰富互动。

I just like how much it played.

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所以我特意选了一些普通牌,让它们的强度随着对局变化而起伏,我特别喜欢‘优越感’这个机制,最后就把它定为普通牌了。

So I decided I wanted some common cards that had that sort of bounced back and forth depending on the gameplay, and I just like superiority a lot, so I ended up making it common.

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接下来是‘猜疑’。

Next is suspicion.

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猜疑是一张价值三的普通牌,能让对手弃掉一张牌。

So suspicion is a common worth three, and it makes an opponent discard a card.

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我其实没多少卡牌能迫使对手弃牌。

I don't actually have a lot of discard.

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我有偏执和猜疑这两张牌。

I have paranoia, and I have suspicion.

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所以我就靠这两张来弃牌。

That's why I do discard.

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不过,卡牌本身的价值确实挺关键的。

The only thing is that cards cards as a value are are pretty important.

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我红牌里有一张强迫,能逼对方给我一张牌,这也算一种弃牌。

I do have compulsion in red that makes you give me a card, so that's kind of discarding.

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所以这三张牌本质上都会让对手失去一张牌。

So those are the three that make make your opponent lose a card essentially.

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哦,对了,还有恐吓,也能逼对方给我一张牌。

Oh, outside there's intimidation that makes you give me a card.

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所以其实有好几张牌都能让我拿到对方的牌。

So there's a few cards that make me give me a card.

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没多少。

It's not a lot.

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这种卡出现的频率其实很低。

The as fan as fan, meaning when you when you how how often it appears is pretty low.

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但我挺喜欢那种猜疑和 paranoia 的感觉,这些弃牌机制都是让你时刻担心对手在打什么算盘。

But I do like the idea of suspicion paranoia that the discard cards are all about you worrying about your opponent.

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你就觉得他肯定在憋什么大招。

Like, you're you're you're thinking they're up to something.

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我觉得这种设计挺有意思的。

I I thought that was fun.

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明白了。

Okay.

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今天最后一张黑色卡牌是虚荣。

The final black card today is vanity.

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虚荣是一张秘稀卡。

Vanity is a mythic.

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所以虚荣这张卡的基础分是零。

So vanity says it's worth zero.

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它的基础分是零,但每张你场上存在的卡,就能多加一分。

It's value zero, but it says it's worth one more for every card you have in play.

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不过,如果你手牌一张都没有,那每张场上卡就能算三分。

But if you have no cards in hand, it's worth three for every card in play.

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最初,虚荣只保留后半部分的效果。

So originally, Vandy just did the latter part.

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它原本只在你手牌为空时,每张场上卡算三分。

It just was worth three for every card in play, every card you have in play, but you have to have an empty hand.

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但这个机制太难实现了,所以我加了个补充效果:手牌有牌时,每张场上卡算一分。

And it just was so it just it was so hard to make work that I added in the rider one for every card.

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现在呢,你有时候还是会出这张卡。

So now so now you sometimes will play it.

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毕竟,它有时候还是有用途的。

Like, sometimes it has value.

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如果你能把手牌清空,这张牌还是会强很多,这正是让人期待的地方。

The card is still much much stronger if you get rid of your hand, and so there's the dream there.

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不过我喜欢这个设计,它在你还没清空手牌之前,多少还是有点用的。

But I do like the idea that it sort of has some value up until the point where maybe you can get rid of your hand.

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清空手牌其实没那么容易。

Getting rid of your hand is actually can be pretty hard.

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明白了。

Okay.

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那我们来说说红色。

That brings us to red.

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好的。

Okay.

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红色的第一张牌是‘愤怒’。

So red's first card is anger.

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‘愤怒’是一张非普通牌。

Anger is an uncommon.

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它的数值是零,你可以把任意数量的牌丢进弃牌堆,只要它们的总数值不超过五。

It has a value of zero, and it lets you put any number of cards into the discard pile whose total value adds up to five or less.

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我当初从三色扩展到五色的时候,就决定让红色体现魔法里的一种特点:它擅长清理小东西,但不太能对付大东西。

I was one of the things that when I when I went to five colors from three colors, I decided that I I wanted red to capture a little bit what red does in magic, which is it's good at getting rid of small things, but not as quite a good at getting rid of big things.

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当然,它也有‘天罚’这种能清场的牌,但就精准清除来说,它更适合处理小牌,我觉得这样设计挺有意思的。

I mean, it does have wrath that destroys everything, but as far as pinpoint, it's a little bit better to get so it has things that do a little bit better at getting rid of smaller things, which I thought was fun.

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另外,关于‘愤怒’这张牌,你要记住,被压制的牌数值是零。

Also, the other thing about anger is, remember, if you have suppressed cards, those have a value of zero.

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你可以用‘愤怒’无限制地销毁所有被压制的牌,不管你还想销毁别的什么,因为它们的数值是零。

You can destroy as many suppressed cards as you wish with anger in addition to whatever else you're destroying because because they have a value of zero.

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所以如果你之前压制了某张牌,再拿到‘愤怒’,就能直接把它清掉。

So if you've suppressed something and then you get anger, you can get rid of the suppressed card.

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因为通常情况下,一旦压制它的效果被移除,那些牌就会自动解压。

So because often the suppressed cards, if you get rid of the things suppressing them, they they get unsuppressed.

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所以,用‘愤怒’来清理这些牌是非常有效的。

So getting rid of anger is good.

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接下来是敌意。

Next is animosity.

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这张牌基础价值是三。

It's an common worth three.

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如果有玩家手上有三张或更多的牌,它的价值就变成五。

If any player has three or more cards in their hand, it is worth five.

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这是我在设计后期才做的牌之一。

This is one of the last cards I made.

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这张牌的触发条件挺频繁的。

This card bunches around a lot.

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事实上,这张牌以前只要有人打出超过一张牌就会加成,但那是在我设计出‘受伤感情’之前的事了。

In fact, this card used to get a bonus if any player played more than one card, but that was before I made a hurt feelings.

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等我做了‘受伤感情’之后,我就发现,在三到四人局里,只要有‘受伤感情’在,‘敌意’几乎每局都会触发,所以只好改了。

And once I made hurt feelings, I'm like, well, with hurt feelings in the game, a three and four person game, the animosity would always happen every time because of hurt feelings, so I had to change it.

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我承认,这可能是我最想再调整一下的牌,不过现在用着也还行。

I will admit it's the car that probably if I could fiddle with more, I'd fiddle with it a little bit more, but, I mean, it works fine.

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这牌前期挺强,但到了后期你真需要那些牌的时候,它就掉链子了。

It's definitely one of those cars that's good early and bad late when you want some of those cards.

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第一轮通常能值五分,但第一轮就触发这么大效果的牌其实不多。

It is usually five on turn one, which there's not not a lot of cards that don't have larger consequences on turn one.

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不过这牌的分值会随时间慢慢降下来。

Mean, given this will drop with time.

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明白了。

Okay.

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接下来是傲慢。

Next up is arrogance.

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傲慢是一张稀有牌。

Arrogance is an uncommon.

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它的分值是两分。

It is worth two, value of two.

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效果是:对手必须从他们场上选一张白色或蓝色的牌,交给你。

And what it says is your opponent can choose any white or blue card they have in play, and they have to give it to you.

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只要傲慢在场上,你就一直保留这张卡在你这边。

And then you as long as arrogance is in play, you get you get that you get to keep the card on your side.

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但只要傲慢一离开场,对方就能把卡要回去。

But if arrogance ever goes away, they get the card back.

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这属于一种针对特定颜色的卡牌效果。

This is part we have a we have a color hoser.

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比如黑色能消灭对手的黑色以外的卡,绿色或白色能弹回蓝色或绿色的卡,白色则压制它对应的颜色。

So for example, black gets rid of a card that's it's enemies card, green or white, and blue bounces red or green, it's it's colors, and white suppresses its color.

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所以我给红色选了这个效果。

So I signed it for red.

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蓝色和红色是两种能抢走对方卡牌的颜色。

Blue and red are the two colors that steal things.

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红色通常是暂时拿走,而蓝色则是永久占为己有。

Red usually steals them more temporarily in magic where blue steals them permanently.

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我决定加入一个有时间限制的效果——你可以摧毁这辆车来拿回卡片,所以把这个机制放到了红色里。

I decided this effect where there's some temporality to it that you can destroy the car to get it back, so decided I to put that in red.

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正如我所说,我尽量保持一致,但有些地方还是得灵活处理,好让它们区分开来。

It it definitely like I said, I try to match matching as much as I can, but there's some flexibility where I need to differentiate things.

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所以我决定,蓝色永久偷走牌,红色则临时偷走,不过对‘临时’这个词我也没那么较真。

And so I decided that blue is gonna steal things permanently, and red is gonna steal things temporarily, but be a little loose about what temporarily means.

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另外,我还想搞点不一样的效果,让每种颜色都有独特的互动方式。

Also, I needed to get something, trying to get different effects that affected the and me.

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等我讲到绿色的时候你就知道了,根本找不到一个能让对手吃瘪的绿色效果,它更多是奖励你对方手上有牌。

You'll see when I get to green, I there wasn't even a good green effect that sort of negatively hurt the opponent as much as just rewarded you for them having something.

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明白了。

Okay.

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这就是傲慢的机制。

So that is arrogance.

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接下来是无聊。

Next is boredom.

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无聊就是那种基础生物,或者叫基础牌。

Boredom's the vanilla creature or a creature, vanilla card.

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意思是,它值四点 mana,但啥也不会干。

Meaning, it's it's worth four and it doesn't do anything.

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我喜欢这个想法,就像我说的,我花了很多时间琢磨这些 vanilla 卡牌该叫什么名字。

I like the idea that like I said, we spent a lot of time or I spent a lot of time working through the which which of the vanilla cards was which name.

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我喜欢‘无聊’这个设计。

I like boredom.

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‘无聊’给人一种感觉:明明啥都不能做,却觉得自己特别有力量。

Boredom has a sense of like, oh, I'm so I'm feeling strong things because I can't do anything.

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我真是无聊透了。

Oh, I'm so bored.

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你懂吧?

You know?

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这种啥也不干的状态,反而最有活力。

It felt the most active of doing nothing.

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明白了。

Okay.

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虚张声势。

Bravado.

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虚张声势挺常见的。

Bravado is a common.

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它值三分。

It is worth three.

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上面说,你可以选择是否打出这张牌。

It says, in order to play this card or you may not in order.

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我觉得它写的是,你可以把另一张牌放进弃牌堆。

I think it says, you may put another card into the discard pile.

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如果你这么做了,就能再打一张牌。

And if you do, you can play an additional card.

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所以这是红色的。

So this is reds.

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这是一组常见的卡牌,能让你多打一张。

A common cycle of cards that let you play an additional card.

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红色牌要求你牺牲一张牌才能使用。

Reds requires you to sacrifice a card to do it.

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比如黑色牌就得弃掉一张牌才能生效。

Like, black makes you discard a card to do it.

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所以,总的来说,红色牌得牺牲一张牌。

So, anyway, reds makes you sacrifice a card.

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不过它值三分。

The it's worth three, though.

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它是整个常见牌循环里唯一值三分的。

It's the only one of the common cycle that's worth three.

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就因为牺牲和弃牌是两回事。

Just because sacrificing putting a card into the discard pile.

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抱歉。

Sorry.

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我刚才用了魔幻游戏的术语。

I'm using magic terminology.

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把牌放进弃牌堆其实是一种代价。

Putting a card into the discard pile is that it's more of a cost.

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明白了。

Okay.

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接下来是混乱。

Next, chaos.

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混乱这张牌简直太炸了。

Oh, chaos is a fuck.

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混乱是一张秘稀牌。

Chaos is a mythic.

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混乱是我最钟爱的牌之一,我知道很多人会对它有争议。

Chaos is one of my favorite cards, which I expect to be a very controversial card.

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它设计得就是要带来极端狂野的效果,有人会爱死,也有人会恨透。

It's purposely meant to be really really big wild effect that some players will love and some players will hate.

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但这就是集换式卡牌游戏的魅力所在——创造出各种精彩多样的牌。

But that's that's what trading card games are all about, make lots of cool different things.

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所以混沌这张牌值六点。

So what chaos says, it's worth six, value six.

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它效果是把所有牌收回来洗匀,然后从你开始,一张一张发下去。

And it says pick up all the cards and shuffle them, and then starting with you, deal them out.

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它不会触发任何牌的进场效果,也不会让技能重新生效。

Now this doesn't make, enters effects when you play effects happen again.

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它只是重新分配每个人手里的牌。

It just redistributes who has one card.

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你打混沌的优势在于,第一个发牌的就是你自己。

The advantage you have playing chaos is that you start you deal to yourself first.

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所以在两人对局里,如果总牌数是奇数,你最后会比对手多一张。

So that means in a two player game, if there's an odd number of cards, you'll end up with more cards than your opponent.

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如果是三人或四人局,你通常也会比其他人多几张,但也不一定绝对。

If it is a three or four person game, you'll have more cards than other players usually, usually, but not everybody necessarily.

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但关键是,当你落后很多的时候,这张牌特别有用。

But the idea is this is really good when you're way behind.

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当你觉得自己马上就要输了,又实在想不到别的办法时。

When it's like, I'm gonna lose and I don't know what else to do.

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顺便说一下,理论上你第一回合就可以出混乱牌。

Technically, by the way, you can play chaos in turn one.

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我是说,如果你是先手,第一回合就打出这张牌。

If you're meaning as a first turn play that you play first.

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这么做的好处是,洗完牌后会先发给你,所以你一定能拿到一张。

The reason you might wanna do that is you will shuffle the cards and start with you, meaning it will go to you.

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所以如果你在空场的情况下先手打出它,这张牌的价值就是六。

So if you play it on a empty board and you go first, it is worth six.

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这当然不是最有趣的用法,但它真的特别强,尤其在你快输的时候,能帮你翻盘,那种本来觉得完全没希望的局。

That's not the fun way to play it and it re it's really, really good at helping you win things that you can't like, when you're behind, you can't possibly win.

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所以我个人不太推荐第一回合就出这张牌。

So I'm not a big fan of playing a turn one.

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不过,它确实是能用的。

It is playable.

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最初,混沌卡的数值是零。

Originally, a chaos did not have a value of six.

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不是六,是零。

They had a value of zero.

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后来科里建议说:反正你迟早要改,而且你抽到它的概率会稍微高一点,因为牌数是偶数的时候,平均来说你抽到的牌会更多,在两人对局里就是五五开。

And then Corey suggested he's like, well, you're gonna change it around anyway, and you have a slightly better chance of getting it only because you're gonna draw more cards on average given if there's an even number of cards, you you have a fifty fifty chance in a two player.

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但关键是,很多时候——至少在两人局里是半数以上,三人四人局里更是超过一半——你会先抽到这张卡。

But the point is some amount of the time, you know, more than half the time I guess half the time in two player and more than half the time in three and four player, you will be up card.

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所以我们干脆把它改成六点,就为了多点戏剧性,其实也没那么重要。

So we end up making it worth six just for a little more drama, and it in some level didn't matter.

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毕竟你抽牌本来就是随机的。

I mean, you're randomly picking card.

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总之,这就是混沌卡。

So, anyway, that is chaos.

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接下来是强迫。

Next is compulsion.

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强迫卡很常见。

Compulsion is common.

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它值三分,对手必须给你一张他们的牌。

It is worth three, and the opponent has to give you one of their cards.

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顺便说一句,这张卡挺强的。

This, by the way, is pretty strong.

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回头想想,我一直在想,强迫卡是不是该只值两分,而不是三分?

I think in retrospect, I wonder it's one of the cards that after I locked down my things, I was like, oh, should a compulsion have cost two and not three?

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它真的很强。

It's very powerful.

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或者,强迫卡是不是该算稀有,而不是常见?

Or maybe should a compulsion have been uncommon and not common.

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比如黑色牌里就有怀疑卡。

I mean, black, for example, has suspicion.

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另一个原因嘛。

The other reason yeah.

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黑色有怀疑这个牌。

Black has suspicion.

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也许强迫也该是稀有卡,因为怀疑是稀有卡。

Maybe compulsion should've been too because suspicion is three.

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黑色让你花三费弃一张牌,对吧?

Black makes you discard a card, right, for three.

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红色则让你弃牌,但你能拿回来,感觉更划算。

So red makes you kind of discard a card, but you get it, which seems better.

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所以我觉得,强迫这张牌,事后想想,是不是费用定错了?

So I think compulsion it's one of the cards that after the fact, like, oh, did I cost this wrong?

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也许强迫本该是稀有卡,但事实不是。

Maybe compulsion should have been too, but it's not.

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这个游戏不错的一点是,大家用的是同一副牌库,所以牌的强度不用完全对等。

I mean, the one good thing about the game is you're playing off a shared deck, so cards don't have to be an equal power level.

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但我还是尽量设了费用,让它们看起来不至于明显弱于其他牌。

But I did try to cost them so that they don't look strictly worse versus one another.

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而强迫看起来比猜疑稍微强一点。

And compulsion looks a little bit better than, the suspicion.

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明白了。

Okay.

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下一个是尴尬。

Next is embarrassment.

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尴尬是一张红色的普通牌。

Embarrassment is a red common.

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它值三分,但如果你弃掉一张价值四、五或六的牌,它就变成五分。

It is worth three, but if you discard a card worth five four, five, or six, it is worth five.

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就是三分或五分。

It's three or five.

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这张牌和白色系的尊严是配套的。

This is a companion card to dignity in white.

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白色牌让你弃掉一张价值零、一、二或三的牌。

White makes you discard a card that is zero, one, two, or three.

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所以这张是四、五或者六。

And so this is four, five, or six.

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意思是小牌配大牌。

So the idea is small card, larger card.

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我挺喜欢这种三换五的牌,能让你弃掉大概一半的牌。

And it's just I I kinda like having some three into five discard cards that discard about half the cards.

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所以这张就归到这一类里了。

And so this fell into that camp.

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明白了。

Okay.

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接下来是兴奋。

Next is excitement.

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兴奋是红色在同盟循环中的常见搭档牌。

So excitement is Red's common ally color card for the ally cycle.

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它的分值是三分。

It is worth three.

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如果你拥有红色的盟友,也就是绿色和黑色,且手中有两张或以上的黑色或绿色牌,这张牌就值六点。

If you have Red's allies, which is green and black, two or more black or green cards, it's worth six.

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所以它属于这一类。

So it's part of that.

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设计思路是,红色牌会因为自己的盟友而变得更强大。

The idea is red is excited by its allies.

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接下来是振奋。

Next is exhilaration.

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振奋是我们的一张秘稀牌。

Exhilaration is one of our mythics.

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振奋的效果是,要打出这张牌,你必须额外将一张手牌弃入弃牌堆。

So exhilaration says as an additional cost to play this card or in order to play this card, you have to put one of your cards in play, one of your moods into the discard pile.

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以前我设计过很多需要额外代价的牌,比如要求你弃牌,但现在我基本都删掉了。

There's I used to have a lot more cards that required an additional cost of of, I'll say, sacrificing, but putting card into the discard pile.

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最后我大部分都移除了。

I ended up getting rid of most of them.

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这张牌很强,所以保留了下来。

This one's pretty powerful, so it stayed.

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这张牌的费用是零。

So what this card says is cost zero.

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你需要把另一张牌放到弃牌堆里。

You have to put another card in play to the discard pile.

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只要这张牌在场上,你所有的牌都能算两遍分。

And then while this card's in play, you score all your cards twice.

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这是我第一个设计出能重复计分的牌。

This is the first card I did that scored cards more than once.

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等我讲到激情和热情的时候,再详细说那些。

I later would change when I get to passion and to enthusiasm, I'll talk about those there.

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后来我用了这种重复计分的机制。

But that that I later used the technology of scoring something again.

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再后来,我设计了一张绿色的牌,叫‘极乐’,那是之后的事了。

And then I later made there's a card in green called bliss that came later.

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好的。

Okay.

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顺便说一下,加速这张牌特别有意思。

Acceleration, by the way, is a lot of fun.

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这牌风险高、回报也高,因为每次对手移走你的一张牌,都会造成更大的影响——毕竟你的牌价值更高了。

It's it's high risk, high reward because every time your opponent gets rid of something of yours, it's a much bigger swing because your cards have much more value.

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不过说到底,我还是挺喜欢这种让人兴奋的牌的。

But anyway, it is I do enjoy I I do I do enjoy exhilarations.

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这是我最喜欢的传说牌之一。

One of favorite mythic wears.

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好的。

Okay.

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挫折。

Frustration.

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挫折是红色卡牌里常见的,属于嫉妒循环的一部分。

Frustration is common red as part of the envy cycle.

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这张牌值六点。

It's worth six.

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价值六点。

Value six.

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如果你手上有两张或更多的红色牌,而且场上还有白色或蓝色的对手牌。

If you have two or more reds, have enemies in play, white or blue.

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如果场上已有两张或更多的白色或蓝色牌,这张牌就只值三点,而不是六点。

If there are two or more white or blue moods in play, then this card is worth three rather than six.

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所以,盟友越多越好,敌人越少越好。

So once again, the allies go up and the enemies go down.

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你喜欢你的盟友,但不喜欢你的敌人。

You like your allies, you don't like your enemies.

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接下来是狂怒。

Next, fury.

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狂怒是一张不常见的牌,价值四点。

So fury is an uncommon card worth four.

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这是少数几个不是普通四分卡之一。

It's one of the few non vanilla fours.

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它的效果是,每个玩家都必须把得分最高的那种情绪牌丢进弃牌堆。

And what it says is you must every player must put their highest scoring mood into the discard pile.

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如果平局,你可以自己选丢哪一张。

If it's a tie, you can choose which one you want.

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所以,愤怒这张牌挺特别的。

So fury is interesting.

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愤怒本身是少数能销毁自己的卡之一。

Fury off fury is one of the few cards that can destroy itself.

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大多数让你弃牌的卡,都会特别说明:这个效果不会作用于触发它的那张牌。

Most cards that had you get rid of something, that include you getting rid of something normally tell you that it doesn't get rid of the thing that gets that gets rid of things.

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但愤怒是个例外。

Fury is an exception to that.

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有时候,你会打出愤怒这张牌。

Sometimes you play Fury.

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就是说,我打出这张牌,自己失去愤怒,同时还得让你丢掉最大的那张牌。

It's like, I play it, I lose Fury and lose your biggest card.

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比如我本来领先你,你只是靠刚打出一张更大的牌才反超,那我就可以用这张牌把你那张大牌干掉,代价只是我自己失去愤怒。

Like, if I'm ahead of you and the only reason you're ahead of me is you just played a bigger card, I can get rid of that bigger card and the cost of losing fury.

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有时候我打愤怒,主要是为了去掉别的牌。

Sometimes you play fury and get rid of another card.

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愤怒这张牌,我其实一直拿不定主意该不该用。

Fury is one of those cards that I I go back and forth on.

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我觉得愤怒稍微弱了点。

I think fury is a little on the weak side.

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一个问题在于,所有牌的代价都得是整数,不能是小数。

One of the challenges is things have to cost, you know, an even number a whole number.

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这张牌本来我想设成4.5,但没法写小数,最后只好改成4。

And so this car is like, I cut four and a half, but I don't get it to put four and a half, so it ended up getting four.

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接下来是喜悦。

Next is Glee.

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所以Glee的分数是零。

So Glee is worth zero, value of zero.

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它是红色计分,但你打出的那一轮能拿六分。

It's a red count, and but it's worth six the turn you play it.

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这有点像患者的镜像版本,不过最初患者是五分,打出那一轮只加一分,而这个是反过来,一分打出,五分结算。

This is sort of a mirror with patients, although originally, patients was five, one the turn you play it, and this was one five attorney plan.

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因为我最初的大文件里,同时有零六和六零,还有五一和五五。

Because I had in the original larger file, I had both zero six six zero and one 551.

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我把五一和五五都加进去了,后来科里提醒我,六零这种设计在第一轮更有优势,所以我改成了现在的六零。

And I put both the five ones in, and then Corey made me realize that just six zero is kind of a zero that for the first turn of sixes has more play, and so I switched it over to that.

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它们是互为镜像,但并不完全对称。

So they're mirrored, but they're not exact.

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这样可能让你短期得分更高,但长期收益不如患者;患者是短期收益少,长期更稳。

Hopefully, gets you more points, but less long term, where patients get you something short term, but less long term.

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我不确定是不是该把患者也改成零六,好让两者完全对称。

I don't know whether patients I should have made patients a zero six so they mirror directly.

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我本可以这么做的。

I I could have done that.

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结果我还是挺喜欢它们的。

I ended up liking them.

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我的想法是,我不确定自己以后还会不会再改来改去。

I I sort of my assumption is I don't know if I'm ever making any more mood swings.

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不如就把它做成最好的版本吧。

Let's just make the best version of it.

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我觉得耐心那张牌在这方面稍微好一点。

I thought patience was slightly better for that.

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我觉得它更优,所以我就用了这些牌。

I thought it was slightly better, so I with those cards.

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也许哪天我会做另外的版本,但这就是我最终选它的原因。

Maybe one day I make the other ones, but I I that's why I end up with that.

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贪食是一张红色卡牌,稀有度为普通,价值两分。

Gluttony Gluttony is a red card, uncommon, worth two.

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这里说,这次之后你可以再打一张牌,但得分后,这张额外的牌要放进弃牌堆。

It says you may play an extra card after this, additional card, but after scoring, you put that additional card into the discard pile.

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有一张蓝色的牌叫‘不安全感’,效果是一样的。

There's a blue card called insecurity that does the same thing.

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它说的是把牌放回你手中。

It says it puts it back in your hand.

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有意思的是,黑色和红色的牌通常都会把牌送进弃牌堆,而蓝色几乎是唯一能把牌弹回来的颜色。

This because it's it's oh, the interesting thing, by the way, is black and red both sort of put things into the discard pile, and so sometimes the mirror blue is the the really the only color that bounces things.

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所以我的一些弹回效果的牌,有的是蓝黑组合,有的是蓝红组合。

So some of my bounce destroy mirrors are blue black, and some of them are blue red.

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这张就是蓝红组合的。

This one's a blue red one.

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我喜欢额外出牌的机制,虽然只是暂时的,但感觉挺酷的。

But I like the idea of extra cards, but you only temporarily get it when it would seem pretty cool.

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这张牌玩起来挺有意思的。

The card the card plays fun.

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接下来是敌意。

Next is hostility.

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敌意属于盟友颜色循环的一部分。

So hostility is a part of the ally color cycle.

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敌意的效果是价值三点,你可以将一张红色的盟友卡,或者黑色或绿色的卡放入弃牌堆。

So the way hostility works is worth three, and it says, you may put one of Red's allies, a a black or green card into the discard pile.

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如果你这么做了,就可以再将最多两张价值为三或更低的卡放入弃牌堆。

If you do, you may then put up to two cards with a value of three or less into the discard pile.

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不对。

No.

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你不能把这些卡的数值加起来。

You don't add those up.

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你不能摧毁一张价值六点的卡。

You can't destroy one card worth six.

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你最多能摧毁两张卡,但每张卡的价值都不能超过三点。

If you can destroy up to two cards, but each card can only have a value of three or less.

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这本质上相当于你打了两张牌,我们待会儿再说。

It's basically you're doing two shots, which we'll get to in a sec.

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不过话说回来,这个机制原本是强制你必须用的,结果发现牌老是卡在手里用不出去。

But anyway, this is part of the cycle where you can originally, had the cards that you were you were forced to do it, and it it turned out that it just got stuck in your hand too much.

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所以我改了。

So I changed it.

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你看,它就是一张三点牌。

So look, it's just a three.

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你可以直接当三点牌打,但如果你能达成条件,还有额外奖励。

You can just play it as a three, but here's extra bonus if you're able to do it.

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我喜欢设计这种有基础价值的牌,但如果你能找到办法触发额外效果,就会更有意思。

And I I I like having cards that have value that you can play, but there's a little extra play in them if you can find ways to do them.

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这个循环机制是稀有卡。

And that that cycle's an uncommon.

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接下来是稀有卡:迷恋。

Next, infatuation at rare.

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这张牌价值三,我觉得。

So this is a card worth, I think it's three.

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但当你打出它时,可以把最多两张牌放进弃牌堆。

But when you play it, you may put up to two you may put two cards into the discard pile.

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如果做到了,它就值九分。

If you do, it's worth nine.

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爱是目前牌面上分值最高的。

So love is worth the most, at least naturally on the card.

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有些牌比如悲伤,理论上能更高,但爱只要场上集齐所有颜色,自然就是十二分。

There's some cards like sadness that thinks it could be worth more, but love has a natural 12 if you have all the colors in play.

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这张牌是除了爱之外分值最高的,正好是九分。

And this card is the highest scoring other than that, which is nine.

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我决定除了爱之外,其他牌都不设两位数的分值,但我挺喜欢悲伤和快乐都是八分的设计。

I decided that no one other love got two digits, but I like that there's misery and happiness that are eight.

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还有很多张牌是七分。

There are a whole bunch of sevens.

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这两张都是八分。

Those are two eights.

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有一张九分,还有一张十二分。

There's one nine, and there's a 12.

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其实我特别喜欢迷恋这张牌,因为它能给你十二分。

In fact, I like infatuation, so love gets you 12.

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迷恋嘛,跟真爱还不太一样。

Infatuation, you know, not quite the same as love.

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最初我设计了很多牌,都是让你把场上已有的某种情绪牌丢进弃牌堆。

I did so originally, I had a lot more cards that sacrificed that put a card a mood that you have in play into the discard pile.

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最后我只保留了一张能放两张牌进弃牌堆的,一张能弹回两张牌的,还有一张直接丢两张牌的。

And I I I ended up having just one card left that put two cards in and one card that bounced two cards and one card that discarded two cards.

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这些牌都属于稀有度很高的,但效果都很强。

Those are all high rarity cards, but they have big effects.

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我的想法是,这样挺好。

The idea is, okay.

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嗯,我现在拿到两张牌。

Well, I'm getting the two cards.

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这两张牌的价值低于六吗?

Are those two cards worth less than six?

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因为我的总分在往上加。

Because I'm going up in value.

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尤其是当这些牌是零或者一的时候,迷恋的效果就能发挥得特别大。

And especially when those cards are, like, zeros and ones, you can get a lot of value out of infatuation.

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明白了。

Okay.

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接下来是不稳定。

Next is instability.

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不稳定是一张稀有卡。

Instability is a rare.

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它的价值是二。

It's worth two, value of two.

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你从一名玩家手中选择两张牌。

You choose two cards controlled by one player.

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也就是说,你挑对方的两张牌。

So you pick two cards of another player's.

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对方从中选一张给你,然后你必须拿一张自己的牌给他。

They pick one of them and give it to you, and then you must give them one of your cards.

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也可能只是不稳定牌。

It could just be instability.

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但也不一定非得是。

It doesn't have to be.

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意思是我相当于拿走你一张牌,不过我不能完全说了算,还得拿张牌跟你换,毕竟直接拿牌太强了。

So the idea is I sort of steal one of your cards, although I I don't have complete control over it, and I have to trade you something for it, because taking a card is very powerful.

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比如蓝色的是盖亚,属于传说牌。

Blue, for example, is Gaia, which is a mythic.

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你想偷牌的话,得先弃两张牌。

You have to discard two cards to steal a card.

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所以这事儿没那么容易。

So it's not easy to do.

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而这个牌是红色的,你对结果的掌控更少。

And this one, you because it's red, you have less control over what's happening.

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本质上你是在跟对方换牌,但原本呢,你可以自由选两张牌来换,后来发现这样比凯尔的版本更好用。

So, essentially, you're trading cards with them, but there originally was you just traded two cards of your choice, and then it ended up being kind of better than Kyle.

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所以我改了规则,你现在能拿到对方第二好的牌,但对手不会把最好的牌给你。

So I I changed it so you're kinda getting their second best card, but the opponent will not give you the best card.

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明白了。

Okay.

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下一个是激情。

Next is passion.

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激情是一张稀有牌。

Passion is an uncommon.

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激情的效果是:计分对方的最高分。

Passion says, score your enemy's highest score.

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你计分的时候,算你对手得分最高的那张牌。

When you do your score, score your score your enemy's highest scoring card.

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他们还是算自己的分。

They still score it.

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但这张牌的价值,实际上等于你对手最高分的那张牌。

But, essentially, this card is worth the same as your opponent's highest score.

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有一段时间,这张牌的分是零。

For a while, this card was zero.

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这张牌的分跟对手最高分挂钩,结果导致了一些循环问题。

This card has a value to your opponent's highest scoring, and it was making some loop issues.

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它让游戏机制变得复杂了——游戏必须参考其他牌来触发效果,这就出了问题。

It was making it so that the game part of the way the game has to work is the game has to look at other cards to resolve effects, and it was causing problems.

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所以让你来算他们的牌分,而不是直接取那个数值,问题就解决了。

So by having you score their card, it didn't become that value, so it it fixed our problem.

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我后来意识到一点:你算的是这张牌,但他们算的是自己的牌。

The one thing I realized about is the idea that you're scoring the card and they're scoring their card.

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但很明显,当你把一张牌算两次分的时候,就是算一次,再算一次。

But, obviously, when you score your card twice, you score and you score it again.

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所以它确实反映了这个机制,但我们还是得写在牌上,免得玩家只是冲着它买。

So it does mirror how that works, but we had to write it on the card to make sure people didn't just buy it.

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说白了,它给你一张价值接近对手最高分牌的牌。

But essentially, what it does is it'll it gives you a card that's roughly worth what your opponent's highest card's worth.

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现在既然它值零分,你肯定容易生气。

Now given it's worth zero, you're gonna struggle with anger and stuff.

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‘激情’只是让你能算对手的牌分。

The passion just lets you score their card.

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它并不会改变那张牌。

It doesn't make it.

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那张牌的分数不会增加。

Its score doesn't go up.

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接下来是‘愤怒’。

Next, rage.

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愤怒是一张稀有度为 uncommon、数值为二的卡。

So rage is an uncommon with a value of two.

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愤怒的效果是把所有数值为三或更低的其他卡全部丢进弃牌堆。

Rage says put all other cards with a value of, three or less into the discard pile.

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注意,愤怒不会销毁自己。

Note that rage does not destroy itself.

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它写的是‘其他’卡。

It says all other.

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除了像狂怒这样的少数例外,大多数卡都不会销毁自己。

With a few exceptions like fury, cards basically don't destroy themselves.

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所以,愤怒能帮你清理掉所有小数值的卡。

So anyway, rage allows you to get rid of all the small cards.

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别忘了,压制卡的数值是零,所以所有压制卡也都得丢掉。

Again, remember, suppress cards are worth zero, so get rid of all suppress cards.

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红色系最擅长清理小牌。

Red is king of getting rid of small stuff.

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我这是想给你加点魔法的氛围。

Trying to give you a little bit of magic flavor there.

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我喜欢怒火这个机制,因为通常那些有持续效果的牌都比较便宜,而那些影响场上牌的牌也往往数值较低。

And I like that rage is sort of like because a lot of times, small things the cards that have ongoing effects tend to be cheaper, and the cards that have effects that do things to cards that stay in play tend to be smaller.

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所以你能清掉所有压制牌。

So you get rid of suppressed cards.

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还能清掉像傲慢这样的牌。

You get rid of stuff like arrogance.

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像希望、忧郁这类麻烦的牌,也都能一并清理掉。

You get rid of a lot of the the troublesome cards like hope or, melancholy, stuff like that.

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所以怒火是个很有效的解牌手段。

So rage is a pretty good card for answering problems.

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它清不掉高分牌,但能去掉那些帮你赢、却不是靠得分的方式。

It doesn't get rid of high scoring cards, but it does get rid of things that are helping you win the game for reasons other than score.

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接下来是反抗。

Next is rebellion.

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反抗也是张稀有卡。

Rebellion also an uncommon card.

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它的分值是二。

It has a value of two.

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反抗其实是在愤怒的基础上做了一点调整。

So rebellion is a little bit of a tweak on rage.

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反抗的效果是:选择零、一、二或三。

Rebellion says, pick zero, one, two, or three.

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然后摧毁所有其他牌。

Destroy all other cards.

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同样,如果你选了二,反抗不会摧毁自己。

Again, rebellion can't destroy itself if you pick two.

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摧毁那个数量范围内的所有牌。

Destroy all cards in that pinpoint.

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愤怒是直接清掉一切,没什么针对性。

So where rage just destroys everything, rage isn't very controlled.

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这就是怒火。

It's rage.

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叛乱稍微可控一些,你可以自己选择目标。

The rebellion is a little more controlled that you can pick what you want.

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所以它的精准度更高一些。

So there's a little more fine tuning.

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它不像怒火那样能清掉所有牌。

It's not as good at rage in that it doesn't destroy all of them.

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它只能销毁其中一张,但更精准。

It can only destroy one of them, but it's more pinpoint.

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所以它让你能更准确地控制出手的目标。

So it's more it allows you be more accurate in what you're doing.

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接下来是鲁莽。

Next is recklessness.

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鲁莽是一张稀有卡。

Recklessness is recklessness is a rare.

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这东西毫无价值。

It's worth zero.

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效果是:拿走对手一个情绪牌,放到你这边,得分之后再还回去。

It says, put a take one of your opponent's moods or take an opponent's mood and put it on your side, and then after scoring, give it back.

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所以它能让你暂时借走对方的东西。

So it lets you temporarily steal something.

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我说过,红色就是用来暂时借走对方东西的。

I said red is about temporary stealing things.

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得分后,不仅要把牌还回去,还得把这张牌放到牌堆底,然后抽一张新牌。

Then after scoring, not only do you give it back, but you also put breakfast on the bottom of the deck and draw a new card.

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这么设计是因为这张牌的代价很难定。

The reason for that was it was kinda hard to cost this card.

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它能帮你赢下这一回合,但对后面的回合帮助很小。

It's good for winning you the turn, but it does very little to help you on future turns.

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所以通常来说,如果这是最后一回合,你确实能靠它赢,但前期用它并不划算。我们想让它稍微好一点,于是加了这个换牌机制。

So it often like, obviously, if it's the last turn of the game you'll win the game but it was not a great play earlier in the turn and so we wanted to make it a little bit better so letting you trade in the card.

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我当时在找那些可以交换的牌,专门挑些比较弱的,比如偏执、单身汉这类的。

When I was looking for cards that could trade in I was looking for things that were a little on the weaker side paranoia, bachelors and stuff.

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明白了。

Okay.

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接下来是‘冲击’。

Next is shock.

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那‘冲击’值多少呢?‘冲击’到底值多少?

So shock is worth what is shock worth?

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我觉得‘冲击’应该是两到三点。

I think shock is worth I think they're two or three.

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我觉得是两点。

I think it is two.

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我觉得‘冲击’就是两点。

I think shock is two.

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它能销毁一张价值三点或以下的卡牌。

It destroys a car one card with a value of three or less.

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所以,就像我说的,这张牌特别适合清理掉那些和平主义、希望类的卡,还有那些会封锁局面或者带来巨大优势、必须尽快处理掉的卡。

And so, like I said, it's really good at getting rid of the pacifism, getting rid of the hope, getting rid of the the cards that are either locking stuff down or the cards that are having effects that are really gonna help them win if you don't get rid of it.

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接下来是固执。

Next is stubbornness.

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固执是一张稀有卡,价值三点。

Stubbornness is a rare worth three.

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固执的效果是:在你回合开始时,如果有对手手牌比你多,你就可以多打一张牌。

Stubbornness is says at the beginning of your turn, if you're if any opponent has more cards than you, you get to play an extra card this turn.

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顺便说一下,这个机制是这样的:在你正式出牌前,回合一开始就要先检查一次。

So the way this works by the way is you before you start playing, you check at the very beginning of your turn.

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只要对方手牌比你多,就满足条件,别的都不重要。

As long as they have more cards, that's all that matters.

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确认符合条件后,你就可以打出固执了。

You've used it goes yes, and now you can play stubbornness.

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就算固执之后被摧毁了也没关系,比如你打出一张能销毁固执的卡。

Even if stubbornness gets destroyed, let's say you play a card that destroys stubbornness.

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只要在你回合开始时顽固还在,效果就会触发。

As long as stubbornness was there at the beginning of the turn, it trigger trigger.

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让我用个更清楚的说法。

Let me imagine terminology.

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只要条件满足,你就能多打一张牌。

It happens, and then you get to play an extra card.

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它只看回合开始那一刻的情况,别的都不重要。

It just cares about at the beginning of the turn if that was so.

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有些卡牌比如骄傲,会看你是不是还比别人牌少。

There are other cards that care about, like pride cares about, you know, are there still more than you?

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但这张卡不是这么算的。

That's not how this card works.

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有意思的是,很多其他影响你多打牌的卡,检查时机跟顽固不一样。

Oh, so one of the funny things is a lot of the other cards that care about when you can play extra cards don't check when stubbornness checks.

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顽固的触发时机是单独的。

Stubbornness checks at a different time.

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它的机制其实和所有类似的卡都不一样。

It actually works differently than all the other cards like it.

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有一段时间,我还在想:要不要干脆让它和其他卡一样呢?

And there's a period of time where I said, oh, do I want it just to work like every other card?

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但我最后决定:不。

And I decided, no.

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这就是固执啊。

It was stubbornness.

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固执的卡,就不该和其他卡一个样。

Stubbornness shouldn't work like every other card.

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为了贴合‘固执’这个特质,我让它用了一种独一无二的机制,和其他卡全都不一样。

And so to kinda stay in flavor for stubbornness, I had it work in its own unique way that doesn't match anybody else.

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我觉得这个设计很微妙,但我特别喜欢。

I thought that was it's a very subtle touch, but I I enjoyed it.

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下一个是‘兴奋’。

Next is thrill.

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Thrill 是一张神话牌。

Thrill is a mythic.

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Thrill 的效果是花费一点法力,你可以将任意数量的牌放回手牌,但不能放回它自己。

What thrill says, it's worth one, and it says, you may return any number of cards to your hand other than thrill.

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不过我觉得,Thrill 其实是可以放回另一张 Thrill 的。

Although I think thrill can return another thrill.

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你把牌放回手牌后,就可以额外打出同样数量的牌。

You return any number of cards to your hand, and then, you may play, you may play that many additional cards.

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最起码,你可以把那些打出后触发效果的牌弹回手,再打一次。

So at bare minimum, could just bounce things that have after you play them, fact that replay them.

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但用 Thrill 能玩出的花样可多了。

But there's a lot of shenanigans you can do with thrill.

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Thrill 是我最喜欢的神话牌之一。

Thrill is another one of my one of my favorite mythics.

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顺便说一句,如果你有 Thrill,再配上像‘创意’这种能复制它的牌,就能搞出两张 Thrill。

Two thrills, by the way, if you have thrill and, like, creativity, for example, that can copy thrill.

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这是我知道的游戏中唯一能形成无限循环的机制。

It is the only infinite loops that I know of in the game.

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用两张‘激动’就能形成循环。

You can loop with two thrills.

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但这就是‘激动’的特色。

So but it's thrill.

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我和我的编辑迈克尔讨论过要不要删掉这个机制,最后决定还是保留。

We we we my editor, Michael, and I talked about whether to get rid of that, and we decided no.

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这挺有意思的,尤其在一款没有重复卡牌、必须靠创意出招的游戏里。

It's kinda fun content, especially in a game where there's no repeat cards, and you really have to creativity into it.

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‘激动’是一张稀有卡。

And thrill is a mythic.

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‘创意’是张罕见卡。

Creativity is a rare.

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所以这种情况实际发生的概率并不高。

So the the chance of it happening a lot is not super high.

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如果你牌组里正好有这两张牌,那这种情况就会发生,记得留意这一点。

I guess if you have both those cards in your deck, it will happen, and be aware that you can do that.

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明白了。

Okay.

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接下来是胜利。

Next is Triumph.

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胜利是普通卡。

Triumph is a common.

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它值三分,但如果你这一回合先手,就值五分。

It's worth three, but if you've gone first this turn, it's worth five.

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它就像是白色阵营中骑士精神的镜像。

It is the the it is the mirror of chivalry in white.

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骑士精神是三分和五分,但如果你后手,它就值五分。

That is three and five, but it's five if you if you go on second.

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抱歉。

Or sorry.

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如果你不是先手,它就是五点。

Five if you go at not first.

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结果在三人或四人对局中,骑士精神比胜利更优,因为根本没机会先手。

It it so it turns out that in three and four player play, chivalry is better than triumph because there really is no way.

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在三人或四人游戏中,你更可能不是先手,而不是先手。

In in three and four player game, you're more likely to go not first than you are likely to go first.

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所以稍微强一点。

So it's a little bit stronger.

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我觉得卡片在不同人数对局中数值不同没问题。

I'm fine by the way that cards have different values in with different numbers of players.

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这对我来说是额外的深度。

That's added content to me.

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不过话说回来,胜利和骑士精神分别是红色和白色的对应卡。

But anyway, Triumph and Chivalry are mirrors in red and white.

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我们时间进度怎么样?

How are doing on time here?

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好的。

Okay.

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我来拿……哦,我手里还剩两张红牌。

I will do I will do oh, I have two cards left in red.

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我该不该现在再抽一张呢?

Do I wanna pick pick up here?

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好的。

Okay.

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也许我就到这里吧。

Maybe I'll stop.

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我现在在上班。

I'm I'm at work.

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我就先到这里了。

I'm gonna stop here.

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下次我们把剩下的两张红牌打完,再接着打绿牌。

So next time, we will do the last two red cards and do the green cards.

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所以我觉得我们还剩最后一期播客。

So I believe we have one more podcast.

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不过不管怎样,希望你们喜欢今天的内容。

But anyway, I hope you guys enjoyed.

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今天我会翻一翻黑色的那几张,主要是红色的。

I'll look through today through a little bit of black and a lot of red.

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不过一路翻卡片的过程还挺有意思的。

But it's been fun walking through the cards.

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回忆这些东西是从哪儿来的、是怎么做出来的,真的很有趣。

It's it's fun remembering where things are and how we made them.

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所以,总之,希望你们喜欢今天的播客。

So anyway, guys, I hope you enjoyed today's podcast.

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但我现在在上班,你们都知道这意味着什么。

But I am at work, so we all know what that means.

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也就是说,我快到公司了。

I mean, this is the end of my drive to work.

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所以现在不聊魔法也不聊情绪波动了,该我动手变点魔法了。

So instead of talking magic or talking mood swings, it's time for me to be making magic.

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下次见。

I'll see you guys next time.

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再见。

Bye bye.

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