Prevent — Riftbound Rules
Section 437 — 20 rules
- 437.1.
- Preventing damage is the act of reducing the Damage a set of game objects would take.
- 437.1.a.
- Prevent is an action that interacts with Damage.
- 437.1.b.
- Prevent appears in statements that define an amount of damage and the source of the damage it will affect, as well as the timespan it will be relevant for.
- 437.1.b.1.
- Prevent actions are usually formatted as “Prevent the next X [source] damage that would be dealt to a [unit] this turn.”
- 437.1.b.1.a.
- The X is referred to as the Prevent Value.
- 437.1.b.1.b.
- X can be “All,” which specifies an infinite amount of damage.
- 437.1.b.2.
- Prevent will always apply to the next damage that would be dealt to a unit affected by the Prevent action.
- 437.2.
- When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Unit specifically.
- 437.2.a.
- The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.
- 437.3.
- When damage is dealt this way, reduce the Prevent Value being tracked on the Unit affected by the Prevent action by the prevented amount.
- 437.3.a.
- If the Prevent Value is 0 or less, then Prevent is no longer being tracked on the Unit in question, and the effect expires.
- 437.3.b.
- The reduced value is the newly tracked Prevent Value.
- 437.3.c.
- If the Prevent Value is “All” then it remains “All.”
- 437.4.
- Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.
- 437.5.
- Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be affected by the Prevent action.
- 437.5.a.
- Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit. Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.
- 437.5.b.
- No amount of damage is ever considered lethal if the Prevent Value is “All.”
- 437.6.
- Prevent is a Limited Action.
- 437.6.a.
- Players may only Prevent Damage when directed to by Game Effects.
- 437.7.
- Prevent is a Delayed Replacement Effect. See rule 367. Replacement Effects for more information. See rule 389. Delayed Abilities for more information.
Related FAQ (1)
What happens if I use an effect like Unlicensed Armory to prevent the death of the friendly unit I chose to kill with Baited Hook?
Baited Hook kills a unit, then uses information about “the killed unit." If you prevent that unit's death, there's no killed unit, so Baited Hook can't evaluate its Might. As a result, the check for the Might of the “killed unit" returns a null value, and you're not able to play any unit. If the unit is killed before the ability of Baited Hook resolves, the outcome is the same.