16. Lose Conditions
There is one.
Empty Treasury. The moment a player's Treasury reaches 0 Currency, that player immediately awards 1 Story Point. The opponent next in turn order chooses which player receives it, and may choose themselves. The bankrupt player never chooses.
This is a state-based check (§10.6) and fires the instant the Treasury hits zero, on any player's turn and in any phase — including when a Liberation cost drains it mid-resolution (§12.7). A player does not get to reach zero and survive until their next turn.
This and causing your own Character to Fall or be destroyed (§8.12) are the only Story Points awarded during an Act; everything else in §15 is counted from the board once, when the Act ends. Both are self-inflicted.
Running out of cards does nothing. A player who must draw from an empty deck simply draws no card, and play continues. There is no loss, no penalty and no Story Point.
Losing a Homeworld does nothing in itself. A Homeworld that is captured is Contested and so no longer scores its controller the 1 SP in §15.1; a Homeworld that is destroyed is destroyed. Neither ends the game (§4.1).
Retired conditions. Earlier revisions treated controlling 5 or more Contested or Fallen permanents, not controlling a Homeworld, and running out of cards as Lose conditions awarding a Story Point. All three are retired.
