Captian Nym and fuses

By balindamood, in X-Wing Rules Questions

If Nym spends a charge to keep a bomb from exploding that already have a charge on it, does Nym's ability also affect the charge? It seems like player's choice to me as i think the wording for the timing window is the same for both:"when a device would detonate..."

Thoughts?

You could use Nym to prevent the fuse from being removed, yes.

"If there are game effects that share the same timing window as a player’s
ability, the game effect is resolved first." (RR - Ability Queue)

"When a device would detonate, if it is fused, one fuse marker is removed
from that device instead, and that device does not detonate." (RR - Fuse Marker)

I think, the fuse marker is a game effect and is resolved first.

@S4ul0

While you are not wrong about it being a game mechanic, they dont, in fact, share the same timing window.

Nym happens "Before a friendly bomb or mine would detonate"
While a Fuse happens "When a device would detonate" (or during, if you will)

So Nym actually triggers first. As Fuse is a replacement effect. You remove a fuse instead of detonating it, while Nym flat out prevents the detonation in the first place, thus the fuse doesnt have an opportunity to trigger.

Edited by Lyianx
added more context

I understand. Thank you.

"• Replacement effects are not added to the end of the ability queue as they are resolved at the timing of the effect they are replacing." (RR - Replacement Effects)

i agree with @Lyianx . i would define the fuse as a player effect as well, since it's printed on an upgrade card. it's still a game effect, though. the two terms are not mutually exclusive, mind you. just some game effects are also defined as player effects.

would still be great with a proper definition in the rules reference of what constitutes a player effect.