Firefly the Game, a fun little jaunt through the ‘Verse

@Matt1990 from Boardgame Geek, June 19, 2020


From my own personal experience, I have learned to be wary of games based on books, films, or television series that I love, as they can often fall short of my hopes for them (a little like how they say you should never meet your childhood heroes). Despite my natural caution however, after some research I decided to take a risk and invest in Firefly: The Game (FTG) and happily, it has become one of my favorite games.

Let’s find out why.

The aesthetic of FTG is of hard-bitten, down-at-heel rogues, touting pistols, smuggling contraband, and dodging the law. For those not familiar with the Firefly television series, think of a cross between cowboys and spaceships. For those who know Firefly, suffice to say that the game oozes all the charm and unique atmosphere of the series.

If asked to describe FTG in one sentence, I would say it is a competitive pick-up-and-deliver game, set in space, executed in a sandbox style which allows you to deliver goods when and how you want.

If I was given a few more sentences, I would add that players will need to judge which goods/jobs to accept, and which resources and crew to hire, based on the balance of risk/reward, with bigger risks potentially yielding bigger profits. The game makes extensive use of resource cards, each with modifiers that enhance your ability to earn money, while a combination of a deck of event cards and simple dice mechanics provide randomness and the thrill of uncertainty.

While the game can look daunting to a new player, it is actually fairly simple to begin playing as the core mechanics can be distilled down to only four actions: move, buy, deal and work, each of which can be simply explain. The complexity comes from understanding the small intricacies of how to optimize your choices to get the greatest benefit from them. With all the people I have played with, they began uncertainly, then grew in confidence as they played, and ended up excitedly trying to work out the most efficient course of action by the time the game ended.

I’m sure there are plenty of other reviews that describe in detail the rules and mechanics of the game, so I won’t do the same here. However, what I will describe is the feeling I get when I play the game.

I must have played FTG at least half a dozen times, some with just the base game and some with the Blue Sun expansion. I don’t think I’ve won a single game, but I quickly realized I didn’t care, because I find the process of working jobs, delivering goods, building up resources and crew, and earning money an intrinsically enjoyable experience. I even played the solo mode once, in which you had to earn a certain amount of money within a certain number of turns. I lost that time as well, but I was having so much fun I didn’t care.

However, if you’re the kind of person who loves to plan grand strategies and then follow them to a flawless victory, you will probably be disappointed. There is too much luck in the event deck, the dice-rolling and even in simple movement (which is done with a deck of cards that sometimes throws obstacles in your path) for precise strategy. Having said that, broad strategies will work perfectly well, as long as you have the initiative to adapt to the circumstances the game throws at you.

I recently realized that FTG is almost entirely a multiplayer solitaire game, with each player simply racing to complete the objective before everyone else. But as I keep coming back to, the intrinsically enjoyable nature of working jobs and earning money means that this isn’t a problem, even for someone (me) who usually doesn’t care for multiplayer solitaire.

The only time this has become a slight problem was when playing a four-player game with two novices, but fortunately they were able to learn quickly by watching the more experienced players. This is an important point to note though; I had to study the rules thoroughly before teaching it to one other player, so if you buy this hoping for a game simple enough to just open and play, you will be disappointed.

Another practical concern for the prospective buyer is the sheer size of the game. The board in the base game is quite big, and if you buy the Blue Sun and Kalidasa expansions with their extra board sections it becomes huge. There are thirteen decks of cards in the base game and more in the expansions, each of which also needs space for a discard pile. Each player needs space for their player board and the cards they will accumulate. You either need a huge table to accommodate everything, or other nearby flat surfaces to take on the components that won’t fit. Or you could play on the floor but beware careless relatives and curious pets.

Despite the obvious practical difficulties this huge size presents, I absolutely love the epic feeling of setting up and playing this enormous game. It feels like I’m diving into a space opera/RPG/adventure, perhaps something akin to a game like Twilight Imperium but without the six-hour play time.

FTG has also garnered itself several expansions since its release. I have bought the two biggest expansions: Blue Sun and Kalidasa and can thoroughly recommend them. While I cannot speak first-hand for the other, smaller expansions, there are many here on BGG who sing their praises. Happily, though, I think that the base game stands perfectly well by itself and would certainly recommend playing it this way if you aren’t interested in spending too much.

Now to wrap this ramble up into something resembling a conclusion. FTG is a sprawling, sand box, delivery game, chock-full of cards and with a few dice on the side. It is a game of simple beginnings and intricate depths, providing an enjoyable experience for those who want to burble along delivering goods, those who want to calculate how to squeeze the maximum profit from their every action, and all those in between.

If you have even a vague interest in science fiction or space games, or in pick-up-and-deliver or racing games, do yourself a favor and have a look at Firefly: The Game.

A review of Terraforming Mars: Ares Expedition

Courtesy of James Thomson @jamesjacob on BoardgameGeek Posted Jul 12

Terraforming Mars: Ares Expedition is the quicker card game version of it’s parent Terraforming Mars.

Ares Expedition

In the modern board game industry, there is a tendency to value innovation. Designers and publishers are constantly finding new ways to meld seemingly incommensurate mechanics into app-driven games that are set in captivating, fantastic worlds. Creating a game that captures consumer imaginations seems to be a must for companies looking to make their mark.

But then there are games that take old ideas and repackage them. Games like Terraforming Mars: Ares Expedition. How can a game capture consumer imaginations by repackaging old ideas, you ask. The answer: by taking ideas from two of the most popular board games ever made, Terraforming Mars and Race for the Galaxy. With just under 17,000 Kickstarter backers, who pledged well over a million dollars, and with a mass-market deal (see below for a quick background), it seems this reintroduction of old ideas had great aspirations.

The old games: TM

I’ve only played Terraforming Mars a couple of times, so I’ll keep this brief. Terraforming Mars is a game in which you’re running a corporation, competing to lead the mission of making Mars habitable for humans. During the game, you draft cards, which are used to increase the temperature, increase the level of oxygen, plant forests, and create oceans. The corporation that makes the biggest impact scores the most points and wins the game.

TM has been on my radar for a long time, but two things have stopped me. Firstly, my plays took a long time (3-4 hours). I’m happy to play a 3-4 hour game now and again, but it’s not likely to reach my table on a regular basis. Secondly, TM can get a bit ugly, and I’m not a fan of cards that can be used to directly attack other players in the middle of an otherwise peaceful game. Nevertheless, I have to say that TM offered a very satisfying and engaging experience.

The old games: RFTG

Race for the galaxy has an interesting history. It’s part of a series of games that started and ended with board game iterations. In 2002, Andreas Seyfarth released Puerto Rico, which had a very innovative action selection mechanism. When you chose an action, all players would get to take that action at the same time. In other words, here was a board game where you didn’t have to sit and wait for 3 other people to take a turn before you could go again. It sat at the top of the BGG list for quite a while, and its success warranted a card game version. San Juan was released in 2004 with Andreas Seyfarth’s name on the cover, but behind the scenes was another designer, Tom Lehmann.

Tom Lehmann took some of the action selection ideas and reimplemented them into Race for the Galaxy, which offered a deeper gameplay experience than San Juan, but kept the quick pace and short gameplay time. Race was then reimagined as Roll for the Galaxy (2014), a dice game. Finally, it was reimplemented as a board game, New Frontiers (2018). There’s quite a bit to digest here, so here’s a timeline:

Puerto Rico (2002, board game) – San Juan (2004, card game) – Race for the Galaxy (2007, card game) – Roll for the Galaxy (2014, dice game) – New Frontiers (2018, board game)

I think this history is important. Before we disregard a game for “stealing” old ideas, it’s worth remembering that those ideas have been already been recycled several times. Furthermore, as far as I know, you can’t copyright a game mechanism. Other games have borrowed the phase selection mechanism that was introduced in Race (e.g. Villages of Valeria). However, it surprises me that games with this kind of simultaneous play haven’t flooded the market. Not only do these mechanisms speed up gameplay, they offer plenty of interesting decisions and tense moments. For example, you want to produce goods. You’ve been watching your opponent, and you think they will take the produce action, so you choose to build, hoping to piggy back off their production. The thing is, they’ve been watching you too, and they do exactly the same thing. You both end up building when you should both be producing. Like rock paper scissors, the immediacy of these decisions can be frustrating, tense, funny and satisfying all at once.

Terraforming Mars: Ares Expedition

Terraforming Mars: Ares Expedition takes the round structure from Race and uses it to speed up the engine building mechanisms from TM. As the game progresses, you’ll be making tough decisions about which cards to invest in, thinking about how to raise the temperature, raise oxygen levels, plant forests and create oceans on Mars. The more you’re able to impact the living conditions on Mars, the more points you will score.

Each round is split into five phases, but players will only choose one phase each. In a two-player game, this means that only one or two of the five phases will activate each round. If you haven’t played the games described above, this might sound confusing. It’s the kind of thing that is better learned by playing the game to get into the rhythm. Nevertheless, here’s a breakdown of the phases.


Phase 1, development phase. Each player can play green cards. Green cards increase production. In the game, you’ll be producing money, heat, plants, steel and titanium. The more resources you have, the better equipped you will be for terraforming the red planet.

Phase 2, construction phase. Each player can play red and/or blue cards. Red cards have instant effects and blue cards grant ongoing effects and actions.

Phase 3, action phase, where you’ll be able to use the actions on blue cards. You can also take a “standard” action, which includes things like paying 8 heat to raise Mars’ temperature one step.

Phase 4, production. For example, if you have 5 plants on your green production cards, you now receive 5 plants, which can be used to plant forests.

Phase 5, research phase, which essentially allows players to draw more cards.


In a round phases 1 and 2 might the the active phases. Next round, it might be phases 2 and 4. One of the challenges is trying to ensure that you can always make the most of the active phases. On the other hand, it’s also challenging to not do something, so that you can save money for the more powerful cards in hand. Rounds continue until Mars has been fully terraformed and then players count points and determine the winner.

One of the most exciting parts of the game is the interaction between the cards. There are over 200 unique cards in the game and these can be combined in countless ways. This means that you can pursue quite different strategies from game to game. For example, some cards will give you extra points for raising the temperature. Play these early in the game and you may find yourself clambering to heat up Mars for the rest of the game. Next game, you may find that you can produce microbes and animals that win points and thus try to scour the deck for red cards that supplement this strategy.

It’s not a race

Race for the Galaxy does what it says on the box: it’s a race. Players are essentially trying to build their galactic empires as quickly as possible in order to score the most points. In AE, if you’re too hasty with increasing the temperature/oxygen/ocean parameters, you might be doing your opponents a favour. The start of AE is quite slow, but as the temperature and oxygen level start to max out, the pace switches up a gear. I’ve found that I’ve kept hold of very powerful cards for the whole game, waiting for that crucial moment to get the most out of them. In other words, AE is more about playing the right cards at the right time, rather than rushing to build everything as quickly as possible.

However, it potentially suffers the same problem as any other game with 200+ cards (San Juan, RftG, It’s a Wonderful World, Red Rising etc.): If you’re looking for a specific card, you may never find it. AE deals with this by having a number of fairly similar cards. Yes, all the cards are unique, but sometimes it’s just small details that distinguish them. For me, this isn’t a problem. On the contrary, it forces you to think about how to use what you have, rather than waiting for that one pivotal card. In fact, I’ve caught myself wanting to play every card in my hand, which means I’ve rarely found myself wanting to dig through the deck for a specific card.

Art, graphic design, rules

I’m pretty sure that I’m not the only one to think that Terraforming Mars reached the bgg top 10 in spite of its looks. The cards looked a bit ‘80s and the stock images were incommensurate. I’ve heard that some people are still not happy with the looks of Terraforming Mars: Ares Expedition. Personally, I think AE is a big step up. Not only does the artwork successfully embody the theme, but the iconography is clean. Furthermore, each card’s ability is described on the card (this was a notorious problem with RftG, which had a steep learning curve due to the heavy reliance on only icons). During our first game we had almost no rules questions, which I consider to be quite amazing for a game of this ilk. That said, I was the rulebook-reader. When I opened the box, I was bombarded with rules. There is a quick-start guide, a 20 page rule-book with a round breakdown on the last page, a player aid, reminders on the player boards, and descriptions on the cards. I admit that I’m a bit OCD when reading rules, so by the time I had read everything, I already felt like I’d played the game twice (I had also seen Watch it Played’s excellent video in anticipation of receiving the game).

Who’s it for?

Although the rules are on the verge of being too thorough, I would not feel comfortable pulling this off the shelf with anyone other than experienced gamers. I think it’s great that this is available in stores like Target, but I wonder whether someone might bring this home and find themselves overwhelmed by a fairly thinky strategy game with a myriad of abstractions and icons. When I first played San Juan, I remember that I was fairly confused by the idea that everyone would play simultaneously, and I’m sure that some people may be equally flummoxed by the phase selection in TM:AE. Nevertheless, TM:AE is not nearly as complex as something like Maracaibo or Star Wars: Rebellion. In fact, I think Terraforming Mars: Ares Expedition could be an excellent place to start for people who are curious about heavier games.

Overall

I already own San Juan, Roll for the Galaxy and It’s a Wonderful World, so did I really need TM:AE? Another engine building game? Another game with the phase selection from RftG? No, not really. It doesn’t really offer much that I haven’t before experienced. But I’m a sucker for engine builders, and TM:AE is no exception. I think the melding of RftG and TM was a fantastic idea, and it’s implemented in a way that does that idea justice. Perhaps its familiarity is part of the appeal. I feel like I’ve played and enjoyed this game before, but it has a new rhythm, a new way of thinking, and a new style. Furthermore, its quick set-up time, quick(ish) playtime and huge replayability make it easy to pull off the shelf. I can see why TM fans will miss the depth and length of the base game, and I can see why RftG fans will miss the “race” tempo. But for me, this is the box that will be staying on my shelf.

Extra background: Kickstarter vs. Target

If you’re wondering why TM:AE has so many 1s on bgg, here’s why. Before Kickstarter backers received the game, Target released a retail version of TM:AE (the release date corresponded with a wide range of other mass market releases). This infuriated some backers who expected to receive the game first. They were quick to chastise Stronghold for “betraying” them. Some reacted by posting comments on Kickstarter. Others by rating the game a 1 on bgg.

I personally think it’s great that this game is available in a mass market store. At the same time, I’m very glad that I have the KS version, with a better storage solution, dual-layer player boards, and extra cards.

James Thomson

Interested in Lords of Hellas, Come Out Friday

We will be setting up and teaching Lords of Hellas on Friday in addition to our normal game night!

Lords of Hellas

Re-print of a review by Scott Sexton on Brawling Brothers

The back story for Lords of Hellas does not leave one with the best of impressions.  Ancient aliens worshiped as Gods during the Greek Dark Ages with a dab of anachronistically applied Greek mythology.  It sounds like something you could dredge up on a Stargate fan-fiction forum.  I’m sure Michael Bay has his people looking into it.  Luckily for us all, the plot of Lords of Hellas is little more then the excuse for some cool art work and miniatures, both of which you are going to find in this box, in spades.

Lords of Hellas is not a subtle experience, and it is very easy to see why some people will fall in love with it.  The game is an absolutely gorgeous artifact and provides such a stunning aesthetic experience that one can’t help but pause the game mid-round to appreciate the beauty of the armies, monsters, and monuments spread out on the vibrantly colored map.  As a kickstarter backer who signed up for Awaken Realms’ much discussed “sun drop” shading/highlighting I am especially pleased with the end result look of the figures on the table.  While it isn’t a perfect technique, it is good enough so that it accomplishes the feeling one might get from looking antique marble statues from an elevated perspective.  To my eyes, the look is simply stunning.  If you’ve ever caught yourself mesmerized by the board state mid round in Blood Rage or Cthulhu Wars, just brace yourself, Lords of Hellas manages to rival even those giants.

lords of hellas review

The game play itself comes as off feeling like euro/ameritrash  hybrid dudes game popularized by Matagot.  Lords of Hellas feels like it could have fit in perfectly with games like Cyclades, Kemet, or Inis.  The hook for Lords of Hellas is its pairing of dudes on the map with a faux Roundel action selection mechanism.  Its similar in many ways to the cards in Concordia.  Lords of Hellas further twists the genre by giving each player their own hero who runs around the board experiencing your standard Greek epic adventures while at the same time they have a small army playing a traditional area control game in the background.  This dichotomy feels a bit counter intuitive at first, but once you have a round or two under your belt, you’ll come to think of your army as a side plot to your hero’s exploits.

The complex action planning in some ways reminds me of what players are forced to do in Scythe, but with vastly  more fighting and none of the weird  resource penalties you get from Scythe’s punishing power evolutions.  Simply put, Lords of Hellas does the Scythe euro-schtick without any of the annoyances that mire every game of Scythe I’ve played.  Lords is very much the game I wished Scythe could have been.  Each turn players find themselves shuttling troops around the map.  They will abuse their super powered blessing cards and artifacts.  They will send their hero out to cause trouble or dabble in one of two different mini games.  But best of all, players get to take a special power action that typically drives the game state forward towards its inevitable conclusion while conveying a palpable sense of empowerment to the players.  This is something we see in Kemet/Cyclades/Inis and it is something that is just as satisfying in Lords of Hellas.

lords of hellas review

Something that isn’t going to sit as well for some players is how Lords of Hellas balances its 4 victory conditions.  The rule book does a good job explaining the nuts and bolts of how the victory conditions work, but you should never teach the victory conditions by reading directly from the book.  Instead, it is vitally important to explain to everyone that if you want to win the game, not only do you have to complete a victory condition, but you will also have to fight tooth and nail to keep anyone from completing the 3 hunt victory condition.  This includes emphasizing the importance of using a strategy that leans heavily on building up the monuments.  If left unchecked, a player can complete the hunting victory condition much faster than any other victory condition.  The more players that go after the hunt victory, the more likely it is a different player can pull of an alternate victory condition (such as rushing the Monument victory).  In practice, this means that everybody is going to be vying for the monster hunt win AND doing everything they can to complete at least one other victory condition.  It is inevitable that people are going to argue that the game feels imbalanced, and yes, it can be if players aren’t aware from the first turn that it is everyone’s duty to make sure nobody pulls off a monster kill win.  I also expect that the monster kill win condition will be something that can be customized as expansions are released.  Different God monuments and different numbers and types of monsters on the board should dramatically customize one’s experience with the game.

lords of hellas review

Lords of Hellas is an obvious addition to my list of favorite dudes on a map styled games.  It won’t knock Kemet, Blood Rage, or Cthulhu Wars off the top of anybody’s favorite games lists, but it is a shoe in for one of the best games of the year and will be one I’m going to play long after I’ve forgotten this review.  The design does an outstanding job of conveying the feeling of the Greek-like setting, complete with the classical epic hero’s quest, even if the whole ancient aliens bit feels a bit too cheesy for my tastes.  The core set is satisfying, although, I expect that it will only shine brighter with the expansions filling out the complete roster of characters available to shape the game’s war torn landscape.  If you enjoy top tier dudes on the map style games, this is a no brainer addition to your collection.  Buy with confidence.