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Posted 20 hours ago

Gale Force Nine GFN225084US Firefly The Game

£9.9£99Clearance
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siteWideMessageClose - These help us provide important messages that you are able to dismiss once read. But, if you begin your turn with a Reaver ship and spend a Fuel token to do a Crazy Ivan and Evade, that is before your movement starts and does not end your movement. Yet for those who are willing to take some risks, there is still a chance you can pull off the miracle even if you need the impossible roll of a 6 plus a second roll to make up the deficit.

In theory you can play the game by solely taking on legal jobs, which pay less but allow you to pass through Alliance space in relative safety, but in practice I and my friends found this made the game nigh on impossible to play as other captains who dealt in both legal and illegal activities quickly gathered the materials needed to advance, opening up significant leads in the process. Do I take the smuggled goods on board and piss off my crew, or do I let this very opportunity slip through my fingers? By and large, Moral Crew are superior to the rest in terms of their powers, but you need to be discerning about the Jobs you undertake with them. I think we also need to look at a way to hold the tokens other than baggies, as that might help with its ease of use during actual gameplay.

I’ve been on my fair share of those bad draws or rolls, and in the moment I’ve vented about the game hating me. It’s a small thing, but the inclusion of these, plus some general tips for new players, would have helped make the initial few games a bit smoother for all involved. Once you’ve picked up and played the base game 10-20 times you’ll hopefully be hooked and want to pick up some expansions, which I would always encourage because it adds so much more variety and replay value to the game. The only way to escape is to have a both a mechanic and pilot onboard so you can pull off the famous Crazy Ivan move, giving you the opportunity to quickly scurry away.

You’ll go on missions given to you by contacts such as Patience and Niska, use the money to upgrade your ship and your crew and complete the objective set up at the start of the game. Firefly: The Game tasks players with commandeering one of the series’ familiar ships - whether the Serenity, Jetwash or something else - and flying around the galaxy to recruit crew members and complete jobs, dealing with the patrols, Reavers and double-crossing contacts they meet along the way. You’ll start off with a Firefly-class ship and a captain who gives you a unique ability that helps shape your strategy.Having recently played Star Wars: Outer Rim (Fantasy Flight Games, 2019) it is inevitable to make comparisons between these “space western” games. On a money-driven card it might be best to run legal jobs with a slim crew or to pick up a few someone like Jayne, who can hold three items, and give him items that add multiple symbols, like Vera.

Although smuggling is well paid, you’ll lose favour with Harken and the Alliance who rigorously enforce the law. Though it might sound like it on paper Firefly: The Board game is not a highly complex game, rather it’s a busy one. Because Misbehave cards are randomly drawn there’s a fairly large element of luck that encourages you to keep a well-rounded crew aboard ship and to seriously consider investing heavily in a variety of equipment, be it explosives, sniper rifles or fake ID, but generally speaking the Misbehave cards aren’t too harsh in their requirements or their penalties, so frustration is kept to a minimum. This, however, does leave at something of an impasse in considering how those unfamiliar with the license will feel about the game. I cannot recommend this one enough, especially since it was a game that firmly placed my wife and I along the path to becoming serious about the board gaming hobby and proved to my wife that she can learn, and enjoy, long games with fairly complex rules.Players begin with a ship, and travel from planet to planet, hiring crew, purchasing ship upgrades, and picking up cargo to deliver (jobs) all in the form of cards. I think she’d have been content keeping it as just the base game, but I like the added variety and variability that the expansions introduce, plus the fact that it can make mining for a specific card take that much longer with the expansions in there.

Here’s the catch, though: if you’re regarded as an outlaw ship, which you are if you are carrying anything illegal, you must come to a full stop immediately upon encountering the Cruiser, at which point you’re boarded and have to go through the steps I mentioned above of having your contraband and fugitives seized, and possibly your crew. Choosing which section of the board to navigate should be a tougher decision than it currently is in Firefly: The Board Game.When you are at the proper location you choose 3 cards to consider from the discard pile or the deck, and then you can keep up to 2 of them. We’ve played with up to four players, but almost all games have been played with just the two of us. In some ways you can even view this as thematic: just like Mal’s early day’s as a captain you’ll spend your first while blindly trying to figure out what’s going on and how you’re supposed to go about this whole life of crime thing, but get some time under your belt and you’ll know just where to go to get the best deals. It plays really, really well with 2 players although it is still a blast with higher player counts (at the expense of far more down time and a much higher play time).

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