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- The Game

After the Earth was used up, we found a new solar system and hundreds of new Earths were terraformed and colonized. The central planets formed the and decided all the planets had to join under their rule. There was some disagreement on that point. After the War, many of the Independents who had fought and lost drifted to the edges of the system, far from Alliance control. Out here, people struggled to get by with the most basic Supply Decks Contact Decks technologies; a ship would bring you The 5 Supply Decks contain the Contacts have a variety of Jobs they’d work, a gun would help you keep it. A Crew, Gear and Ship Upgrades you like you to undertake. Contacts will captain’s goal was simple: find a crew, need to successfully make your way provide the Work you need to keep find a job, keep flying. through the ’Verse. Each Supply Deck your ship flying. Each Contact Deck Welcome to the ’Verse... corresponds to a specific location on corresponds to a specific location on the game board. the game board. Box Contents Crew 5 Supply Decks - 25 Cards Each Deliveries 5 Contact Decks - 25 Cards Each Crew are the various Goods aren’t going 2 Nav Decks - 40 Cards Each riffraff, ne’er-do-wells and to move themselves. drifters that congregate Misbehave Deck - 40 Cards The ’Verse has a around the many docks 11 Set Up Cards wide variety of stuff of the ’Verse. Choosing that needs to be taken elsewhere. 4 Ship Cards the right Crew is key to Currency - 150 Bills running a successful Crime 6 Story Cards Ship. Just ’cause the 2 Dice Gear Alliance isn’t fond 167 Tokens of it doesn’t mean it Gear is weapons, isn’t worth doing. 4 Firefly Models clothing, gadgets and 1 Alliance Cruiser Model other devices. Gear 1 Cutter Model augments your Crew’s “I tell ya, Zoë, we find ourselves a Game Board & Rules abilities and covers their mechanic, get her running again. Hire shortfalls. on a good pilot. Maybe even a cook. Live like people. Small crew, them as feel Ship Upgrades the need to be free. Take jobs as they come - and we’ll never be under the heel Ship Upgrades allow of nobody ever again. No matter how you to customize your long the arm of the Alliance might get... ship. Upgrade slots are we’ll just get us a little further.” limited so choose wisely. - 1 Firefly - The Game “You depend on luck you end up on the drift, no fuel, no prospects, begging for Alliance make-work or being towed out to the scrapbelt. That ain’t us. Not ever.” -Malcolm Reynolds Alliance Cruiser Reaver Cutter Firefly Ship Models Ship Card Game Overview Each player has a Ship Card that is Nav Decks Playing Firefly: The Game, players the center of their play area. While traversing take turns navigating the ’Verse, Ship Cards have a Hold and a the Big Black, you’ll talking to Contacts, finding Crew and Stash that are used to store (and encounter obstacles and Gear and working Jobs. hide) goods. The amount of storage opportunities. How you available for Cargo, Contraband, choose to deal with them Winning the Game is up to you. Passengers, Fuel, Parts and such is Each game of Firefly indicated by the number of “Empty” Flying through Border starts with choosing squares in the Hold and Stash areas Space keeps you clear a Story Card. Story of the Ship Card. Place tokens of Alliance interference Cards detail what representing carried goods on the but has it’s own each player needs to squares to show they are being dangers: watch out for accomplish to win the transported on your ship. Reavers! game. The bottom of the Ship Card has one Story Cards tell slot for the Ship’s Drive Core, plus different tales. Story Card three slots for Ship Upgrades. Misbehave Deck Sometimes players Each Ship has a maximum number of An enterprising Captain will compete to be the first to pull off Crew it can carry listed on the card. will have plenty of a daring heist. Other Story Cards tell the tale of daring desperados hoping Set Up Cards opportunities to Misbehave when working to escape Alliance “justice”. Set Up Cards include Illegal Jobs. You never Each Story Card requires a different both Ship’s starting know exactly what you’re strategy; adapting to different goals is Drive Cores and going to find when you the mark of a great captain! Leaders. Some Leaders land planetside. pursue legitimate shipping interests, while others deal in a variety of illicit goods. Some Leaders are wily negotiators while others let their guns do the talkin’. Each player will choose a Leader to chart their course through the ’Verse.

Game Tokens 2 Game Setup

1: Nav Decks 2: Place the Cruiser 3: Choosing Ships & In a game with 3 or more players, find & Cutter Leaders the “Alliance Cruiser” and “Reaver Place the Alliance Cruiser in the Place the Set Up Cutter” cards from the Nav Decks; Sector containing Londinium, the Cards face up in the the two cards that say “RESHUFFLE Alliance capital. Commander Harken middle of the game DECK” on the bottom of the card. is aboard the Alliance Cruiser. board. Place those cards in their respective discard piles. When either Nav Place the Reaver Cutter in the Sector All players roll a dice. Deck becomes exhausted for the that contains the “Firefly” logo. The player with the first time, reshuffle the discard pile highest result selects - including the “RESHUFFLE” card. a Leader, Ship Card The increasing ship traffic has caught and the appropriate starting Drive someone’s attention! After reshuffling Okay, so she won’t win any beauty contests, Core. Play then passes to their left a Nav Deck for the first time, reshuffle that’s true enough, but she’s solid. with each player in turn making their the deck every time a “RESHUFFLE” Ship like this, be with ya til the day you die. Leader selections. card is drawn and resolved. - Malcolm Reynolds 3 The last player to choose a Leader Game Setup then places their Firefly on the map, in any Sector they’d like. Players then takes turns placing their Firefly on the map, in reverse order, ending with the player who first chose a Leader. You may not place your Firefly in a Sector already occupied by another player. The last player to place their Firefly takes the first game turn, play then proceeds clockwise to their left. For full rules on Leaders, see pg. 10.

4: Goal of the Game Every game has a different story. After choosing Leaders, choose a Story Card. Set aside the rest of the Story Cards; they won’t be used this game. Each Story Card will detail what the players need to do to win the game. For full details on Winning the game, see pg. 16. The chosen Story Card may effect the rest of the Game’s Setup. Note: “The King of All Londinium” Story Card is a good choice for your first game. Zoë, Malcolm & Jayne

5: Starting Supplies 6: Starting Jobs 7: Priming the Pump Give each player 3000 Credits, 6 Fuel After choosing a Story Card, each After choosing Starting Jobs, flip and 2 Parts. Each player must place player takes a Job card from each over the top 3 cards of each Supply their starting Fuel and Parts on empty Contact Deck. deck, placing them in their discard Cargo or Stash areas of their Ship pile. Watch closely as the cards are Card. Fuel and Parts each take up You may not have more than 3 Job cards in your hand at any given time. revealed, they may affect where you half a space; you can have a Fuel and want to head on your first turn! a Part sharing a space. Players may discard any Job they don’t want to undertake and must Note: When the rules call to I’m Malcolm Reynolds, Captain of discard down to three cards. Discard a Card, place the card in . She’s a transport ship, Firefly Note: For your first game or two, the discard pile of the appropriate class... You got a job, we can do it. only deal everyone a card from the deck. When the rules call to Don’t much care what it is.” Harken, Amnon Duul and Patience Remove a Card from Play, return -Malcolm Reynolds Contact decks. the card to the box; it won’t be used for the reminder of the game. 4 Skills & Skill Tests

Skills Skill Tests Misbehave and Nav Cards often There are three types of Skills: Fight, contain a choice of Skill Tests. You’ll Many cards will require you to make a often choose between options, picking Tech and Negotiate. You can find Skill Skill Test, usually to overcome some Points on both Crew and Gear Cards. the one which works best for your challenge or obstacle such as a run-in Crew. Each symbol shown on a Crew or with the local law, security system or Gear Card counts as 1 Skill Point. other sticky situation. Skill Tests are written Special Skill Tests Fight as a Skill icon, followed Some Skill Tests have additional Fight Skill is useful by a small dice and a options or rules that apply. Fight Test when resolving conflicts number. The number with violence. Whether next to the dice is your target number. Kosherized Rules a bare knuckle brawl or open gun Under the target number, there will be Civilized folk often rely on their play, enough Fight Skill will get you a list of possible results. bare knuckles to come to an through. understanding. Some Fight Tests will say “Kosherized” after the number. In ech T Kosherized Fights, you may not add Tech Skill comes into play any Fight Skill from Gear to your total: when facing challenges only the Fight Skill listed on your Crew ranging from ship Cards may be used. breakdowns, breeching security systems, hacking computers to Bribes cracking a vault. Not every lawman or local official is on Negotiate Fight Test and results on a Misbehave Card the up and up. Some Negotiate Tests will say “Bribes” after their number. Negotiate Skill will help you To make a Skill Test, roll a dice and Before you roll a dice, you may talk your way out of trouble add all your available Skill Points choose to pay Bribes. For every $100 or into more profit. Dealing of the appropriate type to your roll. you pay the bank, add +1 to your total with angry law enforcement officers or Compare your total to the results of (Roll+Skill+Bribes). potential business partners all come the Skill Test. Each Skill Test will have under the header of Negotiate Skill. a different set of results. “Thrillin’ Heroics” Bonus Roll In the above Test, you would roll a single dice (D6) and add your total The dice in the game have a available Fight Skill Points from all Firefly pictured instead of a 6. sources to determine your total. If the Whenever you roll a Firefly, total is between 1 and 6 you must count it as a 6 and make a choose a Crew to Kill and the Job Bonus Roll. Roll the dice again and attempt is over. With a total of 7 or add the result to the total. more you have overcome the Test and “Just do it, that’s all. My daddy says I got may proceed. All Tests are resolved natural talent.” in a similar fashion regardless of the “Oooo! Synchronizers!” Skill on which it is based. -Kaylee Frye 5 Skills & Skill Tests A Game Turn

On Your Turn There are four types of Actions to choose from. On your turn, you may take 2 Actions, in whichever order you’d like. You may not take the same Action twice. On your turn, you may also interact with other players in your sector. For full details on interacting with other players, see pg. 17. When you have completed your 2 Actions, play passes to the player to your left. Play continues until the game ends and a winner is declared.

“Wheel never stops turning...” -Malcolm Reynolds

Actions Eavesdown Docks, Persephone Fly If you aren’t moving, you aren’t doing Sample Game Turn Pete chose to start at Londinium, much of anything else either. Flying planning on Dealing with Harken John, Sally, Pete and Liz are sitting through the ’Verse is both necessary first. He changed his mind when he down to their first turn of the game. and sometimes dangerous. saw Inara’s card appear in the Osiris John has the first turn and chose to discard pile, during “Priming the Buy start at Persephone. Seeing River’s Pump”. Flying with his first Action, You won’t get far with an empty ship; card in the discard pile, he decides to Pete arrives at Osiris safely. He then buying Gear and hiring Crew is critical Buy with his first Action. One of this chooses to Buy, taking Inara’s card to complete difficult, lucrative Jobs. starting Jobs requires him to pick up along with a Medic for his Crew. Passengers at the Space Bazaar, Deal Liz started at Athens, hoping to take Talking to Contacts opens up new so he uses his second Action to Fly towards the Space Bazaar, Red Sun. on a few Legal Jobs to get her game opportunities. Taking on more started. With her first Action, she commitments than you can handle is Sally chose Marco as her Leader Deals with Patience, adding a couple a road to defeat. and is starting at Silverhold, knowing more Jobs to her hand. Flying with her Work there’s an abundance of weaponry second Action, she heads towards the Working Jobs is how you get Paid. there (Marco gets a discount on Red Sun system to start her first Job, Some Jobs are simple, legal transport buying guns). She also has a Job picking up grain for the herds. of goods. Some require misbehaving that requires her to pick up Cargo at under the Alliance’s nose. Silverhold. Sally Buys with her first Action and Works with her second. 6 Fly - Navigating the ’Verse

When taking a Fly Action, a player Resolving Nav Cards The Alliance Cruiser may choose to either Full Burn, flying quickly through the ’Verse or Mosey, Most Nav Cards If, at any time, you moving slowly and carefully. have two different are in the same options from which Sector as the to choose. Some Alliance Cruiser, Full Burn options will simply you must resolve To initiate a Full Burn, Spend 1 Fuel have instructions; the Alliance Contact token. After initiating a Full Burn, other may have Event. move your Firefly to an adjacent a Skill Test. For Sector then draw and resolve a full rules on Skills Nav Card from the appropriate deck Tests, see pg. 5. (Alliance for Blue-bordered Sectors, Every option results in either Keep Border Space for Yellow-bordered Flying, Full Stop or Evade. sectors). You may continue to move into new Sectors, drawing a new Keep Flying Nav Card for each Sector, up to the If the chosen option’s final result is maximum range of your Ship’s Drive Keep Flying, you may move again Core. and draw another Nav Card, up to your Drive Core’s maximum Range. osey long M A If your last movement ends with a When you Mosey, move your Firefly Keep Flying result you may take any 1 Sector, slow and careful. Do not remaining Actions this turn as normal. spend a Fuel Token. Do not draw from the Nav decks. Full Stop Your ship halts in the current Sector. No further movement is possible. If you have another Action to take, you may do so.

Evade If you do not have sufficient funds to Move your ship to an adjacent Sector. pay the fines, all available credits are Do not draw an additional Nav Card. seized; the Warrants are still cleared. No further movement is possible. If Resolving Alliance Contact does not you have another Action to take, you use an Action. You may take your may do so. Actions normally after resolving Hoban “Wash” Washburne Alliance Contact. Outlaw Ships Note: Drawing the Alliance “Oh gawd! What could it beeee? A Firefly is considered an Outlaw Ship We’re dooomed! Who’s flyin’ this thing?! Cruiser card while Flying causes if it has any outstanding Warrants, is Oh, right. That’d be me. Back to work.” a Full Stop - you’ve caught their carrying Contraband or Fugitives or -Wash attention! has any Wanted Crew onboard. 7 The Reaver Cutter Moving the Alliance Moving the Reavers Fly - Navigating the ’Verse If you start your turn in the same Sector as the Reaver Cutter, resolve the Reaver Contact event. The Alliance Cruiser moves in 3 The Reaver Cutter can move in 3 REAVER CONTACT different ways. When the “Alliance different ways as well. When the Resolve when starting your turn Cruiser” Card is drawn, the Cruiser “Reaver Cutter” card is drawn, the in the Reaver Cutter’s Sector. moves to the Sector of the player who Cutter moves to the Sector of the drew the card. When the “Alliance player who drew the card. When Entanglements” card is drawn, the the “Reaver Bait” card is drawn, the player who drew the card moves the player who drew the card moves the Kill all Passengers & Fugitives Alliance Cruiser. When the “Cruiser Cutter. When the “Reavers on the Patrol” card is drawn, the player to the Hunt” card is drawn, the player to right of the person who drew the card the right of the person who drew the Kill 2 Crew, Evade. moves the Cruiser 1 Sector within card moves the Cutter 1 Sector within Kill 1 Crew, Evade. Alliance Space. Border Space.

Requires Pilot and Mechanic: Spend 1 Fuel. Evade.

Resolving Reaver Contact at the start of your turn does not use an Action. You may take your Actions normally after resolving Reaver Contact. When you draw the “Reaver Cutter” Nav Card, the Reaver Cutter moves to your current location and that Card’s rules apply immediately. If the Cutter moves into your Sector as a result of “Reavers on the Hunt”, do not resolve Reaver Contact yet. When a Sector is occupied by the Reaver Cutter, no ship may move into that Sector. Hopefully they’re full... 8 Buy - Buying from Suppliers

“I’d sure love to find a brand new Supply Planets Buying Supply Cards: compression coil for the steamer.” Signs on the map Consider 3 / Buy 2 -Kaylee mark where you can When Buying Supply Cards, you may “And I’d like to be the king of all Londinium Buy. In that Sector, Consider 3 cards - but you may only and wear a shiny hat.” you may buy from Buy 2 of those cards. Look through -Mal the corresponding the entire discard pile and choose Supply Deck and/or up to 3 cards to Consider. For each Buy Actions discard pile. card less then 3 that you pull from Taking a Buy Action allows you to the discard pile, you may draw 1 face purchase Supply Cards (Crew, Gear down card from the Supply Deck. and Ship Upgrades) and restock Fuel Once you have picked your 3 cards and Parts. Alternatively, you can use to Consider, you may pay the bank your Buy Action for Shore Leave. for up to 2 of them (you don’t have to buy any at all). The cost of each Supply Card is listed in the purple tab in the bottom right of the card. Any Supply Cards unpurchased cards are placed face- The different Supply Decks represent up in the discard pile. the wide variety of goods and services Example: Pete is docked at that are available for an enterprising Persephone and wants to use one of Captain to purchase. The Supply his actions to Buy. He knows River Decks include new Crew for hire, Tam is waiting in the Discard Pile: he Gear for your Crew to carry and pulls River’s card out of the pile and Supply Deck Card Backs Upgrades for your Ship. sets it aside to consider, then draws 2 cards from the Supply Deck. Great! He pulled two cards he likes better! He decides to buy the two face down cards instead, putting River’s card back into the discard pile. Tip: Browsing the discard piles of the Supply Decks when it’s not your turn will help keep the game ticking right along.

Buying Fuel & Parts When taking a Buy Action at a Supply Planet, you may also buy Fuel for $100 each and Parts for $300 each, in addition to buying Supply Cards. Persephone’s Skyline 9 Shore Leave them from being Killed. You may not Gear Skills & Keywords Buy - Buying from Suppliers When your Firefly is in a Sector with dismiss your Leader. Some Gear provides additional Skill a Supply Planet, you may use your Leaders Points, Keywords or other special Buy Action to give your Crew Shore Leaders differ from normal Crew in 3 abilities. Skill Points from Gear are Leave, instead of buying Supply very important ways: added to your total when making Skill Cards. Pay the bank $100 for each Tests, just like Skill Points from Crew. Crew, Disgruntled or not, then remove ►► Entrepreneur: Leaders are self- Keywords represent specialized types all Disgruntled tokens. For details on employed and do not receive a Cut of Gear that may be useful in passing certain hurdles. For example, the card Disgruntled, see pg. 15. from Jobs. ►► Leaders are REALLY Lucky! pictured above has the FIREARM and Crew Cards When the outcome of any event SNIPER RIFLE Keywords. For details All Crew have Skills would cause your Leader to be on Keywords, see pg. 18. that aid in navigating killed, return them to your ship and the ’Verse and place a Disgruntled token on the Ship Upgrade Cards working Jobs. Some card instead. Ship Upgrades are Crew also have a ►► You’re all Ruttin’ Fired! If your the modifications Profession in the Leader ever receives a second to your Ship. Ship bottom right corner Disgruntled token, they’ve lost Upgrades can of their portrait. confidence in their Crew. They do boost your Full Burn Professions can earn not leave the Ship. Instead, they Range, provide bonuses when Working Jobs or help fire all the other Crew. Immediately extra storage space, overcome obstacles and dangers. For Discard all your Crew, except increase reliability details on Professions, see pg. 17. for your Leader, to their Supply and add other useful The cost to hire the Crew, in the Deck discard piles. Remove abilities. purple tab in the bottom right, is also the Disgruntled token from your Upgrade Slots the Cut they’ll expect to be paid at Leader. Your Ship the end of each successful Job. The Card has maximum number of Crew your Ship Gear Cards a number can hold is listed on the Ship Card. Gear is weapons, of Upgrade Wanted Crew equipment, clothing, Slots. All Ship Upgrade cards require Crew with a small warrant vehicles or anything an open slot to purchase and equip. badge next to their cost are else your Crew You may never have more Ship wanted by the Alliance! might bring to help Upgrades than you have available If you have Wanted Crew onboard overcome obstacles. Upgrade slots. You may Discard a you are an Outlaw Ship and when Each member of your Ship Upgrade to make room any time. you encounter the Alliance Cruiser, Crew may only carry Drive Core the Crew may be seized (see pg. 7 1 piece of Gear at The Drive Core is the heart of the for rules on Outlaw Ships and the any given time. You Ship. You may only have one Drive Alliance Cruiser). may own as many pieces of Gear as Core at a time. If you get a new Drive you’d like. If you own more Gear than Dismissing Crew Core, Discard your current one. Each can be carried by your Crew, set the You may dismiss Crew in any Sector Drive Core has a max Range: the extra Gear aside until it’s needed. with a planet by placing them face-up number of Sectors it can take the Gear not carried by a Crew may not in the discard pile of the card’s Supply Firefly during a Full Burn. Drive Cores be used in any way. Deck. This does not require an Action. may also have additional special rules You may not dismiss Crew to prevent listed on their cards. 10 Deal - Dealing with Contacts

ontact lanets ccepting obs “You want to do business in Persephone, C P A J : you do it through me. But if you’re so well Names on the map mark where Consider 3, Accept 2 off you don’t need it...” you can Deal. When in that Sector, As with Buying from a Supply deck, - Badger you may Consider Jobs from the corresponding Contact Deck. you may Consider 3 Job cards - but you may only accept 2 of those Jobs. Look through the entire discard pile first and choose up to 3 Job Cards to consider. For each card less then 3 that you Consider from the discard pile, you may draw 1 card from the Contact Deck. Once you have picked your 3 Job Cards to Consider, accept up to 2 of them (you don’t have to accept any Job Cards at all). Any unaccepted Job Cards are The different Contact Decks contain a placed face up in the discard pile. You Deal Actions wide variety of Jobs that are available. may not have more than 3 inactive If your Firefly is in a Contact’s Sector, Jobs can be anything from taking Jobs in your hand at any given time. you may Deal with that Contact. You tourists for a spin on Bellerophon to may look at 3 and accept up to 2 Jobs robbing trains on Regina. Example: Liz uses one of her Actions from their Contact Deck. Each Job Card will detail both what to Deal with Patience at Athens. If you are Solid with that Contact, you you need to do to complete the Job She’s looking for Jobs that will take may also sell Cargo and Contraband and how much you’ll earn. her to the Red Sun system. There to them as part of your Deal Action. are two Red Sun Jobs in Patience’s (see rules for Reputation on pg 15 for discard pile, so she pulls those out details on getting Solid with Contacts). to Consider. Liz is pretty sure she’s going to accept those 2 Jobs, but draws a face-down card anyhow. It’s not something she’s interested in, so she puts the 2 cards she initially wanted in her hand and puts the new Job in the discard pile.

Note: Inactive Job Cards you have not begun to Work are kept concealed in your hand. Do not place them face up in the Active Job area until you use a Work Action to begin the Job. Remember, you may not have more than 3 Active and 3 Inactive Jobs. Niska’s Skyplex Orbiting Ezra 11 eal ealing with ontacts Job Cards D - D C Job cards contain everything you need to know to Work the Job. Each section of a Job Card is detailed below.

Job Name Every Job has a name at the top of the card. There are some Jobs with the same name with different requirements. The symbol of the Contact who gave you the Job is next to the Name.

Job Types Every Job has a Job Type. Sometimes there will be bonuses associated with doing certain types of Jobs. Shipping Jobs Shipping Jobs are Legal and require Sample Delivery Job you to pick up Cargo at one location and drop it off at another planet. Immoral Jobs Skill Needs Some Jobs are Immoral; a small red Transport Jobs Some Jobs require Skills and/or Transport Jobs require you to pick tab below the Legal/Illegal tab notes Keywords to Work the Job. They will up Passengers or Fugitives and which Jobs are Immoral. Whenever be listed in the Skill Needs Window to drop them off at another planet. you complete an Immoral Job, all your the right of the Job Card. Transporting Fugitives is Illegal and Moral Crew become Disgruntled. See pg. 15 for details on Disgruntled Crew. Bonus Tab makes you an Outlaw Ship. Some Jobs have a green bonus tab. Smuggling Jobs Misbehaving Required Listed in the tab will be a Profession Smuggling Jobs are always Illegal and Illegal Jobs require you to Misbehave and a Credit amount. If a member of require you to pick up Contraband at to complete the Job. The number of the Crew who completes the Job has one location and drop it off at another Misbehave cards pictured on the Job that Profession, the Credits listed in planet. Smuggling Jobs require you indicates how many Misbehave Cards the bonus tab are added to the Pay. to Misbehave. Smuggling Contraband you’ll draw when Working the Job. For ay ab also makes you an Outlaw Ship. P T details on Misbehaving, see pg. 14. The purple tab in bottom right shows how much you’ll be paid for Crime ob nstructions J I completing the Job. Some Jobs Crime Jobs require you to head to After Misbehaving (if necessary), say “Special” in the Pay Tab. In this a destination and Misbehave; they every Job has different instructions case, the Pay will be detailed in the usually only have a Target Location. of what to do when Working the instructions of the Job. Job. Deliveries have two sets of When you finish a Job, your Crew will instructions, Crime Jobs only have need to get paid too! For details on one. paying your Crew, see pg. 14. 12 Work - Working a Job

Taking a Work Action allows you to attempt to advance a single Job. Advancing a Job may include loading cargo, committing crimes or other activities Starting a Job To start Work on a Job, your Firefly must be in the Pick-Up Location for Deliveries or Target Location for Crime. Place the Job Card face up on the table in front of you, to the left of your Ship Card. After placing your Job on the table, it becomes an Active Job. You may have up to 3 Active Jobs at any given time, in addition to 3 inactive Jobs in your hand. There are a few steps to Working a Job: An Unexpected Alliance Patrol 1. Equip Crew 2. Confirm Needs Confirm Needs Do the Job, Legally 3. Do the Job / Misbehave The team you have Follow the instructions on the Job 4. Outcome assembled must meet Card to attempt to Work the Job. Most any requirements in Legal Jobs are Delivery Jobs. quip rew E C the Needs tab on the You must commit to what Gear you’re Job Card to Work the Delivery Jobs carrying while Working the Job. Each Job. If the Needs of Delivery Jobs require you to pick up Crew and Leader may only carry 1 a Job are not met, something at one location and deliver Gear card. Once you’re Working a the Job may not be it to another. You must use a Work Job, Gear can not change hands advanced in any way: Action at both the Pick-Up and Drop- between Crew until the Job attempt is Cargo cannot be Off Location to complete the Job. over. If a member of your Crew with loaded, Misbehaving Gear is killed, any Gear they were cannot be attempted, Note: Space is a dangerous place. carrying is returned to the Ship. etc. Not all Jobs have Cargo can be stolen out from under Any Gear or Crew onboard the Ship a Needs tab. Job you. Passengers might be eaten Needs Tab may not be used in any way while cards without a Needs by Reavers... If you’ve Loaded Working the Job. In the course of tab have no prerequisites. Cargo, Contraband, Passengers or Working a Job, Crew may be forced Fugitives on to your ship as part of Some Jobs will have a Test to take to return to the Ship. Crew onboard a Job and subsequently lose them, instead of Needs. The Job will state the Ship may not be affected by the you’re on your own to replace when to take the test. results of any Misbehave Cards or them. You can’t return to the Pick Skill Tests encountered when Working Up location to get more! a Job. 13 Misbehave Misbehaving Outcomes Success: Get Paid Work - Working a Job Illegal Jobs require a bit of Misbehaving Misbehave Cards will end in 1 of 3 You do the Job – you Get Paid. When to complete. When a Job requires ways: Proceed, Attempt Botched or you successfully complete a Job take Misbehaving, it will have a number of Warrant Issued. Credits from the bank equal to the Misbehave Cards pictured. Pay listed on the Job Card. Proceed When you finish a Job successfully, If your chosen option results in your reputation becomes “Solid” with “Proceed”, you may continue to work the Contact that issued the Job. For the Job, following the instructions on details on Reputation, see pg. 15. the Job. Job Bonuses When a Job with a Bonus Tab is Detail of an Illegal Job Card Attempt Botched completed successfully and you have You’ve failed this attempt but you may To complete the Job you must a Crew with the listed profession, take attempt the Job again in a future turn. successfully Proceed through the the bonus listed. A Bonus is only paid number of Misbehave Cards pictured. Leave the Job Card face up in the once, regardless of how many Crew When Misbehaving, draw cards 1 at a Active Jobs area, to the left of your you have with the listed Profession. Ship Card. time, only drawing another card once Paying Crew Their Cut you’ve proceeded past the previous When a Job is completed card. Once you start Misbehaving, Warrant Issued If Misbehaving ends in “Warrant successfully, your Crew expects to you must see the attempt through; get their Cut, whether they worked the you can’t chicken out early! Issued” the attempt has failed and the authorities are aware of your Job or not. Pay each Crew the value Like Navigation involvement. Place a Warrant Token listed on their card; this money is Cards, most on your Ship Card. If you receive a returned to the bank. The Crew’s Cut Misbehave Cards Warrant while Working a Job, discard doesn’t change; you have to pay them have 2 options on the Job, returning it to the discard pile the same amount regardless of the each card. You of the issuing Contact. Job’s Pay. may attempt either You are now an Outlaw Ship, wanted You may choose not to pay some, option. Some or all, of your Crew their Cut. Any options may start by the authorities! For full details on the Alliance Cruiser and Outlaw Ships, Crew not paid immediately become with a requirement. Disgruntled. Place a Disgruntled Token see page 7. For example, on the Card on their card. above, option 2 says “Requires Note: Crew only receive a Cut TRANSPORT”. You may not choose after you complete a Job. You an option with a Need you cannot do not have to pay your Crew meet. after receiving Credits from other Ace in the Hole sources such as Nav Cards, Chance favors the prepared; often Misbehave Cards, selling goods, there will be a way to avoid trouble etc. all together. In the bottom right hand corner of some Misbehave cards, “I got a share in this job and ten percent on there will be a Person, Profession or nothing, uh... hold on... let me do the math Specific named item. If you have this here... nothing into nothing...carry the “Ace”, you may proceed automatically. nothing...” Space Bazaar - Jayne Cobb 14 Working a Job, Continued

Disgruntled Crew Losing Rep “ You do for me, then Contacts do not like it when someone In addition to becoming Disgruntled you are solid. No more gossip. That is after not getting their Cut, Crew can working for them gets tagged by the a strong relationship.” Alliance. If you receive a Warrant also become Disgruntled as a result of –Adelai Niska other Nav, Job or Misbehave Cards. while working a Job for a Contact, any reputation with that Contact is When a Crew becomes lost along with any and all benefits Disgruntled place a Reputation for being Solid. Niska takes particular Disgruntled Token on When you complete a Job for a offense to this kind of misstep (see their card. It’s important Contact successfully their opinion Niska’s special rule for details). to keep your Crew happy; of you is raised. This is called being You may subsequently again prove there are risks to navigating the ’Verse Solid with the Contact. To show you yourself useful by completing a Job with a bunch of cranky curs. are Solid with a Contact, take the completed Job Card and slide it under for the offended Contact and restore your Solid rep. Jumping Ship your Ship Card so the name of the If a Disgruntled Crew receives Contact is visible. “Anything goes wrong... a second Disgruntled Token for Then your reputation is only gossip, any reason, they are immediately and things between us are not so discarded. Crew that leave your solid. Yes?” employ due to being Disgruntled are –Adelai Niska immediately available to be rehired from their Supply Deck by you or any other player in the area. Zero Tolerance Receiving a Warrant for any reason A Better Offer Solid Rep with Patience will cause reputation loss with Harken, regardless of what contact the Job Other players may hire Disgruntled Solid Crew away from you when in the When you are Solid, Contacts will buy you were working came from. You same Sector by paying their hiring Cargo and Contraband from you. The may not become Solid with Harken fee to the bank. The Disgruntled crew prices offered appear on the Contact while you have a Warrant. joins their new Captain’s crew and the side of the Job Cards. Disgruntled token is removed. Make-Work Most Contacts’ special rules take Sometimes there aren’t any thrilling effect when you are solid with them, heroics to be found and you may such as Badger’s “Favor for a Favor”. “I did a job. I got nothing but trouble need to muck out some stables or bus The details of each Contact’s special tables at the local joint. since I did it, not to mention more rule will be listed at the top of the If you find yourself in a situation where then a few unkind words as regards Contact side of the Job Card. to my character, so let me make this you have nothing to do and your abundantly clear. Note: Niska’s “Pound of Flesh” Firefly is in a Sector with a planet, you I do the job; and then I get paid.” Special Rule is in effect as soon may use a Work Action to take $200 –Malcolm Reynolds as you accept one of his jobs. Be from the bank. careful working for him; he is not the forgiving sort.

15 Working a Job, Continued Winning the Game

attempt you may try the test again the following turn. At the beginning of every game, you’ll Story Goals have picked a story for the game, If the Story Card has numbered Goals Warrant Issued represented by a Story Card. Each you must complete the Goals in order. If you receive a Warrant while Story Card has a unique set of Goals In other cases, there may only be a Working a Goal, put a Warrant token that detail the steps you have to take single Goal needed to win. on your Ship Card. You may attempt to win. to Work the Goal again your next turn. Working Goals You must use a Work Example: John completes the first Action to advance Goal on his first attempt and takes a a Goal. When you Goal token. He then flies over to the complete a Goal, second Goal’s location. On his next take a Goal token to turn, he botches the attempt while mark your progress. Misbehaving. Shucks! If the Goal requires Misbehaving, Next turn, he completes the second Misbehave before following any other Goal and takes another token. He instructions under the Goal. Working doesn’t feel like he has the right crew a Goal is different than Working a for the third goal yet, so spends a Job; special abilities that apply during couple of turns hiring better folk. With Jobs do not apply while Working 2 Goal Tokens in hand, he’s ready to Goals. You do not pay your Crew after attempt the third Goal. completing a Goal. Arriving at the location of the third Botching Goal Tests Goal, John crosses his fingers and Some Story Cards’ Skill Tests have starts drawing Misbehave Cards. “Attempt Botched” as a result. Like The Crew he’s assembled performs Misbehave Cards, when you botch an admirably and he wins the game!

Sample Story Card

Story Cards Each Story Card will detail exactly what steps you need to win the game. Some stories may require you to earn a Solid rep with Contacts, make a certain amount of credits, finish a career-making heist or other caper. Note: Make sure to read the Story Card carefully; some stories may modify the game’s set up or introduce other new rules! The Bridge of the Serenity 16 Additional Rules

Parley with Rivals Crew Professions There are two types of interactions There are a wide range of possible that can occur between players in the Professions on Crew Cards. Some same sector. Captains may Trade and Professions will be useful while Hire Disgruntled Crew without using Working Jobs, others may earn an Action. bonuses after completing Jobs, others Pass the Dinosaur will come into play while navigating Trading the ’Verse. Included in the Game is a Dinosaur When two or more players’ ships are Marker. The player whose turn it is Soldier stopped in the same Sector, players holds the Dinosaur, then passes it Soldiers have military training and can may buy, sell and trade Crew, Fuel, to the next player after taking their be relied upon when the bullets start Parts, Cargo, Contraband, Ship second Action. If, as your second flying. Upgrades and Gear to one another Action, you’re buying from a Supply without restriction. Players are free to Merc Deck or Dealing with a Contact, you discuss and make these deals outside A Merc is simply someone who’s may pass the Dinosaur to the next of the normal turn order and other willing to sling a little lead for a few player before you’re done Considering players may take their normal turn credits. Mercs are not always 100% your cards; this can speed up the while bargains are struck. Dealing reliable - if you fill your Crew with pace of the turns. with others players in this fashion Mercs, you may find yourself high and does not require using an Action. The Tip: Consider replacing the Dinosaur dry when the going gets tough. opportunity for Trading ends when Marker with the real thing: it’s fun to Pilot one of the players leaves the sector. have a plastic dinosaur sitting on the A skilled Pilot is invaluable. Pilots can Ship’s dash on your turn! help you avoid navigation hazards A Better Offer - Hiring and (maybe) dodge hungry Reavers. isgruntled rew Death in the ’Verse D C Mechanic While stopped in the same Sector as Whenever a test result reads “Kill” There’s 40,000 Firefly class ships a rival’s Firefly, a player may pay the some number of Crew, you must traveling the ’Verse and they all hiring cost of a Disgruntled Crew to choose an appropriate number of your need a good Mechanic to keep the bank. The Disgruntled Crew jumps Crew to be removed from the game, flying. Mechanics will get you where ship and joins your posse; add the never to return. Place the card back in you’re going faster and with fewer card to your Crew area and remove the box. Whenever Crew are killed the headaches. the Disgruntled token. See page 15 controlling player always may choose which Crew are discarded. Companion for full rules on Disgruntled Crew. Companion training provides Note: Kill / Remove from play is lessons in diplomacy, psychology and “You move on over to this side, we’ll not different than discard. Removing business, in addition to the bedroom only show you where the stuff’s at - we’ll from play returns the card to the arts. Companions are a rare breed; see you get the share you deserve. Not box, discarding returns the card to they can grease a lot of squeaky no sad ‘seven’... Your own room. Full run the appropriate discard pile. wheels in addition to bringing in a few of the kitchen. Whole shot.” The Medic profession grants a credits. -Malcolm Reynolds chance to avoid this fate. Some Gear Grifter and Ship Upgrades can modify that Con artists flourish when the eye of chance. 17 the Law isn’t watching. Grifters can Gear Keywords Additional Rules skim a little off the top of some Jobs, Many Gear Cards (and some Crew) If you know what wire to stick where, making them even more profitable. have green Keywords on their cards. sweet talkin’ a computer’s systems Medic Having a variety of Keywords will help can open a whole lotta doors. Trained medical professionals aren’t you deal with a range of obstacles often willing to bunk with hooligans and situations. shipping the ’Verse. Having a good It’s me! Really! I’ve just lost a lot of Medic in your Crew can be the weight, hair and gotten younger since difference between life and death. Who says violence never solves that picture was taken! anything? Bringing a gun to a knife Medic Check fight solves lots of problems... If you have a Medic in your Crew, Useful for haulin’ goods, useful for make a Medic Check when a Crew haulin’ tail outta there! is Killed: Goin’ in guns blazin’ ain’t always the best idea; subtlety and subterfuge 1-4: Crew Dies, Remove from Play are the smart Captain’s tools. Sniper Sometimes the better-thans like to 5-6: Crew is Returned to the Ship. Rifles can sometimes stop a problem get gussied up and parade about. If Medics may make a Medic check before it starts. you’re not wearing the right get-up, even if they are the ones at risk of you’ll stand out like a ripe tick on a dying. Only make one Medic Check Magistrate’s bum. per Crew Killed, regardless of how Blowin’ up the whole gorram mess is many Medics are in your Crew. awful satisfying... not subtle exactly, but certainly entertaining. Note: All Medics have this ability, even if the above rule is not printed on their card (as with Simon Tam and Doralee). Example: Sally pulls the “Reaver Raid” Misbehave Card and fails her Skill Test; all three of her Crew are Killed! She then rolls a 3 for the first crew - that Crew is Removed from Play. A roll of a 6 sends the other Crew member back to the Ship. She then rolls for her Medic, saving her with a 5. “You had the law on you, criminals and savages...half the people on the ship have been shot or wounded, including yourself, and you’re harbouring known fugitives.” “We’re still flying.” “That’s not much.” “It’s enough. “ - Simon & Mal The Bonnie Mae’s Nose Art 18 Tips for Surviving the ’Verse

No Fuel = No Go Mechanics Keep You Flyin’ Cry Baby Cry, Make Your Run , you’re driftin’... The Firefly is a solid ship, but it’s Mother Sigh… Always take a few more Fuel than a Mechanic’s love that keeps her A Cry Baby is a useful piece of you think you need for a trip to in the air. Track down a Mechanic tech that can help avoid unwanted handle emergency course changes early to avoid a lot of heartache Alliance attention. Keep one at the or unexpected opportunities. by keeping breakdowns under ready when moving Contraband & control. The Eavesdown Docks on Fugitives through Alliance Space. Pilots – Better to Have Persephone are usually crawling ‘em and not Need ‘em… with Mechanics looking for work. Well Rounded IS Well A good Pilot can help your ship Prepared avoid hazards and keep you on Best have an Escape Plan A Crew with a good mix of the 3 schedule. Finding one may mean If you are going to Misbehave, best skills will be well-suited to handle the difference between life and have a getaway plan in reserve. the hazards of the ’Verse. Guns are death if the Reavers come callin’. Find some Transport - like Fast great, but you can’t shoot your way The Pilots Lounge at the Space Horses or a 4WD Mule - to pull your out of every situation…and they’re Bazaar is a good place to look for fat out of the fire when things go damn near useless when your ship Pilots for hire. wrong. breaks down!

CREDITS GAME DESIGN Design Director Acknowledgements 20th Century Fox: William Hirsch, Sean Sweigart John Kovaleski Judy Huang, Maria Romo Aaron Dill 3D Design & Layout: Charles Woods PRODUCERS Prop Photos: Karl Derrick Senior Proof Reader Currency: Benjamin Mund Peter Simunovich Serenity 3D Model: Zachary Brackin Peter Przekop John-Paul Brisigotti Special Thanks to GRAPHIC DESIGN whose vision and imagination Gale Force Nine Studio opened the ’Verse for all of us to explore and enjoy. PLAYTESTING James Abele, Jeremy Barrett, James Brown, Jason Buyaki, Jordan Carasa, Cyd Cipolla, Blake Coster, Casey Davies, Karen Dransfield, Cheryl Delaney, Jason Delaney, Kate Duggan, Andrew Duncan, Steve Eyles, Justin Evans, Paula Gaber, Kit Goldsbury, Sean Goodison, David Griffin, Mike Haught, Mike Haycock, Mark Hazell, Kyran Henry, Mark Honeycutt, Sally Honeycutt, James Kindt, Christopher Kovaleski, Daniel Linder, Nathan LeSueur, Jeff Lindsay, Greg Morris, Pary Morris, Ray O’connor, Tim Oswalt, Victor Pesch, Phil Petry, Damien Reid, Rob Sadler, Brian Sayman, Conor Sipe, Steven Shipe, Andrew Smith, Chris Townley, Wayne Turner, Gavin van Rossum, Tony Vodanovich, Michael Webb, Lizzie Willick, Phil Yates

Game Design © Gale Force Nine 2013. Firefly TM & © 2013 Twentieth Century Fox Consumer Products. All Rights Reserved Gale Force Nine is a Battlefront Group Company. www.fireflyboardgame.com