I ran this video through some AI tools and got some rules written up. Happy to update if/when the author/designer provides official stuff.
⭐ Star Wars Unlimited – TCG Solo Rules
🔧 Setup
- Use a regular two-player starter deck (e.g. Luke vs. Vader).
- Player:
- Shuffle, draw 6 cards, choose 2 as resources (normal setup).
- AI:
- Shuffle its deck.
- Take the top 2 cards → place them face-down as its standard resource pile.
- Draw 3 cards from the top of the deck into its hidden hand (face-down). Do not look at them.
🔁 Turn Structure (Alternating: Player → AI)
🧑 Player Turn
Play your turn exactly as normal:
- Action Phase – Play cards, spend resources.
- Attack Phase – Declare attacks, target AI’s base or units.
- Regroup Phase – Draw cards, gain resources, ready all.
🤖 AI Turn
▶️ Action Phase
- Reveal cards from AI’s hand top to bottom, one at a time.
- For each card:
- If it’s playable and the AI has enough resources:
- Spend temporary resources first, then standard.
- Play the card. Stop revealing more.
- If not playable (unaffordable or invalid target), place the card face-down and sideways into the temporary resource pile.
- If it’s playable and the AI has enough resources:
- If none of the 3 cards can be played, all 3 become temporary resources.
💡 Temporary resources are spent only this turn, before standard ones. They’re cleared at the end of the AI’s turn.
⚔️ Attack Phase
- AI always attacks your base unless you control a Sentinel.
- If you have a Sentinel, it must attack the Sentinel with the highest printed cost.
- If multiple AI units are ready:
- AI attacks in order of highest printed attack value.
- If tied, you (the player) choose which attacks first.
🔄 Regroup Phase
- Draw 3 cards into the AI’s hidden hand (face-down).
- This draw count increases later (see below).
- Add 1 card from deck face-down to AI’s standard resource pile.
- Ready all AI units and resources.
- Discard all temporary resources from this turn.
📈 AI Difficulty Scaling (Draw Growth by Damage)
AI Base Damage Taken | Cards Drawn at Regroup |
---|---|
0–9 | 3 cards |
10–19 | 4 cards |
20+ | 5 cards |
“After you deal 10 damage to the AI base, they will draw 4 cards… At 20, draw 5.”
🧠 AI Behavior Logic
Priority Flow:
- Attack with highest-cost ready unit.
- Play a card (if possible).
- If leader is eligible (enough standard resources to pay epic action cost), deploy it after the first attack.
- Repeat: attack → play → attack…
Targeting Rules (“Ultimate Power”):
- For any targeting effect (e.g., buffs, damage, attachments), AI always chooses your unit with the highest printed resource cost.
- Applies to Sentinels, buff targets, and damage events.
🎲 Random Decisions (C3PO, R2D2, etc.)
For abilities requiring a yes/no choice:
- Use a coin or token flip.
- One side = yes, the other = no.
- This simulates AI’s hidden decision-making when it would “look” at cards or choose options.
🏁 Win/Loss Conditions
- You win if the AI base is reduced to 0 HP.
- You lose if your base is reduced to 0 HP.
- Game ends immediately when a base is destroyed.
✅ Solo Flow Summary Table
Phase | AI Behavior |
---|---|
Action | Reveal hand cards (1 at a time) → play 1 → rest become temp resources |
Attack | All ready units attack base (unless Sentinel); order: highest attack first |
Regroup | Draw 3–5 cards (based on damage), +1 face-down resource, ready all cards |
Resources | Temporary used first, discarded end of turn; standard accumulate over game |
Targeting | Always targets your unit with highest printed resource cost |
Scaling | AI draws more cards as it takes damage (3 → 4 → 5) |