Star Wars: Unlimited

Star Wars: Unlimited Twin Suns

Twin Suns is Star Wars: Unlimited's multiplayer format, for three or four players. Each deck has two leaders, one base and at least 80 other cards, with one copy of each card, and every set ever released is legal. This guide covers the deck rules, the two extra counters, why you can't pass, and how a game ends, from the publisher's Comprehensive Rules 9.0 (October 9, 2026).

Twin Suns deck rules

A Twin Suns deck is bigger than a Premier deck and has no duplicates. These are the rules in the Comprehensive Rules and the Event Guide as of October 2026.

RuleTwin SunsPremier, for comparison
LeadersExactly 2 different leaders, not both Heroism and VillainyExactly 1
BaseExactly 1Exactly 1
Main deckAt least 80 units, events and upgradesAt least 50
Copies1 of each card, leaders included, unless a card says otherwiseUp to 3
SideboardNot allowed at Twin Suns eventsUp to 10
Card poolEvery released card; the format never rotatesThe two most recent rotation batches
Suspended cardsNone listedCad Bane, Still Faster Than You, as of October 2026

The one-copy rule applies to the deck you start with. If a card effect gives you a second copy of a non-unique card during the game, you can control both.

The 80-card minimum dates from March 14, 2025. Twin Suns launched with a 50-card minimum while only three sets existed, and the publisher raised it once Jump to Lightspeed gave players enough cards for 80 different ones. It has said 80 is the format's intended size and it has no plans to change it.

Two leaders and their aspects

Both leaders supply their aspects to the deck, so a Twin Suns deck usually covers more aspects than a Premier one. The only limit is between the leaders: their starting sides can't have both Heroism and Villainy. Two Heroism leaders work, and so do two Villainy leaders.

The leaders can share a name as long as they aren't copies, so two different Darth Vader leaders can lead one deck. Each leader is exhausted, deployed and defeated on its own, and you can have both deployed at once. Both start the game in play below your base, leader side up.

The aspect penalty works as it does in every format: each aspect icon on a card that neither leader nor your base supplies adds 2 to its cost. The aspects guide explains it with examples.

The counters, and why you can't pass

Twin Suns adds two counters beside the initiative: the blast counter and the plan counter. On your turn, instead of taking the initiative, you can take any one counter nobody has taken this round. Taking one is your last action for the phase: you pass every turn after it.

CounterWhen you take it
InitiativeAs in a two-player game, you take the first action next round.
BlastYou deal 1 damage to each opponent's base.
PlanYou draw 1 card, then put 1 card from your hand on the bottom of your deck. It can be the card you just drew.

The bigger change is passing. In Twin Suns you can't pass while a counter is still available; you have to play a card, attack, use an action ability or take a counter. You pass only after you've taken a counter, or once all three are gone. With three players, the third counter taken ends the action phase. With four, the last player without a counter can pass to end it once all three are taken.

You can take only one counter a round, though you can hold the initiative from last round and take blast or plan this round. Blast and plan go back to the middle at the start of each regroup phase. Turns go clockwise from the player with the initiative, and mulligans are decided in that order too.

Because you can't pass to wait, cheap cards matter more than in a two-player game. The publisher's own Twin Suns guide points out that a player with more actions left late in a round gets the last word on the board.

Elimination and winning

A player whose base has no HP left is eliminated. Every card they own is removed from play, cards other players own in their play area go to those owners' discard piles, and they take no more actions. If they held the initiative, it goes back to the middle for someone else to take.

The player who eliminated them, usually by dealing the last damage to that base, heals 5 damage from their own base. If a player eliminates themselves through an ability, nobody heals.

The first elimination also starts the end of the game. Play continues to the end of the current phase, with effects that last "for this phase" still expiring and end-of-phase abilities still resolving. Then the player with the most HP left on their base wins. Players tied for the most share the victory. The winner is not always the player who destroyed a base, since someone who stayed out of the fighting can win on HP. The how to win guide compares this with a two-player game.

Playing at a multiplayer table

The rules let players talk freely, about plans, open information and even their hidden cards, and they can make deals. No deal is binding, and every other player is still your opponent for card abilities. When a card affects a single opponent, the player using it chooses which one.

Each player has their own part of the ground and space arenas, and all of it counts as one arena, so your ground unit can attack any opponent's ground units or base. Sentinel protects only its controller. An opponent's Sentinel doesn't stop you from attacking a third player.

At official events, a Twin Suns match is a single game with three or four players and a 55-minute time limit.

The 2026 Twin Suns decks

The publisher released four preconstructed Twin Suns decks in May 2026, each built to the format's rules and led by a pair of Clone Wars characters. Their new cards carry the set code TS26 and are legal in Twin Suns and Eternal, not Premier. The 2026 Twin Suns guide lists the decks, their leaders and the cards printed for them.

Building your own deck needs 80 different cards beyond the leaders and base, which takes a wider collection than a Premier deck's 50 cards in up to 3 copies. Any card you own from any set counts, since Twin Suns never rotates.

Twin Suns in TurnZero HQ

The TurnZero HQ deck builder has a Twin Suns format. Pick it when you start a deck, and it checks for two Leaders, at least 80 cards, one copy of each card, and that the deck doesn't mix Heroism and Villainy. Rotation and Premier's suspended list don't apply to it. The builder also shows which cards you own, which helps when you need 80 different ones.

To keep score, start a game with More players and each player gets their own base HP on one screen. The base damage tracker guide shows how.

Frequently Asked Questions

How many cards are in a Twin Suns deck?

At least 80 cards, plus two leaders and one base, with no more than one copy of any card. The minimum was 50 when the format launched and rose to 80 on March 14, 2025, with Jump to Lightspeed. The publisher has said it has no plans to change it.

Can I mix Heroism and Villainy in Twin Suns?

Not between your leaders. The two leaders' starting sides can't have both the Heroism and Villainy aspects, so two Heroism leaders or two Villainy leaders are fine, and one of each is not.

Can my two Twin Suns leaders have the same name?

Yes, as long as they aren't copies of each other. Two different Luke Skywalker leaders, with different subtitles, can lead the same deck. Two copies of the same leader can't.

How many players is Twin Suns for?

Three or four. The rules are written for more than two players, and the event rules say a Twin Suns game is ideally three or four players. With three players, the third counter taken always ends the action phase.

Does Twin Suns rotate?

No. Every released card is legal in Twin Suns, including Spark of Rebellion, Shadows of the Galaxy and Twilight of the Republic, which have left Premier. Premier's suspended list doesn't apply, and the Event Guide lists no cards suspended in Twin Suns.

How do you win Twin Suns?

Have the most HP left on your base when the game ends. The game ends at the end of the phase in which the first player's base is destroyed. Whoever eliminated that player heals 5 damage from their own base first, and players tied for the most HP share the win.

Are the 2026 Twin Suns decks legal in Premier?

Their new cards, marked TS26, are not. They are legal in Twin Suns and Eternal. The reprints in those decks are legal wherever their original printings are.

Build a Twin Suns deck from your collection.

Pick two Leaders, add your Star Wars: Unlimited cards, and TurnZero HQ checks the 80-card, one-copy rules and shows what you still need. Free to start.

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