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Firefly - The Game

After the Earth was used up, we found


a new solar system and hundreds
of new Earths were terraformed and
colonized. The central planets formed
the Alliance and decided all the
planets had to join under their rule.
There was some disagreement on
that point. After the War, many of the
Independents who had fought and lost
drifted to the edges of the system, far
from Alliance control. Out here, people
struggled to get by with the most basic Supply Decks Contact Decks
technologies; a ship would bring you The 5 Supply Decks contain the Contacts have a variety of Jobs theyd
work, a gun would help you keep it. A Crew, Gear and Ship Upgrades you like you to undertake. Contacts will
captains goal was simple: find a crew, need to successfully make your way provide the Work you need to keep
find a job, keep flying. your ship flying. Each Contact Deck
through the Verse. Each Supply Deck
Welcome to the Verse... corresponds to a specific location on corresponds to a specific location on
the game board. the game board.
Box Contents
5 Supply Decks - 25 Cards Each
Crew Deliveries
5 Contact Decks - 25 Cards Each Crew are the various Goods arent going
2 Nav Decks - 40 Cards Each riffraff, neer-do-wells and to move themselves.
drifters that congregate The Verse has a
Misbehave Deck - 40 Cards
around the many docks wide variety of stuff
11 Set Up Cards of the Verse. Choosing
4 Ship Cards that needs to be taken elsewhere.
the right Crew is key to
Currency - 150 Bills running a successful Crime
6 Story Cards Ship. Just cause the
2 Dice
Gear Alliance isnt fond
167 Tokens of it doesnt mean it
Gear is weapons,
4 Firefly Models clothing, gadgets and
isnt worth doing.
1 Alliance Cruiser Model other devices. Gear
1 Reaver Cutter Model augments your Crews I tell ya, Zo, we find ourselves a
Game Board & Rules abilities and covers their mechanic, get her running again. Hire
shortfalls. on a good pilot. Maybe even a cook. Live
like people. Small crew, them as feel
Ship Upgrades the need to be free. Take jobs as they
come - and well never be under the heel
Ship Upgrades allow
of nobody ever again. No matter how
you to customize your long the arm of the Alliance might get...
ship. Upgrade slots are well just get us a little further.
limited so choose wisely. -Malcolm Reynolds

1
You depend on luck you end up
on 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
Alliance Cruiser Reaver Cutter Firefly

Ship Card Ship Models


Game Overview
Each player has a Ship Card that is Nav Decks Playing Firefly: The Game, players
the center of their play area. While traversing take turns navigating the Verse,
Ship Cards have a Hold and a the Big Black, youll talking to Contacts, finding Crew and
Stash that are used to store (and encounter obstacles and Gear and working Jobs.
hide) goods. The amount of storage opportunities. How you
available for Cargo, Contraband, choose to deal with them Winning the Game
Passengers, Fuel, Parts and such is is up to you.
Each game of Firefly
indicated by the number of Empty Flying through Border starts with choosing
squares in the Hold and Stash areas Space keeps you clear a Story Card. Story
of the Ship Card. Place tokens of Alliance interference Cards detail what
representing carried goods on the but has its own each player needs to
squares to show they are being dangers: watch out for accomplish to win the
transported on your ship. Reavers! game.
The bottom of the Ship Card has one Story Cards tell
slot for the Ships Drive Core, plus different tales.
Misbehave Deck
Story Card
three slots for Ship Upgrades. Sometimes players
Each Ship has a maximum number of An enterprising Captain will compete to be the first to pull off
Crew it can carry listed on the card. will have plenty of a daring heist. Other Story Cards tell
Set Up Cards opportunities to
Misbehave when working
the tale of daring desperados hoping
to escape Alliance justice.
Set Up Cards include Illegal Jobs. You never Each Story Card requires a different
both Ships starting know exactly what youre strategy; adapting to different goals is
Drive Cores and going to find when you the mark of a great captain!
Leaders. Some Leaders land planetside.
pursue legitimate
shipping interests, while
others deal in a variety
of illicit goods. Some Leaders are wily
negotiators while others let their guns
do the talkin.
Each player will choose a Leader to
chart their course through the Verse.

2
Game Tokens
Game Setup

1: Nav Decks 2: Place the Cruiser 3: Choosing Ships &


In a game with 3 or more players, find & Cutter Leaders
the Alliance Cruiser and Reaver Place the Alliance Cruiser in the Place the Set Up
Cutter cards from the Nav Decks; Sector containing Londinium, the Cards face up in the
the two cards that say RESHUFFLE Alliance capital. Commander Harken middle of the game
DECK on the bottom of the card. is aboard the Alliance Cruiser. board.
Place those cards in their respective
discard piles. When either Nav Place the Reaver Cutter in the Sector All players roll a dice.
Deck becomes exhausted for the that contains the Firefly logo. The player with the
first time, reshuffle the discard pile highest result selects
- including the RESHUFFLE card. a Leader, Ship Card
The increasing ship traffic has caught and the appropriate starting Drive
someones attention! After reshuffling Okay, so she wont win any beauty contests, Core. Play then passes to their left
a Nav Deck for the first time, reshuffle thats true enough, but shes solid. with each player in turn making their
the deck every time a RESHUFFLE Ship like this, be with ya til the day you die. Leader selections.
card is drawn and resolved. - Malcolm Reynolds

3
The last player to choose a Leader
then places their Firefly on the map,
in any Sector theyd like. Players then
takes turns placing their Firefly on the
map, in reverse order, ending with the
player who first chose a Leader. You
may not place your Firefly in a Sector
already occupied by another player.
The last player to place their Firefly
takes the first game turn, play then
proceeds clockwise to their left.
For full rules on Leaders, see pg. 10.

4: Goal of the Game


Every game has a different story. After
choosing Leaders, choose a Story
Card. Set aside the rest of the Story
Cards; they wont be used this game.
Each Story Card will detail what the
players 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 Londinium
Story Card is a good choice for
your first game.
Zo, Malcolm & Jayne

5: Starting Supplies 6: Starting Jobs 7: Priming the Pump


Give each player 3000 Credits, 6 Fuel After choosing a Story Card, each After choosing Starting Jobs, flip
and 2 Parts. Each player must place player takes a Job card from each over the top 3 cards of each Supply
their starting Fuel and Parts on empty Contact Deck. deck, placing them in their discard
Cargo or Stash areas of their Ship pile. Watch closely as the cards are
Card. Fuel and Parts each take up You may not have more than 3 Job
cards in your hand at any given time. revealed, they may affect where you
half a space; you can have a Fuel and want to head on your first turn!
a Part sharing a space. Players may discard any Job they
dont want to undertake and must Note: When the rules call to
Im Malcolm Reynolds, Captain of discard down to three cards. Discard a Card, place the card in
Serenity. Shes a transport ship, Firefly Note: For your first game or two, the discard pile of the appropriate
class... You got a job, we can do it. only deal everyone a card from the deck. When the rules call to
Dont much care what it is. Harken, Amnon Duul and Patience Remove a Card from Play, return
-Malcolm Reynolds Contact decks. the card to the box; it wont be
used for the reminder of the game.

4
Skills & Skill Tests
Skills Skill Tests Misbehave and Nav Cards often
There are three types of Skills: Fight, contain a choice of Skill Tests. Youll
Many cards will require you to make a often choose between options, picking
Tech and Negotiate. You can find Skill Skill Test, usually to overcome some
Points on both Crew and Gear Cards. the one which works best for your
challenge or obstacle such as a run-in Crew.
Each symbol shown on a Crew or with the local law, security system or
Gear Card counts as 1 Skill Point. other sticky situation.
Skill Tests are written Special Skill Tests
Fight as a Skill icon, followed Some Skill Tests have additional
Fight Skill is useful by a small dice and a options or rules that apply.
when resolving conflicts number. The number
Fight Test
with violence. Whether next to the dice is your target number. Kosherized Rules
a bare knuckle brawl or open gun Under the target number, there will be Civilized folk often rely on their
play, enough Fight Skill will get you a list of possible results. bare knuckles to come to an
through. understanding. Some Fight Tests will
Tech say Kosherized after the number. In
Kosherized Fights, you may not add
Tech Skill comes into play any Fight Skill from Gear to your total:
when facing challenges only the Fight Skill listed on your Crew
ranging from ship Cards may be used.
breakdowns, breeching security
systems, hacking computers to
Bribes
cracking a vault.
Not every lawman or local official is on
Negotiate Fight Test and results on a Misbehave Card the up and up. Some Negotiate Tests
Negotiate Skill will help you will say Bribes after their number.
To make a Skill Test, roll a dice and
talk your way out of trouble Before you roll a dice, you may
add all your available Skill Points
or into more profit. Dealing of the appropriate type to your roll.
choose to pay Bribes. For every $100
with angry law enforcement officers or Compare your total to the results of
you pay the bank, add +1 to your total
potential business partners all come (Roll+Skill+Bribes).
the Skill Test. Each Skill Test will have
under the header of Negotiate Skill. a different set of results.
In the above Test, you would roll a Thrillin Heroics Bonus Roll
single dice (D6) and add your total The dice in the game have a
available Fight Skill Points from all Firefly pictured instead of a 6.
sources to determine your total. If the Whenever you roll a Firefly,
total is between 1 and 6 you must count it as a 6 and make a
choose a Crew to Kill and the Job Bonus Roll. Roll the dice again and
attempt is over. With a total of 7 or add the result to the total.
more you have overcome the Test and
Just do it, thats all. My daddy says I got
may proceed. All Tests are resolved
natural talent.
in a similar fashion regardless of the
Oooo! Synchronizers!
Skill on which it is based. -Kaylee Frye

5
A Game Turn
On Your Turn
There are four types of Actions to
choose from. On your turn, you may
take 2 Actions, in whichever order
youd like. You may not take the same
Action twice.
On your turn, you may also interact
with other players in your sector. For
full details on interacting with other
players, see pg. 17.
When you have completed your 2
Actions, play passes to the player
to your left. Play continues until the
game ends and a winner is declared.

Wheel never stops turning...


-Malcolm Reynolds

Actions Eavesdown Docks, Persephone


Fly
If you arent moving, you arent doing Sample Game Turn Pete chose to start at Londinium,
much of anything else either. Flying planning on Dealing with Harken
John, Sally, Pete and Liz are sitting first. He changed his mind when he
through the Verse is both necessary
down to their first turn of the game. saw Inaras card appear in the Osiris
and sometimes dangerous.
John has the first turn and chose to discard pile, during Priming the
Buy start at Persephone. Seeing Rivers Pump. Flying with his first Action,
You wont get far with an empty ship; card in the discard pile, he decides to Pete arrives at Osiris safely. He then
buying Gear and hiring Crew is critical Buy with his first Action. One of this chooses to Buy, taking Inaras card
to complete difficult, lucrative Jobs. starting Jobs requires him to pick up along with a Medic for his Crew.
Deal Passengers at the Space Bazaar,
Liz started at Athens, hoping to take
Talking to Contacts opens up new so he uses his second Action to Fly
towards the Space Bazaar, Red Sun. on a few Legal Jobs to get her game
opportunities. Taking on more started. With her first Action, she
commitments than you can handle is Sally chose Marco as her Leader Deals with Patience, adding a couple
a road to defeat. and is starting at Silverhold, knowing more Jobs to her hand. Flying with her
Work theres an abundance of weaponry second Action, she heads towards the
Working Jobs is how you get Paid. there (Marco gets a discount on Red Sun system to start her first Job,
Some Jobs are simple, legal transport buying guns). She also has a Job picking up grain for the herds.
of goods. Some require misbehaving that requires her to pick up Cargo at
under the Alliances nose. Silverhold. Sally Buys with her first
Action and Works with her second.

6
Fly - Navigating the Verse
When taking a Fly Action, a player Resolving Nav Cards The Alliance Cruiser
may choose to either Full Burn, flying
quickly through the Verse or Mosey, Most Nav Cards If, at any time, you
moving slowly and carefully. have two different are in the same
options from which Sector as the
to choose. Some Alliance Cruiser,
Full Burn options will simply you must resolve
To initiate a Full Burn, Spend 1 Fuel have instructions; the Alliance Contact
token. After initiating a Full Burn, other may have Event.
move your Firefly to an adjacent a Skill Test. For
Sector then draw and resolve a full rules on Skills
Nav Card from the appropriate deck Tests, see pg. 5.
(Alliance for Blue-bordered Sectors, Every option results in either Keep
Border Space for Yellow-bordered Flying, Full Stop or Evade.
sectors). You may continue to move
into new Sectors, drawing a new
Keep Flying
Nav Card for each Sector, up to the
If the chosen options final result is
maximum range of your Ships Drive
Keep Flying, you may move again
Core.
and draw another Nav Card, up to
Mosey Along your Drive Cores maximum Range.
If your last movement ends with a
When you Mosey, move your Firefly
Keep Flying result you may take any
1 Sector, slow and careful. Do not
remaining Actions this turn as normal.
spend a Fuel Token. Do not draw from
the Nav decks.
Full Stop
Your ship halts in the current Sector.
No further movement is possible. If
you have another Action to take, you
may do so.

Evade If you do not have sufficient funds to


Move your ship to an adjacent Sector. pay the fines, all available credits are
Do not draw an additional Nav Card. seized; the Warrants are still cleared.
No further movement is possible. If
Resolving Alliance Contact does not
you have another Action to take, you
use an Action. You may take your
may do so.
Hoban Wash Washburne
Actions normally after resolving
Alliance Contact.
Oh gawd! What could it beeee?
Outlaw Ships Note: Drawing the Alliance
A Firefly is considered an Outlaw Ship
Were dooomed! Whos flyin this thing?! Cruiser card while Flying causes
if it has any outstanding Warrants, is
Oh, right. Thatd be me. Back to work. a Full Stop - youve caught their
-Wash carrying Contraband or Fugitives or
attention!
has any Wanted Crew onboard.

7
The Reaver Cutter Moving the Alliance Moving the Reavers
If you start your
turn in the same
Sector as the
Reaver Cutter,
resolve the Reaver
Contact event.
The Alliance Cruiser moves in 3 The Reaver Cutter can move in 3
REAVER CONTACT different ways. When the Alliance different ways as well. When the
Resolve when starting your turn Cruiser Card is drawn, the Cruiser Reaver Cutter card is drawn, the
in the Reaver Cutters Sector. moves to the Sector of the player who Cutter moves to the Sector of the
drew the card. When the Alliance player who drew the card. When
Entanglements card is drawn, the the Reaver Bait card is drawn, the
player who drew the card moves the player who drew the card moves the
Kill all Passengers & Fugitives Alliance Cruiser. When the Cruiser Cutter. When the Reavers on the
Patrol card is drawn, the player to the Hunt card is drawn, the player to
right of the person who drew the card the right of the person who drew the
Kill 2 Crew, Evade. moves the Cruiser 1 Sector within card moves the Cutter 1 Sector within
Kill 1 Crew, Evade. Alliance Space. Border Space.

Requires Pilot and Mechanic:


Spend 1 Fuel.
Evade.

Resolving Reaver Contact at the start


of your turn does not use an Action.
You may take your Actions normally
after resolving Reaver Contact.
When you draw the Reaver Cutter
Nav Card, the Reaver Cutter moves to
your current location and that Cards
rules apply immediately. If the Cutter
moves into your Sector as a result of
Reavers on the Hunt, do not resolve
Reaver Contact yet.
When a Sector is occupied by the
Reaver Cutter, no ship may move into
that Sector. Hopefully theyre full...

8
Buy - Buying from Suppliers
Id sure love to find a brand new Supply Planets Buying Supply Cards:
compression coil for the steamer. Signs on the map Consider 3 / Buy 2
-Kaylee mark where you can When Buying Supply Cards, you may
And Id like to be the king of all Londinium Buy. In that Sector, Consider 3 cards - but you may only
and wear a shiny hat. you may buy from Buy 2 of those cards. Look through
-Mal the corresponding the entire discard pile and choose
Supply Deck and/or up to 3 cards to Consider. For each
Buy Actions discard pile. card less then 3 that you pull from
Taking a Buy Action allows you to the discard pile, you may draw 1 face
purchase Supply Cards (Crew, Gear down card from the Supply Deck.
and Ship Upgrades) and restock Fuel Once you have picked your 3 cards
and Parts. Alternatively, you can use to Consider, you may pay the bank
your Buy Action for Shore Leave. for up to 2 of them (you dont have
to buy any at all). The cost of each
Supply Card is listed in the purple tab
in the bottom right of the card. Any
Supply Cards unpurchased cards are placed face-
The different Supply Decks represent up in the discard pile.
the wide variety of goods and services Example: Pete is docked at
that are available for an enterprising Persephone and wants to use one of
Captain to purchase. The Supply his actions to Buy. He knows River
Decks include new Crew for hire, Tam is waiting in the Discard Pile: he
Gear for your Crew to carry and pulls Rivers card out of the pile and
Supply Deck Card Backs Upgrades for your Ship. sets it aside to consider, then draws
2 cards from the Supply Deck. Great!
He pulled two cards he likes better!
He decides to buy the two face down
cards instead, putting Rivers card
back into the discard pile.
Tip: Browsing the discard piles
of the Supply Decks when its not
your turn will help keep the game
ticking right along.

Buying Fuel & Parts


When taking a Buy Action at a Supply
Planet, you may also buy Fuel for
$100 each and Parts for $300 each, in
addition to buying Supply Cards.
Persephones Skyline

9
Shore Leave them from being Killed. You may not Gear Skills & Keywords
When your Firefly is in a Sector with dismiss your Leader. Some Gear provides additional Skill
a Supply Planet, you may use your Leaders Points, Keywords or other special
Buy Action to give your Crew Shore Leaders differ from normal Crew in 3 abilities. Skill Points from Gear are
Leave, instead of buying Supply very important ways: added to your total when making Skill
Cards. Pay the bank $100 for each Tests, just like Skill Points from Crew.
Crew, Disgruntled or not, then remove Entrepreneur: Leaders are self- Keywords represent specialized types
all Disgruntled tokens. For details on employed and do not receive a Cut of Gear that may be useful in passing
Disgruntled, see pg. 15. from Jobs. certain hurdles. For example, the card
Leaders are REALLY Lucky! pictured above has the FIREARM and
Crew Cards When the outcome of any event SNIPER RIFLE Keywords. For details
All Crew have Skills would cause your Leader to be on Keywords, see pg. 18.
that aid in navigating killed, return them to your ship and
the Verse and place a Disgruntled token on the Ship Upgrade Cards
working Jobs. Some card instead. Ship Upgrades are
Crew also have a Youre all Ruttin Fired! If your the modifications
Profession in the Leader ever receives a second to your Ship. Ship
bottom right corner Disgruntled token, theyve lost Upgrades can
of their portrait. confidence in their Crew. They do boost your Full Burn
Professions can earn not leave the Ship. Instead, they Range, provide
bonuses when Working Jobs or help fire all the other Crew. Immediately extra storage space,
overcome obstacles and dangers. For Discard all your Crew, except increase reliability
details on Professions, see pg. 17. for your Leader, to their Supply and add other useful
The cost to hire the Crew, in the Deck discard piles. Remove abilities.
purple tab in the bottom right, is also the Disgruntled token from your Upgrade Slots
the Cut theyll expect to be paid at Leader. Your Ship
the end of each successful Job. The Card has
maximum number of Crew your Ship Gear Cards a number
can hold is listed on the Ship Card. Gear is weapons, of Upgrade
Wanted Crew equipment, clothing, Slots. All Ship Upgrade cards require
Crew with a small warrant vehicles or anything an open slot to purchase and equip.
badge next to their cost are else your Crew You may never have more Ship
wanted by the Alliance! might bring to help Upgrades than you have available
If you have Wanted Crew onboard overcome obstacles. Upgrade slots. You may Discard a
you are an Outlaw Ship and when Each member of your Ship Upgrade to make room any time.
you encounter the Alliance Cruiser, Crew may only carry Drive Core
the Crew may be seized (see pg. 7 1 piece of Gear at The Drive Core is the heart of the
for rules on Outlaw Ships and the any given time. You Ship. You may only have one Drive
Alliance Cruiser). may own as many pieces of Gear as Core at a time. If you get a new Drive
youd like. If you own more Gear than
Dismissing Crew can be carried by your Crew, set the
Core, Discard your current one. Each
You may dismiss Crew in any Sector Drive Core has a max Range: the
extra Gear aside until its needed. number of Sectors it can take the
with a planet by placing them face-up
Gear not carried by a Crew may not Firefly during a Full Burn. Drive Cores
in the discard pile of the cards Supply
be used in any way. may also have additional special rules
Deck. This does not require an Action.
You may not dismiss Crew to prevent listed on their cards.

10
Deal - Dealing with Contacts
You want to do business in Persephone, Contact Planets Accepting Jobs:
you do it through me. But if youre so well Names on the map mark where Consider 3, Accept 2
off you dont need it... you can Deal. When in that Sector,
As with Buying from a Supply deck,
- Badger you may Consider Jobs from the
corresponding Contact Deck. you may Consider 3 Job cards - but
you may only accept 2 of those Jobs.
Look through the entire discard pile
first and choose up to 3 Job Cards
to consider. For each card less then
3 that you Consider from the discard
pile, you may draw 1 card from the
Contact Deck.
Once you have picked your 3 Job
Cards to Consider, accept up to 2 of
them (you dont have to accept any
Job Cards at all). Any unaccepted Job Cards are
The different Contact Decks contain a placed face up in the discard pile. You
Deal Actions wide variety of Jobs that are available. may not have more than 3 inactive
If your Firefly is in a Contacts Sector, Jobs can be anything from taking Jobs in your hand at any given time.
you may Deal with that Contact. You tourists for a spin on Bellerophon to
may look at 3 and accept up to 2 Jobs robbing trains on Regina. Example: Liz uses one of her Actions
from their Contact Deck. Each Job Card will detail both what to Deal with Patience at Athens.
If you are Solid with that Contact, you you need to do to complete the Job Shes looking for Jobs that will take
may also sell Cargo and Contraband and how much youll earn. her to the Red Sun system. There
to them as part of your Deal Action. are two Red Sun Jobs in Patiences
(see rules for Reputation on pg 15 for discard pile, so she pulls those out
details on getting Solid with Contacts). to Consider. Liz is pretty sure shes
going to accept those 2 Jobs, but
draws a face-down card anyhow. Its
not something shes interested in,
so she puts the 2 cards she initially
wanted in her hand and puts the new
Job in the discard pile.

Note: Inactive Job Cards you


have not begun to Work are
kept concealed in your hand.
Do not place them face up in the
Active Job area until you use a
Work Action to begin the Job.
Remember, you may not have more
than 3 Active and 3 Inactive Jobs.
Niskas Skyplex Orbiting Ezra

11
Job Cards
Job cards contain everything you
need to know to Work the Job. Each
section of a Job Card is detailed
below.

Job Name
Every Job has a name at the top
of the card. There are some Jobs
with the same name with different
requirements. The symbol of the
Contact who gave you the Job is next
to the Name.

Job Types
Every Job has a Job Type. Sometimes
there will be bonuses associated with
doing certain types of Jobs.
Shipping Jobs
Shipping Jobs are Legal and require
Sample Delivery Job
you to pick up Cargo at one location
and drop it off at another planet. Immoral Jobs Skill Needs
Transport Jobs Some Jobs are Immoral; a small red Some Jobs require Skills and/or
Transport Jobs require you to pick tab below the Legal/Illegal tab notes Keywords to Work the Job. They will
up Passengers or Fugitives and which Jobs are Immoral. Whenever be listed in the Skill Needs Window to
drop them off at another planet. you complete an Immoral Job, all your the right of the Job Card.
Moral Crew become Disgruntled. See
Transporting Fugitives is Illegal and
pg. 15 for details on Disgruntled Crew. Bonus Tab
makes you an Outlaw Ship. Some Jobs have a green bonus tab.
Smuggling Jobs Misbehaving Required Listed in the tab will be a Profession
Smuggling Jobs are always Illegal and Illegal Jobs require you to Misbehave and a Credit amount. If a member of
require you to pick up Contraband at to complete the Job. The number of the Crew who completes the Job has
one location and drop it off at another Misbehave cards pictured on the Job that Profession, the Credits listed in
planet. Smuggling Jobs require you indicates how many Misbehave Cards the bonus tab are added to the Pay.
to Misbehave. Smuggling Contraband
also makes you an Outlaw Ship.
youll draw when Working the Job. For
details on Misbehaving, see pg. 14.
Pay Tab
The purple tab in bottom right
Crime Job Instructions shows how much youll be paid for
completing the Job. Some Jobs
Crime Jobs require you to head to After Misbehaving (if necessary), say Special in the Pay Tab. In this
a destination and Misbehave; they every Job has different instructions case, the Pay will be detailed in the
usually only have a Target Location. of what to do when Working the instructions of the Job.
Job. Deliveries have two sets of When you finish a Job, your Crew will
instructions, Crime Jobs only have need to get paid too! For details on
one. paying your Crew, see pg. 14.
12
Work - Working a Job
Taking a Work Action allows you to
attempt to advance a single Job.
Advancing a Job may include loading
cargo, committing crimes or other
activities
Starting a Job
To start Work on a Job, your Firefly
must be in the Pick-Up Location
for Deliveries or Target Location for
Crime. Place the Job Card face up
on the table in front of you, to the left
of your Ship Card. After placing your
Job on the table, it becomes an Active
Job. You may have up to 3 Active
Jobs at any given time, in addition to
3 inactive Jobs in your hand.
There are a few steps to Working a Job: An Unexpected Alliance Patrol
1. Equip Crew
2. Confirm Needs Confirm Needs Do the Job, Legally
3. Do the Job / Misbehave The team you have Follow the instructions on the Job
4. Outcome assembled must meet Card to attempt to Work the Job. Most
Legal Jobs are Delivery Jobs.
Equip Crew any requirements in
the Needs tab on the
You must commit to what Gear youre Job Card to Work the Delivery Jobs
carrying while Working the Job. Each Job. If the Needs of Delivery Jobs require you to pick up
Crew and Leader may only carry 1 something at one location and deliver
a Job are not met,
Gear card. Once youre Working a it to another. You must use a Work
the Job may not be
Job, Gear can not change hands Action at both the Pick-Up and Drop-
advanced in any way:
between Crew until the Job attempt is Off Location to complete the Job.
Cargo cannot be
over. If a member of your Crew with
loaded, Misbehaving
Gear is killed, any Gear they were Note: Space is a dangerous place.
cannot be attempted,
carrying is returned to the Ship. Cargo can be stolen out from under
etc. Not all Jobs have
Any Gear or Crew onboard the Ship a Needs tab. Job you. Passengers might be eaten
may not be used in any way while cards without a Needs
Needs Tab by Reavers... If youve Loaded
Working the Job. In the course of tab have no prerequisites. Cargo, Contraband, Passengers or
Working a Job, Crew may be forced Fugitives on to your ship as part of
Some Jobs will have a Test to take
to return to the Ship. Crew onboard a Job and subsequently lose them,
instead of Needs. The Job will state
the Ship may not be affected by the youre on your own to replace
when to take the test.
results of any Misbehave Cards or them. You cant return to the Pick
Skill Tests encountered when Working Up location to get more!
a Job.
13
Misbehave Misbehaving Outcomes Success: Get Paid
Illegal Jobs require a bit of Misbehaving Misbehave Cards will end in 1 of 3 You do the Job you Get Paid. When
to complete. When a Job requires ways: Proceed, Attempt Botched or you successfully complete a Job take
Misbehaving, it will have a number of Warrant Issued. Credits from the bank equal to the
Misbehave Cards pictured. Pay listed on the Job Card.
Proceed When you finish a Job successfully,
If your chosen option results in your reputation becomes Solid with
Proceed, you may continue to work the Contact that issued the Job. For
the Job, following the instructions on details on Reputation, see pg. 15.
the Job. Job Bonuses
When a Job with a Bonus Tab is
Detail of an Illegal Job Card Attempt Botched completed successfully and you have
Youve failed this attempt but you may a Crew with the listed profession, take
To complete the Job you must
attempt the Job again in a future turn. the bonus listed. A Bonus is only paid
successfully Proceed through the
number of Misbehave Cards pictured. Leave the Job Card face up in the once, regardless of how many Crew
When Misbehaving, draw cards 1 at a Active Jobs area, to the left of your you have with the listed Profession.
Ship Card.
time, only drawing another card once Paying Crew Their Cut
youve proceeded past the previous When a Job is completed
card. Once you start Misbehaving, Warrant Issued
successfully, your Crew expects to
you must see the attempt through; If Misbehaving ends in Warrant
Issued the attempt has failed and get their Cut, whether they worked the
you cant chicken out early! Job or not. Pay each Crew the value
the authorities are aware of your
Like Navigation involvement. Place a Warrant Token listed on their card; this money is
Cards, most on your Ship Card. If you receive a returned to the bank. The Crews Cut
Misbehave Cards Warrant while Working a Job, discard doesnt change; you have to pay them
have 2 options on the Job, returning it to the discard pile the same amount regardless of the
each card. You of the issuing Contact. Jobs Pay.
may attempt either You may choose not to pay some,
option. Some You are now an Outlaw Ship, wanted
by the authorities! For full details on or all, of your Crew their Cut. Any
options may start Crew not paid immediately become
with a requirement. the Alliance Cruiser and Outlaw Ships,
Disgruntled. Place a Disgruntled Token
see page 7.
For example, on the Card on their card.
above, option 2 says Requires Note: Crew only receive a Cut
TRANSPORT. You may not choose after you complete a Job. You
an option with a Need you cannot do not have to pay your Crew
meet. after receiving Credits from other
Ace in the Hole sources such as Nav Cards,
Chance favors the prepared; often Misbehave Cards, selling goods,
there will be a way to avoid trouble etc.
all together. In the bottom right hand
corner of some Misbehave cards, I got a share in this job and ten percent on
there will be a Person, Profession or nothing, uh... hold on... let me do the math
Specific named item. If you have this here... nothing into nothing...carry the
Ace, you may proceed automatically. nothing...
Space Bazaar - Jayne Cobb

14
Working a Job, Continued
Disgruntled Crew You do the Train Job for me, then
Losing Rep
In addition to becoming Disgruntled Contacts do not like it when someone
you are solid. No more gossip. That is working for them gets tagged by the
after not getting their Cut, Crew can a strong relationship.
also become Disgruntled as a result of Alliance. If you receive a Warrant
Adelai Niska while working a Job for a Contact,
other Nav, Job or Misbehave Cards.
any reputation with that Contact is
When a Crew becomes
Disgruntled place a Reputation lost along with any and all benefits
When you complete a Job for a for being Solid. Niska takes particular
Disgruntled Token on
Contact successfully their opinion offense to this kind of misstep (see
their card. Its important
of you is raised. This is called being Niskas special rule for details).
to keep your Crew happy;
Solid with the Contact. To show you You may subsequently again prove
there are risks to navigating the Verse
are Solid with a Contact, take the yourself useful by completing a Job
with a bunch of cranky curs.
completed Job Card and slide it under for the offended Contact and restore
your Solid rep.
Jumping Ship your Ship Card so the name of the
If a Disgruntled Crew receives Contact is visible.
a second Disgruntled Token for
Anything goes wrong...
any reason, they are immediately
Then your reputation is only gossip,
discarded. Crew that leave your
and things between us are not so
employ due to being Disgruntled are
solid. Yes?
immediately available to be rehired
Adelai Niska
from their Supply Deck by you or any
other player in the area. Zero Tolerance
Receiving a Warrant for any reason
A Better Offer Solid Rep with Patience will cause reputation loss with Harken,
Other players may hire Disgruntled Solid regardless of what contact the Job
Crew away from you when in the When you are Solid, Contacts will buy you were working came from. You
same Sector by paying their hiring Cargo and Contraband from you. The may not become Solid with Harken
fee to the bank. The Disgruntled crew prices offered appear on the Contact while you have a Warrant.
joins their new Captains crew and the
Disgruntled token is removed.
side of the Job Cards.
Make-Work
Most Contacts special rules take Sometimes there arent any thrilling
effect when you are solid with them, heroics to be found and you may
such as Badgers Favor for a Favor. need to muck out some stables or bus
I did a job. I got nothing but trouble The details of each Contacts special
since I did it, not to mention more tables at the local joint.
rule will be listed at the top of the
then a few unkind words as regards If you find yourself in a situation where
Contact side of the Job Card.
to my character, so let me make this you have nothing to do and your
abundantly clear. Note: Niskas Pound of Flesh Firefly is in a Sector with a planet, you
I do the job; and then I get paid. Special Rule is in effect as soon may use a Work Action to take $200
Malcolm Reynolds as you accept one of his jobs. Be from the bank.
careful working for him; he is not
the forgiving sort.

15
Winning the Game
attempt you may try the test again the
At the beginning of every game, youll Story Goals following turn.
have picked a story for the game, If the Story Card has numbered Goals Warrant Issued
represented by a Story Card. Each you must complete the Goals in order. If you receive a Warrant while
Story Card has a unique set of Goals In other cases, there may only be a Working a Goal, put a Warrant token
that detail the steps you have to take single Goal needed to win. on your Ship Card. You may attempt
to win. to Work the Goal again your next turn.
Working Goals
You must use a Work Example: John completes the first
Action to advance Goal on his first attempt and takes a
a Goal. When you Goal token. He then flies over to the
complete a Goal, second Goals location. On his next
take a Goal token to turn, he botches the attempt while
mark your progress. Misbehaving. Shucks!
If the Goal requires Misbehaving, Next turn, he completes the second
Misbehave before following any other Goal and takes another token. He
instructions under the Goal. Working doesnt feel like he has the right crew
a Goal is different than Working a for the third goal yet, so spends a
Job; special abilities that apply during couple of turns hiring better folk. With
Jobs do not apply while Working 2 Goal Tokens in hand, hes ready to
Goals. You do not pay your Crew after attempt the third Goal.
completing a Goal. Arriving at the location of the third
Botching Goal Tests Goal, John crosses his fingers and
Some Story Cards Skill Tests have starts drawing Misbehave Cards.
Attempt Botched as a result. Like The Crew hes assembled performs
Misbehave Cards, when you botch an admirably and he wins the game!

Sample Story Card

Story Cards
Each Story Card will detail exactly
what steps you need to win the game.
Some stories may require you to
earn a Solid rep with Contacts, make
a certain amount of credits, finish a
career-making heist or other caper.
Note: Make sure to read the Story
Card carefully; some stories
may modify the games set up or
introduce other new rules! The Bridge of the Serenity

16
Additional Rules
Parley with Rivals Crew Professions
There are two types of interactions There are a wide range of possible
that can occur between players in the Professions on Crew Cards. Some
same sector. Captains may Trade and Professions will be useful while
Hire Disgruntled Crew without using Working Jobs, others may earn
an Action. bonuses after completing Jobs, others
Pass the Dinosaur will come into play while navigating
Trading the Verse.
Included in the Game is a Dinosaur
When two or more players ships are
Marker. The player whose turn it is Soldier
stopped in the same Sector, players Soldiers have military training and can
holds the Dinosaur, then passes it
may buy, sell and trade Crew, Fuel, be relied upon when the bullets start
to the next player after taking their
Parts, Cargo, Contraband, Ship flying.
second Action. If, as your second
Upgrades and Gear to one another
without restriction. Players are free to
Action, youre buying from a Supply Merc
Deck or Dealing with a Contact, you A Merc is simply someone whos
discuss and make these deals outside
may pass the Dinosaur to the next willing to sling a little lead for a few
of the normal turn order and other
player before youre done Considering credits. Mercs are not always 100%
players may take their normal turn
while bargains are struck. Dealing
your cards; this can speed up the reliable - if you fill your Crew with
with others players in this fashion
pace of the turns. Mercs, you may find yourself high and
does not require using an Action. The Tip: Consider replacing the Dinosaur dry when the going gets tough.
opportunity for Trading ends when Marker with the real thing: its fun to Pilot
one of the players leaves the sector. have a plastic dinosaur sitting on the A skilled Pilot is invaluable. Pilots can
Ships dash on your turn! help you avoid navigation hazards
A Better Offer - Hiring and (maybe) dodge hungry Reavers.
Disgruntled Crew Death in the Verse
Mechanic
While stopped in the same Sector as Whenever a test result reads Kill Theres 40,000 Firefly class ships
a rivals Firefly, a player may pay the some number of Crew, you must traveling the Verse and they all
hiring cost of a Disgruntled Crew to choose an appropriate number of your need a good Mechanic to keep
the bank. The Disgruntled Crew jumps Crew to be removed from the game, flying. Mechanics will get you where
ship and joins your posse; add the never to return. Place the card back in youre going faster and with fewer
card to your Crew area and remove the box. Whenever Crew are killed the headaches.
the Disgruntled token. See page 15 controlling player always may choose
which Crew are discarded. Companion
for full rules on Disgruntled Crew. Companion training provides
Note: Kill / Remove from play is lessons in diplomacy, psychology and
different than discard. Removing
You move on over to this side, well not business, in addition to the bedroom
only show you where the stuffs at - well from play returns the card to the arts. Companions are a rare breed;
see you get the share you deserve. Not box, discarding returns the card to they can grease a lot of squeaky
no sad seven... Your own room. Full run the appropriate discard pile. wheels in addition to bringing in a few
of the kitchen. Whole shot. The Medic profession grants a credits.
-Malcolm Reynolds chance to avoid this fate. Some Gear
Grifter
and Ship Upgrades can modify that
Con artists flourish when the eye of
chance.
17
the Law isnt watching. Grifters can Gear Keywords
skim a little off the top of some Jobs, Many Gear Cards (and some Crew) If you know what wire to stick where,
making them even more profitable. have green Keywords on their cards. sweet talkin a computers systems
Medic Having a variety of Keywords will help can open a whole lotta doors.
Trained medical professionals arent you deal with a range of obstacles
often willing to bunk with hooligans and situations.
shipping the Verse. Having a good Its me! Really! Ive just lost a lot of
Medic in your Crew can be the weight, hair and gotten younger since
difference between life and death. Who says violence never solves that picture was taken!
anything? Bringing a gun to a knife
Medic Check fight solves lots of problems...
If you have a Medic in your Crew, Useful for haulin goods, useful for
make a Medic Check when a Crew haulin tail outta there!
is Killed: Goin in guns blazin aint always the
best idea; subtlety and subterfuge
1-4: Crew Dies, Remove from Play Sometimes the better-thans like to
are the smart Captains tools. Sniper
5-6: Crew is Returned to the Ship. get gussied up and parade about. If
Rifles can sometimes stop a problem
Medics may make a Medic check before it starts. youre not wearing the right get-up,
even if they are the ones at risk of youll stand out like a ripe tick on a
dying. Only make one Medic Check Magistrates bum.
per Crew Killed, regardless of how Blowin up the whole gorram mess is
many Medics are in your Crew. awful satisfying... not subtle exactly,
but certainly entertaining.
Note: All Medics have this ability,
even if the above rule is not printed
on their card (as with Simon Tam
and Doralee).
Example: Sally pulls the Reaver
Raid Misbehave Card and fails her
Skill Test; all three of her Crew are
Killed! She then rolls a 3 for the first
crew - that Crew is Removed from
Play. A roll of a 6 sends the other
Crew member back to the Ship. She
then rolls for her Medic, saving her
with a 5.
You had the law on you, criminals and
savages...half the people on the ship
have been shot or wounded, including
yourself, and youre harbouring known
fugitives.
Were still flying.
Thats not much.
Its enough.
- Simon & Mal
The Bonnie Maes Nose Art
18
Tips for Surviving the Verse
No Fuel = No Go Mechanics Keep You Flyin Cry Baby Cry, Make Your
Run out of gas, youre driftin... The Firefly is a solid ship, but its Mother Sigh
Always take a few more Fuel than a Mechanics love that keeps her A Cry Baby is a useful piece of
you think you need for a trip to in the air. Track down a Mechanic tech that can help avoid unwanted
handle emergency course changes early to avoid a lot of heartache Alliance attention. Keep one at the
or unexpected opportunities. by keeping breakdowns under ready when moving Contraband &
control. The Eavesdown Docks on Fugitives through Alliance Space.
Pilots Better to Have Persephone are usually crawling
em and not Need em with Mechanics looking for work. Well Rounded IS Well
A good Pilot can help your ship Prepared
avoid hazards and keep you on Best have an Escape Plan A Crew with a good mix of the 3
schedule. Finding one may mean If you are going to Misbehave, best skills will be well-suited to handle
the difference between life and have a getaway plan in reserve. the hazards of the Verse. Guns are
death if the Reavers come callin. Find some Transport - like Fast great, but you cant shoot your way
The Pilots Lounge at the Space Horses or a 4WD Mule - to pull your out of every situationand theyre
Bazaar is a good place to look for fat out of the fire when things go damn near useless when your ship
Pilots for hire. wrong. breaks down!

CREDITS
GAME DESIGN Design Director Acknowledgements
Sean Sweigart John Kovaleski 20th Century Fox: William Hirsch,
Judy Huang, Maria Romo
Aaron Dill 3D Design & Layout: Charles Woods
PRODUCERS Prop Photos: Karl Derrick
Senior Proof Reader Currency: Benjamin Mund
Peter Simunovich Serenity 3D Model: Zachary Brackin
Peter Przekop John-Paul Brisigotti
GRAPHIC DESIGN Special Thanks to Joss Whedon
whose vision and imagination
Gale Force Nine Studio opened the Verse for all of
us to explore and enjoy.
PLAYTESTING
James Abele, Jeremy Barrett, James Brown, Jason Buyaki, Jordan Carasa, Cyd Cipolla, Blake Coster, Casey Davies, Karen Dransfield, Cheryl Delaney,
Jason Delaney, Kate Duggan, Andrew Duncan, Steve Eyles, Justin Evans, Paula Gaber, Kit Goldsbury, Sean Goodison, David Griffin, Mike Haught,
Mike Haycock, Mark Hazell, Kyran Henry, Mark Honeycutt, Sally Honeycutt, James Kindt, Christopher Kovaleski, Daniel Linder, Nathan LeSueur, Jeff Lindsay,
Greg Morris, Pary Morris, Ray Oconnor, Tim Oswalt, Victor Pesch, Phil Petry, Damien Reid, Rob Sadler, Brian Sayman, Conor Sipe, Steven Shipe,
Andrew Smith, Chris Townley, Wayne Turner, Gavin van Rossum, Tony Vodanovich, Michael Webb, Lizzie Willick, Phil Yates

Game Design Gale Force Nine 2013.


Firefly TM & 2013 Twentieth Century Fox Consumer Products. All Rights Reserved
Gale Force Nine is a Battlefront Group Company.

www.fireflyboardgame.com

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