Firefly
is a 1-5 player boardgame of travelling through space, taking jobs,
trying to make enough money to keep flying. I played it on the Sunday
of Stabcon and bought a copy before the game was over. What's good
about it?
First of all it reminds me somewhat of Merchant of
Venus in
the pick-up and deliver mechanic: you have limited space in your hold,
which you can fill with spare parts, fuel, cargo or passengers (the
latter two legal or illegal). You can buy ship upgrades.
Where we get away from Merchant is that you can also buy personal
equipment and hire crew. These are taken off location-based decks of
25 cards each, with an interesting mechanic: you can buy up to two
cards in a single action, but you can choose them freely from the
discard pile for that deck (everything that's been used or rejected
earlier in the game), or from a limited number of new draws. So
there's still some randomness, but you have a reasonable amount of
choice about what you get.
Second, the flavour of the show is throughout the game: not just the
components, but the sorts of thing you end up doing. (Even if you're
scrupulously honest, you'll still come to grief.) This isn't a
flavour-only game, though: the core gameplay is still satisfying even
if you're not a fan of the show.
Rather than Merchant's commodity speculation, here you're doing
jobs, for one of five personalities. These range from the safe and
low-paying to the horribly dangerous and generally illegal, which pay
well. You select jobs in much the same way as buying equipment, and
can hold onto a few that you haven't started yet to give you some
choices.
The higher-paying the job, the more difficult it'll be, and this is
where your crew's skills and equipment come into play: whenever
there's the possibility of some sort of obstruction, you draw and
resolve Misbehave cards. There may be a short-cut based on a keyword
your crew member or item of equipment might show ("SNIPER RIFLE:
proceed"), but otherwise you'll have to make skill tests with your
crew. Misbehave cards can be vicious, often leading to crew deaths,
and are not recommended until you've built up your capabilities a bit.
Skills are also used when you're travelling: random encounters in
space lead to various problems, and you make skill rolls to deal with
them. (Equipment upgrades can help too.)
Your overall goal? Varies. The group picks a "story card" before play,
out of the several that come with the game, and this defines a series
of goals to be achieved, with the first player reaching the end of
that track being the winner. The BoardGameGeek community is coming up
with more.
I only really have two problems with the game. One, in a five-player
game, it can be a long wait for your next turn, and you don't have
much to do. The dinosaur marker helps with this: it indicates who's
playing, but if your last action in a turn is to go shopping or
looking for a job (i.e. riffling through a deck of cards picking the
ones you want), you can pass it on to the next player so that he can
get started with his turn. The second and more serious problem is that
there's an air of multiplayer solitaire about it: there's not much you
can do to other players, and if someone takes a lead he may well keep
it. Once you've got to the point where you can happily face Misbehave
cards, there's little that can be done to stop you.
I'm hoping the promisingly-named "Pirates and Bounty Hunters"
expansion will go some way towards fixing that. For now, it's worth
staying alert to the things you can do: moving the Alliance Cruiser
and Reaver Cutter towards your opponents in order to cause problems,
and hiring away disgruntled crew.
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