
- BGG rank
- BGG #3,448
- BGG rating
- 7.0
Star Wars: Destiny – Two-Player Game
- 2 players
- 30 min
- Complexity 2.4/5
- 2017

Rules assistance for Star Wars: The Card Game – Ready for Takeoff
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Star Wars: The Card Game – Ready for Takeoff is an expansion for Star Wars: The Card Game released in 2015 for 2 players, 60 minutes per game, and ages 10 and up. Its main mechanics are Variable Player Powers and Hand Management.
From the publisher's website: “We’ll have to destroy them ship to ship. Get the crews to their fighters.” –Darth Vader, Star Wars: A New Hope The battles of Star Wars are fought both on planets and in space. On solid ground, heroes like Han Solo and Leia Organa exchange blaster fire with nameless troopers, but in the freezing void of space, ace pilots such as Wedge Antilles fly starfighters through fierce dogfights and breakneck contests of skill and nerve. As the first Force Pack in the Rogue Squadron cycle for Star Wars: The Card Game, Ready for Takeoff brings interstellar battles to the forefront, as Vehicles and Pilots clash in the vacuum of outer space. With a new fate card, iconic starship pilots like Lando Calrissian and “Mauler” Mithel, and new mechanics for piloting your Vehicles, Ready for Takeoff has plenty to offer, whether you fly for Rogue Squadron or Black Squadron. This Force Pack contains ten new objective sets (two copies each of five unique sets) and in Ready for Takeoff, you’ll get your first taste of piloting each faction’s iconic starships. Contains objective sets 141-145.
Star Wars: The Card Game – Ready for Takeoff supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.
The listed playing time for Star Wars: The Card Game – Ready for Takeoff is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Star Wars: The Card Game – Ready for Takeoff for ages 10 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Star Wars: The Card Game – Ready for Takeoff belongs to these categories: Card Game, Movies / TV / Radio theme, and Science Fiction. Its main mechanics are Variable Player Powers and Hand Management. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The catalogue lists Star Wars: The Card Game – Ready for Takeoff as an expansion for Star Wars: The Card Game. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Star Wars: The Card Game to use it. Check that your edition of Star Wars: The Card Game is compatible, as some expansions were revised between editions.