Posted 20 hours ago

Gale Force Nine GFN225084US Firefly The Game

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The board on its own is quite large and then you need space around the board for all the different decks of cards. Dangerous, high-paying work usually require some ‘thrillin heroics by having you flip over some cards from the aptly named Misbehave deck. Maybe for experienced players, but I found some turns where Analysis Paralysis set in, especially in the mid-game when I started feeling the time pressure. You can change your choices at any time by visiting Cookie preferences, as described in the Cookie notice. Yet I’ve also had my share of them go my way and help me sneak in a victory against my wife, who is easily the better Firefly player of the two of us.

Some Captains (like Mal Reynolds) and Crew (like Wash, Zoe, Kaylee, Shepherd Book) are "Moral" characters who become Disgruntled by Immoral jobs or Immoral courses of action while Misbehavin' or Navigating.

The game’s open-ended structure sees players racing to be the first to complete the objectives set by one of 23 possible story cards, which add variety to each playthrough’s setup and goals. 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. They say that it provides a wide range of approaches to the missions, and it offers a variety of different goals to play for. 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.

With the wide variety of both missions and items you’ll almost certainly never play the same game twice. A crew has a need to be balanced, with some people who can shore up those weaker areas, yet all ships inevitably have their preferred approach.While there are games we have that are just as big to set up, this one feels massive because of all the decks to shuffle. Strip all that away and what you’re left with is a fairly straightforward pick up and deliver game, a damn good one, but not the best example of the genre. It's a bit blunt but simple and plenty of special Crew and Gear cards introduce variations on the mechanic. Most egregious of all is a card in the misbehavin’ pile that only allows you to succeed if you have River Tam as part of your crew. Well-themed, and cleverly implemented, it places you in the Captain’s seat of your very own Firefly and sends you out into the ‘verse.

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