RulesPal
Chat
Rulebook
Star Wars: Unlimited – 2026 Twin Suns thumbnail

Star Wars: Unlimited – 2026 Twin Suns

Expansion for Star Wars: Unlimited

Star Wars: Unlimited – 2026 Twin Suns Rulebook

Table of Contents

Table of Contents

  • 12. Twin Suns (Multiplayer Format)
    • 12.1 General
    • 12.2 Deckbuilding
    • 12.3 Two Leaders
    • 12.4 Setup
    • 12.5 Counters
    • 12.6 Action Phase
    • 12.7 Ending the Game

12. Twin Suns (Multiplayer Format)

12.1 General

12.1.1 Twin Suns is a special multiplayer format with unique rules, counters, and deckbuilding requirements. In the Twin Suns multiplayer format, each player's deck has two leaders instead of one, and each deck can only contain one copy of each card.

12.1.2 All of the rules for playing with more than two players also apply to the Twin Suns format unless otherwise specified.

12.2 Deckbuilding

12.2.1 The Twin Suns format features unique deckbuilding rules that allow players to put more than one leader into their deck.

12.2.1.a Each Twin Suns deck must include:

  • Exactly 2 different leaders whose faceup sides at the start of the game cannot have both the Heroism and Villainy aspects.
  • Exactly 1 base.
  • At least 80 other cards (consisting of units, events, and upgrades).

12.2.2 Players cannot have more than one copy of any card in their deck, unless otherwise specified. This limit applies to leaders as well as units, events, and upgrades.

12.2.2.a Though a player's deck cannot start the game with more than one copy of any given card in their deck, a player still may control multiple copies of the same non-unique card through game effects.

12.3 Two Leaders

12.3.1 Each player's deck must contain two leaders, whose faceup sides at the start of the game cannot have both the Heroism and Villainy aspects. The leaders may have the same name, but must not be copies of each other, in order to avoid violating the uniqueness rule.

12.3.2 Both leaders provide their aspect icons to the player's deck.

12.3.3 A player's leaders can be exhausted, deployed, and defeated independently of each other. A player may have both of their leaders deployed at the same time.

12.4 Setup

12.4.1 Setting up a Twin Suns format game is the same as setting up a multiplayer game as outlined in section 11, with two adjustments:

12.4.1.a During Step 2 of Setup, players put both of their leaders into play below their base, leader side faceup.

12.4.1.b During Step 3, after giving the initiative counter to the first player, place the new blast counter and plan counter in the center of the game area, within reach of all players. These are explained below.

12.5 Counters

12.5.1 Twin Suns games require two additional counters: the blast counter and the plan counter. These counters are similar to the initiative counter in that a player can use their action to take control of one of them, effectively ending that player's participation in a round.

12.5.2 Both the blast counter and plan counter have an additional effect when they are taken. Resolve this effect immediately when the counter is taken.

12.5.2.a When a player takes the blast counter, they deal 1 damage to each opponent's base.

12.5.2.b When a player takes the plan counter, they draw 1 card from their deck, then place 1 card from their hand on the bottom of their deck. (They may place the just-drawn card.)

12.5.3 In multiplayer games, the Take the Initiative action in two-player games is replaced with the Take an Available Counter action. When a player takes this action, they take control of any one counter that has not been taken (initiative, blast, or plan) and flip that counter to its "taken" side. The player is considered to have "passed" for their action and must "pass" for any subsequent actions they would take that round, though they still resolve any abilities triggered on cards they control during that round. A player can only take this action if they haven't yet taken a counter that round.

12.5.4 A player cannot take more than one counter in a single round; however, a player may control more than one counter at the same time, such as if a player already has control of the initiative from a previous round when they take a different counter.

12.5.5 At the start of each regroup phase, return the blast counter and plan counter to the center of the game area, "available" side up.

12.6 Action Phase

12.6.1 Players may take one of the following actions during each of their turns: Play a Card, Attack With a Unit, Use an Action Ability, or Take an Available Counter (once per player per round).

12.6.1.a Players may not choose the Pass action available in other formats in place of taking a different action. In the Twin Suns format, players may only pass if there are no counters available to take and must pass if they took a counter earlier in the round.

12.6.1.b Once a player has taken a counter, that player cannot take any additional actions for the phase, and must pass any time they would take an action. A player cannot take a counter if they already took one that phase, or if all counters were already taken that phase.

12.6.1.c Note that in a three-player game, the third player will necessarily take the last counter, ending the phase. In a four-player game, once all three counters have been taken, the last remaining player may pass to end the phase when they either cannot or choose not to take any other actions.

12.6.2 When a player eliminates another player from the game (such as by being the last player to damage the eliminated player's base), that player heals 5 damage from their own base, after resolving player elimination as specified in 11.3. If a player eliminates themself through an ability, no player heals damage from their base this way.

12.7 Ending the Game

12.7.1 Once one player is eliminated, the game will end once the current phase ends. The player with the most HP remaining on their base at the end of the current phase wins the game.

12.7.2 At the end the phase, any "for this phase" or "until the end of the phase" abilities still expire, and players still resolve any abilities triggered "at the end of the phase."

12.7.3 If multiple players are tied for the most HP remaining on their bases at the end of the game, they share the victory.