A Caveat: This article has been written after playing just four games with the "Star Wars: Unlimited" two-player starter set. As such, we were using pre-constructed decks and we didn't add any boosters for vary; it's clear that a vast array of strategic expansions awaits in the universe of booster packs.
So, What Is It?
"Star Wars: Unlimited" is a tcg and does exactly what it says on the tin: it throws you into the heart of the Star Wars saga, giving you the reins to either champion the Rebellion or rule the Empire. It’s all about strategy, wits, and, of course, a bit of luck.
The game is multi-player out of the gate which is great as my group tend to be casual players who like multi-player games and the fact it's fun as hell helps too!
The two player starter pack comes with two pre-built, 50-card decks that you can unpack and play right away, along with damage counters, quickstart rules, 2 paper playmats, and 2 folded deckboxes.
The Game’s Clever Bits
There are a few standout feature that really appealed to me in the rule:
Firstly, every card can be turned into a resource. There is no faffing about waiting for the that resource card to come up in your hand to allow you ro play cards. Each turn you can play any card face down as a resource. This means you’ve got to think on your feet, making decisions as to whether or not you want to hold on this card or that to play as their face value or use them as resource allowing your to play more cards per turn.
The game also makes use of two combat arenas, Ground and Space. Units are played into one or the other, determined by their card and once deployed they can only attack cards in their arena. But some cards have affects that interact with other units and more often than not this is not restricted by the arenas. For example when playing the Tie Advanced card into the space arena, you give 2 Experience tokens to another friendly IMPERIAL unit. Because this doesn't call out a requirement for the target IMPERIAL unit to be in the space arena this card can be used to support IMPERIAL units in the ground arena.
The Heroes and Villains Take Centre Stage
The game uses a Base and Leader card paring for each deck. During deck construction, these card dictate what Aspects you can build you deck with. Well, you can include cards that aren't of those aspects but you pay a premium in resource to deploy them. Secondly, the Base is where your win or lose the game as when your base's damage is down to zero, you are out! The Leader card sits with the Base card and can affect the game through the rules listed on it. But when you have enough resource cards in play you can deploy your Leader by flipping them and moving them to the specified Arena. Now they can take a much more direct affect on the game.
So big names like Darth Vader and Luke Skywalker are more than just window dressing; they can be pivotal to your game plan... Or if you are me, you move them into play only to have them smacked about like a wet lettuce and end up moving them back to the base on the same turn
Cards Worth a Mention
The following are a few cards that I really liked from the two starter decks.
- Leia Organa: She’s a right useful card, letting you either ready another resource for a bit more flexibility or bog down an enemy unit, putting a spanner in their works.
- Fleet Lieutenant and Rogue Operative: Talk about a dynamic duo. If you play your cards right (pun intended), you can unleash a powerful attack that cuts through enemy defences like a hot knife through butter. It’s all about that teamwork.
- Open Fire: If you’re looking for a no-nonsense approach, this card’s your answer. A straightforward way to deal some damage and keep the pressure on. No complicated strings attached.
- Grand Moff Tarkin: Here’s a chap who knows how to sift through the deck to get what he wants, pulling out Imperial cards to bolster your hand. It’s a bit of strategic finesse that can give you the upper hand.
The Ups and Downs
Pros:
- The game is chock-full of strategy, making you think hard about every move.
- It’s quick, ideal for a bit of fun without eating up your entire evening.
- The artwork is stunning, bringing the Star Wars universe to life right on your table. (This is my opinion, I have read some people online who don't like the art. I'm just glad it's not all stills from the movies and cartoons!
Cons:
- Sometimes, the game can slow down a bit, especially between rounds. This may have been due to us learning the game and the cards.
- Standing out in the crowded card game market is a tough hill to climb. But let's face it, this is Star Wars!!!
- It's Fantasy Flight Games and let's be honest, they don't have a good track record for not cancelling product ranges. Hopefully this won't be one!
Wrapping It Up
So after all that, what do I think? "Star Wars: Unlimited" offers a promising start, blending iconic characters with engaging gameplay. As the game grows with new cards and strategies, it's bound to carve out its very own, large niche in the genre. It’s a fantastic way to dive into strategic battles with a Star Wars twist, promising plenty of action for those ready to explore its depths.
I'm off to open the box of boosters I also bought...