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Board Game Review

Star Wars Unlimited Jump To Lightspeed Review

Punch it

I actively tried to avoid the allure of Star Wars Unlimited, knowing full well that I would fall into obsession if I dipped as much as a toe into its collectable card game depths. But, if I search my feelings, I know it to be true: this was inevitable. 

Within its first year, Unlimited saw the release of three new sets, each focusing on a specific Star Wars era, all while introducing new mechanics and adding depth to the core gameplay. Now in its second year, there’s no sign that Star Wars Unlimited is slowing down by a parsec, which ties neatly into the theme of its newest set, Jump to Lightspeed.

Introducing over 250 new cards, the Jump to Lightspeed set focuses primarily on the eras just before and beyond the original trilogy. Prequel characters and moments are sprinkled here and there, but you should expect to see more Lukes and Leias than Wattos and Windus when cracking into booster packs. Like any self-respecting collectable card game, the new additions draft well with those from Twilight of the Republic, Shadows of the Galaxy and the OG set. 

Currently in play: A wretched hive of scum and villainy 

More accurately, the two new mechanics will make Jump to Lightspeed cards vital for those looking to build a custom deck. The first new keyword, Piloting, is at the centre of the entire set. Present on various Leaders and select Unit cards, Piloting allows the card to be deployed regularly as a Ground Unit or attached to a Vehicle Unit as a powerful upgrade. This gives you a significant amount of flexibility to bolster either side of the playing field, depending on how the game unfolds.  

Accompanying the Piloting mechanic is an overall tighter focus on Vehicle Units. Unlimited’s fast and approachable gameplay loop has been present from the outset, but anyone who’s played a few rounds will have noticed that one side of the play area typically sees more action than the other. Bordering on unbalanced at times, it’s been common to see games played where Ground Units dominance is near absolute. And we all know who deals in absolutes. 

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Thankfully, Jump to Lightspeed tips the scales by introducing a vast array of powerful, diverse, and unique starfighters, freighters, and capital ships to the card pool. In addition to the exceptionally welcome Piloting mechanic, some truly monstrous Vehicle Units have entered the fray, such as Fett’s Firespray and, of course, the Millenium Falcon, both of which wield game-altering abilities that can devastate your opponent when played with their corresponding character cards.

Here, Boba regains the brutal edge he lost in Book of Boba Fett

The second newly introduced mechanic may be less immediately impactful, but the strategic wrinkles that come with it will likely linger as the series continues to grow. Various cards in the set inflict Indirect Damage; this unavoidable damage doesn’t target a specific Unit but instead forces the player receiving the wounds to delegate to their own Units or Base as they see fit. There’s not a substantial mechanical complexity to Indirect Damage, but pushing your opponent off their axis by putting the blaster in their hand is devilishly entertaining. 

Replacing the two-player starter sets from the previous two releases are Spotlight Decks. These packs come with a pre-built deck and the required tokens, as well as a single booster pack to help you get a head start on customisation. The two Spotlight Decks are Han Solo and Boba Fett, with each deck built around the abilities and strengths of the Leader card. Both decks are constructed to ease newcomers into the game, with Boba’s focusing on dealing as much Indirect Damage as possible. In contrast, Han’s deck leans into the smuggler/gambler side of his character, challenging its user to adapt and take risks. Both Leaders can be deployed as Pilots and, when combined with their signature ship, can wreak havoc on the opposing player. 

Final Thoughts

It’s all too easy for a TCG to become overburdened by the introduction of additional rules and mechanics with the release of each new set. Thus far, Star Wars Unlimited has managed to avoid this, offering new strategies and keywords to the game without driving the complexity of the ruleset beyond the scope of potential new players. Jump to Lightspeed not only continues this promising trend with the welcome addition of Piloting and Indirect Damage, but it also course-corrects the entire series with a much-needed focus on Vehicle Units. If I wasn’t already convinced that Star Wars Unlimited was the collectable card game for me, I certainly am now. 

Review copy of Star Wars Unlimited Jump to Lightspeed Spotlight decks supplied by the publisher

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Star Wars Unlimited Jump To Lightspeed Review
Now This Is Podracing
Jump to Lightspeed provides some much-needed balance to the core Star Wars Unlimited gameplay loop, while also adding depth with two welcome new keyword mechanics
The Good
Added refinement to the already rock-solid gameplay
New keywords add strategic depth
Widening the Vehicle Unit pool balances the entire game
New Spotlight Decks are an improvement on the Starters
The Bad
The ship is called Slave 1, c’mon now

Star Wars Unlimited Jump To Lightspeed Review
Now This Is Podracing
Jump to Lightspeed provides some much-needed balance to the core Star Wars Unlimited gameplay loop, while also adding depth with two welcome new keyword mechanics
The Good
Added refinement to the already rock-solid gameplay
New keywords add strategic depth
Widening the Vehicle Unit pool balances the entire game
New Spotlight Decks are an improvement on the Starters
The Bad
The ship is called Slave 1, c’mon now
Written By Adam Ryan

Adam's undying love for all things PlayStation can only be rivalled by his obsession with vacuuming. Whether it's a Dyson or a DualShock in hand you can guarantee he has a passion for it. PSN: TheVacuumVandal XBL: VacuumVandal Steam: TheVacuumVandal

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