Battleshed Diaries

Showing posts with label Gale Force Nine. Show all posts
Showing posts with label Gale Force Nine. Show all posts

Sunday, 1 November 2015

The Bonnie Mae rides again



Another epic game of Firefly at my local club this weekend. Similar to the recent game held in the Battleshed, it was another with all current expansions in play. However, this time there were six players (or pilots) enjoying the game over two days! 

As Livingston Battleground are lucky to have a both a Friday and Saturday morning sessions booked in the same room we can start a game on a Friday evening and happily, and securely, leave for resumption the next day - after a bacon butty in the canteen below. I assume vegetabalist options are available.

This was another immensely enjoyable game. Plenty of room - as posted previously, Firefly needs lots of card space! Six eager pilots, all but one of whom had played before. And we had a regular player acting as host and 'banker'. Plus intrigued onlookers!

You can imagine the banter! I've posted the merits of Firefly before.  Suffice to say, I came away with a huge, cheesy grin, mostly because I won!

Despite all the false allegiances, negotiations, back-stabbing and countless run-ins with Alliance and Reaver ships, I quietly set about the game objective - the pilot with the most unique Solid Contacts before the depletion of available 'Goal' tokens. 

My cunning plan was not to get embroiled with the inevitable pilot politics in the Core systems, competing amongst the most popular trading planets. It got real messy in there, with a cluster of rival pilots, including Alliance and Reaver complications. I did manage to acquire 'Vera' the sniper rifle though.

Instead, I upgraded the Bonnie Mae with an extra emergency burner (bought after short trip to Silverhold) and pocketed a couple of jobs way out in the Rim. Yes, there were Reaver risks, but as I'd made some early contacts in the central system I concluded the odds were better out there than being embroiled with the pilot scrum.

Firefly. A truly epic board game. Solo to 6 players.

 Did I mention I won?



Tuesday, 13 October 2015

Jail Break in the 'Verse!



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. 


Sunday, 17 May 2015

The choices we make



What makes a perfect gaming session? Like all things in life, it's subjective, and open to so many variables. But sometimes, enough of those variables align to say, yeah, that was just right.

At Livingston Battleground this weekend, four gaming veterans - or old farts as the younglings called us - reverted to another game of Firefly. A regular stalwart for when none of us had organised a particular game.

Its probably whimsy, but when you have four experienced gaming mates, playing a semi-familiar board game over a four hour period; chilled, (as I believe those same younglings say), with much hilarious craic, fun and camaraderie, it's the perfect antidote for a heavy working week.

What helps, is that Firefly is not overtly adversarial. In line with the TV (and movie) series, it's all about individual traders meeting the overall objective. At the beginning of the game, a random scenario card is drawn. It's the first player to meet to meet those objectives that wins. Each player is free to do what they please. Cooperation, or not, it's up to you. At the start of the game, you draw ship and owner;  it's up to you to find crew, kit and supplies...
Lets go shopping...

It's a great game, highly recommended for club play with 3 or more players. We played with the expanded 'Verse, so we had the Reavers and Rim space to navigate amongst all the normal difficulties. I've reported on a few games now, so I won't go over old ground. Suffice to say I thoroughly enjoyed the club game this weekend. Massive thanks to JF, JM, and BG!