Firefly: Misbehavin’, a deck-building game set in the universe of Firefly, the cult sci-fi series.
After getting closer to the Firefly mythology through a reissue, here we are back with news! To celebrate the 20th anniversary of the series, Gale Force 9 brings us a deck build that will pit Verse factions against each other!
Firefly: misbehaving. Shock when unpacking!
Firefly: misbehavingis a large box, quite expensive, that hides a bad surprise when you open it : a plastic insert full of emptinessreminding me of opening another deck building: Shadowrun Crossfire.
Firefly: misbehaving offers 200 cards, 64 cardboard pawns and 6 cardboard trays. All in a large box that has undoubtedly been designed to house future expansions.
A great feeling almost… of scam takes me to the bowels! By weighing, even if the exercise is abstruse, we get a total of 1.7 kg for €70. Firefly, the board game, weighed 2.3 kg in a smaller box. For a price of €50 with plenty of material. Surely you will tell me, with reason, that the weight does not make the price.
But frankly. Frankly. The quantity-price ratio of this deckbuilding Firefly: misbehaving it’s a-bu-thirsty! What justification is there to offer the game at such an expensive price, as our friends from Quebec say?
All hands in the deck!
On the game side, with Firefly: misbehaving, we are in the construction of “almost” classic decks. I specify that it is not my favorite game system. But when treated properly, I tend to hang just fine.
Within Firefly: misbehaving, we meet four factions from the universe of the series: the Alliance with Harken at his command, Badger and his cabal, Nishka the psychopath and of course, the Serenity with its captain Malcolm Reynolds. Specific boards for each of these Factions, custom decks as well as tactics specific to each of the Factions. we are here in excessive asymmetry.
A card is made up of different values: Power, Cost//Defense, Influence, Attributes, Type and possibly Faction.
- Power is the combat value of a card. But it is also used to calculate victory points.
- The Cost is used as a purchase value during recruitment or negotiation. This value is also used as Defense during combat.
- Influence is used to recruit or negotiate.
- Attributes are prerequisites for playing other cards, triggering combat, or negotiating.
- The Type would be almost anecdotal… If each board didn’t have a limited number of slots for each type.
- The Faction allows a “lighter” purchase cost.
On your turn, you can do 4 different actions in any order:
- 1 activation that allows 4 options: play a card from your hand on your game board and exhaust it to use its special ability / exhaust a card from your game board to use its special ability / trigger a fight / launch into a negotiation.
- 1 contract (from a map to the market or supply)
- 1 recovery of a ‘Verse token (conditions are different from faction to faction)
- 1 ‘verse tokens’ spend (the benefits of this spend are, again, faction variables, but can generally allow additional activation/recruitment)
To trigger a fight, you’ll need to discard one or more cards in your hand or on your board and add their Power. The defender doing the same. Winning the fight for the attacker allows you to discard a card from the opponent’s board. Or retrieve it for your own set. His power points are added to those already present. If the defender wins, he keeps his card. But the winner, whoever they are, wins a bonus. Some abilities, like maneuvers, allow you to escape from a fight.
A negotiation allows for additional recruiting, facilitated by spending credits (a… small bribe) in exchange for a card discard in hand or on your board. Any negotiation can also be canceled by certain cards or abilities of an opponent. And in this case, the activation is lost!
The interest of the draft negotiation is that the retrieved card is placed directly into the hand and can therefore be played in the event of a further activation. From a Defense during a fight or for its influence during a recruitment. Very good idea !
Another good idea: at the end of the turn, we remake our hand to 5 cards, minus the number of cards tilted (that is, used during the turn) in our personal tableau. Therefore, it will be relevant not to activate too many abilities, at the risk of not having more cards in hand to defend against an attack or act on the next turn.
Firefly: misbehaving, by the river
The river, a traditional element of deckbuilding, is divided into two boards: the market and the supply.
The Market consists of 3 decks: Core, Border and Rim with their own cards. During recruitment they are added to the discard pile and the deck is developed. You only fill in the gaps at the end of the turn.
The supply consists of 6 different cards in several copies each. Once recruited, they go into the discard pile. When played, they return to Supply to be available for purchase again.
Another particularity of Supply is that there are 6 slots but 10 card possibilities, which allows the game to be renewed, only “The Big Black” cards remain. These are cards that you will only get as a result of other card effects. They will charge your deck by losing you in space.
Finally, all four factions can flip their personal board to the B side and everyone ends up with the same board. A good idea to put everyone on the same level. But to be honest, I have to admit that I much prefer the A-sides of the sets with their supposed asymmetry.
To win, a Faction must start its turn with the victory conditions met and have specified at the end of its previous turn that it can win. So there is still time for the opponents to solve this problem.
So those are the basic rules. They already offer many possibilities to explore. But that would be missing some details of the Firefly universe.
Within Firefly: misbehavingso the author has set up 2 different variants that can be played separately or together.
The “Episodes” game mode offers 15 cards that revisit episodes from the TV series.
A card is drawn at the start of the game, which modifies the setup, the market or supply cards, and the victory conditions (which actually change with the simple addition of the Powers in play)
The “Reavers” game mode offers 8 cards divided into 3 different groups.
At the start of the game, all players decide how many and which cards will be put into the market decks. When one of them is returned, it remains on the market and affects all players in turn. And this, until the outbreak of a winning fight against this card.
In short, extra tension!
New season or end of series?
Then, Firefly: misbehavingwhat do we think?
Firefly: misbehaving is a very good deck-building renewing the style, some good ideas and refreshing asymmetry for me. Each faction plays in a very different way. And some of their respective skills enhance the game. I’m thinking in particular of the Alliance’s ability to issue a search warrant to block abilities on an opponent. And getting into the skin of Badger or Nishka is fun when you meet the characters!
If I have to talk about weak points, apart from the price which I have already touched on, I would say that the market does not rotate enough. And that with the Reavers variant for example, it may be less tense than expected. But was it related to our way of playing?
Considering the size of the box and knowing the publisher Gale Force 9, I suppose new factions should come out.
snout the bow of your boat in the coming months. I’m thinking in particular of Patience or the Mudders. What about looters? But as same as Shadowrun Crossfire, the game could crash in flight and be left as a big box full of voids. It will continue then.
The game will necessarily ask you for some shooting sessions to familiarize yourself with each of the factions. Or on the contrary, you will decide to play only your favorite to make the most of the trip. It will depend on you. Personally, I clearly chose the psycho on duty!
Very good construction of asymmetric and very interactive decks in the universe of the Firefly series. But at a stinging price.
- Creation :Jack Red
- Edition : Gale force 9
- player numbers and players : 2 to 4 (works great on all settings=
- Recommended age : From 14 years old
- Duration : 60+ minutes (about 20-30 minutes per player)
- Theme : Science fiction
- main mechanics : Deck-building, confrontation. To learn more about the different mechanics of the game, it is here.
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Article written by chab. Role player turned platonic due to lack of time. Insider baker and fan of Robbie Williams. Patriarch at heart of a pack of gremlins. He likes a game to tell you a story.
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