I'm wondering what people have come up with for house rules for campaign play and what effect they have on the game. One I came up with was adding an additional 1XP for each player before the first mission of Bespin Gambit, then one less after mission 2. After confirming what people said online, that the first two missions are near impossible for the rebels, I found that making the change above lead to the first mission coming down to the last turn and the second being more balanced as well.
top of page
bottom of page
I've not played Bespin, but I do use a couple of rules to make the overall campaign experience better (mostly for Rebels).
The Ally-Deployment Rule change from Heart of the Empire applies to all campaigns (to make allies more worthwhile taking).
I show all side mission rewards before anyone picks anything, so they know what they are playing for.
Instead of 2 side mission choices at the start and only 1 new one per side mission, I flip 3 side missions at the start of the game, and when they pick a side mission, they must choose another one to "expire". This way, they get 2 new side missions per rotation, can keep one they can't do right away, but have to make a meaningful choice of what to give up. (If they do an Agenda side mission, they still choose one to expire).
I'd give a player a 1- item or 1-EXP card reset if their choices just aren't working out for them, per campaign.
Always use the "max 4 agenda cards" rule (I think it's from Heart of the Empire) in every campaign.
Anti-Snowballing: if one side wins 3+ games in a row, then both teams get the full victory rewards for that mission and each mission afterwards, until the win-streak is broken.