Sharing Mission/Reward Information - Tricky Issues

By TeethAlmighty, in Imperial Assault Campaign

Hey folks,

First off, this is an amazing forum. I'm so impressed by the number of knowledgeable players here willing to share their experience and understanding of the game. ?

The rest of this is for Imperial eyes only. Please read no further to stay spoiler- free (can someone tell me how to spoiler font?)

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So, I'm a new Imperial and curious how people decide on the amount of reward information they share with players. For example, if it's a side mission, I take it that you show the rebels their potential reward card, not just the mission card, when they are choosing missions, correct? Do you also:

1. Show them the imperial reward card (not just mission card) for the imperial agenda missions?

2. Show them the boon and bane reward cards (not just mission card)?

3. Tell them exactly how boons and babes affect future missions? (E.g. the effects of bane/boon ratios on mission effects?)

4. Tell them reward information from within missions (e.g. Echo Base Troopers in first battle for Hoth, credits, xp, influence, etc. )

Bonus question:

5. Do you have to activate an agenda side mission immediately when you purchase it, or can you wait and play it strategically?

Many thanks!

Edited by TeethAlmighty

All reward cards are open information. The mission card is open information.

All mission information in the campaign book is hidden information, including how boons and banes affect potential future missions - especially because you don't necessarily play them.

You only read the appropriate End of Mission events when the mission ends.

Read the agenda card and do what it says. If you purchase an agenda side mission, it enters play immediately and is available as one option when the rebels next time choose a side mission to resolve.

You never fail to deliver a1bert ?

22 hours ago, a1bert said:

All mission information in the campaign book is hidden information, including how boons and banes affect potential future missions - especially because you don't necessarily play them.

A1bert, would you ever give rebels a bit of a heads up about bane/boon effects? Eg., if they choose to not do a threat mission because they don't care about the rewards, say something like:

"Well, these cards may also cause certain mission effects. Factor that into your decision..."?

Edited by TeethAlmighty
2 minutes ago, TeethAlmighty said:

if they choose to not do a threat mission because they don't care about the rewards

I don't know. The banes should be incentive enough to resolve the threat missions.

1 hour ago, TeethAlmighty said:

The rest of this is for Imperial eyes only. Please read no further to stay spoiler- free (can someone tell me how to spoiler font?)

[spoiler]You can hide spoiler text like this[/spoiler]

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4 minutes ago, machfalcon said:

[spoiler]You can hide spoiler text like this[/spoiler]

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Brilliant. Thanks!

10 minutes ago, a1bert said:

I don't know. The banes should be incentive enough to resolve the threat missions.

Fair enough ?

Most of the mission cards are pretty self-explanatory. As long as you put the card in front of them, it's up to them whether they read it or not. If a mission card mentions a reward card by name on it then I will show it to the Rebels when they are picking their side missions, since once they have the name of the reward they can easily look up what it does in online databases like cards.boardwars.eu so no point in trying to hide it.

But for example some of the Heart of the Empire story missions give reward cards but don't mention them on the mission cards, so I keep those as a surprise.

Not exactly on topic, but similar enough I feel safe piggybacking here. When reading new mission bulletpoints, do you resolve each point as its read or do you read all of the points and then resolve them? An example of where this might make a difference is in one of the HotE final missions where the rebels have to choose roles, and then roll tests based on those roles. Having them pick the roles before reading what each role does could be more fun, but also limits them from making the "ideal" choice.

There is no explicit rules for when to stop reading halfway through a mission event, but I would say in this instance you should read the entire mission event aloud, like it says in the rules, and then let the Rebels choose their roles based on the information provided. This most closely matches up with the rules and I'm also a fan of increasing player agency whenever possible which means not withholding pertinent information when asking players to make a choice.

The rules are fuzzy on this though and I don't have my HotE campaign book on hand to actually look at the mission event text you're talking about.

Edited by Tvboy

read the mission the day before, and then think about how you can put some of the rules and events into the narrative. dont let them know all the choices you could possibly pick from, as a surprise for repeat campaigns.

let them know how they can win, or when the mission will progress.

let them know how the imperial player can win and round limit.

all rewards are open information, and also allies. i get the rewards/allies cards out and let them look at them to help with their decisions.

9 minutes ago, Spidey NZ said:

dont let them know all the choices you could possibly pick from, as a surprise for repeat campaigns.

The rules say to only read the option that you chose. As a house rule I have not even indicated when I have the choice, nor read any of the potential rewards not gained.

Usually I would read through the full event, then read it again and perform it. There are exceptions in campaigns where the rebels must make a choice - then they make a choice and you only read the section that matches their choice. But that's laid out in the campaign rules.

The Bane/Boon system first starts effecting mission outcomes in the Interlude, as far as I remember.

I figured that works as a sort of cue for the rebels to realize that these things are possibly more important than they might have realized earlier.

In my Hoth campaign, I let them know what the Bane and Boon for each mission was, but never told them about the possible effects that they could have on missions. Then, on Return to Echo Base, they caught on. To me, that's a more organic way of Rebel progression. And if they hadn't caught on? Shame on them for their foolishness. :P