j2klbs 0 Posted December 23, 2008 Mutant has a power to take cards from opponents' hands to bring the Mutant's total hand size up to 8 cards. Mutant has 3 cards and Player-B has 4 cards. Player-B has at least one encounter card, and draws the destiny to attack the Mutant. However, during the appropriate phase (alliances IIRC), the Mutant steals all 4 of Player-B's cards (and draws one additional one from the deck) to bring his hand size to 8. Now, Player-B has 0 cards. What the heck happens since these cards are stolen before the planning stage, Player-B no longer has an encounter card. Is the encounter cancelled since it is no longer valid as Player-B has no encounter cards? I've scoured the rules and cannot find an answer to this scenario. Regards, j2klbs Quote Share this post Link to post Share on other sites
mattherobot 0 Posted December 23, 2008 If the offense ever has to play an encounter card during his or her turn and cannot, the encounter is immediately over. Thus, my understanding would be that such a use of the Mutant's power would indeed end the encounter. Quote Share this post Link to post Share on other sites
Toomai 0 Posted December 23, 2008 Yeah. If the offense runs out of cards in mid-turn, the turn is over. This doesn't happen with the defense, however. You could actually use this fact to your advantage at times, like the example you gave of Mutant taking the offense's cards. Or maybe you're Philantrophist attacking Virus and all you have is a 4; give Virus the 4 and your turn ends without a problem. Quote Share this post Link to post Share on other sites
j2klbs 0 Posted December 24, 2008 Thanks guys! That makes sense! Cheers! Jason (PS Merry X-mas) Quote Share this post Link to post Share on other sites
Podtrooper 0 Posted December 28, 2008 Just to Recap: From Rules: Drawing New Cards If the offense has no encounter cards (attacks, negotiates, or morphs) at the start of his or her turn, the offense must play (if possible) or discard any non-encounter cards, draw eight new cards, and continue his or her turn. If the offense runs out of encounter cards later during his or her turn and needs to play one, the offense’s turn ends immediately. (This might happen for several reasons, including paying compensation after an encounter, an alien power, or a card effect.) If this happens, the offense returns any of his or her ships on the hyperspace gate to his or her colonies. Allies also return their ships to any of their colonies. If the defense has no encounter cards when he or she is required to play a card in an encounter (normally during the Planning Phase), the defense must play (if possible) or discard any non-encounter cards, draw eight new cards, and play one of them in the encounter. If the defense doesn’t draw any encounter cards in the new hand, this process is repeated as many times as necessary. Quote Share this post Link to post Share on other sites
Saizo 0 Posted December 28, 2008 I had an interesting thing happen while playing in a game with Mutant and Mite. Mite was offense and demanded a colony; it would have given them a win. So Mutant said no to the colony, was taken down from nine cards to three. BUT Mutant maintains an eight card hand and preceded to draw five more cards from the deck, obviously giving her an advantage over Mite. Needless to say, Mutant whooped Mite's booty and therefore kept Mite from winning the game. It was a tense moment. Did we play that right? Quote Share this post Link to post Share on other sites
The Warp 23 Posted December 28, 2008 Yes, you played it right... especially because you crushed that creepy Mite. Quote Share this post Link to post Share on other sites
ItsTheDukester 0 Posted December 29, 2008 You played it right. We see this all the time at CE Online, and it's a classic "take that!" Cosmic moment. Quote Share this post Link to post Share on other sites