Where?It seems to suggest you're not
Several of the missions are on a timer and state so clearly in the information that the Imperial player is to read up at the start of the mission. These mission are already hard for the Rebel players to manage if they know they are on a clock and withholding that crucial information would make it impossible for the Rebels and boringly easy for the Imperial.
Page 1 of the campaign guide, about Hidden Information. The End of Mission event within the campaign rules itself is written just like any other event, you wouldn't tell the players in advance about the Lockdown or Fortifies events. To my reading, all you're supposed to tell the players is what's in the first section of the Mission Briefing. I agree it makes it very hard, that just seems to be how it's written, unless I'm missing something.
As mentioned number of turns is in the briefing...
Where?It seems to suggest you're not
Several of the missions are on a timer and state so clearly in the information that the Imperial player is to read up at the start of the mission. These mission are already hard for the Rebel players to manage if they know they are on a clock and withholding that crucial information would make it impossible for the Rebels and boringly easy for the Imperial.
Page 1 of the campaign guide, about Hidden Information. The End of Mission event within the campaign rules itself is written just like any other event, you wouldn't tell the players in advance about the Lockdown or Fortifies events. To my reading, all you're supposed to tell the players is what's in the first section of the Mission Briefing. I agree it makes it very hard, that just seems to be how it's written, unless I'm missing something.
As mentioned number of turns is in the briefing...
So is what happens when the door opens, are you telling them that as well?