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.
Based on the sources provided, specifically the YouTube video detailing a solo (Player vs Environment) mode for Star Wars: Unlimited and the comprehensive and quickstart rule documents, here is a rule sheet clarifying how to play the solo version of the game. This solo mode, including the AI design, was created by the uploader of the TCG Solo YouTube channel.
Star Wars: Unlimited Solo Mode Rules
This solo mode is designed to be played using a standard Star Wars: Unlimited deck against an AI opponent. The rules for this AI are specific and should be followed to simulate an opponent. The creator recommends using the Luke Skywalker deck from the two-player starter set when playing against the Vader AI for a slightly more challenging experience.
Unless otherwise specified by these solo rules, all standard rules from the Star Wars: Unlimited Comprehensive Rules and Quickstart Rules apply.
Setup for Solo Play
- Use a standard deck, such as one from the two-player starter set. The solo mode creator states that the rules work perfectly with the two-player starter set.
- Prepare the necessary tokens and counters, including damage counters and the initiative counter. The video creator also mentions using a yes/no token for resolving certain AI card abilities.
- Set up the game area with your base, leader (horizontal side face up below your base), and deck as you would for a normal two-player game. The opponent’s setup will be mirrored.
- Randomly determine who gets the initiative counter. The player with the initiative counter takes the first action in the action phase. If no player is taking an action (e.g., during the regroup phase), the player with the initiative is the active player.
- Each player shuffles their deck and draws a starting hand of six cards. You are allowed one mulligan if you don’t like your hand.
- Each player chooses exactly two cards from their hand to place face down as resources in their resource area. These cards remain resources for the rest of the game.
Gameplay Overview
The game proceeds in rounds, each consisting of an action phase and a regroup phase, just like a standard game. Players take turns taking actions during the action phase until both players pass. The player with the initiative counter goes first.
The five main actions available to a player are Play a Card, Attack With a Unit, Use an Action Ability, Take the Initiative, or Pass. In the Twin Suns format (a multiplayer variant), players cannot choose the Pass action unless there are no counters available or they have already taken a counter. While the solo video doesn’t explicitly state if this Twin Suns passing rule applies, it describes the AI as always taking specific actions, suggesting a structured turn rather than simply passing. For the AI, the sequence of actions is key.
AI Opponent Rules
The AI follows a specific priority for taking actions during the action phase. The AI will always perform actions in this sequence as long as it is able:
- Attack with a Unit: The AI will attack with a unit if it has a ready unit available.
- Target Priority: The AI prioritizes attacking based on the unit’s cost. It will attack with the ready unit that has the highest cost. If there is a tie in cost between multiple ready units, the AI will choose to attack with the unit that has the highest printed attack value (ignoring bonuses from attachments or abilities).
- Attack Target: The AI can attack either your base or one of your units in the same arena (ground units attack ground units or your base; space units attack space units or your base). The video does not specify the AI’s target priority (base vs. unit) for attacks, only the priority of which unit to attack with.
- Play a Card: If the AI cannot attack with a unit (e.g., no ready units), or after it attacks, it will attempt to play a card from its hand.
- Card Priority: The AI prioritizes playing its leader if it meets the requirements for its epic action cost (e.g., 6 resources for Luke, 7 for Vader) and if it hasn’t been deployed yet. This deployment happens only after the AI’s first attack of the turn.
- Resource Payment: When paying for a card, the AI will use any temporary resources (cards from hand used temporarily as resources in the video’s solo system, though the comprehensive rules define resources as cards placed face down in the resource zone) first, followed by permanent resources.
- Use an Action Ability: The AI will use action abilities on its cards. The video mentions the AI leader’s normal action ability can be used each round. The AI’s priority for using action abilities is not explicitly detailed in the provided transcript, but it’s listed as one of the available actions.
- Take an Available Counter: The AI can take an available counter. In the Twin Suns multiplayer format, new counters like the blast counter and plan counter are introduced. The blast counter allows a player to immediately deal 1 damage to each opponent’s base but automatically ends their participation in the action phase. The AI uses the blast counter in the solo mode. The AI cannot take more than one counter in a single round. Taking a counter automatically makes the AI pass for the rest of the action phase.
- Pass: The AI will pass its turn if it cannot take any other action.
The AI repeats this sequence of attacking and playing cards during its turns in the action phase.
AI Specific Rules and Interactions
- AI Leader Deployment: The AI leader is deployed as a unit using its epic action only after the AI’s first attack of the turn, provided the AI has the required number of resources (6 for Luke, 7 for Vader). If the AI leader is defeated, it flips back to its horizontal side, and its epic action cannot be used again.
- AI Targeting (for Abilities/Upgrades): When an AI ability or upgrade requires targeting a card (e.g., Vader’s Lightsaber attaching to a unit), the AI will always target the card with the highest cost. This is referred to as the “ultimate power” rule by the solo mode creator. If there is a tie in cost, the AI targeting rule is not explicitly stated for non-attack targets in the provided text.
- AI Card Draw based on Base Damage: The AI’s card draw during the regroup phase is modified based on the damage sustained by its base. Normally, each player draws two cards.
- If the AI’s base has taken 10 or more damage, it draws 3 cards instead of 2.
- If the AI’s base has taken 20 or more damage, it draws 4 cards instead of 2.
- Resolving AI Card Abilities requiring Choice: For AI card abilities that require a choice or a yes/no answer (such as C3PO or R2-D2), use a token or other random method (like rolling a die) to determine the outcome. One side/result represents “Yes” and the other represents “No”. For example, if the AI plays C3PO and it requires revealing a card if its cost matches a chosen number, roll the yes/no token. If the result is “Yes,” proceed as if the condition was met (e.g., reveal and draw the card). If the result is “No,” proceed as if the condition was not met (e.g., do not reveal or draw). Similarly, for R2-D2’s ability to put the top card on the bottom of the deck, a “Yes” result means the AI puts the card on the bottom, and a “No” means it stays on top.
Regroup Phase
The regroup phase follows the standard rules, with the AI adjusting its card draw based on its base’s HP. Players draw cards, have the option to resource a card, and then ready all their exhausted cards.
Winning the Game
The goal remains to destroy your opponent’s base by reducing its HP to 0. Bases typically start with 30 HP. If both players’ bases reach 0 HP simultaneously, the game is a draw. If you run out of cards in your deck and are required to draw, your base will take 3 damage for each card you cannot draw.
Here’s a fun little add on also created with AI