Event Star Wars Unlimited Twin Suns Night [WedSTS]

Multiplayer Mayhem
Under normal circumstances, Star Wars: Unlimited is a head-to-head game between two players. However, sometimes players want to duke it out in a larger group, which is where the Twin Suns format comes into play.
When playing a game of Star Wars: Unlimited with more than two players, there are a few important changes to the rules. Twin Suns introduces two additional counters to the game: the blast counter and the plan counter. The “take the initiative” action is replaced with a “take an available counter” action, which allows you to claim any of the three counters (initiative, blast, or plan) that haven’t already been claimed by another player. Just like the “take the initiative” action from the normal rules, taking an available counter means you automatically pass for the rest of your turns for that action phase.
So, what do the blast and plan counters do? If you claim the blast counter, you immediately deal 1 damage to each opponent’s base. If you claim the plan counter, you immediately draw a card, then place a card from your hand on the bottom of your deck (you can choose to place the card you just drew, if you want). Both of these counters provide an extra bit of strategy during gameplay, and also make the choice of when to claim a counter matter even after someone takes the initiative.
Speaking of the initiative, the player with initiative still takes the first action each round during a multiplayer game. After that, players take their turns in clockwise order. The actions you can take during your turn are largely the same as a head-to-head game, with two major exceptions: the first is the “take an available counter” action we described above, and the other is that you cannot pass until you have no other legal actions to take on your turn. This means that you must perform an action that changes the game state every turn until you either claim a counter or run out of things to do.
In a Twin Suns game, once a player’s base has been reduced to 0 HP, that player is eliminated and can’t take any more actions. The player who eliminated them (such as by dealing the last bit of damage to their base) immediately heals 5 damage from their own base. At that point, the game continues until the end of the current phase. At the end of the phase, after any lingering card abilities are resolved, the player with the most HP remaining on their base wins the game!
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