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.
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.
A: Yes.
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.
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.
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.
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.
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.