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Star Wars: Imperial Assault» Forums » Variants

Subject: Favorite house rules? rss

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R B
United States
Washington
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I'd like to start collecting house rules (mainly for campaign) that people are using to either 1) balance the game and/or 2) make it more "fun".

Anything and everything is fair game - reducing ally cost, changing mission deck rules, using allies as heroes, using command decks in the campaign, etc.
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Giannis T
Greece
Thessaloniki
EVOSMOS
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When Rebels choose side mission don't let the remaining card active. Instead reshufle the whole deck with the side missions.
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Joe
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Seattle
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Drop ally and villain costs to 3/4 rounded up (Except for Murne's False Orders ability) and include any won villain in the imperial's open hand.

After a side mission choice, one or both rebel missions not picked are discarded from the game.

For fun and time's sake, we've also been letting the rebels see the map beforehand and read the mission briefing.
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Thomas with Subtrendy
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I haven't done this yet, but since a campaign can literally take months to complete, it's possible that new sets can be released that could affect gameplay. For instance, A campaign started in May wouldn't be able to incorporate the allies or villains from The Bespin Gambit or the recent packs into a current campaign. So, here's a solution-

For the first time a campaign is resumed after the set owner has received new components:

Rebel side missions
Allow the Rebel player to shuffle all unplayed and unrevealed Grey missions into the Grey mission deck, then draw a number equal to what was taken out.

Then, allow Rebel players the opportunity to remove any unplayed and unrevealed Green mission cards from the Green mission card deck, then select that same number to return to the side mission deck.

Imperial Agenda Deck
Allow the Imperial player to remove any Agenda sets from his deck.
Note: He can only remove full agenda sets, in which none of the cards have yet been bought or played. So, if a card was bought, played, and returned to the Agenda deck, he may not remove that Agenda set from the campaign. Once removed, the Imp player can then add as many new agenda sets as he has removed.


As far as the Rebels choosing new heroes-
They seem so intrinsically related to the campaign that I kind of hate this idea. However, here's a bit of a gambit that I think might be fair, and would discourage the switching of heroes in all but the most strategic of cases-

Before the mission after new components have been received, Rebels may announce that their hero is "retiring" after this mission.

If the mission is a success and the Rebel player is not wounded, all equipment are returned to the Rebel pool. Also, tally the XP spend on abilities for this hero. The newly chosen hero can spend 80%, rounded down, of that XP, on abilities. Unspent XP carries over.

If the mission is a success but the Rebel hero is effectively wounded or forced to withdraw, all equipment that Rebel was carrying are returned to the Rebel pool. The new Rebel hero receives 50% rounded down of all spent XP. Unspent XP carries over.


If the mission fails, the Rebel is considered KIA, and all equipment that Rebel was carrying are returned to the equipment deck. The new Rebel hero receives 50% rounded down of all spent XP. Unspent XP carries over.
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Joseph West
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Franklin
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If a female player is wearing a slave Leia costume at the table, she gets to re-roll all dice as many times as she wants.
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