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Quote from: COUNTER_SNIPER on June 14, 2010, 06:03:48 PMCannot be prevented, emphasis on the PRE. Pre = before. There are cards that say: "Prevent the special ability of the next x played." A card can only be prevented beforehand, not after.Heres where I am having issues with prevent. As stated, it has been ruled that you can prevent an ability AFTER a card has been played, without interrupting it.THAT is gonna be a fun one to explain to new players.
Cannot be prevented, emphasis on the PRE. Pre = before. There are cards that say: "Prevent the special ability of the next x played." A card can only be prevented beforehand, not after.
I'm the fly buzzing around the horse.
If that's the case then NO ONE COULD EVER INTERRUPT AND PREVENT ANY SPECIAL ABILITY!
FYI, the horse is dead.
When you say "The first thing they said after that is it makes no sense. I agree, this really doesn't make any sense to me either." I'm going to assume it doesn't make sense to you. If you are explaining to the player that CBP cards can be prevented, then I am doubly certain that you do not have the proper understanding of the cards.
f you are explaining to the player that CBP cards can be prevented, then I am doubly certain that you do not have the proper understanding of the cards.
NegateNegate stops and prevents a targeted special ability or card. The negate ability is played in the Field of Battle. It can undo another card already played unless the card explicitly states it cannot be negated. Negate is the same as ‘interrupt and prevent’ combined. A negate ability interrupts a special ability, and then prevents that special ability for the rest of the battle. (See Cannot be negated).
Therefore: CBP abilities can be prevented. Causing me and a few others much consternation and strife.
Unnecessarily, I might add.
I would argue that they would have quit and gone back to their other games for any number of other reasons, not just this. The rules for CBP, CBI, and CBN have been clearly laid out in writing. Any difficulties that occur at this point are internally caused. If you look for a problem, you will find it. On the other hand, you could just play the game and have fun.
For the third time now, I know how the ability is supposed to be played, I am disagreeing with it and trying to understand why a rule that seems contradict its title was written the way it was.
No that is not what I was explaining to them.......Premise 4: According to the rules, the CBP is prevented.
If all of this were clear cut and unquestioned then why are other senior players such as STAMP and Lambo agreeing with my point of view?
but then after club we were discussing Negate in general and how it is defined as interrupt and prevent that really caused me to have issue with the behavior of CBP.
Negate is the same as ‘interrupt and prevent’ combined.
obfuscating
I play Great Image, you play Consuming Fire and prevent all crimson cards, Great image is then prevented from killing all your heroes.
This is the heart of the matter, as I suspected it would be, and the poor explanation in the REG does not help.1). The original rule is that "interrupt and prevent" taken together is considered to be the same effect as "negate".2). What the REG tries to explain - and it does it in two other places, and all three are different in some ways - is that negate stops an ability in two directions: it cancels out an ability already played, and it cancels out an ability not yet played.3). The specific sentence stating that negate interrupts an ability already played and then prevents that ability is entirely incorrect. The new REG contains absolutely no reference to this kind of mechanic anywhere. Negates do not happen this way.4). Therefore, by teaching the players out of a broken section of the REG, instead of your knowledge of how the card works and by arguing against the attempts of myself and others to provide the proper explanation, these people are being needlessly driven away from the game by inconsistencies that don't really exist.
I have nothing but sympathy for the state of both the old and new REGs during a time when you are trying to bring in new players. But a lot of this exhaustive language and contorted logic (on the part of all involved parties) is obfuscating what at its core are some very simple principles. The game is very easy to understand and play when it is distilled to its simplest elements. Focus on those and foster an exploration of the game's mechanics as they actually are, rather than getting everyone bogged down in details that we all know are not even entirely accurate in a few cases.
My question would be whether or not people would argue this vigorously to allow the Deck Discard LS to be placed in the Warriors version of Goshen?
I'm not disagreeing with your (or others') point of view. I'm disagreeing with the need to take it this far. So what if there is a discrepancy between the outdated definition that "negate = interrupt + prevent" and what happens with a "cannot be prevented" card. How many CBP cards are there? Is this really a battle worth fighting? Is this really worth quitting the game over?If you answer "yes" to either of these questions, then I say your problem is internally caused. Just let it go.
Quote from: Lamborghini_diablo on June 15, 2010, 01:48:19 AMI play Great Image, you play Consuming Fire and prevent all crimson cards, Great image is then prevented from killing all your heroes.I'm not sure that this is correct. I don't think that you could stop Great Image after it has already been played unless you interrupt or negate. I also didn't think that Great Image was classified as a weapon, in which case Consuming Fire wouldn't affect it anyway, right?
1. So in effect "interrupt and prevent" == negate, negate =/= "interrupt and prevent"
2. So "negate" is a unique ability that is more than a simple interrupt and prevent.
4. I am not deliberately teaching out of obsolete sections of the REG. It's just until these recent discussions, it was all I had to go on. Clarifying "negate" is actually tremendously helpful to me as the old REG is in error.
I am not trying to contort the language to be difficult. However I believe that this exhaustive language and contorted logic is an unfortunate necessity since I became a tournament host. Having to deal with constant rule lawyering and rule stretching and the contorted logic behind that, coupled with an outdated REG that gives players license to twist words according to outdated definition makes me want to pull my hair out.
For the last time, I will explain the logic with the realization that the PTB will not pay attention, but at least my minions can carry on the good fight."Cannot be prevented" means "cannot be prevented".Once you activate any special ability that cannot be prevented, it is just like "cannot be interrupted" and "cannot be negated". The CBP "sticks" to the table just like CBI and CBN. YES, a special ability with CBP status can be interrupted. HOWEVER, the CBP status is still sticking to the table! An interrupt is interrupting the SPECIAL ABILITY, NOT the CBP status. Once a special ability with CBP status is interrupted, it can be redirected <OR> the card containing the special ability can be discarded or removed from play in order to avoid having the special ability re-activate. BUT IT CANNOT BE PREVENTED! Why? Because when the special ability was activated, IT SAID SO!It's easy to understand.It's LOGICAL.It's CONSISTENT.PLEASE, if a light bulb has gone on for anyone, consider this when formulating the rules regarding pending abilities, prevent, etc.
I'm not doing any nitpicking of the sort.
"Cannot be prevented" means "cannot be prevented".
Once you activate any special ability that cannot be prevented, it is just like "cannot be interrupted" and "cannot be negated". The CBP "sticks" to the table just like CBI and CBN. YES, a special ability with CBP status can be interrupted. HOWEVER, the CBP status is still sticking to the table! An interrupt is interrupting the SPECIAL ABILITY, NOT the CBP status.