

What is Twin Suns
Discover the exciting world of Star Wars™: Unlimited with our multiplayer format, Twin Suns! This engaging mode allows players to team up or compete against each other in epic battles, enhancing the social aspect of the game. Whether you’re strategically cooperating with friends or testing your skills against rivals, Twin Suns offers a unique experience that brings the galaxy to life. Get ready to explore new tactics and enjoy the thrill of multiplayer action!
Multiplayer Mayhem
Under normal circumstances, Star Wars: Unlimited is a one-on-one game between players. However, sometimes players want to compete in a larger group, and this is where the Twin Suns format comes in.
When playing Star Wars: Unlimited with more than two players, there are a number of important rule changes. Twin Suns introduces two extra counters into the game: the blast counter and the plan counter. The “take the initiative” action is replaced by a “take an available counter” action, allowing you to claim one of the three counters (initiative, blast, or plan) that has not yet been claimed by another player. Just like with the “take the initiative” action in the normal rules, taking an available counter means you automatically pass for the rest of your turns in that action phase.
What do the blast and plan counters do?
If you claim the blast counter, you immediately deal 1 damage to the base of every opponent. If you claim the plan counter, you draw a card immediately and then choose one card from your hand to place on the bottom of your deck (you may even choose the card you just drew). Both counters add an extra strategic layer to the game and make the timing of when you claim a counter important, even after someone has taken the initiative.
About initiative:
The player with initiative gets to act first each round in a multiplayer game. After that, players take turns in clockwise order. The actions you can take during your turn are largely similar to those in a one-on-one game, with two important exceptions: first, the aforementioned “take an available counter” action; and second, that you cannot pass as long as you still have a valid action available. This means you must take an action each turn that changes the game state until you either claim a counter or have no actions left to perform.
Elimination and healing in Twin Suns:
In a Twin Suns game, a player is eliminated once their base is reduced to 0 HP, after which they can no longer take any actions. The player who caused the elimination (for example, by dealing the final damage to the base) immediately heals 5 damage from their own base. The game then continues until the end of the current phase. At the end of the phase, after any ongoing card abilities have been resolved, the player with the most HP remaining on their base wins the game.
Deckbuilding in Twin Suns:
In addition to the modified gameplay rules, Twin Suns differs from the Premier format through its radically different deckbuilding requirements. The biggest change is that your deck must include two leaders instead of one—hence the name “Twin Suns.” These leaders must share the same aspect, either Heroic (white) or Villainous (black), but otherwise can be any two leaders. Each leader provides deckbuilding aspects for your deck, giving you access to a broader range of cards than a standard single-leader deck would allow. You play the leaders one at a time using their epic actions, but if you manage to get both onto the battlefield at the same time, it can completely turn the tide of the battle in your favor.
Additionally, your Twin Suns deck still includes only one base and must contain at least 50 cards (although this minimum will increase to 80 cards after the release of the fourth set). Unlike the Premier format, your deck may not include more than one copy of any single card. This applies to leaders, units, events, and upgrades, meaning you must take full advantage of your second leader’s aspect to fill your deck with a wide variety of options.