Player Turn

On a player’s turn, he or she becomes the offense. The offense encounters another player (the defense, determined by drawing from the destiny deck) on a planet by moving a group of his or her ships through the hyperspace gate to that planet. note: “Challenge” is an old term for “encounter” that slipped through in a couple of places.

The offense and defense invite allies to their side and then, after alliances are declared, play an encounter card facedown. The encounter cards are revealed, and the combination of ships, encounter cards, and other effects determines the outcome of the encounter.

The offense and its allies may establish a colony on the planet, they may lose their ships to the warp, or some other outcome may result. Although both players can see how many ships each side has in the encounter, neither side knows which card the other side will play or what other effects may be brought to bear on the outcome.

If a player loses the first encounter, that player’s turn ends and play passes to the left. If a player wins the first encounter, that player has the option to have a second encounter. Regardless of the second encounter’s outcome, the player’s turn then ends and play passes to the left.

'' 'Be aware of the difference between ' Start Turn and Start Encounter. When a player Starts Turn they also Starts Encounter. Should that player have a successful encounter and begin a second encounter, this is not considered a second turn. Thus they are unable to use abilities or effects designated for Start Turn.'' Start Turn is essentially the first part of the Regroup phase and  only occuring on a player’s first encounter  as offense. Any effect that happens during Start Turn, must take effect before anything that is supposed to happen during Regroup (e.g., the offense draws a new hand before a Plague artifact can be played).