Can Countdown use ability to cancel all hits to cancel the Ten Numb crit and then just take 1 regular damage as he normally does.
Ten Numb vs Countdown
QuoteWhen attacking, 1 of your [Crit] results cannot be cancelled by defence dice.
Is Countdown's ability a defence die? Nope, so it can cancel it just fine.
Though I should point out that Countdown doesn't cancel hits: he cancels all dice results.
Edited by InquisitorM
Thanks
12 hours ago, InquisitorM said:Is Countdown's ability a defence die? Nope, so it can cancel it just fine.
Though I should point out that Countdown doesn't cancel hits: he cancels all dice results.
So if Countdown cancels dice results, and Numb’s ability is that one of his dice results cannot be cancelled, how exactly does Countdown cancel Numb’s result?
Remeber that ‘ cannot ’ overrules anything else in this game.
Edited by Dr Zoidberg3 minutes ago, Dr Zoidberg said:So if Countdown cancels dice results, and Numb’s ability is that one of his dice results cannot be cancelled, how exactly does Countdown cancel Numb’s result?
Remeber that ‘ cannot ’ overrules anything else in this game.
Ten Numb's ability is that 1 [crit] result cannot be canceled by defense dice.
Which is different than being canceled by some other effect.
For example, if he was carrying an ion cannon, a [crit] result rolled wouldn't be able to be canceled by the defense dice, but then the ion cannon would force all dice to be canceled, and 1 dmg and an ion token dealt to thw defender. Meaning that uncanceled crit doesnt deal a faceup dmg card in the end.
Ah yes, of course. I forgot about the “by defence dice” part.
Isn't it also a commonly misquoted statement that "cannot trumps anything else"? Pretty sure it's damage cards > upgrade cards/pilot abilities > base rules, regardless of what words are used.
It's worth supplementing this discussion with a reminder that, while one of Ten Nunb's crits cannot be cancelled by defense dice , when you add an evade you're technically adding an Evade die. Evade Tokens, Reinforce, Concord Dawn Protector, Latts Razzi, C-3PO all add Evade Results, which count as dice. This has nothing to do with Countdown, and most folks already know it, but I'm just making sure it's here for completeness.
15 hours ago, Jimbawa said:Isn't it also a commonly misquoted statement that "cannot trumps anything else"? Pretty sure it's damage cards > upgrade cards/pilot abilities > base rules, regardless of what words are used.
Cannot always trumps can is accurate. However this only applies when both things are at the same level. The second part of that is sort of just understood without being stated usually.
So for instance Tycho can do actions while stressed because his card says so and his card over rules the base rule of actions prohibiting stress. We know this because the rules expressly lay out that hierarchy.
By contrast if you take say Snap Shot and Gunner. Gunner says you may make a free attack after missing an attack. Snap Shot says you cannot attack again in the same phase. So we have a contradiction between two cards with equal priority. Cannot overrules can so Gunner fails to trigger.
I think damage cards are technically at the same level of priority as upgrade/pilot cards it's just they only apply negative effects which are always given precedent so they will end up always overruling other cards when they resolve.
On 3/25/2018 at 6:29 PM, Jimbawa said:Isn't it also a commonly misquoted statement that "cannot trumps anything else"? Pretty sure it's damage cards > upgrade cards/pilot abilities > base rules, regardless of what words are used.
RRG, page 2: "If a card ability or mission effect uses the word “cannot,” that effect is absolute and cannot be overridden by other effects"
Yup. Card Ability encompasses Pilot, Upgrade, and Damage cards. So your hierarchy of effect priority is basically:
- Cards that say "Cannot" (Shaken Pilot disallows you from assigning straight maneuvers, Omega Leader prevents locked ships from modifying dice, etc)
- Cards that have a limiting effect (Damaged Engine changes all hard turns Red, Weapons Failure lowers your attack dice, etc)
- Cards that have a permissive effect (Unhinged Astromech turns all 3-speed maneuvers green, Corran Horn may attack a second time, etc)
- Rulebook rules that say "Cannot" (performing Actions while Stressed, performing the same action twice in a turn, etc)
- All other rulebook rules (activating a ship entails revealing a dial, executing maneuver, then performing action, etc)
Remember that Countdown cancel all dice results and this is a missed attack.