There was an epic game of Firefly in the Battleshed on
Sunday. A marathon four hour game with all the current expansions in play,
including the latest, Kalidasa, which is the second Rim
expansion (after Blue Sun) adding
another new star system to the 'Verse.
With a father and son combo from my local club keen to
give the latest expansion a try, but the 'Verse expanding far beyond the bounds of their
dining room table, the Battleshed was called upon. Mind you, given the huge
amount of card decks and paraphernalia involved with this epic board game, even
the Battleshed's 8'x4' table was being tested!
Firefly, for those unfamiliar (shame
on you!) is a board game based on the cult SF Space/Western TV series and film (Serenity)
from Joss Whedon. This is a future where humans have ventured into new star systems and follows the adventures of
the dissident crew of Serenity, a 'Firefly-class'
spaceship. A kind of space truck/RV
combo.
The board game has the players controlling a distinctive
Firefly ship (the Bonnie Mae for me) with a pilot and a bit of starting capitol to help get established in the 'Verse. A Story Card is drawn at the start of the game and from there it's up
to each player how they go about fulfilling the game objectives.
Competing
against or working with fellow pilots? Taking on Legal or Illegal jobs to earn
hard cash needed to hire crew, buy new kit or ship upgrades? It's a fantastic
game and its one of the best that I've played that's close to the original
theme. My previous Firefly posts may help to explain
further.
What's new with
Kalidasa? Here's the blurb:
"The Game, Kalidasa adds a massive star system to the ‘Verse with loads of new opportunities for adventure and profit. No sector of space is safe as the long arm of the Alliance reaches out beyond the central planets with the addition of the Operative’s Corvette. Every region of the ‘Verse becomes more dangerous with the addition of new Nav Cards for Alliance Space, Border Space and Rim Space.Two new Contacts, including the twin brothers Fanty & Mingo, provide new work opportunities for ambitious crews, especially those willing to get their hands dirty. The bustling port of Beaumonde offers exciting new gear and supplies for captains of all sorts. The bounty of the Rim also flows back to other Supply Planets with new crew, gear and ship upgrades appearing on other worlds. Finally, new Set Up cards, new Story Cards and a host of surprises await the bold."
How did it play?
Wow, what a great game! We drew the Jail
Break Story Card which came in
three parts:
- Belly of the Beast - Must be Solid (successfully complete a job first) with the agent contact Harken, then board the Alliance cruiser! Easier said than done!
- Badger will make it all better - Must be Solid with Badger. Travel to Persephone, Deal with Badger and pay $5000 to clear all Warrants.
- Headin for ther Hills! Travel to the planetary system Three Hills. First player to arrive at with the above two Goal completed wins!
Now, boarding an Alliance cruiser is only something a suicidal or completely bonkers Firefly captain would attempt. So
that's what we did. This proved to be the most tricky objective, given that crews need a
6 Communication skill to successfully board in the first place and 10 in Weaponry
to make the jail break. Which inevitably meant our captains firstly had to acquire
enough crew, skills and kit to even consider this madness!
I attempted to do some easy, but low paying, Legal jobs at
first, hoping to keep a low profile with an Alliance corvette now joining the
cruiser patrolling the core systems. However, it became clear that this was
turning into a bit of a race. Therefore, I was forced by circumstance into
criminality (honest Judge!) and signed on for a dodgy 'transport fugitives' job
sending me way out into the Rim. To the Kalidasa system in fact.
Here, I soon got into difficulties having to desperately
evade the cannibalistic attentions of Reavers and ended up running out of fuel
and having to limp to the nearest supply planet!
Mind you, my fellow Firefly captains were also having their own troubles. One was having repeated run-ins with Alliance
spot checks after doing a succession of illegal jobs.
The other appeared to be
having severe crew issues, particularly
with his hired gun Jayne all tooled
up but spending much of the time in an EVA suit trying to hide from Alliance
boarding raids and a succession of hired medic crew were rumoured have been mysteriously
ejected out of the airlock under suspicious circumstances. Some captains are
just ruthless!
By the latter stages of the game my crew, having
eventually completed the boarding raid on the Alliance cruiser and completed a number of jobs to accumulate enough cash to satisfy Badger, was
struggling to reach the agent's home base on Persephone to make the Deal - what with the
hornet's nest of Alliance and Reaver activity now in just about every system!
Unfortunately, one of the other Captains was just ahead
of me and after some tense rounds of attempting to navigate the safest route,
eventually made it to Three Hills for the win. Drat! My crew were thought they were in the clear.
This was an epic game, with so much going on each turn. Far
too much to post here. And yes, it really did take the three of us four hours to play. It says ' 2 hours' on the objective card but I think this is probably referring
to how long it takes to pack up all the cards and tokens afterwards!
Once again I had
another brilliant game of Firefly and can thoroughly recommend this as a worthy
addition to any board game collection.
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