My copy of the
Blue Sun
expansion to
Firefly
arrived yesterday. What's inside?
Unboxing
Wayland Games is increasingly becoming my
deep-discounter of choice for new American imports, because they seem
to get stuff into their warehouse and shipped out to customers before
anyone else. Retail shipping from the USA has got horribly expensive
of late, UK customs have a very low threshold for dutiable value, and
if they decide to charge duty on something there's a further
extortionate rate from the Post Office for collecting and passing on
the money. I've basically given up ordering anything except books from
the USA now.
The usual eco-friendly padding.
Box back. (You can see box front images on BGG or wherever.)
On top, the counter sheet. The small markers are for Reaver Alerts;
I'll come back to them. On the other side, Alliance Alerts. Add to
this some more Disgruntled markers, even more Goals and Warrants, and
another set of Haven/Destination markers as found in
Pirates and Bounty Hunters
(which now means that one can play a game with both Havens and
Destinations, I suppose, but I suspect they're mostly here so that
P&BH isn't required to play with this expansion).
The new extension board is 10" × 20", so adds about 1/3 to the width
of the main board. It includes a little bit of Border Space to be
added onto the left side of the existing map, but is mostly Rim Space
(which includes Reaver Space). Underneath the board are new story (and
setup) cards, two more reaver cutters, and lots of normal-sized cards.
Yes, two more reaver cutters.
Those cards include more Jobs for the standard Contacts, two new
Leaders, a Rim Space navigation deck, a Meridian supply deck, two new
Contact decks, and some replacement cards for the Border Space deck.
The full board is now 40" × 20". My big table can handle it. (This
photograph was not taken on my big table.) Can yours?
The components in more detail
Rim Space navigation deck
If players are feeling at all competitive, expect lots of Reaver
activity. Also plenty of breakdowns, many of them needing Parts rather
than just a Mechanic, and less salvage than in Border Space.
Border Space navigation changes
Ten of the original Border Space cards (bottom) are replaced with new
ones (top). Reavers on the Hunt allows the Cutters to be moved into
Rim as well as Border space. Reavers Dead Ahead, two of which
replace two original Reavers on the Hunt, bring a Cutter right next
to a player. Reaver Bait! works as before (note that it's still "any
Border sector", not "any Border or Rim sector") but the wording is
changed to specify "a Reaver ship" rather than "the Reaver Cutter";
Reaver Cutter similarly changes the wording.
New Reaver rules
Well, for a start there are now three Cutters. They all start
surrounding Miranda. It's now allowable to Mosey into a sector with a
Reaver in it (though not to Full Burn or Evade there).
Alert Tokens
Every time a Reaver leaves a sector, it leaves behind a Reaver Alert
token. The Alliance Cruiser doesn't normally generate Alliance Alert
tokens, but scenarios change this.
When you move into a sector with a token, roll a die, and if you get
the number of tokens or below a Cutter or Cruiser immediately appears
in your sector. (Alerts are resolved before Nav Cards.) Once the
Alert's been resolved, the tokens go away (except for the three
printed on the board round Miranda).
New Contacts and Jobs
Lord Harrow is a shipping magnate. His jobs are predominantly Illegal,
all taking the form of Shipping or Smuggling. Once you're Solid with
him, he will sell you cargo, but more importantly you get paid an
extra $500 each time you complete a Shipping or Smuggling Job. (This
should help to swing the balance that some players have found of Crime
being the only reliable way to riches.)
Mr Universe offers Big Damn Challenges. These go into your hand like
other Jobs, but you attach them to other Jobs when you start working
the latter. (Illegal Challenges only go onto Illegal Jobs, and
similarly for Legal ones.) They add an additional constraint, such as
an extra Test, an extra Misbehave or two, or a limit on the number of
Crew you can use, in return for extra money when you complete the Job.
As with normal Jobs, you can't discard a Challenge once you've
accepted it. Once you're Solid with Mr. Universe, your job hand size
goes up to five, and you can Deal with him from anywhere.
There are also five new job cards for each of the existing five
Contacts, each of which will require you to travel to the new board
section.
Set Up Cards
Green-backed Set Up Cards sit alongside Story Cards to allow for a
richer or poorer starting game. The example given is "for Solo Play &
Experienced Players", providing various small tweaks to make the game
harder.
Story Cards
The three new story cards are all nominally 2-3 hour games, two out of
three recommended for experienced players. Patience's War has three
triple-misbehave goals and in the best case you'll lose three crew
on the way to victory. The Great Recession trims each Contact deck
to a number of cards equal to the number of players, and ends the game
when four of them have run out. Any Port in a Storm gives each
player a Haven in Alliance space, but gives out a Warrant any time an
Illegal job is completed; the goal is to get back to your haven with
$12,000.
Meridian Credit Exchange
With the Blue Sun expansion active, you can give credits to other
players at any time, rather than having to be in the same sector.
Leaders
There are two new Leaders. Atherton has permanent Fancy Duds and Fake
ID, but can never hire a Companion. The alliterative Murphy is a Moral
Medic and Mechanic, and gets extra Cash when selling Cargo or
Contraband to a Contact.
Meridian Supply Deck
This is a fairly mixed bunch. There's one Wanted crewman (the
Middleman) without a Bounty card. Notable ship upgrades include
Reaver-Flage (may enter a sector occupied by a Reaver even at
non-Mosey speeds) and Hull-Mounted Flak Gun (discard to ignore a
Reaver encounter, basically a Reaver version of the Cry Baby).
Thoughts
This looks distinctly interesting. The Reavers are clearly a much
bigger threat than before, and everyone's going to be at risk from
them, even the richest and best-equipped of players — which may help
to stop them from being runaway winners. Less well-equipped ships will
need to be more careful than ever to do legal jobs and stay out of
dangerous places.
I suspect an early job for Lord Harrow may substantially help the
legitimate merchant player. I want to try this.
There doesn't seem to be a great deal of interaction with Pirates &
Bounty Hunters: that expansion was mostly about inter-player activity,
while this is more about making the environment more dangerous. If you
only have budget for one big expansion, P&BH should come before this
one.
And yes, it does all still fit into the main game box (the UK edition,
not the smaller American one). But I did have to discard the inlays to
get it there.
Rulebook download is
here.
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