firefly: the game rulebook

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    After the Earth was used up, we founda new solar system and hundreds

    of new Earths were terraformed andcolonized. The central planets formedthe Alliance and decided all theplanets had to join under their rule.There was some disagreement onthat point. After the War, many of theIndependents who had fought and lostdrifted to the edges of the system, farfrom Alliance control. Out here, peoplestruggled to get by with the most basic

    technologies; a ship would bring youwork, a gun would help you keep it. Acaptains goal was simple: nd a crew,nd a job, keep ying.

    Welcome to the Verse...

    BOXCONTENTS5 Supply Decks - 25 Cards Each

    5 Contact Decks - 25 Cards Each

    2 Nav Decks - 40 Cards Each

    Misbehave Deck - 40 Cards

    11 Set Up Cards

    4 Ship Cards

    Currency - 150 Bills

    6 Story Cards

    2 Dice

    167 Tokens

    4 Firey Models1 Alliance Cruiser Model

    1 Reaver Cutter Model

    Game Board & Rules

    SUPPLYDECKS

    The 5 Supply Decks contain theCrew, Gear and Ship Upgrades youneed to successfully make your waythrough the Verse. Each Supply Deckcorresponds to a specic location onthe game board.

    CREW

    Crew are the various

    riffraff, neer-do-wells anddrifters that congregatearound the many docksof the Verse. Choosingthe right Crew is key torunning a successfulShip.

    GEAR

    Gear is weapons,clothing, gadgets andother devices. Gearaugments your Crewsabilities and covers theirshortfalls.

    SHIPUPGRADES

    Ship Upgrades allowyou to customize your

    ship. Upgrade slots arelimited so choose wisely.

    CONTACTDECKS

    Contacts have a variety of Jobs theydlike you to undertake. Contacts willprovide the Work you need to keepyour ship ying. Each Contact Deckcorresponds to a specic location onthe game board.

    DELIVERIES

    Goods arent goingto move themselves.The Verse has awide variety of stuffthat needs to be taken elsewhere.

    CRIME

    Just cause theAlliance isnt fondof it doesnt mean it

    isnt worth doing.

    FIREFLY- THEGAME

    I tell ya, Zo, we nd ourselves amechanic, get her running again. Hire

    on a good pilot. Maybe even a cook. Livelike people. Small crew, them as feelthe need to be free. Take jobs as they

    come - and well never be under the heelof nobody ever again. No matter how

    long the arm of the Alliance might get...

    well just get us a little further.-Malcolm Reynolds

    1

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    GAMEOVERVIEWPlaying Firey: The Game, playerstake turns navigating the Verse,talking to Contacts, nding Crew andGear and working Jobs.

    WINNINGTHEGAMEEach game of Fireystarts with choosinga Story Card. StoryCards detail whateach player needs toaccomplish to win thegame.

    Story Cards tell

    different tales.Sometimes playerswill compete to be the rst to pull offa daring heist. Other Story Cards tellthe tale of daring desperados hopingto escape Alliance justice.

    Each Story Card requires a differentstrategy; adapting to different goals isthe mark of a great captain!

    SHIPCARDEach player has a Ship Card that isthe center of their play area.

    Ship Cards have a Hold and aStash that are used to store (andhide) goods. The amount of storage

    available for Cargo, Contraband,Passengers, Fuel, Parts and such isindicated by the number of Emptysquares in the Hold and Stash areasof the Ship Card. Place tokensrepresenting carried goods on thesquares to show they are beingtransported on your ship.

    The bottom of the Ship Card has one

    slot for the Ships Drive Core, plusthree slots for Ship Upgrades.

    Each Ship has a maximum number ofCrew it can carry listed on the card.

    SETUPCARDSSet Up Cards includeboth Ships startingDrive Cores and

    Leaders. Some Leaderspursue legitimateshipping interests, whileothers deal in a varietyof illicit goods. Some Leaders are wilynegotiators while others let their gunsdo the talkin.

    Each player will choose a Leader tochart their course through the Verse.

    NAVDECKSWhile traversingthe Big Black, youllencounter obstacles andopportunities. How you

    choose to deal with themis up to you.

    Flying through BorderSpace keeps you clearof Alliance interferencebut has its owndangers: watch out forReavers!

    MISBEHAVEDECKAn enterprising Captainwill have plenty ofopportunities toMisbehave when workingIllegal Jobs. You neverknow exactly what youregoing to nd when you

    land planetside.

    2Game Tokens

    Alliance Cruiser Reaver Cutter Firey

    Ship Models

    You depend on luck you end upon the drift, no fuel, no prospects,begging for Alliance make-work or

    being towed out to the scrapbelt.That aint us. Not ever.

    -Malcolm Reynolds

    Story Card

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    1: NAVDECKSIn a game with 3 or more players, ndthe Alliance Cruiser and ReaverCutter cards from the Nav Decks;

    the two cards that say RESHUFFLEDECK on the bottom of the card.Place those cards in their respectivediscard piles. When either NavDeck becomes exhausted for therst time, reshufe the discard pile- including the RESHUFFLE card.The increasing ship trafc has caughtsomeones attention! After reshufinga Nav Deck for the rst time, reshufe

    the deck every time a RESHUFFLEcard is drawn and resolved.

    2: PLACETHECRUISER& CUTTERPlace the Alliance Cruiser in theSector containing Londinium, the

    Alliance capital. Commander Harkenis aboard the Alliance Cruiser.

    Place the Reaver Cutter in the Sectorthat contains the Firey logo.

    3: CHOOSINGSHIPS&LEADERSPlace the Set UpCards face up in the

    middle of the gameboard.

    All players roll a dice.The player with thehighest result selectsa Leader, Ship Cardand the appropriate starting DriveCore. Play then passes to their leftwith each player in turn making their

    Leader selections.

    3

    GAMESETUP

    Okay, so she wont win any beauty contests,thats true enough, but shes solid.

    Ship like this, be with ya til the day you die.- Malcolm Reynolds

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    The last player to choose a Leaderthen places their Firey on the map,in any Sector theyd like. Players thentakes turns placing their Firey on themap, in reverse order, ending with the

    player who rst chose a Leader. Youmay not place your Firey in a Sectoralready occupied by another player.

    The last player to place their Fireytakes the rst game turn, play thenproceeds clockwise to their left.

    For full rules on Leaders, see pg. 10.

    4: GOALOFTHEGAMEEvery game has a different story. Afterchoosing Leaders, choose a StoryCard. Set aside the rest of the StoryCards; they wont be used this game.Each Story Card will detail what theplayers 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 Games Setup.Note: The King of All LondiniumStory Card is a good choice foryour rst game.

    5: STARTINGSUPPLIESGive each player 3000 Credits, 6 Fueland 2 Parts. Each player must place

    their starting Fuel and Parts on emptyCargo or Stash areas of their ShipCard. Fuel and Parts each take uphalf a space; you can have a Fuel anda Part sharing a space.

    6: STARTINGJOBSAfter choosing a Story Card, eachplayer takes a Job card from each

    Contact Deck.You may not have more than 3 Jobcards in your hand at any given time.Players may discard any Job theydont want to undertake and mustdiscard down to three cards.

    Note: For your rst game or two,only deal everyone a card from theHarken, Amnon Duul and Patience

    Contact decks.

    7: PRIMINGTHEPUMPAfter choosing Starting Jobs, ipover the top 3 cards of each Supply

    deck, placing them in their discardpile. Watch closely as the cards arerevealed, they may affect where youwant to head on your rst turn!

    Note: When the rules call toDiscard a Card, place the card inthe discard pile of the appropriatedeck. When the rules call toRemove a Card from Play, return

    the card to the box; it wont beused for the reminder of the game.

    Zo, Malcolm & Jayne

    4

    Im Malcolm Reynolds, Captain ofSerenity. Shes a transport ship, Firey

    class... You got a job, we can do it.Dont much care what it is.

    -Malcolm Reynolds

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    5

    SKILLS& SKILLTESTS

    SKILLSThere are three types of Skills: Fight,Tech and Negotiate. You can nd SkillPoints on both Crew and Gear Cards.Each symbol shown on a Crew orGear Card counts as 1 Skill Point.

    FIGHTFight Skill is usefulwhen resolving conicts

    with violence. Whethera bare knuckle brawl or open gunplay, enough Fight Skill will get youthrough.

    TECHTech Skill comes into playwhen facing challengesranging from ship

    breakdowns, breeching security

    systems, hacking computers tocracking a vault.

    NEGOTIATENegotiate Skill will help youtalk your way out of troubleor into more prot. Dealing

    with angry law enforcement ofcers orpotential business partners all comeunder the header of Negotiate Skill.

    SKILLTESTS

    Many cards will require you to make aSkill Test, usually to overcome somechallenge or obstacle such as a run-inwith the local law, security system orother sticky situation.

    Skill Tests are writtenas a Skill icon, followedby a small dice and anumber. The number

    next to the dice is your target number.Under the target number, there will bea list of possible results.

    To make a Skill Test, roll a dice andadd all your available Skill Pointsof the appropriate type to your roll.Compare your total to the results ofthe Skill Test. Each Skill Test will havea different set of results.

    In the above Test, you would roll asingle dice (D6) and add your totalavailable Fight Skill Points from allsources to determine your total. If thetotal is between 1 and 6 you mustchoose a Crew to Kill and the Jobattempt is over. With a total of 7 ormore you have overcome the Test andmay proceed. All Tests are resolved

    in a similar fashion regardless of theSkill on which it is based.

    Misbehave and Nav Cards oftencontain a choice of Skill Tests. Youlloften choose between options, pickingthe one which works best for yourCrew.

    SPECIALSKILLTESTSSome Skill Tests have additionaloptions or rules that apply.

    KOSHERIZEDRULESCivilized folk often rely on theirbare knuckles to come to anunderstanding. Some Fight Tests willsay Kosherized after the number. InKosherized Fights, you may not addany Fight Skill from Gear to your total:only the Fight Skill listed on your CrewCards may be used.

    BRIBESNot every lawman or local ofcial is onthe up and up. Some Negotiate Testswill say Bribes after their number.Before you roll a dice, you maychoose to pay Bribes. For every $100you pay the bank, add +1 to your total(Roll+Skill+Bribes).

    THRILLIN HEROICS BONUSROLL

    The dice in the game have aFirey pictured instead of a 6.Whenever you roll a Firey,count it as a 6 and make aBonus Roll. Roll the dice again andadd the result to the total.

    Fight Test and results on a Misbehave Card

    Fight Test

    Just do it, thats all. My daddy says I got

    natural talent.-Kaylee FryeOooo! Synchronizers!

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    ONYOURTURN

    There are four types of Actions tochoose from. On your turn, you maytake 2 Actions, in whichever orderyoud like. You may not take the sameAction twice.

    On your turn, you may also interactwith other players in your sector. Forfull details on interacting with otherplayers, see pg. 17.

    When you have completed your 2Actions, play passes to the playerto your left. Play continues until thegame ends and a winner is declared.

    ACTIONSFLYIf you arent moving, you arent doingmuch of anything else either. Flyingthrough the Verse is both necessaryand sometimes dangerous.

    BUYYou wont get far with an empty ship;buying Gear and hiring Crew is criticalto complete difcult, lucrative Jobs.

    DEALTalking to Contacts opens up newopportunities. Taking on morecommitments than you can handle isa road to defeat.

    WORKWorking Jobs is how you get Paid.Some Jobs are simple, legal transport

    of goods. Some require misbehavingunder the Alliances nose.

    SAMPLEGAMETURNJohn, Sally, Pete and Liz are sittingdown to their rst turn of the game.John has the rst turn and chose tostart at Persephone. Seeing Riverscard in the discard pile, he decides toBuy with his rst Action. One of thisstarting Jobs requires him to pick upPassengers at the Space Bazaar,so he uses his second Action to Flytowards the Space Bazaar, Red Sun.

    Sally chose Marco as her Leaderand is starting at Silverhold, knowingtheres an abundance of weaponrythere (Marco gets a discount onbuying guns). She also has a Jobthat requires her to pick up Cargo at

    Silverhold. Sally Buys with her rstAction and Works with her second.

    Pete chose to start at Londinium,planning on Dealing with Harkenrst. He changed his mind when hesaw Inaras card appear in the Osirisdiscard pile, during Priming thePump. Flying with his rst Action,Pete arrives at Osiris safely. He thenchooses to Buy, taking Inaras card

    along with a Medic for his Crew.Liz started at Athens, hoping to takeon a few Legal Jobs to get her gamestarted. With her rst Action, sheDeals with Patience, adding a couplemore Jobs to her hand. Flying with hersecond Action, she heads towards theRed Sun system to start her rst Job,picking up grain for the herds.

    A GAMETURN

    Eavesdown Docks, Persephone

    Wheel never stops turning...-Malcolm Reynolds

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    When taking a Fly Action, a playermay choose to either Full Burn, yingquickly through the Verse or Mosey,moving slowly and carefully.

    FULLBURNTo initiate a Full Burn, Spend 1 Fueltoken. After initiating a Full Burn,move your Firey to an adjacentSector then draw and resolve aNav Card from the appropriate deck

    (Alliance for Blue-bordered Sectors,Border Space for Yellow-borderedsectors). You may continue to moveinto new Sectors, drawing a newNav Card for each Sector, up to themaximum range of your Ships DriveCore.

    MOSEYALONG

    When you Mosey, move your Firey1 Sector, slow and careful. Do notspend a Fuel Token. Do not draw fromthe Nav decks.

    RESOLVINGNAVCARDS

    Most Nav Cardshave two differentoptions from whichto choose. Someoptions will simplyhave instructions;other may havea Skill Test. Forfull rules on Skills

    Tests, see pg. 5.Every option results in either KeepFlying, Full Stopor Evade.

    KEEPFLYINGIf the chosen options nal result isKeep Flying, you may move againand draw another Nav Card, up toyour Drive Cores maximum Range.If your last movement ends with a

    Keep Flying result you may take anyremaining Actions this turn as normal.

    FULLSTOPYour ship halts in the current Sector.No further movement is possible. Ifyou have another Action to take, youmay do so.

    EVADEMove your ship to an adjacent Sector.Do not draw an additional Nav Card.No further movement is possible. Ifyou have another Action to take, youmay do so.

    OUTLAWSHIPSA Firey is considered an Outlaw Ship

    if it has any outstanding Warrants, iscarrying Contraband or Fugitives orhas any Wanted Crew onboard.

    THEALLIANCECRUISER

    If, at any time, youare in the sameSector as theAlliance Cruiser,you must resolvethe Alliance ContactEvent.

    If you do not have sufcient funds topay the nes, all available credits areseized; the Warrants are still cleared.

    Resolving Alliance Contact does notuse an Action. You may take yourActions normally after resolvingAlliance Contact.

    Note: Drawing the AllianceCruiser card while Flying causes

    a Full Stop - youve caught theirattention!

    Hoban Wash Washburne

    FLY- NAVIGATINGTHEVERSE

    Oh gawd! What could it beeee?Were dooomed! Whos yin this thing?!

    Oh, right. Thatd be me. Back to work.-Wash

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    THEREAVERCUTTERIf you start yourturn in the sameSector as theReaver Cutter,

    resolve the ReaverContact event.

    Resolving Reaver Contact at the startof your turn does not use an Action.You may take your Actions normally

    after resolving Reaver Contact.When you draw the Reaver CutterNav Card, the Reaver Cutter moves toyour current location and that Cardsrules apply immediately. If the Cuttermoves into your Sector as a result ofReavers on the Hunt, do not resolveReaver Contact yet.

    When a Sector is occupied by the

    Reaver Cutter, no ship may move intothat Sector.

    MOVINGTHEALLIANCE

    The Alliance Cruiser moves in 3different ways. When the AllianceCruiser Card is drawn, the Cruisermoves to the Sector of the player whodrew the card. When the AllianceEntanglements card is drawn, theplayer who drew the card moves theAlliance Cruiser. When the CruiserPatrol card is drawn, the player to theright of the person who drew the cardmoves the Cruiser 1 Sector withinAlliance Space.

    MOVINGTHEREAVERS

    The Reaver Cutter can move in 3different ways as well. When theReaver Cutter card is drawn, theCutter moves to the Sector of theplayer who drew the card. Whenthe Reaver Bait card is drawn, theplayer who drew the card moves theCutter. When the Reavers on theHunt card is drawn, the player tothe right of the person who drew thecard moves the Cutter 1 Sector withinBorder Space.

    Hopefully theyre full...

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    BUYACTIONSTaking a Buy Action allows you topurchase Supply Cards (Crew, Gearand Ship Upgrades) and restock Fuel

    and Parts. Alternatively, you can useyour Buy Action for Shore Leave.

    SUPPLYPLANETSSigns on the map

    mark where you canBuy. In that Sector,you may buy fromthe correspondingSupply Deck and/ordiscard pile.

    SUPPLYCARDSThe different Supply Decks representthe wide variety of goods and servicesthat are available for an enterprisingCaptain to purchase. The SupplyDecks include new Crew for hire,Gear for your Crew to carry andUpgrades for your Ship.

    BUYINGSUPPLYCARDS:CONSIDER3 / BUY2When Buying Supply Cards, you mayConsider 3 cards - but you may onlyBuy 2 of those cards. Look throughthe entire discard pile and chooseup to 3 cards to Consider. For eachcard less then 3 that you pull fromthe discard pile, you may draw 1 facedown card from the Supply Deck.Once you have picked your 3 cards

    to Consider, you may pay the bankfor up to 2 of them (you dont haveto buy any at all). The cost of eachSupply Card is listed in the purple tabin the bottom right of the card. Anyunpurchased cards are placed face-up in the discard pile.

    Example: Pete is docked atPersephone and wants to use one of

    his actions to Buy. He knows RiverTam is waiting in the Discard Pile: hepulls Rivers card out of the pile andsets it aside to consider, then draws2 cards from the Supply Deck. Great!He pulled two cards he likes better!He decides to buy the two face downcards instead, putting Rivers cardback into the discard pile.

    Tip: Browsing the discard pilesof the Supply Decks when its notyour turn will help keep the gameticking right along.

    BUYINGFUEL& PARTSWhen taking a Buy Action at a SupplyPlanet, you may also buy Fuel for$100 each and Parts for $300 each, in

    addition to buying Supply Cards.

    BUY- BUYINGFROMSUPPLIERS

    Persephones Skyline

    Id sure love to nd a brand newcompression coil for the steamer.

    -KayleeAnd Id like to be the king of all Londinium

    and wear a shiny hat.-Mal

    Supply Deck Card Backs

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    SHORELEAVEWhen your Firey is in a Sector witha Supply Planet, you may use yourBuy Action to give your Crew ShoreLeave, instead of buying Supply

    Cards. Pay the bank $100 for eachCrew, Disgruntled or not, then removeall Disgruntled tokens. For details onDisgruntled, see pg. 15.

    CREWCARDSAll Crew have Skillsthat aid in navigatingthe Verse andworking Jobs. Some

    Crew also have aProfession in thebottom right cornerof their portrait.Professions can earnbonuses when Working Jobs or helpovercome obstacles and dangers. Fordetails on Professions, see pg. 17.

    The cost to hire the Crew, in the

    purple tab in the bottom right, is alsothe Cut theyll expect to be paid atthe end of each successful Job. Themaximum number of Crew your Shipcan hold is listed on the Ship Card.

    WANTEDCREWCrew with a small warrantbadge next to their cost arewanted by the Alliance!

    If you have Wanted Crew onboardyou are an Outlaw Ship and whenyou encounter the Alliance Cruiser,the Crew may be seized (see pg. 7for rules on Outlaw Ships and theAlliance Cruiser).

    DISMISSINGCREWYou may dismiss Crew in any Sectorwith a planet by placing them face-up

    in the discard pile of the cards SupplyDeck. This does not require an Action.You may not dismiss Crew to prevent

    them from being Killed. You may notdismiss your Leader.

    LEADERSLeaders differ from normal Crew in 3very important ways:

    Entrepreneur:Leaders are self-employed and do not receive a Cutfrom Jobs.

    Leaders are REALLY Lucky!When the outcome of any eventwould cause your Leader to bekilled, return them to your ship andplace a Disgruntled token on thecard instead.

    Youre all Ruttin Fired!If yourLeader ever receives a secondDisgruntled token, theyve lostcondence in their Crew. They donot leave the Ship. Instead, theyre all the other Crew. ImmediatelyDiscard all your Crew, exceptfor your Leader, to their SupplyDeck discard piles. Remove

    the Disgruntled token from yourLeader.

    GEARCARDSGear is weapons,equipment, clothing,vehicles or anythingelse your Crewmight bring to help

    overcome obstacles.Each member of yourCrew may only carry1 piece of Gear atany given time. Youmay own as many pieces of Gear asyoud like. If you own more Gear thancan be carried by your Crew, set theextra Gear aside until its needed.Gear not carried by a Crew may not

    be used in any way.

    GEARSKILLS& KEYWORDSSome Gear provides additional SkillPoints, Keywords or other specialabilities. Skill Points from Gear areadded to your total when making Skill

    Tests, just like Skill Points from Crew.Keywords represent specialized typesof Gear that may be useful in passingcertain hurdles. For example, the cardpictured above has the FIREARM andSNIPER RIFLEKeywords. For detailson Keywords, see pg. 18.

    SHIPUPGRADECARDSShip Upgrades arethe modicationsto your Ship. ShipUpgrades canboost your Full BurnRange, provideextra storage space,increase reliabilityand add other usefulabilities.

    UPGRADESLOTSYour ShipCard hasa numberof UpgradeSlots. All Ship Upgrade cards requirean open slot to purchase and equip.You may never have more ShipUpgrades than you have available

    Upgrade slots. You may Discard aShip Upgrade to make room any time.

    DRIVECOREThe Drive Core is the heart of theShip. You may only have one DriveCore at a time. If you get a new DriveCore, Discard your current one. EachDrive Core has a max Range: thenumber of Sectors it can take the

    Firey during a Full Burn. Drive Coresmay also have additional special ruleslisted on their cards.

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    DEALACTIONSIf your Firey is in a Contacts Sector,you may Deal with that Contact. Youmay look at 3 and accept up to 2 Jobs

    from their Contact Deck.If you are Solidwith that Contact, youmay also sell Cargo and Contrabandto them as part of your Deal Action.(see rules for Reputation on pg 15 fordetails on getting Solid with Contacts).

    CONTACTPLANETSNames on the map mark where

    you can Deal. When in that Sector,you may Consider Jobs from thecorresponding Contact Deck.

    JOBCARDSThe different Contact Decks contain awide variety of Jobs that are available.Jobs can be anything from takingtourists for a spin on Bellerophon torobbing trains on Regina.

    Each Job Card will detail both whatyou need to do to complete the Joband how much youll earn.

    ACCEPTINGJOBS:CONSIDER3, ACCEPT2As with Buying from a Supply deck,you may Consider 3 Job cards - butyou may only accept 2 of those Jobs.Look through the entire discard pilerst and choose up to 3 Job Cardsto consider. For each card less then3 that you Consider from the discardpile, you may draw 1 card from theContact Deck.

    Once you have picked your 3 JobCards to Consider, accept up to 2 ofthem (you dont have to accept anyat all). Any unaccepted Job Cards areplaced face up in the discard pile. Youmay not have more than 3 inactiveJobs in your hand at any given time.

    Example: Liz uses one of her Actions

    to Deal with Patience at Athens.Shes looking for Jobs that will takeher to the Red Sun system. Thereare two Red Sun Jobs in Patiencesdiscard pile, so she pulls those outto Consider. Liz is pretty sure shesgoing to accept those 2 Jobs, butdraws a face-down card anyhow. Itsnot something shes interested in,so she puts the 2 cards she initially

    wanted in her hand and puts the newJob in the discard pile.

    Note: Inactive Job Cards youhave not begun to Work arekept concealed in your hand.Do not place them face up in theActive Job area unt il you use aWork Action to begin the Job.

    Remember, you may not have morethan 3 Active and 3 Inactive Jobs.

    DEAL- DEALINGWITHCONTACTS

    Niskas Skyplex Orbiting Ezra

    You want to do business in Persephone,you do it through me. But if youre so well

    off you dont need it...- Badger

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    JOBCARDSJob cards contain everything youneed to know to Work the Job. Eachsection of a Job Card is detailedbelow.

    JOBNAMEEvery Job has a name at the topof the card. There are some Jobswith the same name with differentrequirements. The symbol of theContact who gave you the Job is nextto the Name.

    JOBTYPESEvery Job has a Job Type. Sometimesthere will be bonuses associated withdoing certain types of Jobs.

    SHIPPINGJOBSShipping Jobs are Legal and requireyou to pick up Cargo at one locationand drop it off at another planet.

    TRANSPORTJOBSTransport Jobs require you to pickup Passengers or Fugitives anddrop them off at another planet.Transporting Fugitives is Illegal andmakes you an Outlaw Ship.

    SMUGGLINGJOBSSmuggling Jobs are always Illegal andrequire you to pick up Contraband at

    one location and drop it off at anotherplanet. Smuggling Jobs require youto Misbehave. Smuggling Contrabandalso makes you an Outlaw Ship.

    CRIMECrime Jobs require you to head toa destination and Misbehave; theyusually only have a Target Location.

    IMMORALJOBSSome Jobs are Immoral; a small redtab below the Legal/Illegal tab noteswhich Jobs are Immoral. Wheneveryou complete an Immoral Job, all yourMoral Crew become Disgruntled. Seepg. 15 for details on Disgruntled Crew.

    MISBEHAVINGREQUIREDIllegal Jobs require you to Misbehaveto complete the Job. The number of

    Misbehave cards pictured on the Jobindicates how many Misbehave Cardsyoull draw when Working the Job. Fordetails on Misbehaving, see pg. 14.

    JOBINSTRUCTIONSAfter Misbehaving (if necessary),every Job has different instructionsof what to do when Working theJob. Deliveries have two sets ofinstructions, Crime Jobs only haveone.

    SKILLNEEDSSome Jobs require Skills and/orKeywords to Work the Job. They willbe listed in the Skill Needs Window tothe right of the Job Card.

    BONUSTABSome Jobs have a green bonus tab.Listed in the tab will be a Professionand a Credit amount. If a member ofthe Crew who completes the Job has

    that Profession, the Credits listed inthe bonus tab are added to the Pay.

    PAYTABThe purple tab in bottom rightshows how much youll be paid forcompleting the Job. Some Jobssay Special in the Pay Tab. In thiscase, the Pay will be detailed in theinstructions of the Job.

    When you nish a Job, your Crew willneed to get paid too! For details onpaying your Crew, see pg. 14.

    Sample Delivery Job

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    Taking a Work Action allows you toattempt to advance a single Job.Advancing a Job may include loadingcargo, committing crimes or otheractivities

    STARTINGAJOBTo start Work on a Job, your Fireymust be in the Pick-Up Locationfor Deliveries or Target Location forCrime. Place the Job Card face up

    on the table in front of you, to the leftof your Ship Card. After placing yourJob on the table, it becomes an ActiveJob. You may have up to 3 ActiveJobs at any given time, in addition to3 inactive Jobs in your hand.

    There are a few steps to Working a Job:

    1. Equip Crew2. Conrm Needs

    3. Do the Job / Misbehave4. Outcome

    EQUIPCREWYou must commit to what Gear yourecarrying while Working the Job. EachCrew and Leader may only carry 1Gear card. Once youre Working aJob, Gear can not change handsbetween Crew until the Job attempt is

    over. If a member of your Crew withGear is killed, any Gear they werecarrying is returned to the Ship.

    Any Gear or Crew onboard the Shipmay not be used in any way whileWorking the Job. In the course ofWorking a Job, Crew may be forcedto return to the Ship. Crew onboardthe Ship may not be affected by the

    results of any Misbehave Cards orSkill Tests encountered when Workinga Job.

    CONFIRMNEEDS

    The team you haveassembled must meetany requirements inthe Needs tab on theJob Card to Work theJob. If the Needs ofa Job are not met,the Job may not beadvanced in any way:Cargo cannot beloaded, Misbehavingcannot be attempted,etc. Not all Jobs havea Needs tab. Jobcards without a Needstab have no prerequisites.

    Some Jobs will have a Test to takeinstead of Needs. The Job will statewhen to take the test.

    DOTHEJOB, LEGALLYFollow the instructions on the JobCard to attempt to Work the Job. MostLegal Jobs are Delivery Jobs.

    DELIVERYJOBSDelivery Jobs require you to pick upsomething at one location and deliverit to another. You must use a WorkAction at both the Pick-Up and Drop-Off Location to complete the Job.

    Note: Space is a dangerous place.Cargo can be stolen out from underyou. Passengers might be eatenby Reavers... If youve LoadedCargo, Contraband, Passengers orFugitives on to your ship as part ofa Job and subsequently lose them,youre on your own to replace

    them. You cant return to the PickUp location to get more!

    WORK- WORKINGAJOB

    An Unexpected Alliance Patrol

    Needs Tab

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    MISBEHAVEIllegal Jobs require a bit of Misbehavingto complete. When a Job requiresMisbehaving, it will have a number ofMisbehave Cards pictured.

    To complete the Job you mustsuccessfully Proceed through the

    number of Misbehave Cards pictured.When Misbehaving, draw cards 1 at atime, only drawing another card onceyouve proceeded past the previouscard. Once you start Misbehaving,you must see the attempt through;you cant chicken out early!

    Like NavigationCards, most

    Misbehave Cardshave 2 options oneach card. Youmay attempt eitheroption. Someoptions may startwith a requirement.

    For example, on the Cardabove, option 2 says Requires

    TRANSPORT. You may not choosean option with a Need you cannotmeet.

    ACEINTHEHOLEChance favors the prepared; oftenthere will be a way to avoid troubleall together. In the bottom right handcorner of some Misbehave cards,there will be a Person, Profession or

    Specic named item. If you have thisAce, you may proceed automatically.

    MISBEHAVINGOUTCOMESMisbehave Cards will end in 1 of 3ways: Proceed, Attempt BotchedorWarrant Issued.

    PROCEEDIf your chosen option results inProceed, you may continue to workthe Job, following the instructions onthe Job.

    ATTEMPTBOTCHEDYouve failed this attempt but you mayattempt the Job again in a future turn.

    Leave the Job Card face up in theActive Jobs area, to the left of yourShip Card.

    WARRANTISSUEDIf Misbehaving ends in WarrantIssued the attempt has failed andthe authorities are aware of yourinvolvement. Place a Warrant Tokenon your Ship Card. If you receive aWarrant while Working a Job, discardthe Job, returning it to the discard pileof the issuing Contact.

    You are now an Outlaw Ship, wantedby the authorities! For full details onthe Alliance Cruiser and Outlaw Ships,see page 7.

    SUCCESS: GETPAIDYou do the Job you Get Paid. Whenyou successfully complete a Job takeCredits from the bank equal to thePay listed on the Job Card.

    When you nish a Job successfully,your reputation becomes Solid withthe Contact that issued the Job. Fordetails on Reputation, see pg. 15.

    JOBBONUSESWhen a Job with a Bonus Tab iscompleted successfully and you havea Crew with the listed profession, takethe bonus listed. A Bonus is only paid

    once, regardless of how many Crewyou have with the listed Profession.

    PAYINGCREWTHEIRCUTWhen a Job is completedsuccessfully, your Crew expects toget their Cut, whether they worked theJob or not. Pay each Crew the valuelisted on their card; this money isreturned to the bank. The Crews Cut

    doesnt change; you have to pay themthe same amount regardless of theJobs Pay.

    You may choose not to pay some,or all, of your Crew their Cut. AnyCrew not paid immediately becomeDisgruntled. Place a Disgruntled Tokenon their card.

    Note: Crew only receive a Cut

    after you complete a Job. Youdo not have to pay your Crewafter receiving Credits from othersources such as Nav Cards,Misbehave Cards, selling goods,etc.

    Detail of an Illegal Job Card

    Space Bazaar

    I got a share in this job and ten percent onnothing, uh... hold on... let me do the math

    here... nothing into nothing...carry the

    nothing...- Jayne Cobb

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    DISGRUNTLEDCREWIn addition to becoming Disgruntled

    after not getting their Cut, Crew canalso become Disgruntled as a result ofother Nav, Job or Misbehave Cards.

    When a Crew becomesDisgruntled place aDisgruntled Token ontheir card. Its importantto keep your Crew happy;there are risks to navigating the Versewith a bunch of cranky curs.

    JUMPINGSHIPIf a Disgruntled Crew receivesa second Disgruntled Token forany reason, they are immediatelydiscarded. Crew that leave youremploy due to being Disgruntled areimmediately available to be rehiredfrom their Supply Deck by you or any

    other player in the area.

    A BETTEROFFEROther players may hire DisgruntledCrew away from you when in thesame Sector by paying their hiringfee to the bank. The Disgruntled crewjoins their new Captains crew and theDisgruntled token is removed.

    REPUTATIONWhen you complete a Job for aContact successfully their opinionof you is raised. This is called beingSolid with the Contact. To show youare Solid with a Contact, take the

    completed Job Card and slide it underyour Ship Card so the name of theContact is visible.

    SOLIDWhen you are Solid, Contacts will buyCargo and Contraband from you. Theprices offered appear on the Contactside of the Job Cards.

    Most Contacts special rules take

    effect when you are solid with them,such as Badgers Favor for a Favor.The details of each Contacts specialrule will be listed at the top of theContact side of the Job Card.

    Note: Niskas Pound of FleshSpecial Rule is in effect as soonas you accept one of his jobs. Becareful working for him; he is not

    the forgiving sort.

    LOSINGREPContacts do not like it when someoneworking for them gets tagged by theAlliance. If you receive a Warrantwhile working a Job for a Contact,any reputation with that Contact islost along with any and all benetsfor being Solid. Niska takes particularoffense to this kind of misstep (seeNiskas special rule for details).You may subsequently again proveyourself useful by completing a Job

    for the offended Contact and restoreyour Solid rep.

    ZEROTOLERANCEReceiving a Warrant for any reasonwill cause reputation loss with Harken,regardless of what contact the Jobyou were working came from. Youmay not become Solid with Harkenwhile you have a Warrant.

    MAKE-WORK

    Sometimes there arent any thrillingheroics to be found and you mayneed to muck out some stables or bustables at the local joint.

    If you nd yourself in a situation whereyou have nothing to do and yourFirey is in a Sector with a planet, youmay use a Work Action to take $200from the bank.

    WORKINGAJOB, CONTINUED

    Solid Rep with Patience

    I did a job. I got nothing but troublesince I did it, not to mention more

    then a few unkind words as regardsto my character, so let me make this

    abundantly clear.I do the job; and then I get paid.

    Malcolm Reynolds

    You do the Train Job for me, thenyou are solid. No more gossip. That is

    a strong relationship.Adelai Niska

    Anything goes wrong...Then your reputation is only gossip,

    and things between us are not sosolid. Yes?

    Adelai Niska

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    At the beginning of every game, youll

    have picked a story for the game,represented by a Story Card. EachStory Card has a unique set of Goalsthat detail the steps you have to taketo win.

    STORYCARDSEach Story Card will detail exactlywhat steps you need to win the game.Some stories may require you toearn a Solid rep with Contacts, makea certain amount of credits, nish acareer-making heist or other caper.

    Note: Make sure to read the StoryCard carefully; some stories

    may modify the games set up orintroduce other new rules!

    STORYGOALSIf the Story Card has numbered Goalsyou must complete the Goals in order.In other cases, there may only be asingle Goal needed to win.

    WORKINGGOALSYou must use a WorkAction to advancea Goal. When youcomplete a Goal,

    take a Goal token tomark your progress.If the Goal requires Misbehaving,Misbehave before following any otherinstructions under the Goal. Workinga Goal is different than Working aJob; special abilities that apply duringJobs do not apply while WorkingGoals. You do not pay your Crew aftercompleting a Goal.

    BOTCHINGGOALTESTSSome Story Cards Skill Tests haveAttempt Botched as a result. LikeMisbehave Cards, when you botch an

    attempt you may try the test again thefollowing turn.

    WARRANTISSUEDIf you receive a Warrant whileWorking a Goal, put a Warrant tokenon your Ship Card. You may attemptto Work the Goal again your next turn.

    Example: John completes the rstGoal on his rst attempt and takes aGoal token. He then ies over to thesecond Goals location. On his next

    turn, he botches the attempt whileMisbehaving. Shucks!

    Next turn, he completes the secondGoal and takes another token. Hedoesnt feel like he has the right crewfor the third goal yet, so spends acouple of turns hiring better folk. With2 Goal Tokens in hand, hes ready toattempt the third Goal.

    Arriving at the location of the thirdGoal, John crosses his ngers andstarts drawing Misbehave Cards.The Crew hes assembled performsadmirably and he wins the game!

    WINNINGTHEGAME

    Sample Story Card

    The Bridge of the Serenity

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    PARLEYWITHRIVALSThere are two types of interactions

    that can occur between players in thesame sector. Captains may Trade andHire Disgruntled Crew without usingan Action.

    TRADINGWhen two or more players ships arestopped in the same Sector, playersmay buy, sell and trade Crew, Fuel,Parts, Cargo, Contraband, Ship

    Upgrades and Gear to one anotherwithout restriction. Players are free todiscuss and make these deals outsideof the normal turn order and otherplayers may take their normal turnwhile bargains are struck. Dealingwith others players in this fashiondoes not require using an Action. Theopportunity for Trading ends when

    one of the players leaves the sector.

    A BETTEROFFER- HIRINGDISGRUNTLEDCREW

    While stopped in the same Sector asa rivals Firey, a player may pay thehiring cost of a Disgruntled Crew tothe bank. The Disgruntled Crew jumpsship and joins your posse; add the

    card to your Crew area and removethe Disgruntled token. See page 15for full rules on Disgruntled Crew.

    PASSTHEDINOSAURIncluded in the Game is a DinosaurMarker. The player whose turn it isholds the Dinosaur, then passes itto the next player after taking their

    second Action. If, as your secondAction, youre buying from a SupplyDeck or Dealing with a Contact, youmay pass the Dinosaur to the nextplayer before youre done Consideringyour cards; this can speed up thepace of the turns.

    Tip: Consider replacing the DinosaurMarker with the real thing: its fun to

    have a plastic dinosaur sitting on theShips dash on your turn!

    DEATHINTHEVERSEWhenever a test result reads Killsome number of Crew, you mustchoose an appropriate number of yourCrew to be removed from the game,never to return. Place the card back inthe box. Whenever Crew are killed thecontrolling player always may choosewhich Crew are discarded.

    Note: Kill / Remove from play isdifferent than discard. Removingfrom play returns the card to thebox, discarding returns the card tothe appropriate discard pile.

    The Medic profession grants a

    chance to avoid this fate. Some Gearand Ship Upgrades can modify thatchance.

    CREWPROFESSIONSThere are a wide range of possible

    Professions on Crew Cards. SomeProfessions will be useful whileWorking Jobs, others may earnbonuses after completing Jobs, otherswill come into play while navigatingthe Verse.

    SOLDIERSoldiers have military training and canbe relied upon when the bullets start

    ying.MERCA Merc is simply someone whoswilling to sling a little lead for a fewcredits. Mercs are not always 100%reliable - if you ll your Crew withMercs, you may nd yourself high anddry when the going gets tough.

    PILOT

    A skilled Pilot is invaluable. Pilots canhelp you avoid navigation hazardsand (maybe) dodge hungry Reavers.

    MECHANICTheres 40,000 Firey class shipstraveling the Verse and they allneed a good Mechanic to keepying. Mechanics will get you whereyoure going faster and with fewer

    headaches.COMPANIONCompanion training provideslessons in diplomacy, psychology andbusiness, in addition to the bedroomarts. Companions are a rare breed;they can grease a lot of squeakywheels in addition to bringing in a fewcredits.

    GRIFTERCon artists ourish when the eye of

    ADDITIONALRULES

    You move on over to this side, well notonly show you where the stuffs at - well

    see you get the share you deserve. Notno sad seven... Your own room. Full run

    of the kitchen. Whole shot.

    -Malcolm Reynolds

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    the Law isnt watching. Grifters canskim a little off the top of some Jobs,making them even more protable.

    MEDICTrained medical professionals arent

    often willing to bunk with hooligansshipping the Verse. Having a goodMedic in your Crew can be thedifference between life and death.

    MEDICCHECK If you have a Medic in your Crew,make a Medic Check when a Crewis Killed:

    1-4: Crew Dies, Remove from Play

    5-6: Crew is Returned to the Ship.Medics may make a Medic checkeven if they are the ones at risk ofdying. Only make one Medic Checkper Crew Killed, regardless of howmany Medics are in your Crew.

    Note: All Medics have this ability,even if the above rule is not printedon their card (as with Simon Tam

    and Doralee).

    Example: Sally pulls the ReaverRaid Misbehave Card and fails herSkill Test; all three of her Crew areKilled! She then rolls a 3 for the rstcrew - that Crew is Removed fromPlay. A roll of a 6 sends the otherCrew member back to the Ship. Shethen rolls for her Medic, saving her

    with a 5.

    GEARKEYWORDSMany Gear Cards (and some Crew)have green Keywords on their cards.Having a variety of Keywords will helpyou deal with a range of obstacles

    and situations.

    Who says violence never solvesanything? Bringing a gun to a knifeght solves lotsof problems...

    Goin in guns blazin aint always thebest idea; subtlety and subterfugeare the smart Captains tools. SniperRies can sometimes stop a problembefore it starts.

    Blowin up the whole gorram mess isawful satisfying... not subtle exactly,but certainly entertaining.

    If you know what wire to stick where,sweet talkin a computers systemscan open a whole lotta doors.

    Its me! Really! Ive just lost a lot ofweight, hair and gotten younger sincethat picture was taken!

    Useful for haulin goods, useful forhaulin tail outta there!

    Sometimes the better-thans like to

    get gussied up and parade about. Ifyoure not wearing the right get-up,youll stand out like a ripe tick on aMagistrates bum.

    You had the law on you, criminals andsavages...half the people on the ship

    have been shot or wounded, includingyourself, and youre harbouring known

    fugitives.

    Were still ying.

    Thats not much.

    Its enough. - Simon & Mal

    The Bonnie Maes Nose Art

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