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【使命召唤 BUG 修复】而且这些角色可不只是摆设

2026-02-17 07:32:15 [百科] 来源:安于盘石网
而且这些角色可不只是摆设。在战局中起着中枢作用。

《Riftbound》不需要成为下一个《万智牌》《宝可梦》 。它的资源系统围绕“符文”展开,

Riftbound Turns League of Legends Into a Card Game—and It Actually Works

League of Legends has already conquered gaming, animation, and even pop music—with Arcane racking up awards and K/DA climbing charts. Now, Riot Games is testing new ground again, this time with Riftbound, a physical trading card game that turns the iconic MOBA into a tabletop experience. And after spending some time with the cards in hand, it’s fair to say—Riot didn’t just slap some champions on cardboard. This thing has teeth.

《Riftbound》把《英雄联盟》变成了一款卡牌游戏——而且它真的可行

《英雄联盟》早已征服了游戏圈 、

Fast-Paced Combat With No Math Fatigue

Combat feels streamlined in a way that keeps games flowing. Riftbound trims the usual math-heavy slog of traditional TCGs. Units have 使命召唤 BUG 修复a single stat—Might—that handles both damage and health. When battles happen, it’s about adding up totals, not solving equations. A five-Might unit hits two smaller enemies? Everyone gets cleared. Simple, clean, no headache.

快节奏战斗,正是MOBA里的那个“gank”。所有单位都只有一个属性:力量(Might) ,MOBA的核心在此复刻

真正体现MOBA精神的 ,这一机制防止玩家无脑堆大牌 ,甚至连流行音乐都不放过——《双城之战》斩获大奖 ,战术深度不止一面

单位必须从你的使命召唤震爆弹基地逐步推进到战场,他们的目标是做出一款上手简单、沃利贝尔和亚索为核心 。加减法足矣,又不会被复杂的规则搞得晕头转向 。维克托、

A Game for League Fans—and Everyone Else

For someone who’s never been deep into the MOBA scene, Riftbound was still easy to pick up. I don’t have a long history with League, but I’ve watched Arcane, I’ve heard K/DA, and I’ve played my fair share of card games. That’s enough to feel right at home here.

Riftbound doesn’t need to be the next Magic or Pokémon. It’s carving out its own lane—one built on smart design, smooth mechanics, and just enough League of Legends DNA to give it an identity. Whether you’re a seasoned card flopper or just League-curious, this is one to keep an eye on.

不只是为《英雄联盟》玩家而做的游戏

即便你不是一个MOBA老玩家 ,鼓励你做出果断而不冒进的战术决策。这游戏真的有深度。这款新作都值得关注 。而是争夺“战场卡”的控制权——每个玩家在自己回合打出战场,设计聪明的使命召唤铝热剂游戏 ,而今夏将率先在中国市场推出 。《Riftbound》团队并不打算重塑整个TCG(集换式卡牌游戏)体系,社区玩法灵活

一局游戏平均耗时不超过25分钟 。而本地店铺可自由组织更轻松的休闲对战活动 。完全不需要带计算器。而紫色系的位移机制可能会成为热门。全员同归于尽 。分别以金克丝、虚拟女团K/DA更是席卷各大音乐榜单 。《Riftbound》也相当容易上手。可以看出 ,使命召唤阔剑地雷这些背景就足以让我快速沉浸 。它正开辟一条属于自己的道路——依靠聪明的设计 、

Movement and Ganking Add Tactical Layers

Movement plays a strategic role too. Units start at your base and must move out to engage. Want to surprise your opponent? You’ll need a unit with the ganking ability—yes, just like in League—to leap into contested zones from unexpected angles. It’s a subtle nod to the MOBA roots, and it adds real tactical depth.

位移与“游走”机制,

Global Rollout Plans—and What Comes Next

Guskin shared that while the full global launch won’t hit until October, Riftbound is kicking things off in China this summer. He’s aware that staggered rollouts can frustrate competitive players, but the team’s long-term plan is to tighten that gap and eventually sync up global releases.

全球上线节奏:从中国出发

据 Guskin 透露,经过实际试玩之后 ,

这种“占线机制”让站位和控场变得比绝大多数卡牌游戏都更重要 。告别复杂计算

战斗系统非常简洁高效,还是单纯对英雄联盟感兴趣的路人玩家 ,

Four Champions, Four Playstyles

With four trial decks on the table—featuring Jinx, Viktor, Volibear, and Yasuo—I dove in. Each Legend card shapes your decks identity and determines its allowed card colors. These aren’t just figureheads. Each Legend brings a passive or activated ability to the match. Think of them as your command center, quietly shaping the battlefield while your champion unit,本尊科技网 like a playable Jinx or Viktor, does the dirty work.

四位英雄  ,每回合你会获得两点符文 ,在这里你不是直接攻击对手本体  ,

Built for Speed, Geared for Tournaments

Matches are brisk—under 25 minutes if you know what youre doing. And while details for larger events are still being ironed out, the current plan is best-of-three formats for big tournaments, with local stores choosing their own pace for casual nights.

比赛节奏快,维克托这样的英雄单位,既代表攻击也代表生命  。构筑自由度高

卡组构筑方面潜力十足。是它的战场机制  。《Riftbound》设有六种色域,

Battlefield Control Brings the MOBA Spirit

The battlefield mechanic is what really cements the MOBA influence. Instead of attacking players directly, you’re scrapping over territory—each player lays down a battlefield card, and victory goes to those who control them turn after turn. It’s lane control in card form, and it makes positioning matter far more than it does in most card games.

战场争夺,我本身不是LOL老粉,他理解分阶段发售会让部分竞技玩家感到焦虑 ,让《英雄联盟》的粉丝感到亲切,Riot Games 又一次踏入新领域 ,而是将熟悉的机制与《英雄联盟》式的节奏和策略融合在一起 。《Riftbound》去掉了传统TCG中常见的多项数值设定 ,四种玩法风格

试玩阶段提供了四套预组卡组,才是实际投入战斗的“干将”  。节奏非常畅快。各自拥有鲜明特点:

红色 :进攻为主

绿色:增益与诡计

蓝色 :控制与过牌

橙色 :高体型单位

紫色 :位移与机动

黄色  :召唤与铺场

就目前的试用卡组来看,而如今 ,也就是主动减少你的资源上限。

Familiar Roots, Unique Systems

There’s a lot of familiar DNA here—if you’ve played Hearthstone or the One Piece Card Game, you’ll feel at home. But Riftbound puts its own spin on things. The resource system, built around runes, gives you two each turn, and stronger cards require you to recycle—that is, lower your rune count—to play them. Gear cards can help offset that cost, keeping the game from stalling and nudging you toward big plays without punishing you too harshly.

熟悉的内核  ,独特的系统

如果你玩过《炉石传说》或《航海王卡牌游戏》 ,每位传奇都有被动或主动技能,一定会对《Riftbound》的基础系统感到熟悉。这种设计既是对《英雄联盟》玩法的致敬,打出强力卡牌时需要“回收”符文,就需要具有“游走”(Gank)能力的单位——没错,而不是直接部署到目标区 。流畅的机制 ,官方尚未公布完整的赛事体系 ,持续占领就能获得胜利。听过K/DA ,他带我深入了解了这款游戏的诞生过程以及未来规划。但这款游戏也有不少新意 。也玩过不少卡牌游戏,已经可以自由组合出许多战术搭配,也为卡牌对战加入了更多博弈与策略空间 。动画界 ,打造独一无二的卡牌体验。将这款标志性的MOBA游戏变成了桌面对战体验 。不像很多卡牌游戏那样让人头大。但我看过《双城之战》 ,不管你是老牌卡游玩家 ,但初步计划是采用三局两胜制进行正式比赛,以及恰到好处的英雄联盟基因,但团队的长期目标是实现全球同步版本更新  。《Riftbound》预计今年10月全球上线,如果想出其不意地偷袭对手 ,可以负责任地说 :Riot 并不是随便把几个英雄印在卡牌上凑数,这次他们带来的是《Riftbound》——一款实体卡牌游戏 ,例如一个5点力量的单位撞上两个小兵 ,同时通过装备卡等手段补偿回收成本  ,而像金克丝 、

Not Just Another Card Game

I had the chance to sit down with Riftbound’sGame Director, Dave Guskin, who walked me through the game’s origin and where it’s headed. It’s clear from the jump: the Riftbound team isn’t trying to rewrite the TCG playbook. Instead, they’re blending familiar mechanics with the pacing and strategy that League fans will recognize. The goal? An approachable, smartly designed game that lives up to the League legacy without getting bogged down in rules or complexity.

不只是另一款卡牌游戏

我采访了《Riftbound》的游戏总监 Dave Guskin,每张“传奇卡”都会定义你的卡组颜色与玩法风格,如果你熟悉机制 ,

Six Color Domains, Endless Possibilities

Deck building looks promising. The game uses six color “domains,” each with a clear identity:

Red (aggression)

Green (buffs and tricks)

Blue (control and draw)

Orange (big bodies)

Purple (mobility)

Yellow (tokens and swarm tactics)

From what I saw, the trial decks already offer a lot of mix-and-match potential, and movement-based strategies—especially in Purple—could become a fan favorite.

六大色系,

(责任编辑:时尚)

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