Plus it is Small Business Saturday….
Don’t miss out on any of the cool stuff you know you want!
Buy 2 items, get one of equal or lesser value for free! Mix and match anything in the store! Does not include new comics, layaways and holds, or consignment items. Limit of 3 of any individual item. Sale ends when the store closes on November 29! Lots of new stock brought in just for the sale! See store for all the details!
Syfy has announced the pulpy adventure comic FIVE GHOSTS by Image Comics is in development as a TV series to be produced by Universal Cable Productions, Black Mask Studios, and BenderSpink. The pilot is being written by Evan Daugherty (Snow White And The Huntsman, Divergent, TMNT) based on the critically acclaimed comic series by Frank J. Barbiere and Chris Mooneyham, about a 1930s era treasure hunter possessed by five literary ghosts (Merlin, Robin Hood, Sherlock Holmes, Musashi, and Dracula) whose unique abilities he can draw on during his adventures. The series will be executive produced by BenderSpink and Black Mask. Black Mask’s Matt Pizzolo and Brett Gurewitz will co-executive produce with BenderSpink’s executive producers Chris Bender, Jake Weiner and producer Jake Wagner.
Five Ghosts is an ongoing comic book series created by writer Frank J. Barbiere and illustrator Chris Mooneyham and published by Image Comics. The tale of a 1930s-era treasure hunter possessed by five literary ghosts (Merlin, Robin Hood, Sherlock Holmes, Musashi, and Dracula), the comic was launched as a successfully self-published Kickstarter in April 2012, picked up by Image Comics at New York Comic Con in October 2012, and debuted in comic shops in March 2013 where it sold through multiple printings of its initial 5-issue mini-series. After release of its collected Volume 1 in September 2013, Five Ghosts expanded into an ongoing series. The New York Times called it a “great series… part of a creative renaissance” and Newsarama called it “that next big thing.” Five Ghosts Volume 2 was released in July 2014.
Come by Collected and pick up the Five Ghosts trades now and catch up on this awesome story!
Playing Firefly feels a great deal like you’d imagine being in the ‘verse with Mal and the crew would – resources are only scarce when you need them, money comes and goes freely, and the good luck to avoid crime lords, Reavers, and the Alliance lends a great deal to your prospects for survival.
Before I begin, a short synopsis: this is a good game that becomes a VERY entertaining one if you’re a big fan of Joss Whedon’s incredible and tragically short-lived show.
First impressions: The box is heavy! There’s a ton of material here for a game that retails for the same as most standard-size board games, and in this way it reminded me of Small World; but, instead of a bevy of tokens, there are 381 game cards and a Ticket-to-Ride-sized game board. The box is roughly the same size as Betrayal at House on the Hill (same width and length, a little shorter) and will fit on any shelf on top of your standard-sized games. The cover art is about what you’d expect – a planet, Joss Whedon’s name, FIREFLY, and CAPTAIN MAL REYNOLDS and his lovely (I’m looking at you, Inara) crew. 9/10 (I freaking love FIREFLY, they could have just taped a cutout of Nathan Fillion to an empty milk carton and I’d have given it a 7/10)
Box Control: The box is well-designed to hold the game components, though the cards wouldn’t fit in the box if sleeved. It’s a tight fit once each of the tokens are poked and bagged, and to be honest I’m not sure why GF9 didn’t increase the box dimensions by an inch on each side to allow for a little extra room for these things. Aside from this I’m extremely pleased at the presentation, and the way the components are divided makes for reasonably easy setup and take down. 8.5/10
Rule book: The rule book is about 15 pages of actual rules (with some breakdowns of cards and such to go with it). It’s very effective at describing how to set the game up, what actions can be taken during a turn, and what players can do to advance (and ultimately win) the game. The rule book definitely falls short in describing specific interactions – it left me with the feeling that the rule book was printed before heavy play testing, and Amy and I ran into a couple situations that we had to interpret for ourselves due to no mention in the rule book. It’s adequate, we were able to play the game, but there were a few too many times where we were digging for info for 5 minutes during play. There’s no index for game terms (though they’re highlighted on the pages) which made things a little harder than they needed to be. 6/10
Game play: The box says “Find a crew. Find a job. Keep flying.” This is 100% descriptive of what game play feels like, and that’s a very good thing. Each player starts with a ship, a captain, and a few jobs to do, and everyone is competing to finish the same set of goals first. The goals are tough and require that players accumulate resources like crew, equipment, fuel, spare parts, and CASH MONEY before attempting these goals, which sets players in motion as soon as the game starts. Because of the variety of jobs available and the ways in which they’re acquired, players are often zooming around, burning fuel and barely passing skill checks, with little-to-no interaction with each other. This isn’t necessarily a bad thing, as there are still some opportunities to trade with each other, but those feel a little forced. For the most part, it feels like you’re in space with your ship, avoiding the Alliance or the Reavers (or both if you’re unlucky) and trying to keep enough fuel in your ship to make it to the next planet. Crew cards lend symbols (there are three types) that are needed for skill checks, which have to passed often, and are occasionally very difficult. For the most part you can plan ahead and hire crew to meet the requirements of expected skill checks (like when you need to finish a job or complete a goal) but there’s enough random encounters and skill checks that it keeps the game lively.
Mechanics: The thing you do most often in the game is fly around, and you’re spending precious fuel to do it. Each fuel costs $100 (you start the game with $6000 and 6 fuel, and there’s only 5 spots on a 50-spot board to buy more). You spend two actions per turn to acquire new crew, or new jobs, or attempt to complete jobs (both legal and less so), or fly around space. SPACE. The game does a great job of making you feel like a glorified space trucker with a gun, and a weird sense of morality. Back to mechanics: Kaylee is a mechanic, and is in the game, therefore the mechanics are sound. But really, there’s a lot of looking through cards, a dice roll every other turn or so (not strictly awful, because a lot of cards let you modify rolls). There’s a bit of “press your luck” involved when you get low on cash and fuel, because it’s entirely possible you could get stranded in space if you have a bad encounter, and the game is basically a race to the finish line (to finish the shared goal first) so losing actions or whole turns to float to a base to refuel can really put you behind. There’s nothing super special here, and there weren’t any mechanics or rules that made me stop and redefine what a game is/does… but, on the flip side, the rules were easy to understand (for the most part) and game play flowed pretty intuitively in most situations, which indicates a well-designed set of rules/mechanics. 6.5/10
Flavor: One of the coolest things about Firefly, and one of the things that made the show really compelling, was that, despite Mal’s insistence that he and his crew were free to do as they pleased, it felt like they were always beholden to somebody else… a crime lord, a stowaway, a bride-turned-assassin, or whatever – there was always somebody or something else forcing the crew’s hand, causing them to push their luck in situations they wouldn’t have preferred. This feeling really comes across in the game – you’re always juuuuuust a little short for that cool thing you want to do, and it always costs a liiiiittle more than it feels like it should to get things done. That, combined with the random appearances of Alliance and Reaver forces, and the impact of failures in skill checks, creates a kind of natural drama that fits the flavor of the show really well. 9/10
Firefly: The Game by Galeforce Nine
Overall: If you’re a Firefly fan, this game steps up two notches. It’s not the best game – it’s really hard to be great – but it’s good enough to buy and play and enjoy. If you’re not a Firefly fan, then I’d say play this one before you buy it, and give it a good chance. I definitely recommend staying away from a 4-5 player game for your first time, as the game moves pretty slowly as players are getting used to it. A 2-player game took Amy and I 2 hours, and we didn’t finish it. This isn’t Battlestar Galactica, possibly the best co-operative/competitive game ever made (if not, it’s Betrayal) that also ties theme perfectly into game mechanics. BSG is a 10/10 in this genre, and I give Firefly a solid 7/10. The game is interesting, if not compelling, and there’s enough going on that it seems massively re-playable. I’m really curious to see if there’s a line of expansions for this (INSERT JOKE ABOUT FOX CANCELLING EXPANSIONS), because I think there are some things that could be done better, and certainly we could use a set of errata for the rules. 7/10
Find a crew. Find a game. Keep playing.
This review provided by the good folks at DFW Nerd Nights. This organization is a great group that uses games and game playing to raise awareness and money for different charities. Their motto is “Play Games and Help People” Check them out at DFW Nerd Night
Collected is proud to announce that we just added two new stores to our collection! Many of you saw the press release that went out yesterday about Collected buying the Hurst and Plano locations of Lone Star Comics and we have been flooded with questions.
First off we would like thank the awesome customers and friends that have helped launch Collected and have made us successful enough to expand. Here are answers to some of the questions we have received…
• The transition takes place September 1, 2013.
• Brent is not leaving Ape Comics. Brent is an integral part of both companies and there are too many synergies and opportunities available between the companies for us not to be excited about working together.
• We are retaining the existing staff in all locations. We are very happy with the jobs that Mike, Rick, and their teams have done in service to Lone Star and are excited to help them grow and exceed all your expectations!
• Brent and Ron will both be visible, accessible and working in the stores. The main reason we started this business was because we love interacting with YOU! We will not give that up.
• All current services and benefits (such as sub service) that are available at each location currently are staying in place. We plan to augment and bring new services and benefits to make your experience in all of our stores even more exciting.
• There are no immediate plans to move existing stores.
• All operating hours will remain consistent with current hours. There may be a few tweaks here and there, but nothing major.
• One of the great benefits of having multiple stores is that we are now able to source and bring in new product lines. These will be in addition to all of the current great products carried in each store. And, yes… we will be adding back issues to each location!
• We are in the process of exploring programs that will take the place of the Hero Point system.
• Collected has always been very active in the local and regional convention circuit and we will continue this as well as being active in all of the local geek related communities from gaming to cosplay, to movie releases and comic book clubs.
• We will be distributing applications to all stores on September 1. As we are keeping all staff at each location there are no current openings, but we do plan on expanding and there will be future opportunities for qualified individuals.
• Collected is extremely proud of the fill rate success we have on special orders in our current TCU location. We order from multiple sources, are direct with many manufacturers and have been able to fill over 98% of in print items for our customers. We plan on keeping this success rate and expanding to all locations.
• Collected TCU currently appraises and purchases collectibles in store. We will be expanding this to all locations on an appointment basis. So if you have comics, games, toys, or other collectibles that you are looking to sell or trade, we will be happy to look at them in store.
• We will be maintaining all of the current events that are happening in the stores. Fear not that your favorite game of comic event will be going away. We will also be adding many new events that will give everyone the chance to experience the stores in a whole new way!
• THERE WILL BE CREATOR APPEARANCES AND SIGNINGS! For those who know Brent and Ron, you know in our past incarnations owning stores we have hosted such great creators as Neil Gaiman, Jim Lee, Marc Silvestri, Jeff Smith, Peter David, Richard and Wendy Pini, J Scott Campbell, Drew Hayes, and many more. We even had Richard Garfield stop by and teach us how to play this little game called Magic the Gathering when the Alpha set first came out. This is who we are and another aspect of this business that we love. If you are a creator (that means writer, artist, game designer, etc) and would like to have an appearance in our store,, please contact us. If you are a fan, let us know who you would like to meet and have us bring into the stores!
• We have always been and will always be HUGE supporters for local talent and local companies. Stop by and make sure we know about your favorites so we can help support them!
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Over the last couple of months of opening our new store, we have had the pleasure of meeting many Super Moms. Those that take a great interest in what their children are drawn to. We have met moms that have sewn costumes so their kids could dress as their favorite super heroes, moms who read comics with their kids, moms who make comics and crafty geeky items with their kids, moms that play games, moms that help find that special collectible that is missing, moms that attend shows with their kids, moms that share their love of all things geek with their children. To all the mother’s out there, we at Collected wish you a very happy Mother’s Day! And to each of our own Mothers, the Collected family thank you for for all you have done to make us the people we are today!
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