This is making me sad! Has anyone found a way to make it more difficult? I haven't started the campaign yet but it was on my might-do list.
Here is my proposal (this has not been play tested and I have no idea whether it will work or not):
The campaign should have a fixed length maybe 10 games.
follow the normal campaign rules with the following changes:
1. If at any point you fail to pay the upkeep cost of any province you lose
2. If you fail to win a game, you lose the campaign
3. At the end of each game as well as gaining a province you also roll for and gain a virtual player upgrade (see below). These will be based on the individual faction upgrades that were added to the solo game in the empire packs. This will cause each successive game to get harder and hopefully will result in a tight campaign that will be hard to beat. Of course as this has not been tested it could be either easy or totally impossible!
Virtual player upgrades
1. Conduct a third attack each round
2. Enemy cards cost 3 tokens to raze
3. If the first attack card drawn matches one of your deals add the deal card to the virtual players score pile. Then continue the attack as normal.
4. If the second attack card drawn matches one of your deals add the deal card to the virtual players score pile. Then continue the attack as normal.
5. The first attack gains the blockade ability (see rules for the Egyptian faction in the 3 is a magic number empire pack) compare the attack card to the colours of your faction cards and if there is a match one faction card is blockaded for the next round.
6. The second attack gains the blockade ability.
7. Add 2 cards to the virtual players score pile at the start of the game
8. As above
9. Draw an extra common card during the lookout phase you still get two, the virtual player gets the rest.
10. As above
Hopefully with a bit of testing it should be possible to find a good length for this campaign the will present a challenge but not be totally impossible.