游戏王残局简化版

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<h1 class="title">NH-02</h1>
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<nav id="TOC" role="doc-toc">
<ul>
<li><a href="#规避副作用" id="toc-规避副作用"><span class="toc-section-number">1</span> 规避副作用</a></li>
<li><a href="#展开比解场重要" id="toc-展开比解场重要"><span class="toc-section-number">2</span> 展开比解场重要</a></li>
<li><a href="#展开比血量计算更重要" id="toc-展开比血量计算更重要"><span class="toc-section-number">3</span> 展开比血量计算更重要</a></li>
<li><a href="#预判-ai-行为" id="toc-预判-ai-行为"><span class="toc-section-number">4</span> 预判 AI 行为</a></li>
<li><a href="#参数设定" id="toc-参数设定"><span class="toc-section-number">5</span> 参数设定</a></li>
<li><a href="#恶意保护" id="toc-恶意保护"><span class="toc-section-number">6</span> 恶意保护</a></li>
<li><a href="#资源过度" id="toc-资源过度"><span class="toc-section-number">7</span> 资源过度</a></li>
<li><a href="#打击自身" id="toc-打击自身"><span class="toc-section-number">8</span> 打击自身</a></li>
<li><a href="#频繁弹窗" id="toc-频繁弹窗"><span class="toc-section-number">9</span> 频繁弹窗</a></li>
<li><a href="#杀猪盘" id="toc-杀猪盘"><span class="toc-section-number">10</span> 杀猪盘</a></li>
<li><a href="#特定位置" id="toc-特定位置"><span class="toc-section-number">11</span> 特定位置</a></li>
<li><a href="#自主封锁" id="toc-自主封锁"><span class="toc-section-number">12</span> 自主封锁</a></li>
</ul>
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<h1 data-number="1" id="规避副作用"><span class="header-section-number">1</span> 规避副作用</h1>
<p>选用具有<b>强制性效果</b>的卡片,比如「娱乐决斗」。</p>
<h1 data-number="2" id="展开比解场重要"><span class="header-section-number">2</span> 展开比解场重要</h1>
<p>选用具有<b>既能展开又能解场</b>效果的卡片,如「风魔女」与「鹰身女郎」的配合。</p>
<h1 data-number="3" id="展开比血量计算更重要"><span class="header-section-number">3</span> 展开比血量计算更重要</h1>
<p>选用具有改变攻守型效果的卡片。</p>
<p>选用具有能让<b>血量进行浮动</b>效果的卡片。</p>
<h1 data-number="4" id="预判-ai-行为"><span class="header-section-number">4</span> 预判 AI 行为</h1>
<p>选用能让 AI 在<b>特定时刻延时发动</b>的卡片。</p>
<h1 data-number="5" id="参数设定"><span class="header-section-number">5</span> 参数设定</h1>
<p>目前有且仅有一个参数能在残局列表界面进行更改。</p>
<p>特意让解局过程对该参数<b>产生依赖</b>。</p>
<h1 data-number="6" id="恶意保护"><span class="header-section-number">6</span> 恶意保护</h1>
<p>故意给玩家具有保护效果的卡片。</p>
<p>但真实目的是,让其<b>掩盖</b>一些特定卡的适用范围。</p>
<p>比如「试胆竞速」。</p>
<h1 data-number="7" id="资源过度"><span class="header-section-number">7</span> 资源过度</h1>
<p>让玩家的资源超过场上格子数限制,迫使其对资源质量进行评估再加以<b>提纯</b>。</p>
<h1 data-number="8" id="打击自身"><span class="header-section-number">8</span> 打击自身</h1>
<p>提供多套独立又相互矛盾的资源,迫使玩家将<b>本可用于</b>打击对方的效果用于打击自身。</p>
<h1 data-number="9" id="频繁弹窗"><span class="header-section-number">9</span> 频繁弹窗</h1>
<p>特意加一些约束条件,使得自由时点效果需要在<b>非常久</b>之后发动才能利益最大化。</p>
<p>这样子,玩家每进行一步操作就得接受一次自由时点效果的弹窗询问。</p>
<h1 data-number="10" id="杀猪盘"><span class="header-section-number">10</span> 杀猪盘</h1>
<p>使用多张卡片<b>把对方喂养强大</b>。</p>
<p>最后使用具有夺取型效果的卡片把对方的强大力量夺取过来。</p>
<h1 data-number="11" id="特定位置"><span class="header-section-number">11</span> 特定位置</h1>
<p>选用需要在<b>长期运营后</b>处于特定位置才能获取最优收益的卡片。</p>
<h1 data-number="12" id="自主封锁"><span class="header-section-number">12</span> 自主封锁</h1>
<p>选用具有能对双方都产生封锁效果的卡片。</p>
<p>制定约束条件,迫使玩家<b>主动开启封锁</b>再在适当时候自主关闭封锁。</p>
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