Monday, January 27, 2014

Firefly: the Game


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Product Description

Firefly, the popular Fox television series created by Joss Whedon, comes to life in a new boardgame from Gale Force Nine. Compelling characters, great storytelling and an evocative universe have made Firefly a fan favorite for over a decade. Now fans of the television show and board games can chart their own course with Firefly: The Game.

In Firefly: The Game, players captain their own Firefly-class transport ship, traveling the 'Verse with a handpicked crew of fighters, mechanics and other travelers. As a captain desperate for work, players are compelled to take on any job - so long as it pays. Double-dealing employers, heavy-handed Alliance patrols and marauding Reavers are all in a day's work for a ship's captain at the edge of the 'Verse.


Product Details

  • Amazon Sales Rank: #1126 in Toys & Games
  • Brand: Gale Force 9
  • Model: GF9-FIRE001
  • Released on: 2013-08-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.50" h x 10.50" w x 3.25" l, 1.50 pounds

Features

  • Based on the cult classic TV show
  • Takes about 2 hours to play
  • Fun strategy game







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Customer Reviews

Most helpful customer reviews

136 of 137 people found the following review helpful.
Thematically great, but takes some time to get the hang of
By Sghoul
Preface: I have only played 1 game so far and it took 4 hours. BUT, much of that was just getting the hang of things. Towards the end, we were flipping and resolving cards very quickly.

Quick rundown: You take jobs, you do jobs, you get paid for the jobs. And keep your boat in the sky. Take some nice cushy legal jobs in the Alliance areas? Take something riskier or worry about getting caught by an Alliance patrol? Or really go out into the boarders, make some real money but risk the wrath of Reavers?

Buy some gear. Vera? The Mule? How about a Cunning Hat? Hire some crew. Inara can help you talk your way out of some situations. Kalee can keep your boat in the sky. Did you pick up Saffron? Well she just jumped ship to work on another ship as Yolanda.

The Good: I felt like I was in the show. I could take risks for big pay, but get caught. I could play it safe and stay out of major space lanes and hope not to run out of gas. When Reavers were nearby, we crapped our pants. And in terms of game mechanics, we felt like when bad things happened it was our choice. And once you learn what to do, things flow nicely. Also, all of the parts are decent quality at worse, with some (like the money) being wonderful. Also, did I mention that my Captain, Monty, wore a mighty cunning hat till the end of the game.

The Bad: Lots and LOTS of bits and baubles. There are 13 separate decks, each with their own discard piles. 5 piles of tokens. And 5 stacks of very well printed money. Add to that a big board and each player needing real estate for their ship, crew, gear, jobs, and money...this game takes some serious room to play. This wasn't really a concern to me, but I know it may be for some folks. Also, there were w few niggling rules issues we weren't sure about. Or how or when you can cancel an active job. Hopefully a FAQ will clear them up.

The Ugly: Doing jobs for Niska. Yeah, I didn't have to...but I wanted to be Solid with him. And he made me pick up (read: Capture) some slaves and deliver them. Yeah the pay was damn good...but I still felt dirty.

46 of 48 people found the following review helpful.
It's Privateer, Freelancer, or Elite: the board game. You don't have to be a Whedon fan.
By Jacob G Corbin
I need to say at the outset that I am pretty neutral on the subject of Joss Whedon: I never got into Buffy or Angel or Dollhouse, I have not seen Firefly the TV show although I saw the movie and it was fun. I really liked Cabin in the Woods and Avengers but I am not really paying attention to Agents of SHIELD.

So with all that said, I really dug the hell out of this game and can't wait to play again.

The premise is straightforward: you're all (up to four players) captains of your own Firefly-type ships. There are several captains to choose from and I gather that they're all characters from the show and are differentiated by their skills and by small extra bonuses to certain kinds of activities (as Burgess, I got a free extra piece of cargo every time I completed a legitimate shipping job).

There's a big, multi-stage mission - a heist or something similar, in our case it was to steal the English crown jewels - drawn randomly at the beginning of the game. First to complete the mission wins. But it's big and dangerous and often requires different items from the four corners of the map to complete, so to get the skilled crewmen and gear and ship upgrades that you'll need, you need to take on smaller jobs to earn money and rep.

In other words, it's Privateer or Freelancer: the board game. Like, straight up. You get jobs (go to a place and do a thing, or pick up cargo at point 1 and take it to point 2) and they pay money roughly corresponding to the danger level and distance involved, and you use that money to buy better stuff so you can take bigger jobs so you can buy better etc etc.

Jobs can be legal (deliver the mail) or illegal (deliver contraband) and moral (steal from the evil government) or immoral (steal vaccines from a hospital). Different contacts tend to offer different kinds of jobs, and the mechanics encourage you to find a type that suits you and stick with it, because completing a contact's jobs successfully raises your reputation with them, unlocking the ability to get better deals or do stuff like fence contraband through them. Legal jobs tend to pay less but, as they take place in Alliance space at the center of the board, are fast and safe to complete. A lot of them can be done in one turn. Illegal jobs tend to span larger distances and put you in the position of either making the fast crossing of the central systems (and risk being caught by the authorities) or creeping around the lawless border systems at the edge of the board, where you risk dangerous random encounters, including with the incredibly bad-news Reaver ship. Moral jobs are just regular work, but immoral jobs cause your crewmembers with the Moral keyword to become Disgruntled, which can erode their effectiveness and make them able to be hired away out from under you by other captains.

(Another way to Disgruntle your crew, moral or not, is to not pay them their cut of a completed job. This is a thing you can actually do!)

At spaceports you can buy ship upgrades, gear, fuel, and parts, or hire crew members. Crew come in varying levels of effectiveness and have different job types - mechanics help keep your ship running, pilots help you escape pursuers, mercs help you fight, medics heal wounded crew, etc. There are named characters from the show as well as cheaper generic "henchman #2" options. Ship upgrades are exactly what you expect: they let you go faster, hold more cargo or fuel, spoof distress signals to lure the authorities away from you, etc. Gear is equipped by crewmembers to increase their too, is more or less what you'd expect - guns, medi-kits, hacking tools, and so froth, along with comedy options like a fancy bolo tie or a ridiculous hat.

Traveling through space or doing missions on the ground yields random encounters drawn from card decks; these take the form of skill checks. There are three stats in the game - fighting, mechanics, and negotiation - and every crewman or piece of gear adds to one or more of these. You roll a d6, add your score for that skill, and see what that result yields you. There are usually varying grades of success, like - "1-3, A warrant is put out for your arrest, 4-6, attempt botched, 7+, success." You usually get a choice of a couple different approaches (talk or right, for instance, or ditch a piece of cargo to skip a difficult fight). Most encounters also have an Ace in the Hole: a way to instantly pass them and skip the roll if you have the right piece of equipment or the right crewmember (space hooker distracts the customs inspector, fancy suit gets you past the bouncer etc).

So those are the nuts and bolts. How does it play? Well, like I said, I loved it; I know everyone won't, however. It's fundamentally a race, pitting your head for space-business against your friends' but with only a limited suite of ways to help or hinder them. Player interaction consists of a) when you're in the same space as another player's ship you can wheel and deal to your heart's content, buying and trading crew or cargo or whatever, b) stealing away each other's Disgruntled crew members, or c) siccing the Reaver ship and Alliance patrol cruiser on each other (like, if I draw a card that moves the Reaver ship a square, the guy to my right gets to decide where it goes). The game ends when someone completes the big heist, but there is no timing mechanism beyond that so the length of the game is pretty much entirely up to the lead player. If everyone's ruthlessly efficient, it will be short; if they're not, or if there are a lot of random setbacks (such as the Reavers massacring your entire crew) it will be long.

Those are the downsides. The upside is that it's a gloriously Ameritrashy game, absolutely chock full of really great thematics (again, even to someone with no Firefly experience) and bursting at the seams with chips and cards and models and counters - but it's also simple as hell. Everyone had the mechanics pretty much down by the second turn. And the theme and mechanics dovetail in such a way that everything more or less explains itself; you don't need to think in abstract game terms to understand that buying guns makes you better at fighting or that going through government space with a hold full of fugitives and contraband might get you stopped and searched. It all just makes sense.

51 of 54 people found the following review helpful.
You Can't Take the Sky From Me
By Paulo
Every part of this game was made with love and attention to detail. It is rare to find a game, merchandise, or much of anything these days that are a labor of love instead of a labor of capitalism and a quick buck. This game was clearly made by people who love the show for people who love the show.
It is fully immersive, you BECOME a ship's captain and you must make tough calls on how to live it out in the black.
Every few turns feels like a new episode, a new job, a new challenge.
The game can take a while to play, but for me that's wonderful. I don't mind taking a break and coming back later to continue with a thorough adventure.

My favorite tangible game piece is the money and the board. The money smells like real currency. I am tempted to try and exchange it at a local bank.
My least favorite is the storage and just the sheer amount of objects. The game has a ton of little tiles, and no way to store them that isn't in a jumbled mess.

My favorite game play element is the solo/single player option. It's nice to be able to enjoy a round in the 'Verse without having to wait for other people to be available or catch on sometimes. It's peaceful in the black.
My least favorite game play element is the cumbersomeness of the many ports and card decks for said ports. It makes sense and is very realistic, and I do enjoy that, but sometimes it feels like a bit much.

That being said, I enjoy the reality aspect of travel, Niska's immoral but well paying jobs, the futility of the Alliance, and the consequences to my choices as captain.
My crew could actually die...

Wonderful game, I will be sure to share it and play it for as long as the wheels are spinning.

See all 115 customer reviews...

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