Instant Abilities > Interrupt or Negate Last

General Description

Interrupt is used to stop another card’s special ability until the special ability on the interrupt card is completed (see Interrupt in the glossary of the rulebook [p. 45]).  An “interrupt” goes back in time and suspends something that has already happened.  Negate is a combination of “interrupt” and “prevent”, where “prevent” is a special ability described in more detail elsewhere (see Prevent).  The “prevent” stops something from happening now or in the future.  Together, they stop past, present, and future special abilities on targeted cards.

Interrupt is an ability that temporarily undoes a previously completed ability or set of abilities and inserts the special ability on the interrupt card before the previously completed abilities complete. Interrupt is used to stop another card’s special ability until the special ability on the interrupt card is completed (see Interrupt in the glossary of the rulebook [p. 45]).  An “interrupt” goes back in time and suspends something that has already happened.  Negate is a combination of “interrupt” and “prevent”, where “prevent” is a special ability described in more detail elsewhere (see Prevent).  The “prevent” stops something from happening now or in the future.  Together, they stop past, present, and future special abilities on targeted cards.

There are three types of interrupt cards: (1) interrupting some enhancements played (e.g., Counsel of Abigail), (2) interrupting and preventing all special abilities on character and/or enhancement cards (e.g., Foolish Advice), and (3) interrupting the battle (e.g., Reach of Desperation).  The second category is generally referred to as “play by the numbers” and is part of another special ability category (see Negate All on page 13).  The other two are described in this section.