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    Firefly – A Game Review by J. R. Honeycutt

    Firefly-The-Game

    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 NineFireflyBoardGame
    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

    Trains – a Game Review by ACE

    Trains3Dbox1
    Andrew Christopher Enriquez

    I just got a game of trains in with my wife for the first time. She’s a big fan of deck building games, while i enjoy a more tactical board game. This is a perfect marriage. Total success! To be honest with only 2 players i want smaller boards. The game pieces are so small though, so i can totally custom make a 2 player board on a single 8.5 by 11.

    For those of you who haven’t played trains yet, i’ll give you a quick run down. Trains is a deck building game in a similar vein of dominion, but without the single buy/single action restrictions. In addition to attempting to build a decent purchase power/victory point engine, you are creating train routes on a hex grid map. You can spend your purchase power and play rail cards to lay down tracks, or play train station cards to well, lay down train stations. If you have a rail in a city that has a station in it you get victory points to add to what you have in your deck.

    This board game mechanic can add a whole lot of player interaction. Multiple players can have rails in the same hex sharing any points awarded for said hex. But for each rail and station in a hex, any addition rails being built are more expensive to build. In a 3 or 4 player game this becomes very tactical. In a two player game if you build close enough to each other, this becomes very “screw your neighbor”ish.

    The things that really drive this game home for me, is the strategy involved. See, in dominion, its often very obvious which is the best cards to buy, and the rest never get touched. The reason this game is different is because when you build a rail, or a station, or buy victory point cards, you also gain a trash card. This card does nothing other than fill your deck with trash. There are a few cards that can help get rid of your trash, and a rule that allows you to forgo you whole turn in order to remove all the trash cards in your hand.

    What this all means is, you get a huge advantage by being the first to build out a route. However by jumping ahead you are ruining your deck in a hurry. Also do you go for high victory point cards or build into a new city? Do you spend that purchase power to get more purchase power, or more rails and station cards lessening the chance of having enough purchase power when you need it. On top of this, there are lots of cool action cards that are pretty different from most other typical deck builders.

    The point is, this game is more than the sum of it’s parts. Adding a tactical grid map to a deck builder adds a depth of strategy that lies not only in the additional multiple paths to victory, but also is a byproduct of so many hard choices in how you can can best achieve them. However, in-spite of all this, it never feels like a brain burner. I think this stems from the fact that it is very well balance. You can tell a lot of time was taken to get thing to feel just right.

    To top this all off, i have to say that the graphic design here is really really nice. It actually looks a lot like a Cryptozoic deck builder in how the cards are laid out. The card abilities fit their names very thematically, even the trash mechanic supports the theme. With industrial expansion comes more pollution, and that can really ruin things.

    Trains-setup
    The game comes with a double sided map one side the Kyoto region and the other Tokyo. There is a Gencon indy map that covers the Midwest. Like i said before, it would be super easy to make custom maps, or for AEG to release map expansions ala Powergrid. The game comes with something like 30 sets action cards of which you only ever use 8 at a time, so there is tons of re-playability. The box is made to fit several expansions as well. Really nice box control layout as well i might add

    All in all i really really love this game, and think a majority of you will too.

    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

    STAR WARS X-WING Miniatures Wave 3

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    Star Wars X-Wing miniatures game wave 3 figures are back in stock at ALL locations!

    The HWK-290™ Expansion Pack, Lambda-class Shuttle™ Expansion Pack, B-Wing™ Expansion Pack, and TIE Bomber™ Expansion Pack are scheduled to arrive in the third quarter of 2013. Each of these expansions comes with a detailed miniature starship, accurately rendered at the same 1/270 scale as the game’s other ships (as always, we worked closely with Lucasfilm Ltd. to ensure the correct sizes of each ship), and includes multiple ship cards, upgrades, a maneuver dial, and all necessary tokens.

    As a group, these starships allow X-Wing players to pursue a wide range of new, tightly focused, squad-based strategies built around their support functions and system upgrades.

    Both the HWK-290 and Lambda-class Shuttle Expansion Packs introduce an array of support options that clever squad leaders will be able to use to great effect. Designed from the ground up as support ships, the HWK-290 and Lambda-class Shuttle are versatile utility vessels that make your other starships better.

    Harvey Awards Winners Announced – Best of the Best in Comics and Graphic Storytelling!

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    The 2013 Harvey Awards were announced last night in Baltimore and Saga was a HUGE winner. How many of these titles are you following? If you aren’t already reading them, check them out next time you are in the store.
    A complete list of winners follow:

    Letterer: Todd Klein for Fables

    Color: Fiona Staples for Saga

    Syndicated strip: Dick Tracy by Joe Staton, Mike Curtis, from Tribune Media Services

    Online Comics Work: Battle Pug by Mike Norton

    American edition of foreign material: Blacksad: A Silent Hell from Dark Horse

    Inker: Klaus Janson for Captain America

    Hero Initiative Lifetime Achievement Award: Sal Buscema

    New Series: Saga from Image

    New Talent: Dennis Hopeless for Avengers Arena from Marvel

    Special Award for Humor in Comics: Ryan North for Adventure Time from KaBoom

    Best original graphic publication for Younger readers: Adventure Time from KaBoom

    Best Graphic album previously published: Alien: the Illustrated Story from Titan Books (accepted by Walter Simonson)

    Best Anthology: Dark Horse Presents

    Best Domestic reprint project: David Mazzucchelli‘s Daredevil: Born Again Artists Edition, IDW

    Best Cover Artist: David Aja, Hawkeye

    Best Biographical, Historical, or Journalistic presentation: Robot 6 blog by CBR

    Special Awards for Excellence in Presentation: Building Stories by Chris Ware

    Dick Giordano Hero Initiative Humanitarian of the Year Award: Paul Levitz

    Best Graphic Album, Original: Richard Stark’s Parker: The Score by Darwyn Cooke from IDW

    Best Continuing or Limited Series: Saga from Image Comics

    Best Writer: Brian K. Vaughan, Saga

    Best Artist: Fiona Staples, Saga

    Best Cartoonist: Jaime Hernandez for Love and Rockets: New Stories from Fantagraphics

    Best Single Issue or Story: Saga #1

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    Collected Adds Two New Stores to their Collection!

    FAQ_BANNER

    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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