How much do you tell the rebel players about victory conditions

By Xphile101361, in Imperial Assault Campaign

"Certain rules reference the mission ending or progressing, followed by the Rebel Symbol . This indicates that the preceding text is an objective that the heroes are attempting to fulfill, which should be emphasized to the Rebel Players by the Imperial Player"

So, the rebels at the VERY LEAST will know what they need to do to either progress the mission, or to end the mission.

So, let's take for "Aftermath" for example. At the beginning of the mission, the Rebels should know:

  • There are four terminals that need to be destroyed.
  • The door is locked to Imperial figures.
  • The mission ends when the first of these events occurs:

    A) Once all the terminals are destroyed.

    B) When all the heroes are wounded.

    C) At the end of round six

In the "Aftermath" scenario, Point B and C above are after the Rebel Alliance symbol, and perusing many of the other scenarios, most have the Rebel wounded criteria and the time limit criteria AFTER the Rebel Alliance symbol.

So as the Imperial player I'm only on the hook to provide:

  • The box text
  • The fact that the Rebels can attack the terminals (and their stats).
  • The door is locked to Imperial forces.
  • The scenario ends once the fourth terminal is destroyed.

The way I read it is that the wound limit and time limit of 6 rounds is secret information available to the Imperial player only. Meaning that if the Rebel scum haven't succeeded in destroying the terminal by the end of round 6, the Imperial player wins, and trust me, I'm gonna use that to my advantage as much as I can.

Well, you're reading it wrong. The rules clearly state that everything under the mission briefing (including the bullet points) are public info. What you're doing is readng another part, which talks about emphasizing the rebel victory condition or mission progression, and turning that into "I dont have to read the full bullet point", which is wrong.

Event triggers are hidden until they are triggered.

Let's read it another way. "Mission Briefing" is hidden information until the trigger "we started this mission, and the imperial player set it up". Now, read the mission briefing.

Edited by Fizz

Just crank up the Imperial March for that bit.

Yeah, Rumblefish pointed out the difference between "keep secret" and "emphasize", and I get it. I'll take some of the blame in misinterpreting the rules, but I'm also going to point a finger at FFG's typical crappy rule layout. Having the campaign rules broken up over two rulebooks willy-nilly doesn't help much.

I love FFG's rule sets, I hate their layout and functionality. Can't wait until Universal Head puts out a .pdf. for IA.

Oh, I downloaded those the day they came out, but FFG (in my opinion) is notoriously bad at laying out their rules in a way that is readable and makes sense. You usually have to read part of a rule in one location, then look for the next part somewhere else.

Universal Head is a genius at design and layout. His .pdf versions of game rules are superior in each and every way.

Check his stuff out here: http://www.orderofgamers.com/

"Certain rules reference the mission ending or progressing, followed by the Rebel Symbol . This indicates that the preceding text is an objective that the heroes are attempting to fulfill, which should be emphasized to the Rebel Players by the Imperial Player"

So, the rebels at the VERY LEAST will know what they need to do to either progress the mission, or to end the mission.

So, let's take for "Aftermath" for example. At the beginning of the mission, the Rebels should know:

  • There are four terminals that need to be destroyed.
  • The door is locked to Imperial figures.
  • The mission ends when the first of these events occurs:

    A) Once all the terminals are destroyed.

    B) When all the heroes are wounded.

    C) At the end of round six

In the "Aftermath" scenario, Point B and C above are after the Rebel Alliance symbol, and perusing many of the other scenarios, most have the Rebel wounded criteria and the time limit criteria AFTER the Rebel Alliance symbol.

So as the Imperial player I'm only on the hook to provide:

  • The box text
  • The fact that the Rebels can attack the terminals (and their stats).
  • The door is locked to Imperial forces.
  • The scenario ends once the fourth terminal is destroyed.

The way I read it is that the wound limit and time limit of 6 rounds is secret information available to the Imperial player only. Meaning that if the Rebel scum haven't succeeded in destroying the terminal by the end of round 6, the Imperial player wins, and trust me, I'm gonna use that to my advantage as much as I can.

Well, you're reading it wrong. The rules clearly state that everything under the mission briefing (including the bullet points) are public info. What you're doing is readng another part, which talks about emphasizing the rebel victory condition or mission progression, and turning that into "I dont have to read the full bullet point", which is wrong.

Event triggers are hidden until they are triggered.

Let's read it another way. "Mission Briefing" is hidden information until the trigger "we started this mission, and the imperial player set it up". Now, read the mission briefing.

so, just to get this straight, the Rebels should know the time limit, and if the mission ends when all heroes are wounded (or if a specific hero is defeated)?

we've been playing for 4 or 5 misions so far in the campaign and all the rebels get to know are the victory conditions, what to interact / destroy. No mention of specific time limits.

its been exciting but it is also strange realizing that had we gone for one crate instead of interacting with a terminal the mission would be failed because we were on the last round and did not know it.

It's interesting, I'll have to double check but in some missions it lists the imperial victory conditions in the text (bullet pointed portion I read to the rebels). Sometimes it lists it in the text box up top near the deployment groups.

I'll have to double check and make sure I didn't miss something.

I read all the rules to my rebel players after each mission start or event trigger, sometimes I have to read them twice if they are bickering about where to place units while I read. :P

I also make sure to read the scoring at the end so they understand how many credits they got and why. This way they know for next time to gather more mission tokens or something etc.

Edited by KennedyHawk

so, just to get this straight, the Rebels should know the time limit, and if the mission ends when all heroes are wounded (or if a specific hero is defeated)?

we've been playing for 4 or 5 misions so far in the campaign and all the rebels get to know are the victory conditions, what to interact / destroy. No mention of specific time limits.

its been exciting but it is also strange realizing that had we gone for one crate instead of interacting with a terminal the mission would be failed because we were on the last round and did not know it.

As I have stated multiple times, if it is in the "Mission Briefing" section, you read it to the Rebel players. Most missions list the time limit, some list a "this mission will progress when..."

Edited by Fizz

Yeah, it can seem a bit confusing as the rebel symbol comes before the end of all the information you should provide. That being said, you need to provide all of the information for the Rebel players in Mission Briefing section.

You should read out loud all text (when triggered) - unless it states you shouldnt.

The only time i withheld info was the actual HP of Vaders Illusion in Temptation ;)

Was too funny to see them crap their pants.

Edited by thePREdiger