Cogsnap and the Alchemist's kit


Rules Questions and Gameplay Discussion


I have started playing Cogsnap in Season of The Runelords. I got the Alchemist's kit and I was curious if that overrode his power about banishing Alchemical boons.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

I'd say you get to choose which power applies (Cogsnap's or the Alchemical Kit's)

Grand Lodge

Note the verbage on Cognap's power. The key words are "you may". You don't have to use Cogsnap's power every time you would banish a card with the Alchemical trait. Similarly, you don't have to play the Alchemist's Kit unless you wanna.


I was actually just going to pose this question, but with Damiel. The ruling I'm trying to find and have been unable to, even though I swear I saw it in the rulebooks somewhere (I must be blind), is which cards override which. I feel like it had something to do with locations overriding scenario cards and the like, or something to that effect.

Which brings me to the way I was reading it: is the card more specific than the power, and therefore does the alchemist's kit override Damiel's own power, making the alchemist's kit a drawback instead of an aid; in most cases, I'd rather recharge the card, but the kit seems to imply that it's always discarded.

I designed a game once that uses the "when you would" language, which in my game interrupts all other sequences for that effect, but there's still the matter of which effect/power triggers first: the card's or Damiel's innate ability.

Opinions?


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
KL Sanchez wrote:
I was actually just going to pose this question, but with Damiel. The ruling I'm trying to find and have been unable to, even though I swear I saw it in the rulebooks somewhere (I must be blind), is which cards override which. I feel like it had something to do with locations overriding scenario cards and the like, or something to that effect.

That would be the Golden Rule, at the bottom of the first page (technically page 2 since page 1 is the cover).

KL Sanchez wrote:

Which brings me to the way I was reading it: is the card more specific than the power, and therefore does the alchemist's kit override Damiel's own power, making the alchemist's kit a drawback instead of an aid; in most cases, I'd rather recharge the card, but the kit seems to imply that it's always discarded.

I designed a game once that uses the "when you would" language, which in my game interrupts all other sequences for that effect, but there's still the matter of which effect/power triggers first: the card's or Damiel's innate ability.

Opinions?

There is no overriding, because we also have the rule "if the game doesn't specify an order for things, you decide the order" (p29 of WotR rulebook). Both powers would trigger at the same time, and there is no defined order as to which applies first, so you choose the order in which the powers apply. Since the powers are also mutually exclusive, doing one precludes you from doing the other.

In any case, even if you did rule that the cards were in conflict and therefore the Golden Rule applied, the Golden Rule states that character cards would override boons and banes.


Those were the two lines I couldn't find on a skim.

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