Because playing
any game for the first time, when there are no one around with experience to
explain it is always going to be an experiment in and of itself. And I will
gladly admit that I took on way too much by including my friend, whom I've
played some simpler games with, but nothing coming close to this magnitude.
First of
all, this game has a lot of cards.
There are the five supply decks that represent five different places in the
'verse where you can hire crew, buy ship upgrades, weapons, technology and so
forth (and also stock up on fuel and engine parts, although that comes separate
from the five decks). Then there are five contact decks, which represent five
people spread across the verse, whom you may deal with to get the jobs you need
in order to keep flying. Then there are the two navigation decks, one for Alliance space and one for Border space,
which determines how eventful (or non-eventful) your flight across the verse
gets. Finally there are the misbehaving cards, which contain skill tests challenges
for whenever you take on crime.
Then there
are all the different components to keep track off, like cargo and contraband
tiles, passenger and fugitive tiles, disgruntled tokens (for whenever your crew
gets upset with you, whether you failed to pay them, did an immoral job, or
something else), warrant and goal tokens (for when you either get flagged by
the alliance, or you complete one of the goals), as well as fuel, parts, and
let's not forget; money. Then there are the firefly ships and their separate
boards, complete with cargo spaces and hidden stash compartments. And let's not
forget the Alliance cruiser and Reaver cutter moving across the
verse in their separate sectors.
For once I can say that the set-up picture is actually my own! |
There are different kinds of jobs that you may take on. Jobs that are legal tend to be risk free, but they also pay less money. Jobs that are illegal pay a lot of money, but you could easily find yourself becoming a wanted ship by the authorities, or some of your crew might even get killed. Jobs may also either be moral or immoral. If you take on immoral jobs, but have moral crew onboard, they will not be happy with you, and might end up leaving you because of it. There are two main category of jobs you take on - transport or crime. Transport jobs mean picking up cargo/contraband or passengers/fugitives and dropping them off at a different location. Crime jobs require you to travel to a specific location and successfully misbehave a certain number of times.
If you
complete a job for a contact, you become solid
with them, and you may gain favours from that contact, like selling them cargo
or contraband whenever you deal with them, or have them help you get rid of
warrants, turn a blind eye to your operation within their sector, or simply
allowing you to consider a bigger pool of jobs when dealing with them. However,
be warned that this beneficial relationship may be lost if you get into too
much trouble.
Playing
this game for the first time, and with my non-gamer, non-fan friend, even, was
doomed to fail. We did manage to stumble through it, mostly with me repeatedly
explaining the game, essentially playing her side of the game for her (but to
be fair, she did make her own decisions as well, so it wasn't just me playing
myself). She even ended up winning the game, which probably helped her first
impression of the game (not only that, we managed to round the game off in more
or less exactly two hours, which was the suggested playtime for the scenario we
had chosen). I wrote down the questions I had from playing through the game one
time, and looked up the answers in the manual, and believed myself to have found
the answers I needed.
The second
play-through actually turned out to be even more of a challenge. This time the
gameplay was less streamlined, I had to explain every action to two fellow players
instead of one, I wound up with more questions, and we didn't even manage to
finish the same scenario in the almost four hours we played.
My
conclusion is that this game require two important things from a player for it
to work. Firstly, this cannot be an inexperienced gamer. There are just too
many things to keep track off, and it will lessen the experience for the new
gamer and teacher alike. But most importantly, the players really should be Firefly fans. It is
possible to enjoy the game without the context, but this is a game that was
built with the fans in mind. The terminology, the characters, the items, the
references... they are not just there for flavour, they also help players
better understand their purpose. We understand how fancy duds can come in handy on a job, we get why dealing with Niska can be a dangerous thing, why Yolanda, Saffron or Bridget will
disappear if one of the other is hired onto another ship. And because we
understand, it's more fun for us.
So, that is
the most important thing for the game to catch on, but if you are not a very
experienced player, you may need a couple of rounds to really, truly get into
it (getting the references does make
it a bit more intuitive). There are going to be questions, some
misunderstandings, and you will need to confer with other players of this game
in order to figure out all the answers. The manual of this game goes to a
certain degree, but it does leave some things left unexplained. But if you are
patient, and enough of a fan, I fully believe this game is going to be really shiny.
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