Twin Suns Deck Modules (ANN)

 

I've had a lot of success and fun making 'deck modules' for Twin Suns. I came up with deck modules idea back in my Vampire : The Eternal Struggle (V:TES) years. If you aren't familiar, V:TES is similar to SW:U in that you have units with categorical powers/aspects. In V:TES each vampire has set of disciplines they have access to. It's a fun deck building exercise and allows you to plug-n-play and create a lot of different decks quickly. Even between games! Combat module not working out for the deck, swap it out with another discipline.

Back to SW:U, we can make modules based on aspects. So each leader is it's own module, with a base being a module as well. Each leader module is 29 cards. Each base module is 22 cards. Pick two leaders and a base, and you have a legal twin suns deck! If you have the modules pre-built you can show up to your local gaming session with several modules and never play the same deck twice for weeks. This may irk many players that consider reps on one deck to be the path to victory. But in my opinion, and previous experience with V:TES confirms, you will find the really interesting interactions and combos via lots of experimentation. At least that's what makes the game fun for me, which is probably why I like Twin Suns.

I have posted on the following page all the modules that I've built to date that have successfully won a Twin Suns game. So hopefully none of the modules will be considered hot garbage. I'll be adding more, assuming that I don't get targeted every game.

https://swu-strategy.blogspot.com/p/twin-suns-deck-modules.html


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