All I see in the book is instructions for building the deck, with nothing about drawing from it. Are we just supposed to infer that we draw one along with our side missions? Or do we get the instructions over the course of the campaign? If that's it, just say yes and leave it at that - no spoilers please.
How do Threat Missions enter play?
It reads in the hoth rules that after the introductory mission you draw 2 cards from the 8 rebel side missions. Additionally you draw 2 random cards from the Threat missions and they are in play.
All I see in the book is instructions for building the deck, with nothing about drawing from it. Are we just supposed to infer that we draw one along with our side missions? Or do we get the instructions over the course of the campaign? If that's it, just say yes and leave it at that - no spoilers please.
Yes, in addition to what Baer said.
Havent played with it yet, but it seems that threat missions are almost only a buff to the Imperial Player?
As I understand it, when the rebels choose side mission they can choose one of the two threat mission or one of the two side missions, making it easier for IP to get agenda mission rewards.
The threat mssions gives a permanent boost to the IP and only a one-off, but decent boon the rebels.
Am i missing something?
It reads in the hoth rules that after the introductory mission you draw 2 cards from the 8 rebel side missions. Additionally you draw 2 random cards from the Threat missions and they are in play.
Yeah, I finally found it. It's under the "campaign structure" heading, not "threat missions" where you'd expect it to be. Interestingly enough it looks like you don't replace threat missions with a new draw after playing one like you do side missions; I'm guessing instructions to draw the remaining two will come at predetermined points in the campaign.
Not sure if this is a spoiler, I wouldn't consider it one... but
banes and boons are also referenced in the mission event triggers.
So it does become quite tricky for the Rebels to decide which side missions they rather want to go after... especially if the Imperial Player starts putting out Agenda Side Missions as well!
Some missions grant bonuses for the rebels if they posses a boon so there's other reasons to take them in the Hoth campaign.
I tend to agree they really buff up the Imperial player, your agenda missions almost always get through and the rebels really have to decide between denying the Imperial player a bane and going after there own hero upgrades.
We just played our first Return To Hoth mission last night and went through the threat missions after. The way we understand it is two threats missions are in play concurrently with two side missions from the Rebel deck. The Rebels choose which of the four they would like to play, but the Imperial player has the "banes" in play until the Rebels choose to resolve the mission associated with the card. If the rebels win the mission, the bane becomes a "boon" for Rebel players. Hope this helps!