Josh and Al hit the black this week and talk about Firefly: The Game from Gale Force 9. Shiny!
Special thanks to The Minibosses!
Josh and Al hit the black this week and talk about Firefly: The Game from Gale Force 9. Shiny!
Special thanks to The Minibosses!
One night during the summer of 1997, Josh Look's cool uncle who owned a comic shop taught him how to play Magic the Gathering. The game set off his imagination in a way that he could not sleep that night, and he's been fascinated by games ever since. He spent many afternoons during his high school years skipping homework to play Dungeons & Dragons and paint Warhammer minatures, going on to discover hobby board games in his early 20s. He's been a writer for ThereWillBe.Games and is the creator and co-host of the geek culture podcast, The Wolfman's Lounge. He enjoys games that encourage a heavy amount of table talk and those that explore their themes beyond just their settings.
Josh Look wrote: It lasts longer than it needs to?
WadeMonnig wrote: Finally was able to listen to some of this today while waiting for my son in the Dentist office. We usually play the alternate rules for a "Full Burn" which is that you roll a die and can ignore flipping over travel cards for that many spaces of a full burn. It made the first few plays go faster while learning the other ins/outs of the game. Have you guys ever used this rule or, since flipping the cards is something you really enjoy, something you never bothered with? (Also, I got all the custom dice colors as a Christmas gift a few years ago, so everyone has their own dice to roll instead of any passing around). Also, you mentioned the paper money, have you guys opted for the over sized paper money add on?
Josh Look wrote: Awesome, glad you got the game to the table and that you enjoyed it.
I only just came across Local Color yesterday when I was looking on BGG for any good variants to speed the early game up. Haven’t had a chance to look into it but I will be.
Speaking of variants, I came up empty handed on my search. I forgot to mention on the epsiode, we do not start with the reshuffle cards in the decks even though the expansion rules tell you to do so. I’m not sure if that’s the right move since we never reshuffle the bigger decks, but that’s how we do it. I guess you could bury it in the last 1/4 of the deck and you could be alright.
I do think that some adjustment should have been made to the shop decks once the expansions came out and bulked them up. I think an easy fix would be to have a bigger starting discard pile, maybe 6-9 cards instead of 3.
WadeMonnig wrote: Funny how you you guys agree no pirates and bounty hunters but others swear by it.
ubarose wrote: People play IP games specifically because they want to participate in and simulate that IP. Stripping out the IP specific quirks and "nonsense" defeats the point of having a game with the IP.
It's similar to how wargamers want to play simulations of historic battles. You don't just strip out the hill in a Battle of Bunker Hill game because it gives one player an advantage over the other.
Shellhead wrote:
WadeMonnig wrote: Funny how you you guys agree no pirates and bounty hunters but others swear by it.
I'm interested in picking up the pirates and bounty hunters expansion, because it would directly address the game's biggest flaw: low interaction between the players. But first I need to make an effort to get the base game on the table. I have only played once with friends, and the game ran long partly due to looking up rules. I have played it a dozen times by myself, and works well that way due to low interaction.
Josh Look wrote: Just looked that up. Thanks, that’s just what I was looking for!
Legomancer wrote: I enjoyed the Firefly TV show. I'm not one of the die-hards who think it was a masterful piece of brilliance untimely ripp'd from the broadcast screen, but it was fun.
The times I played Firefly, it wasn't fun, it was a slog. It was just moving, looking at cards, moving. Having the cards be something I also once saw on a TV show wasn't enough to excite me. And, in fact, coming across things like missions I'd automatically fail unless I have River (the character I disliked most on the show, by the way) was demonstrably un-fun. Seeing nonsense like the incredibly overpowered Jayne's Hat (which of course you HAVE to have because lol Jayne's Hat) just wasn't fun.
For me the game represented the absolute worst excesses of IP games. If I want to watch an episode of Firefly I'll watch an episode of Firefly. I don't want to play a game and have things be unbalanced or frustrating because "that's how it was in the show". I don't want to recreate something that already happened. (This is a large portion of why, almost as a rule, I avoid IP-based games, even if I like the IP in question. The temptation of the designers to value fan service over solid play is too tempting, mostly because the fans will almost always prefer the former. But my anti-fandom in general rant is for another day.)
Basically, in Firefly I guess I felt like the things which other players might enjoy were intrusive and shackling. And that navigating around them just got me to a pretty humdrum adventure/puad. I've got Xia coming to me soon and I think I'd rather that then see a card that reminds me of a thing on tv.
Legomancer wrote: The times I played Firefly, it wasn't fun, it was a slog. It was just moving, looking at cards, moving. Having the cards be something I also once saw on a TV show wasn't enough to excite me. And, in fact, coming across things like missions I'd automatically fail unless I have River (the character I disliked most on the show, by the way) was demonstrably un-fun. Seeing nonsense like the incredibly overpowered Jayne's Hat (which of course you HAVE to have because lol Jayne's Hat) just wasn't fun.
For me the game represented the absolute worst excesses of IP games. If I want to watch an episode of Firefly I'll watch an episode of Firefly. I don't want to play a game and have things be unbalanced or frustrating because "that's how it was in the show". I don't want to recreate something that already happened. (This is a large portion of why, almost as a rule, I avoid IP-based games, even if I like the IP in question. The temptation of the designers to value fan service over solid play is too tempting, mostly because the fans will almost always prefer the former. But my anti-fandom in general rant is for another day.)
WadeMonnig wrote: An odd but surprisingly effective way to speed up the game is have the person to your left flip the cards for movement as you move