也许游戏将着重于用户对于单张棒球卡的某些统计数据的知识,或者对著名卡片的识别能力。
Perhaps the game would focus on the user's knowledge of certain statistics on individual baseball CARDS or ability to recognize famous CARDS.
考虑我们正在构建一个组件,用来显示一个超级英雄的列表,它需要在每个卡片中显示一位超级英雄的名字和超能力。
Consider you are building a component to show a list of super heroes that displays each super hero in a card with its name and superpower.
当他们被为了创造一张冲突统计资料卡片脱到只剩他们的基本的统计资料和能力时, 他们非常接近于彼此机械结束。
When they are stripped down to their basic stats and abilities for the purposes of creating a skirmish stat card, they end up very close to each other mechanically.
除非卡片明确声明,你能使用支付能力无数次,只要你能负担得起相应的资源消耗。
Unless the card says otherwise, you can use a payment power as many times as you'd like, as long as you can afford to pay the cost each time.
一些卡片或能力会允许你的英雄直接造成伤害。这种伤害的类型并不是战斗伤害。(注:具体伤害类型应参考卡片和能力的说明)
Some cards or powers cause your hero to deal damage directly. This is not the same as combat damage.
一款很经典的卡片游戏,可以测试你的记忆能力。
资讯科技也是与块-储藏的sd相容以FAT32为基础的标准,包括超过2个亿位元组(SDHC)的即将来临超级-高能力SD记忆卡片。
It also is compatible with the mass-storage SD standard based on FAT32, including the upcoming super-high-capacity SD Memory Cards of more than 2 GB (SDHC).
资讯科技也是与块-储藏的sd相容以FAT32为基础的标准,包括超过2个亿位元组(SDHC)的即将来临超级-高能力SD记忆卡片。
It also is compatible with the mass-storage SD standard based on FAT32, including the upcoming super-high-capacity SD Memory Cards of more than 2 GB (SDHC).
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