Posted 20 hours ago

Gale Force Nine GFN225084US Firefly The Game

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It’s not that the map is too big (its 30″x20″ – very suitable for a game table with multiple players) but for a solo play with all the cards and ship tableaus you need nearly the same space. Gale Force 9's "Firefly The Game" is a product of a deep love for the ill-fated TV series and the 'Verse it was set in. This is where the heart of the game resides, usually being an afterthought for the early part of the game but serving as a ticking clock as soon as it becomes clear one player is moving toward the first of the main objectives. Even though the series was phased out quite quickly, the game had a longer runtime and besides two big expansions, several smaller expansions were also given.

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. When confronted with a challenge, you roll a single die and add that number to however many applicable skill symbols you have, and compare it to whatever number is required to succeed.

I also felt there wasn’t enough emphasis placed on the differences between Reaver and Alliance space, and that neither were quite dangerous enough.

Its no fun to watch others do that when you are barely staying afloat in the safer, less lucrative corners of the board. 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). 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. 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. Firefly is one of these games, which you can easily overlook, but once you have played it, you don’t want to miss it anymore.

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Do I take the smuggled goods on board and piss off my crew, or do I let this very opportunity slip through my fingers? Some captains prefer to go in guns-a-blazin’ while others might rely more on their ability to hack their way through, yet others might try to talk their way through. The game is always worth the time spent setting it up, but there are also times when it gets passed over for something with less time invested in getting started. The first play of my 2020 RockyMountainNavy Solo Boardgame Challenge is Firefly: The Game (Gale Force 9, 2013). A Legal ship (no warrants, no wanted crew, no fugitives, no contraband) can fly through the Alliance Cruiser or Operative's Corvette sector and not be stopped.You’ll not often bump into each other when playing and even if you do, there’s not much you can do to actually affect each other’s gameplay. To get some fancy gear, though, you’ll need a good chunk of cash, and to get that you’ll need a crew with which to work the biggest jobs, and to get them you’ll need to head to the various planets in the ‘verse and keep your eyes open. The 103 third parties who use cookies on this service do so for their purposes of displaying and measuring personalized ads, generating audience insights, and developing and improving products. As a captain with a hold full of items obtained via unorthodox means I feel that choosing my route through space should be a very important decision.

Strong play involves choosing your routes to optimise your Jobs and watching the Nav Deck discard piles to anticipate what's coming. While it certainly looks pretty enough the rule-book doesn’t offer the most intuitive layout, and there are several rules within the pages, and listed on cards in the game itself, which can leave you at a loss, either through a lack of detail or vague wording. Completing jobs ranges from doing something simple, like picking up cargo at one planet and dropping it off at another, to making skill rolls to rob trains, rob banks and much more . 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.Gaining an understanding of where you can expect to find certain equipment and crew, of exactly what kinds of jobs contacts offer and the ins and outs of the two different nav decks, increases your enjoyment of the game considerably as you can began to formulate slightly more complex plans, although obviously luck will still play an important part. There is nothing that can be done here about the size or the components, but it illustrates the challenges of taking a full size, multi-player game and using it for a single solo player. There is also a greater chance of someone starting to fly to start a job early, putting pressure on everyone else to wrap up their mining and get started with working contracts. When you combine these Misbehave cards with the descriptions on Story cards and jobs and a little bit of imagination they form miniature narratives, providing some much-needed sense that you’re part of the Firefly world.

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