Star Wars: Unlimited – Shadows of the Galaxy
Star Wars: Unlimited – Shadows of the Galaxy Rulebook
Table of Contents
Table of Contents
Keyword Abilities
7.5.13 Bounty
a. "Bounty" is a keyword followed by an em dash and ability text whose effect is the same as the triggered ability: "When Defeated/When Captured: An opponent may resolve the following ability. That opponent is considered to control this ability."
b. Each Bounty ability on a unit is considered an independent ability. A unit can have multiple Bounty abilities and can be given the same Bounty ability multiple times.
c. Bounty resolves in the same window as any "When Defeated" or "When Captured" abilities on the unit.
d. To "collect a Bounty" is to resolve a triggered Bounty ability.
e. Resolving a Bounty ability is optional. If a player chooses not to resolve a Bounty ability, they are not considered to have collected that Bounty.
f. Bounty abilities are always resolved by an opponent. If a player defeats their own unit that has a Bounty ability, they must choose an opponent to resolve its Bounty ability.
g. If playing with more than two players, the opponent who defeats/captures a unit with Bounty must be chosen as the opponent who may collect that Bounty. See 11. Playing With More than Two Players
7.5.14 Smuggle [Y]
a. "Smuggle" is a keyword whose effect is the same as the constant ability: "You may pay cost Y to play this card from your resource zone, replacing it with the top card of your deck. This ability is active while this card is a resource," where Y is the cost in brackets following "Smuggle." Paying this cost follows all normal rules for paying costs, including accounting for any aspect penalties that modify this cost.
b. Each Smuggle ability on a unit is considered an independent ability. A unit can have multiple Smuggle abilities.
c. Playing a card using Smuggle is considered a "Play a Card" action, without the restriction that the card must be played from hand.
d. While in the resource zone, a resource whose facedown side has a Smuggle ability is considered to have Smuggle. Once in play, the card is still considered to have Smuggle. A Smuggle ability on a facedown card is considered hidden information to opponents.
e. As the card is still in the resource zone while paying costs, a card with Smuggle can be exhausted to help pay its own Smuggle cost.
f. A unit or upgrade played using Smuggle is considered both to enter play and to be played. Any "When Played" abilities on the card trigger. If it is a unit, the unit enters play exhausted. if it is an event, it is placed in its owner's discard pile.
g. As it enters play, a card played using Smuggle is replaced in the resource zone by the top card of a player's deck. The two cards are considered to enter play simultaneously. The new resource enters play exhausted.
h. A player may still use Smuggle to play a card even if their deck is empty. In this case, they do not replace the card in their resource zone. They are not considered to have attempted to draw a card from their empty deck, and they do not put damage on their base.
Leader Units Enter and Leave Play
The following paragraphs carry the leader change introduced with this set's Comprehensive Rules update: a deployed leader's Leader Unit side enters play and its Leader side leaves play, and a defeated Leader Unit side leaves play while its Leader side enters play.
4. Leader (paragraphs 4 and 5)
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A leader is deployed using the Epic Action ability on its Leader side. A leader may be deployed regardless of whether it is ready or exhausted. When a leader is deployed, flip it to its Leader Unit side and move it to the ground arena, ready. It is considered deployed, not played. The Leader side leaves play, and the Leader Unit side enters play simultaneously. That leader is now a unit in play: it can attack, be attacked, and use the abilities on its Leader Unit side.
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When a Leader Unit has no remaining HP, it is defeated: flip it to its Leader side and move it to its owner's base zone, exhausted. The Leader Unit side leaves play, and the Leader side enters play simultaneously. Place an epic action counter on its Epic Action ability to show that it cannot be used again for the rest of the game. Any other abilities on its Leader side can still be used.
8. Enters Play (paragraph 2)
- Leaders begin the game with their Leader side in-play and their Leader Unit side out-of-play. When a leader is deployed, its Leader Unit side enters play. When a Leader Unit is defeated, its Leader side enters play.
13. Leaves Play (paragraph 2)
- When a leader is deployed, its Leader side leaves play. When a Leader Unit is defeated, its Leader Unit side leaves play and it is returned to the Base Zone exhausted, with its Leader side faceup.
Additional Rules
8.34 Capture
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If an ability instructs a unit to "capture" another unit, remove all damage counters from and defeat all upgrades on the unit to be captured, then place it facedown under the capturing unit. A captured card is considered out-of-play while captured, but is still public information to all players.
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A unit that has captured one or more other units is "guarding" those units.
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If an ability instructs a player to "rescue" a captured unit, that unit is retrieved from under the unit guarding it, flipped faceup, and returned to play exhausted under its owner's control. It is considered to enter play but is not played and does not trigger any "When Played" abilities.
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If a unit that is guarding any number of captured units leaves play, immediately rescue all captured cards that were guarded by that unit.
Glossary
Bounty
When a player's unit with a Bounty is defeated or captured, an opponent gets to collect its Bounty and resolve its ability. See 7.5.13. Bounty
Capture
When a unit captures another unit, the captured unit is removed from play and placed facedown under the capturing unit, which is now guarding it. The captured unit is rescued when the unit guarding it is removed from play. See 8.34. Capture
Smuggle
Smuggle is an ability that allows a player to play a card from their resource zone by paying the Smuggle ability's cost. The card is replaced in the resource zone by the top card of the player's deck, which enters play exhausted. A resource may be exhausted to pay for its own Smuggle cost. See 7.5.14. Smuggle