Firefly Board Game: Full Guide and Review

Firefly Board Game: Full Guide and Review

Board game cafés have sprung up all over the place, creating an enormous collection of interesting strategy focused board games to play while out with your pals. The Firefly Board Game is one of the games that we have lately discovered (despite the fact that it is not a new game by any means). Some cafés, such as this one, believe this to be a “deep strategy” game; therefore, we decided it merited a thorough evaluation on our website for novice players. In 2002, one of the world’s most beloved directors, Joss Whedon, brought a new sci-fi universe to audiences all over the world with the release of his film, Firefly.

The Firefly game brings the magic of tabletop gaming into the Firefly universe, putting players directly into the Captain’s seat, allowing them to receive an insider’s view of the planet that they grew up loving.

However, just because you haven’t seen the series doesn’t mean you can’t have a good time with your friends.

To make money and win, you may either do conventional legal shipping operations or go down the smuggling route, which may put you in some legal trouble along the road.

Additionally, as you get farther into the game, you will be more likely to come across Reavers, who are a completely other type of threat.

The Firefly Board Game: Overview and Components

A fantastic pick for anybody looking to spend a few hours exploring a large sci-fi cosmos, the Firefly board game has an ever-growing and expanding board that is always developing and expanding. There are also a number of expansions available for purchase right now, like the Blue Sun expansion, Pirates and Bounty Hunters, and more. Due to the fact that the Firefly Board Game is based on the popular television series developed by Joss Whedon, it is most likely to appeal to those who are already fans of the series.

  1. You journey across the immersive universe with a team of soldiers, travelers, and mechanics to complete your mission.
  2. The game’s mechanics are straightforward; you just take on tasks and complete them successfully.
  3. Transporting objects across the cosmos makes sense in the game as well.
  4. As you may guess, the most profitable occupations will need players misbehaving and breaking the law from time to time.
  5. The Firefly Board Game is also packed with interesting bits and pieces to discover.
  6. There are cards to assist you through the game, stacks of paper money to ensure that you are properly compensated for your efforts, and cardboard tokens to represent your achievements as well.

It should come as no surprise that the components in this game, which is based on one of the world’s most popular science fiction series, are of great quality and easy to use.

The Firefly Board Game: How to Play

Are you ready to begin the game? Great! Starting with the first mission card, you and the other players in your group will pick which of the six missions they wish to complete. After that, everyone receives a firefly class starship, a little sum of money, and the services of a captain to get started. Every captain has their unique set of talents and abilities, so keep that in mind when you make your selection for the captain of your ship. Before you begin, you’ll also need to shuffle the several decks of cards that will be used.

  • Float: This action will allow you to maneuver your ship across the board: If you expend fuel and take cards from the trip decks, you can either move one space for free or utilize the maximum amount of movement allowed by your ship’s maximum movement allowance. In addition, you may elect to modify your ship, purchase equipment, or employ additional members of staff for your crew while you are on your turn. It’s also possible to search through your discard pile or draw cards to contemplate purchasing if you’re in a region that has its own market. Every card has a set cost associated with it, whether it is purchased or rented. Deal cards operate in a manner similar to the purchase action. Instead of only acquiring equipment and personnel, you also take on projects. A total of five distinct types of contracts are available for selection, ranging from the safe but low-paying to the risky yet rich. Work: When you choose to work, you are in fact carrying out a certain task. The cards you choose will provide you with instructions on how to perform your task. There are some that will demand you to pick up people and items from one area before delivering them to another one. There are special criteria for some employment — for example, you could need explosives or a bogus ID to get started.

Additionally, you may test your abilities during the game to determine that you are competent of doing a specific task. Firefly Board Game has three types of skills: Tech, Negotiate, and Fight. Tech is the most basic of the three. To check your skill, roll a six-sided die and add your skill points for each individual who has the right skill symbol to the total of your skill points. If you have the requisite amount of points to pass the test, you are successful. While picking high-paying but illegal occupations may enable you to obtain the funds you want more quickly, you must exercise caution.

Crew members might get dissatisfied with their work if they perform immorally.

Following the completion of each player’s two actions, the next player performs their turn, and so forth.

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The Firefly Board Game: Verdict

If you are already a fan of the Firefly series, the Firefly Board Game will provide you with an incredible gaming experience. A large part of the fun comes from being able to discover new aspects of the surroundings that you were familiar with through the programs. If you’re not a major fan of the Firefly series, the game is still enjoyable and well worth playing, but it is unlikely to blow your mind in any way. Additionally, it’s important to note that the nature of the game means that you’re unlikely to complete a session in a short amount of time.

The usual game will require at least a couple of hours of your time to complete.


  • There are many different methods to play
  • Gameplay mechanics that are solid
  • Firefly fans will like the theme, which contains several amusing allusions. Throughout, high-quality components are used
  • Long gaming sessions will benefit from this product.
  • A great deal of dependence on chance There isn’t a lot of interactivity between players. Long games may be too much for some people to handle. Designed to appeal to a specific group of supporters in particular

You may find it here: Currently available for purchase Photo credit for the top image, modified, courtesy of

Firefly Board Game: The Best Way to Play Your Contacts

What to consider when reading the passage. You’ll need more than just a towel for this. My observations after multiple rounds of the new Firefly Board game have revealed that people have various reactions to it. Due to the fact that it is a “sandbox” game, players are free to do whatever they want in whichever sequence they like. The difficulty with it is that the game allows players to do whatever they want with their character’s actions. This includes attempting to pull off a bank heist on the most guarded planet in the’verse at the beginning of the game’s campaign.

  • I’m going on the assumption that you’ve already played a game or two, so I’ll skim over some of the more fundamental rules descriptions.
  • I’m going to break this one down into three pieces right now.
  • When you first start the game, you are handed a number of different occupations.
  • Each one originates from one of the five people on the board who have been assigned to it.
  • As you can think, the greater the risk, the greater the potential payoff.
  • I’ll be talking about the five distinct contacts, how they may assist or injure you, and how to sail through space, among other things.

You will earn somewhat more money as you progress up the ladder, but the difficulty will increase significantly. When it comes to danger and pay, Harken is the best choice, while Niska is the most expensive and most likely to lose you a few decent crew members.

Harken ($600-$900)

Harken is the most straightforward person to deal with. His duties are straightforward, necessitating no use of unruly cards, and he seldom leaves alliance space. In addition, acquiring reputation with him provides you with a substantial bonus. However, the negative is that his gigs are extremely low-paying, yet you may still make money by working for him. You must pay each member of your crew each time a work is completed, or you run the danger of them becoming dissatisfied and departing abruptly.

  • His tasks are simple; in fact, they are so simple that he will not require any other crew members beyond his commander.
  • The majority of Harken occupations pay between $500 and $900.
  • This is accentuated by the fact that if you don’t have a crew, you won’t be required to give them a portion of the profits.
  • While this sum may be equivalent to finishing a $4000 Niska work without having to go across the entire map and then spend $1500 in crew fees, not to mention the $500 or more in components and gasoline, it is unlikely to be the case.
  • For as long as you are not slowed down by a navigation card, you should be able to complete the trip between the two sites in a single round.
  • As a result of Harken’s advantage, you are able to disregard two of those cards, greatly enhancing the likelihood that you will be able to travel into Alliance space freely.
  • Finally, all of his tasks are within the bounds of the law.
  • Aside from the poor compensation, he has two major drawbacks to his position.

Amnon Duul ($1000-$2500)

Amnon has somewhat more difficult tasks than Harken, but he typically pays a little more as well, and he is the one who initially introduces the concept of “carry as much as you can.” The majority of Amnon’s tasks still require you to fly into Alliance space, or even all the way across the galaxy to complete them. Many are legitimate, and Burgess would still stand to gain considerably from all of the shipping operations that he would undertake. Duulhas a number of missions where “Aim to Misbehave” cards are necessary, although the maximum number of cards you will require is two, and you may easily go right through such assignments if you wish to reduce your crew to a bare minimum.

  1. He earns an additional $500 from Smuggling missions, and he possesses the majority of the talents required for Amnon’s Smuggling tasks, as well as a few keywords that will provide additional rewards.
  2. He does not have any immoral jobs—none, none, nada, nil, and so on.
  3. He permits you to carry passengers and fugitives at no cost and with no time limit on your cargo.
  4. If the reavers catch up with you anywhere along the way, you’ll find yourself without a large number of settlers.
  5. Their last names will not match those on the manifest, but the’verse does not appear to be very concerned with who you bring on the journey as much as it does with how many you bring.

In addition, he pays $600 for goods that is now in your hold. This is the most competitive freight rate available in the game.

Patience ($1600-$3000)

Patience has a diverse range of experience in her many occupations. There is some crime, smuggling, and shipping going on, which means Monty, Burgess, and Malcom would all be excellent captains for her missions in the underworld. She possesses a healthy balance of legal and unlawful, moral and immoral behavior. Considering that the majority of her professions need just two or fewer “misbehave” cards, they are suitable for ships with a cautious crew. There isn’t much more to say about Patience other than the fact that she falls somewhere in the center of the pack when it comes to risk vs return.

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Badger ($1500-$4000)

Badger’s assignments are only somewhat more lucrative than those offered by Patience, but he does so with a greater level of criminality, and practically everything he wants you to perform will be against the law. Malcom should have a lot of fun with Badger assignments due of all the crime-related terms. He is also the most effective for transporting a skyhook or a 4WD Mule, both of which provide you with additional contraband or cargo after you perform a heist. In the course of his tasks, he creates a steady need for talents and keywords that are shared between missions.

Most positions available up to this time simply needed one or two of the primary competencies.

Badger will require you to boost the number of your team a little bit if you want to be successful with him.

Instead, hire a gun hand or a hill person to do the job!

Niska ($3500-$6000)

Niska is the one who pays the most. Niska is also the most hazardous individual to be under the supervision of. By just working for him, you face the danger of losing a crew member if things go wrong and you end up with a warrant for your arrest. The fact that Niska was arrested while on the job makes it that much more difficult to deal with the consequences of being arrested while on the job. Niska’s employment are nearly all related to crime, which makes Malcom an excellent choice to serve as the organization’s head.

  • Womack earns an additional $500 on unethical activities, Marco saves money by purchasing explosives and weaponry at a discount, and Nandi receives no compensation for crew recruitment!
  • Nandi can have a big crew that would not be adversely affected by the loss of one or two of its members.
  • Marco has the ability to stockpile the ammunition required to execute the majority of Niska’s tasks.
  • You’ll need to bring a few of cry babies with you in order to avoid having all of your belongings confiscated on what could have been a fruitful vacation after all.

Using this strategy, you may make a rapid profit and put yourself one step ahead of the other players. The majority of the criteria to complete the game generally include spending a significant amount of money.


In general, when tasks get more difficult, they become more lucrative. Don’t expect to be able to do a project for Niska immediately away. Bring your red tee shirts with you. Expendable personnel are required on practically every operation that necessitates the use of a misbehave card. Consider the power of multipliers. With the help of a captain such as Burgess, Harken’s underwhelming payments may be significantly increased in value. On most missions, having a buddy, soldier, or doctor may generally result in a few additional dollars being earned.

  1. It will save you a lot of grief if you are able to disregard the “Customs Inspection” card when you are traveling through Alliance space.
  2. Work your way up to the more challenging tasks.
  3. If you don’t watch your spending, you’ll run out of money, personnel, and gasoline.
  4. Published on the 3rd of November, 2013.

Firefly: The Game – Starter’s Guide, Part 1 – Basics, Leaders, Actions & Ships

Firefly: The Game is a very intricate game with an easy-to-understand rules. This thorough four-part tutorial on everything a player needs know is intended to assist new players in making sense of things, as well as to provide potential buyers with a fairly in-depth look at how it plays. It is divided into four sections. I usually recommend reading the rulebook first (which is accessible in PDF format online) to acquire a broad understanding of how the game works, because this is designed to be a supplement rather than a replacement.

  • Furthermore, everything discussed here follows a logical sequence and makes use of examples along the way, so anyone who chooses to jump straight in should hopefully not feel too disoriented or frustrated.
  • So let’s get this party started.
  • For first-time players, I propose that they familiarize themselves with the game by playing through the replacement recommended opening scenario ‘First Time in the Captain’s Chair,’ which was made available online by the game’s makers.
  • Aside from that, the solo game ‘Awful Lonely in the Big Black’ is a suitable choice for owners who want to have a feel for the game before participating in a multiplayer session.
  • The Story Card ‘My First Time in the Captain’s Chair’ is a basic example of a story card.
  • You’re probably thinking that both of them seem Chinese (oh, I’m so funny.), but don’t worry, once we’ve gone through everything, it will all make perfect sense.
  • The majority of them are quite self-explanatory because the wording is right there.

A Disgruntled token is represented by the blue frowny face (also known as the Fruity Oaty Bar face) in the top-right corner.

And here is the board in question (an endgame shot,courtesy of Jason Pounsett and a very close game).

The Reaver Cutter (red ship) and the Alliance Cruiser (blue ship) may be found on this page, along with a few of player ships (orange and blue) (grey).

Look a bit closer and we can see the names of the systems (White Sun, Red Sun, Georgia, and so on), all the small planets, and some tabs that inform us where Job Contacts or Supply Planets may be located.

ACTIONS At the end of a round, we can conduct up to two Actions from a selection of four different categories.

Before we go any further, let’s go through the different sorts of contracts.

After we’ve gone over the basics of ships and navigation, we’ll get into the finer points.

Alternatively, if we are on a Supply Planet, we can choose to give up our capacity to purchase anything in exchange for taking ‘Shore Leave.’ This costs $100 per Crew member and allows us to remove all Disgruntled tokens; but, we must pay for all Crew members, including our Leader, in order to do so, regardless of whether they are Disgruntled or not at the time of payment.

If we’ve established a good working relationship with them, we may be able to sell them whatever cargo or contraband we have while doing business with them.

However, it is important to note that even if we do not currently have any formal jobs, we may still use this Action to ‘Make Work’ in any sector that contains a planet and earn ourselves $200.

Because we are only allowed to do those two Actions, it is critical that we make the most of what we can achieve with them.

An easy illustration is if we were on a Supply Planet (a planet where we could find Crew, Gear, and other items) and had just used a Buy Action as our first action that turn, but we didn’t want to Fly away for one reason or another (we’ll see a few different ones later on), and we didn’t have any Contacts with whom to Deal, or we didn’t want or need to.

  • It’s not much, but with this, we may be able to buy additional fuel or purchase something we had our sights set on but couldn’t afford the first time around due of our financial situation (and not always because we lacked funds).
  • LEADERSOK, we’ve got our captain, or ‘Leader,’ in front of us.
  • Aside from the photo of him looking very stunning, there are a slew of other things on this card.
  • These are now referred to asSkill Points.
  • It should come as no surprise that the red and yellow emblem with the gun stands for Fight, while the green speaking bubble stands for Negotiate.
  • By default, he brings 2 Fight Skill Points and 1 Negotiate Skill Point with him to every Job he is assigned to.
  • His Professions are as follows.
  • Mal, having served in the Unification War, possesses the knowledge and skills of a Soldier, and having a strong desire to be the captain of his own ship, has acquired the necessary training to become a Pilot.
  • Filling up our Crew with as many different Professions as possible may be really beneficial in a variety of situations.
  • Not all of the characters are as ‘upstanding’ as Mal, and having such morals can be a burden in some situations.
  • Whenever things are finished, any Moral Crew members aboard our ship become dissatisfied, regardless of whether they were directly involved in the job.

One Disgruntled token can be concerning because it indicates that our non-Leader Crew members are now able to be hired away by other players (which is a free Action on their turn, if we recall), while gaining a second token will immediately send that character back to the relevant Supply Planet discard pile (which we discussed earlier) (giving other players another opportunity to snatch them up).

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We’ll explain a few points and go into further detail about the ramifications of Disgruntled Crew and Leaders in a moment, but it’s something to bear in mind when looking at Jobs tagged as Immoral, as well as other scenarios that may lead to ‘disgruntlement.’ Finally, we get to the title ‘Browncoat’ and the writing that appears beneath it.

  • It is clear from Mal’s example that he makes a little amount of extra money by doing Crime Jobs.
  • Some more characteristics will become apparent if we examine a couple of the other Leaders.
  • All Leaders have a mix of the three categories of Skill Points, which are as follows: Additionally, we may see that Burgess does not appear to have a Profession.
  • These fall under the category of Keywords, and there are a few distinct sorts of Keywords to choose from.
  • Keywords are different from Professions in that they may be found on both Gear and Crew, but it is still worth noting that it may be beneficial to get a couple of them whenever feasible in order to be more effective.
  • In fact, it’s more necessary to keep an eye out for their flaws and to track down Crew and Equipment to round out those Skill Point totals in addition to the Professions and Keywords that they have.
  • Final point to emphasize is that in cases when this is specified, Leaders are considered to be part of the Crew (Ship space limits, Shore Leave, etc.).

The Disgruntled token is given to leaders instead of being slain, thus they can’t be killed.

The Leader will be able to return to their previous condition with no Disgruntled tokens as a result of their newfound peace of mind.

In addition to a little plastic piece to symbolize our position on the board, we each receive our own Ship Card.

(Special thanks to Jason Pounsett for providing this image, as well!) These cards, like the Leader cards, are densely packed with information.

The aim is for Crew to remain aligned to the right of this card at all times (with space for Gear below them).

Following that, we have the Main Drive slot, as well as three slots for ship upgrades, which are located at the bottom.

Although not found among the Supply Planet decks, this card comes from a separate deck that contains identical Drive Cores for all Ships and has the same blue-and-white card back as the Leaders: “You Can’t Take The Sky From Me.” When in Full Burn mode, this default Drive Core allows us to travel a maximum of 5 sectors (board spaces), and when in Mosey mode, we can only travel 1 sector.

  1. If we ever purchase a new Drive Core from a Supply Planet, we should make certain that we are completely satisfied with it, as the default one is removed from the game due to the fact that it does not have a Supply Deck from which it can be obtained again.
  2. This is entirely up to them.
  3. And then there’s the area to the left where you can put down your Active Jobs.
  4. when the first Work Action is used – the job becomes Active, regardless of the outcome (for example, there may be instances where we are instructed to Misbehave but our attempt is botched).
  5. Finally, we have the Cargo Hold and Stash, and we can see examples of the kinds of things that can be stored in them; just to be clear, nothing can be stacked in either of these storage compartments.
  6. Fuel is required in order to maximize our movement, whereas Parts are primarily required in the event that we experience a Breakdown while on the move.
  7. We can arrange the items in any way we want because they all take up a whole square, including the cargo and contraband (which aren’t shown).
  8. The fact that we are running into the Alliance Cruiser will not prevent them from being confiscated, but there are other Alliance-related stops and inspections on the Nav Cards from which they will remain concealed.
  9. Fuel and spare parts should always be kept on hand, especially in the event of an accident or other emergency.

How might these crises manifest themselves? What causes them? Of course, this is while navigating the ‘Verse! That, as well as Outlaw Ships and Skill Tests, will be covered in greater detail in Part 2. Check out borderlands 3 shift codes if you’re looking for gaming codes.

Firefly: The Game Review

Firefly, a little-known television program that launched on the FOX network more than a decade ago, is still going strong. Anyone who has seen this sci-fi/western television show (also known as Browncoats) can witness to the fact that the show was mishandled by the network until it was canceled halfway through its first season. To suggest that the show has gone on to become a cult classic would be an understatement of the kind. A devoted following of Browncoats has sprung up as a result of Firefly, and any TV program on the air right now would kill to have such a following.

In 2013, the Firefly: The Game, which was published by Gale Force Nine, instantly sold out at its Gen Con debut.

A more pertinent question is whether Firefly is a decent game in and of itself or whether it is merely abusing the license to extract money from committed Browncoats.

It takes around 2-3 hours to play Firefly: The Game, a board game for 1-4 players that may be picked up and delivered.

Game Overview:

Firefly’s mechanic for pick-up and delivery was chosen as follows: Gale Force Nine didn’t have to go above and above for this game. Because, after all, the program was about the exploits of a ragtag gang of misfits aboard a freight transportation ship. The episode was mostly concerned with transporting objects around the Multiverse. A captain of a firefly class space ship (and yes, one player will get to sail the Serenity) is tasked with making a profit in the space transport industry in Firefly: The Game.

Many occupations will just need players to transport stuff from point A to point B, which is a straightforward task.

Players will continue to travel about space, doing jobs and collecting money, until one of them reaches the game’s end goal criteria and wins the game (6 different scenarios are included in the game).

Game Components:

The elements that make up Firefly The graphics in the game are quite beautifully done. Everything, including paper money, which I normally despise, works perfectly in Firefly. Firefly: The Game comes packaged in a cardboard box that is crammed with of parts and components. The game includes a variety of molded plastic Firefly spacecraft, as well as an alliance cruiser and a reaver ship, among other things. All of them are well-made and appear to be based on their television program counterparts.

Both of them are adorned with thematic art as well as photographs from the television program and movie.

Paper money is often frowned upon in my opinion, and I believe that cardboard tokens have easily surpassed them in terms of utility and quality over the last decade.

However, the paper money in Firefly has a high-quality feel to it while also being easy to manage. It represents a significant improvement over the shoddy Monopoly money to which we have all been used. In general, there aren’t any concerns concerning the components of Firefly: The Game.

How to Play:

In Firefly, the various components Excellent work has been done on the game. It also works with paper money, which is something I normally despise. The cardboard box that contains Firefly: The Game is crammed with bits and parts. Several molded plastic Firefly ships, as well as an alliance cruiser and a reaver ship, are included in the game’s retail packaging. All of them are well-made and appear to be based on their respective television shows. Also included are several distinct decks of cards that may be used for both outfitting ships and picking up tasks by the players in the game.

Finally, the game includes a large number of cardboard tokens as well as piles of paper money for players to use.

While not as high-quality as the paper money in Firefly, it is still manageable.

In general, there aren’t any concerns concerning the components of Firefly: The Game.

Game Experience:

On Board Game Quest, we’ve examined a number of board games that are based on popular television shows. Firefly: The Game is one of such games. We recently reviewed theBattlestar Galactica board game (spoiler alert: it’s fantastic) and were able to conclude that you don’t have to be a fan of the program to enjoy the board game as much as we did. Is Firefly a part of the same mold as Arrow? Yes, I’d say so, although perhaps not with the same vigor. Don’t get me wrong, Firefly is a fantastic game, but a large part of my pleasure of it stems from my admiration for the television series.

  • The minor details like this are what will make any Browncoat fall in love with this game.
  • Firefly: The Game, on the other hand, is far from being a cheesy, licensed tie-in.
  • And that brings a sigh of relief to my chest.
  • Fortunately, the game mechanics of Firefly are rather good.
  • A few are particularly adept in delivering merchandise, while others are very skilled in combat.
  • As your ship’s speed increases, you could find yourself conducting a lot of cargo trips in order to make a quick cash.
  • It is because of this adaptability that Firefly can be such an enjoyable game to play.

And that’s one of the aspects of Firefly that I most enjoy: the fact that it’s a sandbox.

I enjoy the fact that I can simply fly throughout the universe and do whatever tasks I choose for whoever I want.

There is also a great deal of versatility in terms of playing the game you want to play.

That’s not to suggest Firefly is without its issues, because it isn’t.

Firefly is more of a race than a fight, save from the ability to move the Alliance Cruiser or the Reaver towards a fellow player’s ship.

While it’s possible to strike it rich and acquire an excellent crew member from another player on rare instances, this will be an uncommon occurrence in most cases.

For the most part, though, the lack of player engagement in Firefly isn’t a major source of concern for me.

Once you’ve determined who your true competitors are, you can keep an eye on what they’re up to. Despite the fact that I may not be able to prevent you from finishing your task, I will do everything I can to do mine first. And while I’m at it, I’ll probably prod the Reaver ship your way as well.

Final Thoughts:

Yes, a single player may take the helm of the Serenity. You can also select Captain Reynolds to serve as the pilot. For all intents and purposes, Firefly may be considered a love letter to the Browncoat. The game is extremely themed (it was nominated for our 2013 Thematic game award), it is simple to understand, and it is a must-play for any fan of the television program. People who haven’t seen or don’t like for Firefly, in my opinion, aren’t going to be as enthusiastic about this game as Browncoats will be.

  1. While the Pick Up and Delivery game genre is not new, Firefly does an excellent job at applying it in a way that is rewarding to fans of the television series.
  2. The majority of the time, if not always, we finish a game in less than two hours.
  3. However, the good news is that Firefly doesn’t seem to take quite as long as it appears to be.
  4. Fans of Firefly or Serenity will like this game, which is a must-have purchase.
  5. If you’re interested in purchasing one for yourself, the cost is around $37.
  6. Hits: The show is very themed, and quotations and images from the play are included.
  7. The variety of circumstances provides excellent replay value.
  8. Some people will be put off by a reliance on chance.
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Firefly Board Game Review

Stats: The number of players is from 1-4. Time required to complete the game: 120-150 minutes Minimum age requirement is 13 years old. Time required for setup: 5-10 minutes Firefly is a board game that can be picked up and delivered that takes place in the same universe as the popular television program. Many fans are curious as to whether this is a solid game or simply another excellent license that has gone wrong.

Firefly Board Game Description:

You begin Firefly with a leader, some gasoline, a few replacement components, and $3,000 in your pocket. You will win the game if you complete all of the objectives on the story card. Following your selection of the tale card you choose to employ and your selection of your leader, you will be assigned some first tasks. There is a limit to how many of them you may keep, but they will assist you in determining where to begin the game. On your turn, you can perform two of the four possible actions; however, you cannot perform the same action more than once in the same round.

  1. Flying is expensive in terms of fuel and requires you to draw cards to determine if the Alliance or Reavers will trouble you or whether your ship will break down.
  2. This enables you to obtain new employment opportunities and earn money.
  3. These include improvements to the personnel, equipment, and ship itself.
  4. There are certain occupations that need you to travel to pick up stuff and deliver it, while others are unlawful and entail misbehaving.
  5. After finishing a work, your staff will be looking for a paycheck.
  6. If they become dissatisfied for a second time, they are forced to abandon ship.
  7. It is possible to remove unhappy tokens from crew members by granting them shore leave when on a planet that permits you to purchase them.
  8. Many of the challenges you’ll face in Firefly will need you to use your skills.
  9. When completing skill tests, you roll a six-sided die and sum up your total skill points to determine your results.

If you get a six on the dice, you get to roll it one again. Each card or objective will have a set of target numbers that you must achieve in order to pass the exam. The game is won by the person who completes all of the goals on the tale card that has been picked.

Quick Review of Firefly:

Firefly is a pick-up-and-deliver game that has the feel of a racing game. You are aware of how far other players have progressed, and you must complete the goals before they do. All of the components for this game are top-notch. The level of quality in both the art work and the chits is quite outstanding. There are several instances in the rule book, however it might be better arranged. It is recommended that you start with the solo tale card in order to understand how to play and teach this game.

  1. The level of difficulty was a little too low for us, but if you have a party that hasn’t played many board games before, this is a fantastic narrative card to start with.
  2. The slogan for the board game is “Find a crew.
  3. “Continue to fly.” In fact, it is the whole point of this game.
  4. It’s fascinating to see how the purchase and deal activities are carried out.
  5. Then you pick up to three cards that you’d want to think about purchasing or carrying with you.
  6. Then you have the option of purchasing two of the three cards.
  7. This game, on the other hand, is not without flaws.

Player engagement is likewise at a bare minimum.

You should be aware that there is a significant element of chance involved in this game before you begin.

It’s also important to consider how long the game is going to last.

Expansions are in the works for this game.

The potential for growth in this game appears to be exciting, and it has the potential to alleviate some of my concerns about the game as it now stands.

As previously said, you’ll enjoy remembering about the program as you play, but keep in mind that the game is not without flaws and can be unpredictable.

If you appreciate games that need you to pick up and deliver items, you should look into this one.

5 out of 6 times, you’ll be lucky. Player Interaction is rated 2 out of 6 stars. 4 out of 6 for replay value Complexity 3 out of 6 is a good result. 4 out of 6 points for amusement Overall, four out of six

Firefly: The Game Review

Rob: Today, we’re bringing Gameosity out into the open with a bang. Developed by John Kovaleski and published by Gale Force Nine, Firefly: The Game is a wild west-style space adventure inspired on Joss Whedon’s television series of the same name. Because it is a licensed game, it is, of course, crammed with of allusions to the television program. In order to thoroughly enjoy strolling (or urgently escaping) around the ‘Verse, it is not necessary to understand the differences between Reavers and Browncoats.

  1. “data-medium-file=” data-large-file=” loading=”lazy” src=” alt=” data-large-file=” data-medium-file=” data-large-file=” It occurred to me that I should paste a well-known show quotation here, but my God, look how YOUNG everyone is!
  2. As a PC space adventure game, Firefly: The Game has a certain resemblance to games like Freelancer and its ilk.
  3. Besides the iconic Serenity and her crew, there are three more Firefly class ships available for players to command, as well as multiple other captains and an even larger crew to manage.
  4. Actually, everyone begins off with a very basic minimum of resources.
  5. That’s all there is to it.
  6. Will you attempt to start a work at a neighboring place despite the fact that you do not have a crew?
  7. Perhaps you’d like to float about Alliance space for a while, earning a little but consistent income by performing mundane tasks?

“loading=”lazy” data-medium-file=” data-large-file=” data-small-file=” src=” alt=” src=” They managed to cram an incredible amount of goods inside the package.

As a result, you may find yourself spending more time jumping from job to job rather than concentrating on the important duties at hand, which may be problematic.

It doesn’t bother me at all, but there is a potential that it will drive others completely insane.

Of course, the more perilous the work, the more difficult it will be to accomplish it successfully.

On the other hand, smuggling medical goods is illegal.

Who knows, maybe we might accomplish the smuggling operation and then stop off at Osiris for some shore leave to cheer them up a little?

Alternatively, you may experience engine failure and be forced to limp back to the next supply planet to refuel your ship.


Into The Black!” src=” alt=”Quick!

It is a little difficult to miss the amusing but unavoidable First Player marking.

All of the instances I’ve been giving?

All of this has happened to me or to folks I was playing with while playing the game.

And there’s more.

There is very little direct player engagement, though, despite the abundance of wonderful tiny moments you may discover (or which are discovered by you).

Generally speaking, everyone simply does their own thing while attempting to fulfill the main aim before everyone else.

The PiratesBounty Hunters extension, which adds pirate, bounty hunting, and player-versus-player aspects to the game, fixes this issue, however it is not included as standard.

srcset=” 1340w, 300w, 1024w” sizes=”(max-width: 680px) 100vw, 680px”> srcset=” 1340w, 300w, 1024w” Just making a small pitstop to refill on the necessities.

lost) in.

Although getting most of your crew devoured by Reavers one space away from completing a job (or getting them eaten at all, really) isn’t what I’d call “nice.” Anyway, it’s great and you should get it, regardless of how familiar (or unfamiliar) you are with Malcolm Reynolds and his lovable band of miscreants.

Come on, you know you want to start with this combo.

the size of the image is 680 pixels wide and 510 pixels high.” srcset=” 1340w, 300w, 1024w” sizes=”(max-width: 680px) 100vw, 680px”> srcset=” 1340w, 300w, 1024w” Come on, you know you want to start with this combo.

The two biggest differences when playing solo are that you’re given the option to start with a pre-established crew, and you’ll be using tokens to act as a turn timer.

Since the base game has so little player interaction in the first place, solo play is not really that big of an adjustment.

My only real gripe is that the counters you’re supposed use to track turns are the same ones you use to track crew morale.

Then you realize you don’t have enough available tokens to track sadness, which further compounds said sadness (untrackably) (untrackably).

Isn’t that sad? It’s an issue easily remedied by using some other form of tracker, but it’s a bit awkward to implement as-written. But aside from that, I thinkFirefly: The Gameis definitely a good choice for solitaire play.

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