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Star Wars: Unlimited

Command a squad of Star Wars heroes and villains — take turns one action at a time to destroy the enemy Base.

Players
2
Play time
20–40 min
Complexity
Medium
Before Turn 1

Setup

  • Choose a Leader and a Base. The Base has HP — reduce it to zero to win.

  • Build a 50-card deck matching the Leader's aspects (color identity). Include 0–10 sideboard cards.

  • Both players draw 6 cards. You may mulligan once — shuffle back and draw 6.

  • Set out two arenas between players: Ground Arena and Space Arena.

Getting Started

How to play

  1. 1

    Players alternate single actions until both pass in a row. No long solo turns — every play is answered.

  2. 2

    Actions include: play a Unit (to Ground or Space), play an Event, attack, use an ability, or pass.

  3. 3

    Attack with ready Units. Attack a Unit, the enemy Leader, or the enemy Base. Attacker and defender deal damage to each other simultaneously.

  4. 4

    Resource cards are set face-down from your hand. Each round you may set one more — your resource pool grows steadily.

  5. 5

    Once both players pass consecutively, the round ends: ready all Units, draw 2 cards, initiative passes, and a new round begins.

  6. 6

    Deploy your Leader mid-game (when the printed condition is met) to transform them into a powerful Unit.

Turn Flow

Anatomy of a turn

  1. 1

    Action phase

    Alternate single actions with your opponent. Options: play a card, attack, use an ability, take the initiative, or pass. Both passing in a row ends the round.

  2. 2

    Regroup phase

    Ready all exhausted Units and resources, draw 2 cards, resolve end-of-round abilities, and pass initiative to the player who had it going into the round.

Core Rules

Rules to know

Alternating actions

You never take more than one action in a row (unless a card explicitly says otherwise). Combos revolve around forcing your opponent into losing exchanges.

Arenas

Ground and Space units cannot attack across arenas. Positioning matters — a strong Ground board can't stop Space threats attacking your Base.

Resources

Any card can be flipped face-down as a resource — your resource pool grows by one each round. Card choice on resources matters because it removes a card from your hand.

Initiative

The initiative token decides ties and often who acts first. It flips between rounds unless a card takes it.

Deploying the Leader

Leaders start as commanders and can 'deploy' as powerful Units when a condition is met. Once deployed, they attack like a Unit.

How You Win

Win conditions

  • Reduce the enemy Base's HP to zero.

  • Your opponent cannot draw a card when required.

  • Concession by your opponent.

Beginner Tips

Play smarter, faster

  • The action economy is everything. Any turn you get 'two for one' — trading one card for two of theirs — is a big swing.

  • Don't over-resource. Every resource is one less card to play. 5–7 in the resource row is usually enough by mid-game.

  • Think about arenas as separate battlefields. A single big Space threat can end games if your opponent is Ground-heavy.

  • Hold initiative for the round you actually need it. Passing it away for a small edge earlier is often the right play.