On Star Wars Unlimited Fantasy Flight Games and Asmodee have high hopes: the new trading card game will be launching in March. The focus of the gaming fun is not only on the duels themselves, but also on deck building.
Red cards represent the dark side, blue cards represent the light side - it could basically be that simple. Is it at Star Wars Unlimited but not. The colors of the cards have a different reason. And it's pretty well thought out. The color scheme is linked to six aspects and therefore directly to the deck building strategies.
Six aspects – from offensive to tricky
Building an individual deck of cards, or at least finding a working strategy from the Internet, is a core factor in trading card games. It's not just about playing alone, but for fans with ambitions it's also about discovering the tactical possibilities behind different card combinations. With Star Wars Unlimited, the creators help with a sophisticated system: there are six aspects, each of which shows what a card is particularly good at.
The six aspects Star Wars Unlimited are:
The tactical purpose of a card is represented using a fixed symbol and the color of the card background. This should be extremely helpful when building a deck, for example to recognize where the focus of a self-designed deck should be. Aggro decks will therefore consist predominantly of red cards; Defensive decks that play for time and control are likely to have a significant number of Vigilance cards.
The individual aspects differ significantly in terms of their respective purpose of the game. The aspect alertness is defensively oriented. The cards therefore contain keywords such as guard posts to prevent the opponent from dealing damage directly to selected units or even the base. Another way to play for time is “tenacity.” Cards with this skill become stronger when they take damage - so if they are guards, the opposing player will be forced to attack certain cards - and thus involuntarily buff.
The exact opposite is aggression: The cards with the red symbol are primarily damage dealers or cards that deal direct damage. This aspect revolves around maximum damage output. For example, you can allocate a certain number of damage points or bypass defensive strategies - including guard posts. This is ideal for aggro decks: this type of TCG deck tries to put the opponent under pressure as early as possible and decide the game within a few rounds. If this fails, the aggressive deck strategy usually also fails. Aggression will therefore be a celebration especially for those fans who love risk.
The aspect command on the other hand, is a tactical element related to the management of resources. The main aim here is to accelerate the extraction of resources in order to be able to play powerful cards as early as possible or in combination. It's also about increasing the card presence on the table and putting the opponent under pressure - by massively playing out units and buffs.
Infamy is represented with a black symbol and is one of those aspects that are particularly often combined with others on cards. Ultimately, it's also about putting your deck together so that you can play cards without an aspect penalty, i.e. more expensive. Basically: To build a deck you have to choose a leader and a base. The leader provides two aspect symbols, the base of one. These three symbols then indicate how the rest of the deck was intended to be constructed. Both infamy and heroism, the fifth of the aspects, can be found combined on cards. Infamy usually has a control effect, preventing attacks in certain areas or putting pressure on the opponent with cheap, fast cards. Heroism, on the other hand, is a slower variant, much more robust and therefore also an aspect of control.
Ultimately, the aspect provides clever tricks Refinement. This is about tricks that disturb the opponent. This means that units played can attack directly with a supporting effect or you can create uncertainty for the opposing players when it comes to an attack. You can also inspect your opponent's hand of cards with sophistication cards, so you can come up with strategies or rethink your own skills because you can act more proactively.
All six aspects can appear in combinations, which ultimately makes it possible to use different cards in different deck strategies and at the same time avoid the aspect penalty.
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