It feels like we’re in a trading card game (TCG) renaissance. Forget the early heyday of Pokémon, we’ve been almost spoiled for choice in the last year, especially with the likes of Disney Lorcana, and the building success of One Piece. To make it in this market, a TCG has to stand out from the crowd – and that’s exactly what Star Wars™ : Unlimited is doing.
Utilising new artwork that nostalgically nods its head at old styles, Star Wars™: Unlimited brings us gameplay a little differently. You can find more detail on how it plays over the next few pages, but put simply, your base holds your health, you fight on two separate arenas (space units fight space units, ground fights ground, etc), and you get a push and pull of taking turns between your actions, rather than doing everything you can before passing to your opponent. It’s designed to have cinematic moments – quick interactions, and a dramatic shift when the likes of Vader come into play all of a sudden. Star Wars™ : Unlimited brings the best of it to our tabletop, and we talked to Senior Game Designer, Tyler Parrott, about making a game that feels that way.
THE BEGINNING