I don't usually get to the Bucks Boardgame Group because I'm normally
busy of a Tuesday evening, but this time the other thing fell through,
and I got in an unusual game of Firefly. Images
follow: cc-by-sa on
everything.
Unusual, because this was just the base game, with no expansions
at all. (Not even the Artful Dodger - this was the smaller-box
American version of the game.) I haven't played in this mode for
years, and I was surprised by just how different it felt from recent
games even though it had all the things that attracted me to the game
in the first place. With one novice and one fairly new player, the
scenario was First Time in the Captain's Chair.
I picked up an effective crew on Persephone (yes, I did mine for Simon
and River, because with a 25-card deck why wouldn't you) while my
rivals were faster to start acting. This led them into some bad
situations, especially when the Alliance Operatives misbehave card
came up repeatedly. (The third time it was on one of my jobs, and I
had River.)
(Why yes, that is two Cry Babies on my ship. Again, not something
that happens with the bigger decks.)
We all made mistakes – I had several jobs pointing in the same
direction but plain forgot to start one of them – but Niška offered me
a couple of high-paying three-Misbehave Crime jobs and really, how
could I resist? Me and Niška, we're like that. Particularly since,
with my rivals often on the other side of the map, the only crew
member I had to pay was Simon (getting disgruntled because of the
immorality of the jobs): the other Moral crew, River and Shepherd
Book, were free, and the rest (Billy and a Scrapper Mechanic) could be
single-disgruntled along with them until the next shore leave. With
both of those jobs done, I had around $7,500 in the bank, and quickly
got back to Ezra to win. My nearest rival had about $5,000, and the
game's owner took a distant third place.
It's not the lack of options during setup that threw me; it's how
safe it is to fly long distances, especially in Alliance space,
compared with having the alert tokens and new nav cards from the Blue
Sun and Kalidasa expansions. A long-range drive core is well worth
having here, where you have a good chance of being able to get away
with a 6-sector move, while in the full game you'll often have had to
stop sooner.
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