Double-dealing employers, heavy-handed Alliance patrols and marauding Reavers are all in a day’s work for a ship’s captain at the edge of the ’Verse.
As a big fan of the Firefly series and the Serenity movie (and Joss Whedon stuff in general), I was looking forward to Game Force Nine bringing the universe to the tabletop, and Firefly: The Game doesn’t disappoint. It’s a spot-on example of successfully applying licence to a boardgame and has a lot of personality, but make sure you gather the right kind of desperadoes around your gaming table, because those enamoured of manipulating wooden cubes to establish finely tuned economic systems (ie, the kind of gamers we don’t really cater for here at the EOG) will find it most definitely not up their alley.
However, if you like getting into character, a heavy dose of luck, and a lot of theme, this one’s for you, and for my money is a much more enjoyable ‘pick up and deliver in space’ game than the somewhat over-fiddly Merchant of Venus.
There are three expansions: Pirates & Bounty Hunters adds some much-needed player-vs-player action, Breakin’ Atmo adds a lot more cards, and Blue Sun expands the board and adds a lot of stuff, reavers, new contacts, and new rules. They’re highly recommended and this rules summary and reference covers all three.