My Fire Fly CCG Rules
POSTED BY: Radar75
UPDATED: Saturday, February 28, 2004 04:10
VIEWED: 4715
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I saw the cards on the main site. I thought they were a joke, but I came in here to see if there was more to it, and there was. Well, I'm a ccg gamer and I'm a FANATIC Firefly fan. So I wipped up these rules. I saw some people talk about using contorlled worlds as rescourses, but that didn't feel right. I started form scratch and came up with these rules. I think they reflect the the importance of crew that the show did, as well as the freedom Mal craved. Anyways, here's my two bits. I wasn't lying when i said I was a fanatic though, it's like 6 pages long.
FireFly
The Card Game Rules
(Beta 1)
Set up:
-Chose one ship card
-Chose up to three crew cards.
-Designate one crew member as Captain
-Draw four event cards.
-Turn four job cards face up on the table.
-Set your Alliance and Criminal reputation to 0
-Place a starting planet in the middle of the table (Must be a core world).
-Place your ship’s token on the starting location
-Place the location, event and job decks to the side.
Location cards: Planets with credit and, sometimes, Reputation values
Event cards: Characters, weapons, items, actions.
Ship cards: Each ship has a movement value, max inventory value and a max crew value.
Mission cards: Cards that have a reward that can be claimed after meeting the listed set circumstances.
Turn Cycle:
Reset Phase:
Cards with an effect of one turn expire. Pay upkeeps for cards that require them or return the card to your hand. Your opponent’s infamy recourses are reset to their reputation value. Your ship’s movement points and your captain’s command points are reset to their maximum values.
‘Verse Phase:
During your Verse phase you manage the malevolent forces of the game. You use you opponent’s infamy to play negative cards against them. Cards that do not target a specific player may be played using any one’s infamy. Infamy may not be combined from two different player’s pools in order to play a card. All encounters must be played at the same time, where instants may be played at any time during the phase. Follow these steps:
1.) Attack: Play all encounter cards that you wish/can and designate the order in which they will be fought.
2.) Response: Your opponents may play positive effect instants and assign other defenses.
3.) Resolve: If an encounter card was played that is a person it engages in combat with the crew of the player whose infamy was used to play it. The defending player chooses what character he controls will engage in combat with the attacking characters. Multiple characters can gang up on one unit. If the defending player assigns no one to fight an attacking character, the attacking player decides who the remaining unassigned attacking character(s) fight. Roll one six sided die for each time a character fights another character and add the card’s combat rating to the roll. This becomes their attack rating. The card with the highest rating wins, the losing card takes one point of damage. If a character’s health reaches 0 it dies. A tie means no wounds were inflicted. An enemy may only imitate one attack per turn as a free command. The player may chose to challenge the enemy if they have any remaining command points from their last turn. When a player crew character dies, their card is discarded and any inventory items they were carrying that can enter a crew inventory are placed in the controlling player’s crew inventory.
(I.E. Player A plays “Alliance Mercenaries” and “Bandits” using player B’s infamy points. Player B chooses to use “Jayne” to fight the mercenaries and, because he has no other crew members, player A assigns the bandits to fight Jayne. The Mercs roll a 1 and have a combat rating of 4, equaling an attack of 5. Jayne rolls a 2 and has a combat rating of 5 making an attack of 7. Jayne inflicts one damage on the Mercs. The Merc’s health is reduced from 2 to 1. Jayne rolls a 1, while fighting the bandits, and has a combat rating of 5. The bandits roll a 2 and have a combat rating of 1. Jayne inflicts one damage point on the bandits. The bandits h
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Wow I would defentely favor using a good sized chunk of these rules along with the ideas already floated for the CCG. Do the others involved in the game devlopment agree?
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"A good sized chunk". What did you like, what didn't you like? What sparks your intrest; and what makes your groan? I just sat down and tapped these rules out off the top of my head. I drew form some of the card gaems I've played over the years, but it's fairly a fairly primitive idea at this point.
I'm really toying with the idea of making crew cards a seprate deck and adding a "Recrute" action. Leaveing them as even cards seems to random for something like building a crew. I think the preutation system seems pretty solid, but I could use some input on it.
Frankly, I might just make my own cards and get them printed up at a kinko's or something.
Now that I've opened up the idea, I'd like to be able to play it, even if I'm the only one that ever does. Well, email me if anyone wants to collaborate on a project, because frankly my art skills are crap. I would personaly prefer a real set or cards to a computer game. I LOVE computer games but thought up this idea as a card game and that's the way it sticks in my mind. It just seems right to play it in person, kind goes with the dieas of the show I guess. People. Well I'm rambling now. Off with me. I would appreciate any input you guys have. Thanks for taking the time to read my stuff.
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Well I liked the idea of multi ways to win not just the Epic Jobs you discribed. Maybe that could be one of the ways to win. Also I'm not quite sure about a command point system, too may points to keep track of can get confusing even if you are writing them down (2 Reputations, Credits, command and maybe more). Also I think any dice rolls for combat should add a amount to a card's total attack value. Otherwise we could get a situation where an unarmed Kaylee kills Jayne who is packing Vera (not very realistic even if she gets the jump on him).
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Having skimmed through the rules, I'd certainly like to play-test something like this. It seems to have elements of the Middle Earth, Star Wars and ST:TNG CCGS. When I first saw some cards, I thought a bit of Net Runner style play would be applicable. Each side could have several jobs that the other person could score, and they'd be able to deploy defenses to protect the job or something like that.
The planet placement rules mention that Core worlds have to go next to core worlds and rim worlds can't be next to core worlds. I was wondering how that would work?
Anyway, it would be interesting to desing a FFCCG.
No power in the 'verse can stop me.
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First, some worlds would be marked core, some would be marked rim and some woulnd't be marked as anything. I should have said that there were three card types and not two.
In responce to the question about combat rolls. I'm not sure what you mean. I already have it wirtten to add the combat roll to a combat skill on the card. Anyways. I'm thinking of differnt ways to win. I'll come up with something soon.
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If reputation were like honor from L5R, you could have a reputation win. Or perhaps putting some device into play after you have met some specific and complicated requirements (i.e. a ring victory.) I'm very partial to L5R, heh.
No power in the 'verse can stop me.
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I have to admit that I have never been a big CCG player. I dabbled a bit w/ Magic when it first came out, but got tired of getting crushed by people who spent no small amount of money on decks that could wipe you out in several minutes.
I wouldn't mind playing a Firefly CCG. The rules set down in this thread look pretty promising.
Where are the cards located? Someone said on the official site. Anyone have a link?
"May have been the losing side. Still not convinced it was the wrong one."
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Perhaps I missed it somewhere, but how many players per game? I'm going to try and create an online version based on these rules.
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@RADAR75: Ooops I must have missed the part about combat rolls adding on...
@BrownCoat1: Currently the cards that have been made (thou they probaly will be changed once the rules are finalized) can be found under the "100 recent content additions to FIREFLYFANS.NET." just click "THERE'S MORE! DISPLAY THE TOP 100 RECENT ITEMS..." on the home page of this site.
I may thow together a site to showcase the cards soon.
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