Jabba's Ream New Campaign Rules - Should Apply To All Campaigns

By robertpolson, in Imperial Assault Campaign

I noticed two new rules in the Jabba's Realm expansion:

1. Imperial player cannot have more than 4 agenda cards in his hand.

2. If you have one or more expansions, then you choose half of the deck rather than 6 cards during the rebel upgrade state.

I like both rules as they prevent power creep for the imperial player and gives more options to the rebel players. I will be applying these rules for all future campaigns from here on forward including core set and released expansion boxes.

I noticed two new rules in the Jabba's Realm expansion:

1. Imperial player cannot have more than 4 agenda cards in his hand.

2. If you have one or more expansions, then you choose half of the deck rather than 6 cards during the rebel upgrade state.

I like both rules as they prevent power creep for the imperial player and gives more options to the rebel players. I will be applying these rules for all future campaigns from here on forward including core set and released expansion boxes.

Nice rules, especially the item draw rule. The item decks were getting a bit unwieldy (last campaign, the range-heavy Rebels didn't draw any Tier II ranged weapons until mission 6), so I was trying to find a solution that would be more fair than "draw 6," but less harmful to the IP than "choose what you want out of the whole deck." Can't believe I didn't think to split the baby. :P

2. If you have one or more expansions, then you choose half of the deck rather than 6 cards during the rebel upgrade state.

I seem to think this one was actually mentioned by the designers a while back. I have been using it t good affect for a while now.

Drawing half the deck makes sense, since in the core game there were 12 item cards in each upgrade deck.

What page is the rule about agenda cards being limited to four?

Oh man, I might apply these rules to the end of my core campaign- I think that might make my Rebels happy, especially since they're what we're calling in their "Empire Moment" right now (they won like the first six missions in a row, but the tide has slowly overtaken them and they're starting to feel the heat, and have lost the last few).

What page is the rule about agenda cards being limited to four?

It's in the campaign section, so technically only for Jabba's Realm campaign currently, but I have had no issues using the same for the previous campaigns.

What page is the rule about agenda cards being limited to four?

It's in the campaign section, so technically only for Jabba's Realm campaign currently, but I have had no issues using the same for the previous campaigns.

It's funny because both rules make sense for Jabba's Realm. He doesn't have as much reach or influence as the Empire but black market goods are also far more available.

What page is the rule about agenda cards being limited to four?

It's in the campaign section, so technically only for Jabba's Realm campaign currently, but I have had no issues using the same for the previous campaigns.

It's funny because both rules make sense for Jabba's Realm. He doesn't have as much reach or influence as the Empire but black market goods are also far more available.

It makes sense thematically though I'm a little saddened that this rule is limited to Jabba's Realm. I wonder why FFG did that.

Definitely going to to apply this rule to all future campaigns.

What page is the rule about agenda cards being limited to four?

It's in the campaign section, so technically only for Jabba's Realm campaign currently, but I have had no issues using the same for the previous campaigns.

It's funny because both rules make sense for Jabba's Realm. He doesn't have as much reach or influence as the Empire but black market goods are also far more available.

It makes sense thematically though I'm a little saddened that this rule is limited to Jabba's Realm. I wonder why FFG did that.

Definitely going to to apply this rule to all future campaigns.

I wouldn't be surprised to see one or both rules in the next errata.

What page is the rule about agenda cards being limited to four?

It's in the campaign section, so technically only for Jabba's Realm campaign currently, but I have had no issues using the same for the previous campaigns.

It's funny because both rules make sense for Jabba's Realm. He doesn't have as much reach or influence as the Empire but black market goods are also far more available.

It makes sense thematically though I'm a little saddened that this rule is limited to Jabba's Realm. I wonder why FFG did that.

Definitely going to to apply this rule to all future campaigns.

I wouldn't be surprised to see one or both rules in the next errata.

I would be surprised if they aren't there. Even in the Jabba book the rule starts with "If playing with one or more expansions...". Well if you're playing the Jabba's realm campaign then you're by definition playing with an expansion. Why include that wording if they don't mean for this rule to be used universally?

Edited by ManateeX

Just for clarifications sake, only the new item draw mechanic includes the "if playing with one or ore expansion" clause.

The limit on agenda cards is only for Jabba's campaign.

Again, I can't help but wonder why it was specifically formatted this way.

Is this simply an editing error or do the designers feel that the Imperial player needs all the agenda cards in the world to compete in every other campaign?

I guess they could just be testing the waters to see how people respond to that rule. The item draw just generally makes the game more fun (and doesn't directly affect the Imperial- he's facing more appropriate weapons now, sure, but it shouldn't affect his strategy). Some Imperial players may possibly have saving up Agenda cards as an integral part of the strategy- in a way, I can see some people being mad about that ruling.

I am wondering at what point you implement the half item card rule? You don't just want your heroes stacking the same OP weapons/accessories each campaign do you?

I like that they have to choose, ok this weapon is slightly inferior but we could have it for 2 extra missions instead of waiting for a chance at X. But when you start running the numbers the half draw rule makes more sense.

The core starts with 12 of each tier, for 36 total. TS introduces 2 per tier or 6 total and Hoth 3 per tier or 9 total.

That's an increase of 17% to TS .. hardly seems justifiable to give them their pick of the litter over a 17% increase in item randomness. With Hoth on its own we see an increase of 25%.. again,. doesn't seem like that big of a jump to me. So now this applies to both Bespin and Jabba's Realm with the appropriate increases of 17% and 25%. And the items that came with Obi-Wan wave.

The real increase comes when you start stacking expansions, which I am sure most of us do. By the time you get to Hoth you are already at a 41% increase in the number of cards. Now you could argue that a lot of the new items are actually quite good, so this is better for the players as their chance at a great item increases. But by the time we get to Jabba's Realm that is a 83% increase stacked. That is a fairly significant increase. We are now at roughly 22 cards per tier. Drawing 6 cards it would take 3.5 draws to see an entire tier. This math is all done in my head so it might be slightly off, but the message is the same.

I am in the middle of a Hoth campaign and I think I will implement this rule. It means they draw 8 instead of 6, not a huge deal but might help make a difference. And moving forward as the number of cards they draw increases it will show a big difference. For Jabba's Realm it means they draw 11 cards instead of 6, practically doubling the number.

Edited by FrogTrigger

Yeah, half might seem like a lot. It might be better to say "add 3 for each expansion you're playing with". So if you're playing all expansions, heroes draw 18 cards, rather than half. But hey, I'm sure FFG tested this, I trust them.

Just for clarifications sake, only the new item draw mechanic includes the "if playing with one or ore expansion" clause.

The limit on agenda cards is only for Jabba's campaign.

Again, I can't help but wonder why it was specifically formatted this way.

Is this simply an editing error or do the designers feel that the Imperial player needs all the agenda cards in the world to compete in every other campaign?

They probably didn't go back to testing products released a little while ago and decided to stay on the safe side and not touch prior products.