How does this work : Cancel 1 damage to your capital each turn ?
Does it remove a damage made to the capital previously, or does it cancel a damage made on the given turn ?
How does this work : Cancel 1 damage to your capital each turn ?
Does it remove a damage made to the capital previously, or does it cancel a damage made on the given turn ?
It's as if the "Contested Fortress" gives your Capital 1 "Toughness". Cancel means stopping the damage after it's Assigned, but before it's Applied.
TK
Not quite, since toughness applies to every source of damage while the fortress only applies to the first. it's more like Toughness:1 that goes away as soon as you use it each turn.
If you have 2 Contested Fortresses in play, does it cancel 2 points of damage or does the wording mean just the 1?
thanks
Each copy of Contested Fortress under your control cancels one point of damage. so yes the effects stack and each could be triggered to cancel a different point of damage. Compare this to the Empire Quest Defend the Border which specifies it affects the first damage. If you had two Defend the Border Quests in play, and charged up only one could trigger. One it has selected the first point of damage the second DtB no longer has a legal trigger, so the effects would not stack.
Just to be precise, Contested Fortress cancels "1 damage", it doesn't have to be the "first" damage.
It seems like it's not so important, but it is...Think about a game situation (real) in which you have to take damage from Warpstone Meteor. If it was "THE FIRST" damage, you had to cancel THAT damage and then be more "weak" during combat...In this case, you decide to take the Warpstone damage and KEEP the fortress ability to cancel a combat damage (that may make the difference and it did, when this happened).
Thanks for the quick answers!
DB_Cooper said:
Just to be precise, Contested Fortress cancels "1 damage", it doesn't have to be the "first" damage.
It seems like it's not so important, but it is...Think about a game situation (real) in which you have to take damage from Warpstone Meteor. If it was "THE FIRST" damage, you had to cancel THAT damage and then be more "weak" during combat...In this case, you decide to take the Warpstone damage and KEEP the fortress ability to cancel a combat damage (that may make the difference and it did, when this happened).
No a constant effect, like a forced effect, triggers and attempts to resolve at the very first opportunity. The card does not say, "You may cancel 1 damage each turn." It says "Cancel 1 damage each turn." There is no choice. It triggers on the first damage assigned and attempts to resolve.
Yes, dorm...I understand...I had no doubts about the "choice". A constant is kind of "imperative"....What comes in my mind is more related to the fact that there's not the "first damage" stipulation.
Anyway, too much questions are coming from wording issues...Maybe this one is my fault, the other is yours and another is someone's else fault...
But the only ultimate truth here is: WE NEED the FAQ.
Does contested fortress do anything in multiples?
If the first damage dealt to your capital in a turn is 3 points of damage from an opposing source and you control 2 Contested Fortresses. Is only the first point of damage cancelled or 2 out of the 3 points of damage cancelled.
If you control 2 Contested Fortresses and your capital takes 1 point of damage in the Capital Phase and then later your capital suffers 1 point of damage in the Battlefield Phase. Which points of damage are cancelled?
Each one will attempt to trigger as soon as possible and they will do so in the order determined by the active player (not that this matters). So the first one cancels on damage and the second one will cancel once damage. IOW they stack.
If only one damage is assigned and you have two CFs out, the first one which is triggered and then resolves cancels it and their is no other damage for the second one to trigger off,. Which means, as you deduced, the second one will trigger on the next assigned damage to your capitol.
Thanks for the response Dormouse, that does clear up all my issues with the card.
I wasnt trying to be arguementitive about the card, its just that im confused about constant effects triggering as they never have in any other ccg ive played. In other rule systems, constant effects can become active when specific conditions are met, such as the Squig Herders power boost but they didnt trigger effects onto the chain. But i guess this is the only way constant effects can cancel damage in this way.
The LCG have constant effects that have a point of intitiation. Calling it a trigger is simply short hand for that phrase, which I really shouldn't use (like saying something targets a card though the word target is not there). Properly speaking the constant effect constantly checks to see if the conditions are met and the effect which is active and hanging resolves immediately.
Sorry if my poor word choice added to the confusion over the card.