Firefly Rulebook.Pdf
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FIREFLY - 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 Alliance 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 Reaver 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. -Malcolm Reynolds 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 Serenity. 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.