Tuesday night was our weekly lcg/tcg/ccg game night. This week Marcin, Dave, and myself played a couple of games of multi player Star Wars Unlimited (SWU).
SWU has a multi player format called Twin Suns. Twin Suns is basically the SWU Commander. Like Commander it’s a singleton format, ie only allowed one copy of a card in the deck.
Sadly I have not built any decks for Twin Suns. I’d love to see FFG copy WotC and release Twin Suns precon decks just like WotC release Commander decks but not as frequently as WotC release them. But I digress.
So how did we play a multi player game?
I used the starter decks like they were decks in the MtG Game Night Kit. Which was the inspiration for this idea.
So we each chose a starter deck (Dave went Vader, Marcin went Mando, and I went Luke) and played the game as a free for all.
The one rule I borrowed from Twin Suns was how the game ends.
“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.” taken from the Comprehensive Rules by FFG p46
We had a blast playing SWU this way.
It had that Commander vibe to it. But you are very much aware how much damage your opponents have on their bases. It’s a deciding factor on when or if you try and take out an opponent. Obviously you don’t want to knock someone out if you have more damage than the other remaining player. So you are hoping that you’re not too vulnerable to get knocked out, whilst the other player hopefully gets some damage to their base putting you in a potential winning position.
I won the first game, whilst Dave won the second. But in both games could have been won by any of us. They were that close.
Obviously I’d like to try the Twin Suns format. But I don’t have the cards to build some for us to use. I’d also like to have some “battle decks” but I suffer from the same issue as that for the Twin Suns decks.
Maybe that’s a project to put on the to do list.