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Star Wars: The Card Game – Meditation and Mastery thumbnail

Star Wars: The Card Game – Meditation and Mastery

Expansion for Star Wars: The Card Game

Star Wars: The Card Game – Meditation and Mastery Rulebook

Table of Contents

Table of Contents

  • Objective Set 241
    • Daughter of Taanab
    • Sarenda
    • Cathar Defender
    • Gotal Outcast
    • Return of the Jedi
    • Preparation and Planning
  • Objective Set 242
    • A Legend Begins
    • Wedge Antilles
    • Red Two
    • Pilot Ready Room
    • Tactical Planning
  • Objective Set 243
    • Resistance and Rebellion
    • Nien Numb
    • Loyal Co-Pilot
    • YT-2000 Freighter
    • Spacer Cantina
    • Stay on Target
  • Objective Set 244
    • Inexorable Destruction
    • Admiral Screed
    • Demolisher
    • Nebulon-B2 Frigate
    • Tactical Planning
  • Objective Set 245
    • Hunter in the Night
    • Djas Puhr
    • Defel Mercenary
    • Master of the Night
    • Blaster Pistol
    • Well Equipped

Objective Set 241

Daughter of Taanab

No. 1172 · Objective · Light side · Jedi · Traits: Taanab · Damage capacity 5 · Resource 1

While this objective has 2 or fewer damage on it, it gains: "Reaction: After you play an event card, draw 1 card. (Limit once per turn.)"

Sarenda

No. 1173 · Unit · Light side · Jedi · Unique · Cost 2 · Damage capacity 3 · Force icons 2 · Combat icons: Unit Damage 1, Blast Damage 1 · Traits: Character, Force User

Interrupt: When this unit is destroyed or sacrificed, search your deck for an event card, reveal it, and add it to your hand. Shuffle your deck.

Cathar Defender

No. 1174 · Unit · Light side · Neutral · Cost 1 · Damage capacity 1 · Force icons 1 · Combat icons: Unit Damage 1 · Traits: Character

Shielding.

This unit gains [Unit Damage] while it is defending.

Gotal Outcast

No. 229 · Unit · Light side · Neutral · Cost 2 · Damage capacity 2 · Force icons 2 · Traits: Character, Force User

While the Balance of the Force is with the light side, this unit gains [Blast Damage] [Blast Damage]

Return of the Jedi

No. 119 · Event · Light side · Jedi · Cost 3 · Force icons 3

Action: Put a Force User unit into play from your discard pile.

Preparation and Planning

No. 1150 · Fate · Light side · Neutral · Force icons 2

Reduce the cost of the next event card you play this turn by 2.

Objective Set 242

A Legend Begins

No. 1175 · Objective · Light side · Rebel Alliance · Traits: Yavin 4 · Damage capacity 5 · Resource 1

Rebel Alliance affiliation only.

Reaction: After you reveal 1 or more [Rebel Alliance] fate cards in your edge stack, remove a target participating enemy unit from the engagement. (Limit 1 per engagement.)

Wedge Antilles

No. 1176 · Unit · Light side · Rebel Alliance · Unique · Cost 2 · Damage capacity 2 · Force icons 1 · Combat icons: Blast Damage 1 · Edge-enabled combat icons: Unit Damage 1 · Traits: Character, Pilot

Pilot (2).

(Enhanced Speeder or Fighter unit gains [Unit Damage] [Blast Damage] and elite.

While this card is a Pilot enhancement it gains: "Action: Focus this enhancement to move it to another eligible target unit."

Red Two

No. 1177 · Unit · Light side · Rebel Alliance · Unique · Cost 3 · Damage capacity 3 · Force icons 2 · Combat icons: Unit Damage 2, Blast Damage 1 · Traits: Vehicle, Fighter

Reaction: After a Pilot enhancement is attached to this unit, move 1 focus token from an enhancement to another target enhancement controlled by the same player. (Limit once per turn.)

Pilot Ready Room

No. 701 · Enhancement · Light side · Rebel Alliance · Cost 2 · Resource 1 · Force icons 0 · Traits: Location

Enhance your play area.

Reduce the cost and pilot cost of the first Pilot card you play each turn by 1.

Tactical Planning

No. 1179 · Fate · Light side · Rebel Alliance · Force icons 3

A target participating [Imperial Navy] or neutral unit loses a combat icon of your choice until the end of the engagement.

Objective Set 243

Resistance and Rebellion

No. 1179 · Objective · Light side · Smugglers and Spies · Traits: Sullust · Damage capacity 5 · Resource 1

Each Transport unit you control gains +1 damage capacity for each Pilot enhancement on it.

Nien Numb

No. 1180 · Unit · Light side · Smugglers and Spies · Unique · Cost 2 · Damage capacity 2 · Force icons 2 · Combat icons: Unit Damage 1 · Edge-enabled combat icons: Tactics 1 · Traits: Character, Pilot

Pilot (2). (This Pilot enhancement does not count against the pilot limit. Enhanced Transport unit gains [Unit Damage] [Edge Enabled Tactics])

Loyal Co-Pilot

No. 1181 · Unit · Light side · Smugglers and Spies · Cost 1 · Damage capacity 1 · Force icons 2 · Edge-enabled combat icons: Unit Damage 1 · Traits: Character, Pilot

Pilot (1). (This Pilot enhancement does not count against the pilot limit. Enhanced Transport unit gains shielding. If enhanced Transport unit has 2 or more Pilot enhancements on it, it also gains elite.)

YT-2000 Freighter

No. 1182 · Unit · Light side · Smugglers and Spies · Cost 3 · Damage capacity 3 · Force icons 2 · Combat icons: Unit Damage 1, Blast Damage 1 · Edge-enabled combat icons: Blast Damage 1 · Traits: Vehicle, Transport

This unit gains edge (1) for each Pilot enhancement on it.

Spacer Cantina

No. 734 · Enhancement · Light side · Smugglers and Spies · Cost 2 · Resource 1 · Force icons 0 · Traits: Tatooine, Location

Enhance your play area.

Reduce the cost and pilot cost of the first Pilot card you play each turn by 1.

Stay on Target

No. 702 · Fate · Light side · Neutral · Force icons 2

You may put a Pilot card into play from your hand or discard pile as an enhancement on a target friendly Vehicle unit.

Objective Set 244

Inexorable Destruction

No. 1183 · Objective · Dark side · Imperial Navy · Traits: Imperial Navy · Damage capacity 5 · Resource 1

Imperial Navy affiliation only.

Reaction: After you reveal 1 or more [Imperial Navy] fate cards in your edge stack, target a participating ready friendly unit. That unit strikes immediately.

Admiral Screed

No. 1184 · Unit · Dark side · Imperial Navy · Unique · Cost 3 · Damage capacity 3 · Force icons 1 · Combat icons: Unit Damage 1, Blast Damage 1 · Edge-enabled combat icons: Unit Damage 1 · Traits: Character, Officer, Pilot

Pilot (2). (Interrupt: When an engagement in which enhanced Capital Ship unit is participating ends, deal 2 damage to a target participating unit.)

Demolisher

No. 1185 · Unit · Dark side · Imperial Navy · Unique · Cost 4 · Damage capacity 4 · Force icons 2 · Combat icons: Unit Damage 2, Blast Damage 1 · Edge-enabled combat icons: Blast Damage 1 · Traits: Vehicle, Capital Ship

Interrupt: When an engagement in which this unit is participating ends, deal 1 damage to a target non-engaged objective.

Nebulon-B2 Frigate

No. 1186 · Unit · Dark side · Imperial Navy · Cost 3 · Damage capacity 3 · Force icons 0 · Combat icons: Unit Damage 1, Tactics 1 · Traits: Vehicle, Capital Ship

Reaction: After this unit is focused to strike, it gains 1 edge-enabled combat icon that another participating unit has, until the end of the strike.

Tactical Planning

No. 1187 · Fate · Dark side · Imperial Navy · Force icons 3

A target participating [Rebel Alliance] or neutral unit loses a combat icon of your choice until the end of the engagement.

Objective Set 245

Hunter in the Night

No. 1188 · Objective · Dark side · Scum and Villainy · Traits: Tatooine, Night · Damage capacity 5 · Resource 2

The card database records no text box for this card, so no text is transcribed.

Djas Puhr

No. 1189 · Unit · Dark side · Scum and Villainy · Unique · Cost 3 · Damage capacity 3 · Force icons 3 · Combat icons: Unit Damage 1, Blast Damage 1 · Edge-enabled combat icons: Unit Damage 1 · Traits: Character, Bounty Hunter, Force Sensitive

This unit gains elite while there are 1 or more Night cards in play.

This unit gains targeted strike while there are 2 or more Night cards in play.

Defel Mercenary

No. 1190 · Unit · Dark side · Neutral · Cost 3 · Damage capacity 3 · Force icons 2 · Edge-enabled combat icons: Tactics 1 · Traits: Character, Mercenary, Night

This unit gains [Unit Damage] for each Night card in play.

Master of the Night

No. 1191 · Enhancement · Dark side · Scum and Villainy · Cost 1 · Force icons 1 · Traits: Night

Enhance a card you control.

Interrupt: When enhanced card is targeted by an enemy card effect, shuffle this enhancement into its owner's deck to cancel that effect.

Blaster Pistol

No. 18 · Enhancement · Dark side · Neutral · Cost 0 · Force icons 1 · Traits: Weapon

Enhance a Character unit.

Enhanced unit gains [Unit Damage].

Well Equipped

No. 1166 · Fate · Dark side · Neutral · Force icons 2

Remove 1 token (any type) from a unit or objective card you control with 1 or more enhancements on it.