Q: If venture then wins the 7th mission beats all character KO'd, then who would win in the case where a person who had all the characters KO'd has let's say 36 point toward venture and needs this battle to win the game and the other person who has only made 29 point toward venture and he/she
has let's say 3 cards left in hand that they can play when the last Ko occured. However the 3 cards don't add up 7 or more points. Who would win?? Why do they win??

A: Despite all the details to the question, the answer is pretty easy, if not any shorter.  The moment that one player has no more Front Line Characters left (regardless of whether there is a Reserve left or they can do anything from back there), the Battle is done.  It doesn't matter what cards anyone
has left in their hand, it's over.  The current Venture Totals are calculated and compared, Missions are moved, and then conditions are checked for a winner.  If either player has Completed all their Missions, they win the game.  If either player has all their Missions in the Defeated
Pile, they lose the game.  If both players still have Missions in the middle, then the game continues, unless one player has no Characters left, in which case they lose.  To recap:  Battle's over, Move Missions, Check for Winner, Venture Win beats KO Win.



Q: You did not answer the question. The Question assumes no one in reserve of the player with all characters KO'd. So the question still stands who would win??

A: I think the answer is the same; check the Missions.  Even if the person who wins their 7th Mission has no Characters left, they still win the game. Tournament players call this "The Suicide Win" or something similar; it's not uncommon to see a person with only one Character bet all the Missions
they can for the win, hoping that they can get more Venture points to land before intentionally taking a KO hit.  As long as they have more Venture points, their Missions move up and they win before Heroes are a factor.  Am I still missing an aspect of your question, or does this clear it up for you?  Let me know.



Q: I was wondering if you could help me... If I'm using the Age Of Apocalypse event "Martyr To The Cause" which causes all hits in the permanent record of all heroes to go into the permanent record of a single hero, and the hero is KO'd, am I entitled to bring up the reserve, as
(strictly speaking) it is not the beginning of the turn?

A: Yes.



 Q: Longshot's opponent is -2 to venture total per battle.  What if both players do not land any hits in that battle?  The opponent is -2 to venture total while Longshot is 0 for venture total.  Is Longshot's player the winner for the round?  What I mean is, if my opponent is -2 forventure total while mine is 0, do I win the round?  Or is it a draw?

A: If you a replaying with Longshot (and he's the only Venture manipulator on the front line) and the Venture is 0 to 0, then you would win the venture, 0 to -2.



 Q: If my opponent plays Iceman: Frostbite (I'm -1 to all actions for remainder of battle), is a level 1 power card useless or does he still have to block it?

A: He still must block it. The -1 affects the Attack Value of your attacks and the Defense Value of your defensive actions - but it does not affect the amount of damage an unblocked hit makes. So even though the Attack Value of the attack is 0, the opponent must block with a 0 or more in order to prevent the level 1 hit from landing. 



Q: Do cards that are played under the event from AOO allowing any specials to be played by any teammate continue into the next battle, i.e. played Grunge's Danger Seeker onto Prof.X, does it go for good (it's not like a battlesite card, is it)?  I remember when Morph first emerged, he was able to play KOd teammate's specials, but ONLY for one battle, even if the special said remainder of game.  Is that still the rule.

A: I believe that under the current rules, "remainder of game" cards played by way of a CL (Morph's Copy Teammate, "may play any 1 KO'd teammate's Specials next battle") probably stick around even after that battle.  I assume this is the type of thing that you are referring to.  We'll have to double check with OP Game on that one.  But I did verify for you that Danger Seeker does stick around on a Character other than Grunge as long as they find a legal way to play it, such as from a Battlesite or duringthe "Fighting Spirit Lives!" Event, and the other answer kind of logically
follows from that.



Q: If I have Holocaust in reserve and the Event Hellfire Club Attacked (move attack made on frontline to reserve, may defend) comes up, can I keep any defensive specials (Impervious Crystal, Otherworldly Evil) I may have for Holocaust if he has a special already placed? Or do I discard them?

A: You may keep the defensive cards. However, don't forget that if a card is placed (like an avoid) to Holocaust and is now usable, then a copy of it held in hand would still be a duplicate and need to be discarded.



Q: If your playing New Lease on Life (Shuffle dead pile and power pack into drawpile) can Holocaust's Devastate prevent your opponent from shuffling his deadpile into the drawpile? Please tell me yes.

A: Yes.  Play Devastate to remove their Dead Pile from the game.  This effectively prevents it from become part of the reshuffle if it comes up later. Good call.


Q: File #271266.10 for the Mission Into the Depths says: Remove 1 hit from the Permanent Record of one character, and put it in the Permanent Record of any teammate. 1) Since it does not specify, could I remove the hit from the Reserve character? 2) Once again, since it does not specify, could I move that hit from a Front Line character to the Reserve character?

A: Both of these are legal moves.