Star Wars: The Card Game – Meditation and Mastery
Star Wars: The Card Game – Meditation and Mastery Rulebook
Table of Contents
Table of Contents
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.