Game Objective
Tyrants of Lothal is an expansion for Imperial Assault that introduces new heroes, classes, items, and miniatures to enhance campaigns and skirmishes. The main objective is to face new missions, which can be integrated into a full campaign or played in sequence as the Tyrants of Lothal Mini Campaign, a narrative experience that takes 6 to 8 hours to complete.
Setup
Before starting, punch out all tokens and map tiles. Follow these steps to integrate the expansion:
- Cards: Add the Agenda, Command, Side Mission, and Skirmish Mission cards to their respective supplies. Add the Condition, Class, Deployment, Item, Reward, and Supply cards to their respective decks.
- Components: Add the Hero sheets, plastic miniatures, tokens, and map tiles to the general supplies.
- Limitations: In campaigns, there are limits on miniatures and Deployment cards from this expansion. For example, the Imperial player can simultaneously use only two groups of Loth-cat, and only one of these groups can be elite.
Mini Campaign Setup
- Perform steps 1 to 3 of the "Campaign Setup" from the base game reference guide.
- Agenda Deck: The Imperial player assembles their Agenda deck and removes any forced or secondary mission cards.
- Hero Upgrades: Each hero receives 2 XP and, collectively, they receive 300 credits per hero. Then, they resolve a Rebel Upgrade Stage, purchasing cards from the Item Tier 1 deck.
- Imperial Upgrade: The Imperial player receives 2 XP and performs an Imperial Upgrade Stage, skipping the purchase of Agenda cards.
- Introductory Mission: Start the mission "Call to Action".
Gameplay Flow
The game follows the structure of the base game, with the following specific additions and flows:
- Mini Campaign: Missions are considered story missions and are played in a specific order. The epilogue of each mission determines which will be the next active mission.
- Epilogues: At the end of each mission, the "End of Mission" text directs players to an Epilogue, which provides narrative and specific rewards for the progression of the mini campaign.
- Skirmish Rounds: In skirmishes, the current round number must be monitored, as some Command and Deployment card effects depend on it. The round number advances during the Status Phase, after step 3 ("End of Round Effects").
- Campaign Log: Players use the Campaign Log to record progression, XP, credits, and influence.
Actions and How to Play
The manual provides the following definitions and rules for combat and interaction:
Attacks and Movement
- If a miniature ends its movement such that the attacker loses line of sight to the target, the attack misses.
- In P type attacks, if the target ends its movement and is no longer adjacent to the attacker (or up to 2 spaces away with line of sight, if the attack has Reach), the attack misses.
Tests and Abilities
- Attribute Test: Some abilities allow a miniature to choose whether or not to perform an attribute test. If the miniature chooses not to perform the test, it counts as if they had failed the test.
- Distribute: When an effect allows distributing identical elements among several miniatures, the player divides the total amount (or less) among them. Each miniature can receive anywhere from the total amount down to zero elements.
- The term "You": In Deployment cards, the word "you" refers to the miniature (e.g., "you may reroll 1 attack die" means any miniature of that group may reroll). If the effect instructs "you" to claim tokens, gain VPs, or manipulate cards, "you" refers to the player of that miniature.
Specific Components
- Keywords: The keyword Weaken has been added. The Weakened condition is used to apply the corresponding condition.
- Villains: All unique Imperial Deployment card miniatures (U or W) are considered Villains.
- Tile Types: Tiles 02A, 09A, and 10A are Forest type; tiles 01B-02B, 04B-07B, 09B-10B, and 12B are Desert type; all others are Interior type.
End of Game and Scoring
Consult the manual for details regarding the victory and defeat conditions for each specific mission.
Victory Points (VPs): Some abilities allow spending VPs or forcing the opponent to lose them. A player cannot have fewer than zero VPs (losses beyond zero are ignored) and cannot use abilities that require spending more VPs than they currently possess.
Tips for Winning
- VP Management: Since you cannot spend more VPs than you have, plan the use of abilities that consume these points so you are not unable to use them at critical moments.
- Strategic Positioning: Pay attention to line of sight and adjacency during movement to prevent attacks from missing, especially with P type attacks or attacks with Reach.