Conditional Mission Rewards

By alost1, in Imperial Assault Rules Questions

Hello,

We were playing one of the missions that have "Additional Rewards" and a question came up about if the heroes should know the condition to fulfilling the extra reward. Some of the players in my group say the heroes need to know the objective is, including the bonuses. They say they need some information on what the condition is for the reward.

For instance, the second part of the additional rewards for "A New Threat" says: "If the heroes have investigated all terminals before the end of Round 5, they receive an additional 100 credits per hero. Otherwise, the imperial player receives 1 influence." They believe they should be told about investigating all the terminals by the end of round 5. Maybe not told about what happensat the end of round 5 (the general coming out) , but told they receive extra stuff if they do finish it in time.

While we do read everything out loud in the mission briefing / triggered events. Like the story text and the bullet points minus any choices not used yet (Example: Not reading the ones he/she didn't choose under Defense Protocols in "A New Threat"). It just seems to me the info would have been in the Mission Briefing if the heroes were supposed to know about the extra reward condition. It also seems like it spoils whatever is triggered at the point even if they aren't told exactly what will happen. They may not know something is going to happen the first time they encounter these missions, but after a few of them they would catch on that something will happen.

What do you guys think?

That breaks the "Hidden Information" rule in the campaign book.

Look at the hidden objectives as "bonuses" to the Rebels to encourage them to play to their fullest in any mission. Keep playing the way the game was designed for you to play.

The only time I can remember this being in one of my missions was Imperial Hospitality.

The buildup in the mission briefing essentially tells the rebels that they need to destroy the terminal before the end of round 4. However, in the grand scheme of things, it's mostly a red herring that a) causes the rebels to take more time in the missions, building up Imperial threat and b) gives the Imperial 3 threat when the terminal is destroyed. However, the additional rewards that are given if this happens actually make it beneficial for the Rebels in the end. My Rebel group was very unhappy when they realized that going out of their way to destroy the terminal only caused things to get worse. However they were very happy when they realized they got credits because of it.

This element of surprise is necessary for 2 reasons. It adds to the replayability of the game, and it keeps the rebels guessing in future missions.

I agree that any additional bonus reward for completing objectives early is hidden information the players don't know about.

However, if they pay attention to details, they'd realize pretty much any mission that has a time limit will more than likely have additional rewards if completed earlier than that time limit.

If they don't know this, tell them now. "Hey, you guys should know that about every mission with a limited number of rounds will give you extra rewards if completed early."

The only time I can remember this being in one of my missions was Imperial Hospitality. This element of surprise is necessary for 2 reasons. It adds to the replayability of the game, and it keeps the rebels guessing in future missions.

If only those Rebels listened to the imperial player while he/she was reading the mission briefing flavor text to them at the beginning of the mission.....espeically the part where is says flat out that the hostage is the objective, and the terminal is secondary.

Edited by Fizz

We're about to play "A New Treat" for the first time and it will be the first mission for them where completing something extra quickly will give some extra reward. I think they should know about the possibility so I'm going to tell them this one time that:

"guys, there's something extra for you if you're extra quick. I won't tell you again in the future since you're not supposed to know. But keep in mind in the future that in any mission there might be additional rewards for being extra quick."

I think that's fair.

We're about to play "A New Treat" for the first time and it will be the first mission for them where completing something extra quickly will give some extra reward. I think they should know about the possibility so I'm going to tell them this one time that:

"guys, there's something extra for you if you're extra quick. I won't tell you again in the future since you're not supposed to know. But keep in mind in the future that in any mission there might be additional rewards for being extra quick."

I think that's fair.

First off, there should not be any "treats". The rebels are not worthy of such things. Unless by "treat" you mean a pouncing nexu to the face, then yes, rebels are deserving of "a new treat".

Second: No. You should not tell the rebels a **** thing beyond what is listed in the mission briefing until those events are triggered. You may think you're doing them a favor by telling them, or even adding to the fun or being thematic, but if the rebels know of a secondary reward, it will affect how they play that mission, and some of those secondary objectives may* be distractions that will make them lose in future missions.

*see what i did there? i kept the mystery and the suspense. Maaaaaaybe it's something bad? Maaaaaaaybe it's something good. Leave it to the rebels to discover it on their own.

Edited by Fizz

We're about to play "A New Treat" for the first time and it will be the first mission for them where completing something extra quickly will give some extra reward. I think they should know about the possibility so I'm going to tell them this one time that:

"guys, there's something extra for you if you're extra quick. I won't tell you again in the future since you're not supposed to know. But keep in mind in the future that in any mission there might be additional rewards for being extra quick."

I think that's fair.

First off, there should not be any "treats". The rebels are not worthy of such things. Unless by "treat" you mean a pouncing nexu to the face, then yes, rebels are deserving of "a new treat".

Dammit me and my typos. I tried so hard. But a Nexu to their face was exactly what I offered. Several times.

Second: No. You should not tell the rebels a **** thing beyond what is listed in the mission briefing until those events are triggered. You may think you're doing them a favor by telling them, or even adding to the fun or being thematic, but if the rebels know of a secondary reward, it will affect how they play that mission, and some of those secondary objectives may* be distractions that will make them lose in future missions.

*see what i did there? i kept the mystery and the suspense. Maaaaaaybe it's something bad? Maaaaaaaybe it's something good. Leave it to the rebels to discover it on their own.

I told them about it, and it didn't affect their play. They didn't got greedy and didn't make a risky mad rush in light of this new information (perhaps they should have!). I destroyed them. But look, I know my group. Not hinting about a possibility of a secondary reward (a totally new concept) would've caused so much whine, especially if they had won. After the mission they'd know about the possibility anyways, so me revealing something early only affected this mission and the mystery remains in the future. I stand by my decision.