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Firefly: The Game» Forums » General

Subject: If only playing this solo, which expansions? rss

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mark horneff
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Hi

If i am only playing this solo, which expansions are worth it, or do they all bring something to he solo experience

Cheers

Dec
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Reverend Uncle Bastard
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I highly recommend Blue Sun. The added Reaver ships make the game much more interesting, especially when using the "Awful Crowded in My Sky" setup card included in it.
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Judy Krauss
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Definitely Breakin Atmo, which adds a lot of variety to the decks and doesn't cost much.

The ship different expansions can be fun as can the promo cards (Firefly: The Game – Card Pack) but aren't necessary.

I suggest also printing out the various user-made solo story cards and variants for some variety from the solitaire story card that comes with the game.
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Trueflight Silverwing
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Breaking Atmo is a great add on that is cheap and adds a bit of variety to all of the decks.

As for the big box expansions, if you were only going to add one, then Blue Sun is definitely the way to go. Having 3 Raider ships makes them much more of a threat to be dealt with. Rim space has both good and bad things that can randomly happen to you which adds an interesting twist to traveling. The new supply planet and contact are interesting as well.

Eventually you might want Kalidasa as well, since it adds some other interesting things to the game like the Corvette and more Rim Space events as well as another supply planet and two more contacts.

Pirates and Bounty Hunters is pretty much a waste for solo play. You do get the new ships and possibly the Bounty cards that you can use, but most of the stuff in that one is PVP oriented.

The single ship expansions aren't anything too interesting for solo play. The Artful Dodger is a nice one, but it comes with the Euro version of the game (minus the engine, you have to take that from the supply deck). Most of them you can always just print and play though for solo games if you really wanted to try out the different ships.
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George Krubski
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Dec,

I think which supplements will most benefit you depend on what you're looking to get out of the game and what your budget is. Is agree with the general consensus that, if you can get only one, BLUE SUN is probably your best bet, but here are some quick thoughts on all of them.

BREAKIN' ATMO expands the options of the core game. Although it's tempting to say that it offers "more of the same," it actually adds a little variety. The new supplies (Gear, Crew, and Upgrades) are slightly skewed toward different keywords and Talk/Tech, providing a great complement to the core game. The Jobs can potentially pay out REALLY big for the right crew - when I play solo (which I probably do more often than not), I'll often play at least one or two of these jobs.

PIRATES & BOUNTY HUNTERS may have limited value to solo players in its new Job Types (Piracy can be used without house rules and unless you're doing PVP, you lose the best aspects of Bounties), but don't undersell the new supplies. With only one exception, all the new supply cards offer something for a non-PVP player. Sure, in some cases, their true value comes only with the PVP element, but some, like The Specialist and Chari, are all-stars even without that factored in.

When you're ready to expand your horizons, the new ships, both here and in the various SHIP PACKS are great, although they are probably not worth the investment early on. Still, THE ARTFUL DODGER (if you can find it), JETWASH, and ESMERALDA can help round out your collection. The latter two come with a small number of supply cards that can be useful even if you're not using the ships.

BLUE SUN, as noted, is probably most useful for introducing two more Reavers, but it also gives us Alert tokens, which can also up the challenge level for solo players. It may be worth noting that in introducing Lord Harrow as a smuggling kingpin, BLUE SUN puts Smuggling Jobs on almost equal footing with Crime (which, in the core game, is undoubtedly the best type of work to pursue).

Another element of note in BLUE SUN: the new Supply Planet, MERDIAN, has a deck designed somewhat differently from the core game decks, in that, especially if you've picked the right captain, you can pretty much do most or all of your shopping at a single location (this is mirrored in KALIDASA's Beaumonde).

One downside with BLUE SUN, in my opinion, is that Rim Space feels very remote, and you almost have to force yourself to go there. I find that unless I start there, it's fairly unlikely for me to make an excursion there.

KALIDASA's slice of Rim Space doesn't feel quite as remote, but it's still a bit out of the way. The main introduction here is The Operative's Corvette, a second Alliance Ship that functions differently from the Alliance Cruiser in that in can roam the entire 'Verse. By the time you get to this expansion, it's tough be have Wanted Crew on your ship because there are so many ways to lose them.

KALIDASA doesn't offer new ships, but it does have a nice burst of new supplies, many of the Tech-oriented, further rounding out the cards from the core game, BREAKIN' ATMO, and PBH. By further changing the mix of jobs a little, KALIDASA sort of balances things a bit, making Legal work (potentially) more lucrative, and even giving a little love to Transport Jobs (although this job type is still, in my opinion, the "worst" type of work available).

I think I actually like KALIDASA more than BLUE SUN but agree that, for solo play, BLUE SUN probably offers more bang for the buck.

The other supplements - SHIP DICE and PROMO CARDS - are really just add-ons if you're a completist.

I would probably recommend, in order:

1) BLUE SUN
2) BREAKIN' ATMO (it's cheap enough that you should just pick it up!)

Then...

3) Flavor to preference with KALIDASA (if you want a bigger map), PIRATES & BOUNTY HUNTERS (if you want more supplies) and/or SHIP PACKS (if you want different ships).

There's also a pretty thriving Customs community, including entire decks of custom cards that can be purchased as print-to-order on PrinterStudio.com and a bunch of additional ships that can be 3D printed at Shapeways.com.

Enjoy!





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Reverend Uncle Bastard
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I have a Work-in-progress set of rules for NPC ships that can be used as targets (and sources of) piracy and bounties. These are intended for solo players so that they can get full use out of Pirates & Bounty Hunters. I have a bunch of playtesting done and the rules seem to be working well.

I have posted them for others to try and will be refining them based on feedback. So eventually there should be a way to get maximum value from that expansion for a solo player!

NPC ships and Using Pirate & Bounty Hunters for Solo Play by The Rev
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mark horneff
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Thanks all, really blown away by the level of response..thank you
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Jonathan A
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decaramas wrote:
Hi

If i am only playing this solo, which expansions are worth it, or do they all bring something to he solo experience

Cheers

Dec


1) I another vote for Breaking Atmo & Blue Sun.
2) I really dislike the Firefly solo play experience overall. If I'm playing solo, and I'm choosing between Firefly, Eldritch Horror, Robinson Crusoe, and Mansions of Madness 2nd Edition, this has a 0% chance to hit the table for me.

I own all of the expansions. (I even have a Limited Edition Big Damn Crate that should be arriving in the next week or two.) And for me, Firefly is very specific for 4-5 player games, all of which have to be fans of the show. It's very narrow, but I like it. It rarely gets any play, but it's staying in my collection.ninja
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Roger BW
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Just to confuse your rule: I'm not particularly a fan of the show, but I love the gameplay experience.
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John Coxon
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I see a lot of recommendations in this thread for Blue Sun, but I think it makes the solo experience quite a bit harder. The alert tokens, extra reaver cutters, and long distance jobs can be a real set back when you have a limited number of turns. Depending on your selected goal, this may not be for the feint of heart.

Like Blue Sun, Kalidasa adds alert tokens and long distance jobs. In addition, you now have to contend with the operative's corvette and some really tough nav cards. You'll find that completing some of the solo goals within 20 turns can be rather difficult.

Although I don't recommend either of these expansions for most solo games, they do make excellent additions for solo players who are seeking increased challenges, and they really shine in multiplayer games. Out of all the expansions, I find these two are the most fun and I definitely recommend picking them up when you are able.
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Reverend Uncle Bastard
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Soltaris wrote:
I see a lot of recommendations in this thread for Blue Sun, but I think it makes the solo experience quite a bit harder. The alert tokens, extra reaver cutters, and long distance jobs can be a real set back when you have a limited number of turns. Depending on your selected goal, this may not be for the feint of heart.

Like Blue Sun, Kalidasa adds alert tokens and long distance jobs. In addition, you now have to contend with the operative's corvette and some really tough nav cards. You'll find that completing some of the solo goals within 20 turns can be rather difficult.

Although I don't recommend either of these expansions for most solo games, they do make excellent additions for solo players who are seeking increased challenges, and they really shine in multiplayer games. Out of all the expansions, I find these two are the most fun and I definitely recommend picking them up when you are able.


If anyone is finding either of the big box expansions makes the solo game too hard, it is very easy to simply add 5 turns to the solo game (or however many you want to adjust the difficulty). I personally play Jude's Solo House Rules which make the solo game tougher as well, but I allow myself 25-30 turns depending on the story I am using.
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George Krubski
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Its interesting to me how many different priorities folks have.

Speaking for myself, I'm all for a more challenging game, but not necessarily a longer one. Heck. I'd rather play two shorter games than a single long one most days!
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