Star Wars Unlimited will be released at the start of March. Ambitious fans are probably already familiar with the theory of deck building, but beginners may still be wondering how to take the first steps in building a deck. One key factor here: the aspects.
There are many clever features behind the game concept of Star Wars Unlimited. The minimalistic turn sequence is particularly striking: the active player can perform one action at a time and must use synergies and combinations to increase his options for action. Before the first cards can even be played, A deck must be put together as sensibly as possible This is where the so-called aspects come into play.
Six aspects, many possibilities
Most maps have one or more aspects that show the player how to strategically classify a map. In Star Wars Unlimited there are a total of six different aspects:
- alertness
- command
- Refinement
- Infamy
- heroism
- Aggression
The aspects can be recognized by the different symbols and – for better recognition – different colors. All six aspects play a central role in building an individual deck. A deck at Star Wars Unlimited consists of 50 cards, plus a leader and a base. The latter two card types ultimately determine how a deck stack is tactically composed - which in turn is reflected in the aspects.
The rule of thumb: The aspects on the leader card and on the base card determine which cards you should choose for your deck. An example is the cover picture, which shows Darth Vader with the two aspects of aggression and villainy. If you include cards in your deck that contain these symbols, you can play the cards without a penalty.
However, this is not an obligation, which is the clever idea behind the deck building system of Star Wars Unlimited The opposite is true: If you include cards in your deck that contain aspects that are not shown on the leader or the base, you have to pay extra resources if you want to play the cards. For each missing aspect, two additional resource crates must be exhausted. So you can definitely include “foreign cards” in your deck, especially in the so-called sealed formats This can be a powerful trick if you don't want to miss out on particularly strong cards.
If you don't want to pay the extra costs, you can still use the cards as pure resource cards and simply turn them over unplayed and use them to pay for other cards.
Ultimately, because of the short rounds, the cards that are really useful are those where you only have to pay the additional cost (+2 resources) for a missing aspect. Cards with a base cost of two to three can be put to good use later in the game.
The better option, however, is a more strict focus on the available aspects in Star Wars Unlimited. For a simple reason: the rounds usually go into the final phase with between seven and eight resources played, so you rarely want to waste resources. This is because the one action per turn rule significantly increases the value of the resources, as they can only be made available again in the next collection phase (read: "refreshment phase") - without triggering special effects. If you use too many resources unnecessarily, they will be missing in the active round and you will ultimately have fewer options to act or react.
Ultimately, there is a limiting factor behind the idea of aspects, which, however, should be understood as a commandment and not as a prohibition.
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