How to Play Star Wars Unlimited - Rules & Keywords
How to play Star Wars Unlimited: Fantasy Flight Games's two-player trading card game. Five-minute walkthrough covering deck construction, the four phases, the Ground / Space arenas, and SWU's keyword abilities. Pair it with the card database, the deck builder, or tournament decklists.
Official Comprehensive Rules
Fantasy Flight Games's full rulebook covering every interaction, edge case, and keyword definition. Comprehensive Rules, updated updated by FFG.
Open the rules PDF1. Deck construction
- 1 Leader in the Leader area. Your Leader sets your two aspects (one Alignment, one Style).
- 1 Base in the Base area. Your Base has HP. When it reaches 0, you lose.
- 50 cards minimum in your main deck (Units, Events, Upgrades). No upper limit, but most competitive lists run exactly 50.
- Maximum 3 copies of any card by name.
- Cards whose aspects all match your Leader play at their printed cost. Off-aspect cards cost +2 Resources each.
2. Card types
- Leader
- One per deck. Sits in the Leader zone. Each Leader has a passive ability and an Epic Action that can be used once per game. After triggering its Deploy condition, the Leader flips and enters the Ground arena as a Unit with its own Power and HP.
- Base
- One per deck. Sits in the Base zone with a printed HP value (typically 30). Defeating the opponent's Base wins the game.
- Unit
- The fighters. Have Power, HP, and an Arena (Ground or Space). Units only fight other Units in the same arena, but any Unit can attack the opponent's Base directly. Newly deployed Units have "deployed this turn" and cannot attack unless they have Ambush.
- Event
- One-shot spell-like cards. Pay the cost, resolve the effect, place into the discard pile.
- Upgrade
- Attached to a Unit. Adds Power, HP, or abilities. When the host Unit is defeated, attached Upgrades are also discarded.
3. Turn flow
SWU uses an action-based system: players alternate single actions until both pass. There are four high-level phases per round.
- Action Phase: players alternate one action at a time (play a card, attack, use an ability, take a Resource, or pass). The phase ends when both players pass consecutively.
- Regroup Phase: ready (untap) all exhausted cards, draw two cards (skipped on turn 1 by the initiative player), then optionally smuggle a card from hand to be a Resource face-down. Hand size resets if needed.
- Initiative Claim: the player without initiative may claim it for the next round (forcing them to go second), or pass.
- Next round: resume action phase with the initiative player going first.
4. Attacking and combat
Units attack other Units in the same arena, or attack the opponent's Base. To attack, exhaust the attacker, declare the target, and resolve combat:
- Both Units deal damage equal to their Power simultaneously.
- If a Unit's HP is met or exceeded by accumulated damage, it is defeated and goes to the discard pile.
- When attacking a Base, the attacker takes no return damage. All Power goes to the Base. Overwhelm lets a Unit attacking another Unit deal excess damage to the Base.
- When the opponent's Base HP reaches zero, you win.
5. Keyword abilities
Keywords on cards reference standard rules text:
- Ambush
- This Unit can attack and use action abilities the turn it is deployed.
- Grit
- This Unit's Power is increased by the amount of damage on it.
- Overwhelm
- If this Unit's combat damage to another Unit exceeds the defender's remaining HP, the excess is dealt to the opponent's Base.
- Raid X
- When this Unit attacks a Base, it gets +X Power for that attack.
- Restore X
- When this Unit attacks a Base, heal up to X damage from your own Base.
- Saboteur
- This Unit ignores opposing Sentinel Units when choosing attack targets.
- Sentinel
- Enemy Units must attack this Unit if able. Saboteur bypasses this restriction.
- Shielded
- When this Unit is deployed, it gains a Shield token (negates the next damage taken, then is discarded).
- Smuggle
- You may play this card from a face-down Resource at the cost shown next to "Smuggle".
6. Aspects (the deckbuilding rule)
Every card has zero, one, or two aspects out of the six total:
- Alignment aspects: Heroism, Villainy. Each card has at most one.
- Style aspects: Vigilance, Cunning, Aggression, Command. Each card has at most one.
Your Leader has two aspects. Cards that share all their aspects with your Leader play at printed cost. Each aspect a card has that your Leader does not adds +2 to the cost when you play it. This penalty is what makes mono-aspect decks faster and dual-aspect decks more flexible.
Read the full rules
This page is the short version. For multiplayer modes, the rules management process, and the full attack-step priority chain, download the official rulebook.
Open the rules PDF (Comprehensive Rules)