Rules understood mistakenly

By deadsong2, in Imperial Assault Rules Questions

Hey, I was curious about this situation, if this has happen to anyone else (or atleast would help people NOT to have these situations...);

we have played half of the campaign of Jabba's Realm and we happen to play wrongly Hutt Merceneries-class deck till this moment. We happen to understood wrongly about the bounty tokens, so that they would come back every mission (even that not all were wounded at last mission). I found that talkin of this class deck at some other topic, that explained that they only come back, if none of those heroes have those at the start of mission (if they are wounded, they lose that bounty token and dont get them back (like bounty of that hero was collected)).

So the problem here is, that because of this situation, imperial player has maybe got too much advantage for beating the rebels, cause there were situations, when at last mission ends, not all heroes where wounded. Because imperial player chose those class deck cards, where he can hit very hard heroes with bounty token. And it feels for rebels, that class deck is too much overpowered, when basic stormtrooper could easily hit 7 points damage to hero and all group could easily beat one hero in a round. So basically all 4 heroes could be beaten to wounded at in a 4 rounds (which actually has happen....).

So question is, if this kind of mistake could happen (atleast playing half the campaing allready), should rebel players get some kind of compensation for the mistake, so that some kind of balance at the campaing should stay? Otherwise it could be too hard for rebel to win any other side/story missions, when imperial player would be over-powered in the middle of the campaign.

And I know, that Imperial assault is a hard game and some say that imperial can be beaten up, or rebels are too weak and so on, but in this case I think mistake should be somehow fixed. Otherwise we should start the campaing in the beginning, but since we dont play it so often, it would take some time to start again and get to this point where we are now.

You're right, that is a huge advantage for the Imperials - the Hutt Mercenaries deck is definitely OP if the bounty tokens come back at the start of each mission.

I would just give the Rebels an XP and credit boost as if they had won 2/3 of the missions you've played already, and for their next item buying phase let them draw 1/2 the cards from any item decks that you've reached so far (i.e. if you've already left the Tier 1 items behind, let the rebels draw cards from there too to make up for the fact that they didn't have as many credits when they saw them before).

Also, if they've failed to get their rewards from the side missions, let them choose some of those to gain as well.

That will probably make it close enough; then just start playing by the right rules! :D

Mistakes happen.

my general advice is move on and play it right from now on.

Alternatively, if you want to give the rebels some compensation, give them 2xp each, 200 credits per hero and let them go shopping again.

remember that misplaying a rule doesn't necessarily change the outcome of a mission. It just tips the balance more heavily one way or the other.

learn from mistakes, give a little compensation as an apology and move on.

Why doesn't 'Wanted Dead' apply at the start of each mission? I'm confused...

13 minutes ago, macmastermind said:

Why doesn't 'Wanted Dead' apply at the start of each mission? I'm confused...

Wanted Dead
It applies all the time. At any time, if the condition "No Heroes have a Bounty token" is met, then each heroes claims a Bounty token. But that will only happen when you have defeated each hero at least once.

Note that "Defeated" means either Wounded or Withdrawn. So to start, you wound a hero. They lose their Bounty token. They won't get it back until you've wounded *every other* hero. Once you wound the last hero, each hero will claim a Bounty token again, no matter when it happens, and you start over.

Note also that it is possible for a wounded hero to gain a bounty token.

14 minutes ago, Stompburger said:

But that will only happen when you have defeated each hero at least once.

Doesn't it happen at the beginning of every mission then, too? If all heroes aren't wounded (because the rebels won, typically), does the condition carry forward to the next mission? I guess that's my disconnect...

Edited by macmastermind
4 minutes ago, macmastermind said:

Doesn't it happen at the beginning of every mission then, too?

No, because heroes don't lose Bounty tokens at the end of each mission. They only lose them when they are defeated (or, presumably, at the end of a campaign :D ). The rulebook for Jabba's realm specifies that heroes don't discard Bounty tokens during post-mission cleanup.

Gotcha. Ok, yeah, we've REALLY been playing that wrong...

They probably should have clarified that on the Wanted: Dead card; I think it's confused a lot of people. I think they just ran out of space though...

Well, their wording is solid - but it's a little counter-intuitive if you don't actually remember the definition of 'defeated'. Normally they would italicize a definition like that, but yeah they would have run out of space...

The wording is fine, but it's abnormal for a token to not be discarded at the end of a mission. That exception probably should have been noted on the card. They could have given the Hutt Mercs deck two starting class cards, like they did with Nemeses, to clarify.

IA does not emphasize any of its keywords, just traits . I have often wished they would've done that, but of course it is also prone to omissions and leads to rules lawyering.

And it's obvious there's not space on the class card to include the persistance of the bounty tokens.

If the missions are close, don't give rebels any bonus xp. The balance in IA is pretty delicate and some characters get really strong with extra XP. If the rebels are having trouble competing give them 1XP and $100 per hero.