Is this how Cure / Alahazra / Divine swap works?


Rules Questions and Gameplay Discussion


Question about how ending my turn works and when/what I can cast.

At the end of my turn before I reset my hand I swap a divine card for Cure. At this point I don't believe I can play cure (before I reset my hand). I have to wait until the start of the next player's turn. Is this correct? Doing this means after playing cure (on the next player's turn) I will be down to 5 cards, which is how I play it now (and I usually do not attempt to recharge cure and just leave it in my discard to grab when I want it).

Or can you play cure during that window between swapping and reseting. thereby giving you a full hand at the end of your turn and putting 1d4+1 cards into your deck from discard and leaving cure on your discard pile. I played this way for a turn or two and thought it felt very broken. But the rules did say that you can play power at this time (this is the last time you can do so in fact). But my thoughts were they were referencing specific powers that relate to end of turn/resetting your hand? and not any power you wish?

I have read a lot of threads on end of turn/resetting your hand and I couldn't find a specific answer to this. Most other spells (from the ones I know) would have no use to be cast during this small window, so it really only benefits cure and allows you to cure every turn and reset to a full hand as long as you leave cure in your discard and also have 1 spare divine card at the end of your turn.


Once you get to the end of your turn step, you can't play any more cards. So you're playing it right - wait till the start of the next character's turn.

edit - you recharge cloud spells, use other end of turn things, etc., but you can't play Cure in the end of turn step.


You're playing it right (or at least, how we play things like that). My understanding is: once you're in that "end of turn" window you can do your end of turn steps in any order you like, but you can only do stuff that specifies end of turn.


Yes, you have it correct. All this now happens in the "End your turn" step, which now includes resetting your hand as part of the step. The only cards and powers you can play during "End your turn" have to either specifically say to do them at the end of the turn or have to relate to another thing you are doing at the end of your turn.

So you can't play Cure unless it relates to some other end-of-the-turn thing, and so far nothing Cure would relate to exists.

If you earlier played a card that you have to attempt to recharge at the end of your turn, then you can play cards to help with that recharge check. For example, if you had played the spell Rage and now were attempting to recharge it at the end of the turn, you could play a blessing or ally to help with that recharge check.

This fact used to be rather explicit in the rules:

Original S&S Turn Sequence wrote:

Reset Your Hand: First, apply any effects that happen at the end of the turn; if a power allows or directs you to not reset your hand, you must still apply any effects that happen at the end of the turn. You may play cards and use powers unless a power directed you to reset your hand and end your turn. After resolving these effects, you may no longer play cards or use powers for the rest of the turn.

Next, you may discard any number of cards. Then, if you have more cards in your hand than your hand size specifies, you must discard until the number of cards in your hand matches your hand size. Finally, if you have fewer cards than your hand size, you must draw cards until the number of cards in your hand matches your hand size.

End Your Turn: When you’re done, the turn passes to the player on your left.

It was pretty obvious that once you finished that during that "First" paragraph you could only play cards and use powers that were end of the turn effects or related to them, but that once you were done applying those "end of the turn effects" you could no longer play cards or powers.

In the current version, it is a bit less explicit:

FAQ wrote:
End Your Turn: First, apply any effects that happen at the end of the turn. While you do this, unless a power directed you to end your turn, you may play cards and use powers. Then, reset your hand (see Reset Your Hand). When you’re done, the turn passes to the player on your left.

So, first you apply any end of the turn effects, and you can play cards and powers while doing that. Since it is "while" doing that, those carsd and powers have to relate to the end of the turn effects. Then you are told to reset your hand, with no break between "first" and "then" in the instructions, so you've still not had an opportunity to play a card like Cure. And after you complete resetting your hand, the turn passes to the player on your left. So the opportunity to play a card like Cure never occurs doing "End Your Turn" because you go through the prescribed steps, with no breaks, and then the last step declares it to be the next player's turn.


Hawkmoon269 wrote:

Yes, you have it correct. All this now happens in the "End your turn" step, which now includes resetting your hand as part of the step. The only cards and powers you can play during "End your turn" have to either specifically say to do them at the end of the turn or have to relate to another thing you are doing at the end of your turn.

So you can't play Cure unless it relates to some other end-of-the-turn thing, and so far nothing Cure would relate to exists.

If you earlier played a card that you have to attempt to recharge at the end of your turn, then you can play cards to help with that recharge check. For example, if you had played the spell Rage and now were attempting to recharge it at the end of the turn, you could play a blessing or ally to help with that recharge check.

This fact used to be rather explicit in the rules:

Original S&S Turn Sequence wrote:

Reset Your Hand: First, apply any effects that happen at the end of the turn; if a power allows or directs you to not reset your hand, you must still apply any effects that happen at the end of the turn. You may play cards and use powers unless a power directed you to reset your hand and end your turn. After resolving these effects, you may no longer play cards or use powers for the rest of the turn.

Next, you may discard any number of cards. Then, if you have more cards in your hand than your hand size specifies, you must discard until the number of cards in your hand matches your hand size. Finally, if you have fewer cards than your hand size, you must draw cards until the number of cards in your hand matches your hand size.

End Your Turn: When you’re done, the turn passes to the player on your left.

It was pretty obvious that once you finished that during that "First" paragraph you could only play cards and use powers that were end of the turn effects or related to them, but that once you were done applying those "end of the turn...

thanks for all the replies.

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