$20.00
$5.00
$15.00
Recommend
1 
 Thumb up
 Hide
2 Posts

Firefly: The Game» Forums » Strategy

Subject: Post-Kalidasa Navigation Deck rss

Your Tags: Add tags
Popular Tags: [View All]
John Coxon
United States
flag msg tools
mb
A while back, gwek posted an excellent breakdown of the navigation deck. Although I really liked his presentation it hadn't been updated for Kalidasa. I was originally going to rearrange a few cards and provide a quick update to cover the expansion, but the project grew on me and I ended up completing an entire rewrite.

When combined with the original game, the Blue Sun and Kalidasa expansions increase the number of cards in each navigation deck to 60. Most of the Kalidasa cards add specific events, so the overall percentage of Big Black/Keep Flying cards has decreased from 62.5% down to 45% of the alliance space deck, and from 45% down to 35% of the border space deck, and makes travel more interesting. After writing this document, I was surprised to see how close the numbers become when you add the first three categories together. It turns out around 75% of the cards can still be navigated safely regardless which region you travel through.

Here are a few of my observations:
1. More salvage ops are available in Border Space than anywhere else. This can be a great cash opportunity if you have the right crew and equipment.
2. Breakdown immunity is more beneficial in Border and Rim Space than it is in alliance space. It's not needed if you have a high tech skill.
3. Legal ships will find alliance space to be easier to navigate than border or rim space, especially if their captain is solid with Harken.
4. Outlaw ships may find alliance space to be more challenging than border or rim space once the alliance alert tokens start stacking up.
5. In all regions, a high tech skill is very important. After that, look for a pilot and a mechanic. Purchase the long range scanner array from Maridian if you are lucky enough to chance upon it.
6. In border or rim space, the electronic defense suite is very helpful. Hull-mounted flack guns are also desirable.

I sincerely hope you'll find this useful!


1) SAFE TRAVEL
These navigation cards allows players to safely keep flying without requirements or significant hindrances. They do not offer any bonus opportunities.

Alliance Space 30/60 (3 Alert Token Placement + 27 The Big Black) (50%)
Border Space 23/60 (2 Alert Token Placement + 21 The Big Black) (38.33%)
Rim Space 21/60 (1 Alert Token Placement + 20 The Big Black) (35%)

Alliance cards include: Alliance Harassment (x2) (Alert Token Placement); Enhanced Enforcement (Alert Token Placement); The Big Black (x27)
Border cards include: Enhanced Enforcement (x2) (Alert Token Placement); The Big Black (x21)
Rim cards include: Enhanced Enforcement (Alert Token Placement); The Big Black (x20)


2) OPPORTUNITIES
These navigation cards allow players to safely keep flying, and also offer the option to capitalize on bonus opportunities. In order to take advantage of them, the player must meet some requirements or be willing to come to a full stop. Some things you may need include a Pilot, some cargo, and money.

Alliance Space 5/60 (2 Salvage Ops + 3 Other) (8.33%)
Border Space 8/60 (6 Salvage Ops + 2 Other) (13.33%)
Rim Space 8/60 (5 Salvage Ops + 3 Other) (13.33%)

Alliance cards include: Abandoned Ship (Salvage Ops); "Family Dinner"; Freighter Convoy; Outbound Colonists; Regulated Salvage (Salvage Ops)
Border cards include: A Rogue Trader; Dangerous Salvage (Salvage Ops); Derelict Ship (x2) (Salvage Ops); "Family Dinner"; Ghost Ship (Salvage Ops); Hollowed Out Space Liner (Salvage Ops); Ship Graveyard (Salvage Ops)
Rim cards include: Abandoned Tanker (Salvage Ops); First Come, Damaged Spy Satellite (Alert Token Placement + Salvage Ops); First Serve (Salvage Ops); Grav Well Maneuver; Horowitz's Trading Scow; Objects in Space; Orphaned Cargo Pod (Salvage Ops); Ravaged Transport (Salvage Ops)


3) SHIP MOVEMENT
These navigation cards allow another player to move one of the NPC ships. The Alliance Cruiser and Reaver Cutter cards are listed under the Misfortunes category.

Alliance Space 12/60 (6 Alliance Cruiser Movement + 6 Operative's Corvette Movement) (20%)
Border Space 17/60 (11 Reaver Cutter Movement + 6 Operative's Corvette Movement) (28.33%)
Rim Space 17/60 (11 Reaver Cutter Movement + 6 Operative's Corvette Movement) (28.33%)

Alliance cards include: Alliance Entanglements (Alliance Cruiser Movement); Cruiser Patrol (x5) (Alliance Cruiser Movement); He'll Come at you Sideways (Operative’s Corvette Movement); Leave No Ground To Go To (Operative’s Corvette Movement); Persistent Pursuit (x4) (Operative’s Corvette Movement)
Border cards include: He'll Come At You Sideways (Operative’s Corvette Movement); Leave No Ground To Go To (Operative’s Corvette Movement); Persistent Pursuit (x4) (Operative’s Corvette Movement); Reaver Bait! (Reaver Cutter Movement); Reavers Dead Ahead! (x3) (Reaver Cutter Movement); Reavers on the Hunt (x7) (Reaver Cutter Movement)
Rim cards include: He'll Come At You Sideways (Operative’s Corvette Movement); Leave No Ground To Go To (Operative’s Corvette Movement); Persistent Pursuit (x4) (Operative’s Corvette Movement); Reavers in Orbit (x3) (Reaver Cutter Movement); Reavers on the Hunt (x8) (Reaver Cutter Movement)


4) HAZARDS
These navigation cards either a) result in a penalty when you choose to keep flying, or b) have requirements that must be met in order to keep flying. Negotiation skill will get you past most of the hazards. A Pilot, Soldier, Medic, and at least one moral crew member can nearly get you past the rest. Being solid with Badger, Harken, Patience, and Niska will avoid some of the Negotiation tests.

Alliance Space 9/60 (3 Breakdowns + 6 Other) (15%)
Border Space 11/60 (5 Breakdowns + 3 Salvage Ops + 3 Other) (18.33%)
Rim Space 12/60 (6 Breakdowns + 2 Alert Token Placement + 4 Other) (20%)

Alliance cards include: Alliance Checkpoint; Alliance Interrogation; Badger's Boys; Broken Down Shuttle; Distress Signal; If'n the Coil Busts, We're Driftin' (Breakdown); Minor Technical Difficulty (Breakdown); Passenger Unrest; What's Going On in the Engine Room (Breakdown)
Border cards include: An Adrift Transport (Salvage Ops); Nav Hazard: Asteroid; Nav Hazard: Debris Field (Salvage Ops); Patience's Posse; Punctured Fuel Lines (Breakdown); Ruttin' Drive Core's Blown (Breakdown); Scrapper Ambush (Salvage Ops); She's Tore Up Plenty (Breakdown); Space Pox!; Storm's Gettin' Worse (Breakdown); What's That Noise? (Breakdown)
Rim cards include: Alliance Spy Satellite (Alert Token Placement); Blown Out Buffer Panel (Breakdown); Failure to Communicate; First Rule of Flying (Breakdown); Fly By Night Casino Ship; Fuel Coupling Failure (Breakdown); Local Tariff Patrol; Nav System on the Fritz (Breakdown); Niska's Ne'er-Do-Wells; Reaver Booby Trap (Alert Token Placement); She's Tore Up Plenty (Breakdown); Storm's Gettin' Worse (Breakdown)


5) MISFORTUNES
These navigation cards cause the player to stop or evade, and may result in some losses. In alliance space, you may wish to purchase supply cards which protect wanted crew as well as a cry baby. In border and rim space, I strongly recommend you hire both a Pilot and a Mechanic, or keep a couple of expendable crew around.

Alliance Space 4/60 (6.67%)
Border Space 1/60 (1.67%)
Rim Space 2/60 (1 Salvage Ops + 1 Other) (3.33%)

Alliance cards include: Alliance Cruiser; Customs Inspection (x2); Fire in the Engine Room
Border cards include: Reaver Cutter
Rim cards include: Locking Horns over Scrap (Salvage Ops); Reaver Cutter


--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
APPENDIX
The following cards have already been included in the categories above. They are relisted here so that you can view them together in their respective groups.


A) SALVAGE OPS
These navigation cards include the "Salvage Ops" keyword. Although most of them allow you to keep flying, enterprising captains often choose to full stop in order to reclaim newly discovered treasures. Accomplishing this usually involves a Tech or Fight skill test, and there are a few that require a Mechanic or Fake ID. Shop for supply cards that directly benefit salvage operations, as well as ship upgrades which provide more cargo space.

Alliance Space 2/60 (2 Opportunities) (3.33%)
Border Space 9/60 (6 Opportunities + 3 Hazards) (15%)
Rim Space 6/60 (5 Opportunities + 1 Misfortunes) (10%)

Alliance cards include: Abandoned Ship (Opportunities); Regulated Salvage (Opportunities)
Border cards include: An Adrift Transport (Hazards); Dangerous Salvage (Opportunities); Derelict Ship (x2) (Opportunities); Ghost Ship (Opportunities); Hollowed Out Space Liner (Opportunities); Nav Hazard: Debris Field (Hazards); Scrapper Ambush (Hazards); Ship Graveyard (Opportunities)
Rim cards include: Abandoned Tanker (Opportunities); Damaged Spy Satellite (Alert Token Placement + Opportunities); First Come, First Serve (Opportunities); Locking Horns Over Scraps (Misfortunes); Orphaned Cargo Pod (Opportunities); Ravaged Transport (Opportunities)


B) BREAKDOWNS
These navigation cards include the "breakdown" keyword. They typically require you to complete a Tech skill test or spend 1 or 2 parts in order to keep flying. A pilot is required to get past one of the rim space cards. Although a mechanic isn’t required, having one in your crew will allow you to choose more options. Look for ship upgrades which make you immune from breakdowns.

Alliance Space 3/60 (3 Hazards) (5%)
Border Space 5/60 (5 Hazards) (8%)
Rim Space 6/60 (6 Hazards) (10%)

Alliance cards include: If'n the Coil Busts, We're Driftin' (Hazards); Minor Technical Difficulty (Hazards); What's Going On in the Engine Room (Hazards)
Border cards include: Punctured Fuel Lines (Hazards); Ruttin' Drive Core's Blown (Hazards); She's Tore Up Plenty (Hazards); Storm's Gettin' Worse (Hazards); What's That Noise? (Hazards)
Rim cards include: Blown Out Buffer Panel (Hazards); First Rule of Flying (Hazards); Fuel Coupling Failure (Hazards); Nav System on the Fritz (Hazards); She's Tore Up Plenty (Hazards); Storm's Gettin' Worse (Hazards)


C) ALERT TOKEN PLACEMENT
These navigation cards allow the player to keep flying, but they also place alert tokens on the map. If the tokens start building up you may wish to consider purchasing a Long-Range Scanner Array upgrade for your ship.

Alliance Space 3/60 (3 Safe Travel) (5%)
Border Space 2/60 (2 Safe Travel) (3.33%)
Rim Space 4/60 (1 Safe Travel + 1 Opportunities + 2 Hazards) (6.67%)

Alliance cards include: Alliance Harassment (x2) (Safe Travel); Enhanced Enforcement (Safe Travel)
Border cards include: Enhanced Enforcement (x2) (Safe Travel)
Rim cards include: Alliance Spy Satellite (Hazards); Damaged Spy Satellite (Salvage Ops + Opportunities); Enhanced Enforcement(Safe Travel); Reaver Booby Trap (Hazards)
8 
 Thumb up
1.00
 tip
 Hide
  • [+] Dice rolls
Johns H
msg tools
Excellent breakdown of the Nav Decks post Kalidasa, interesting to see the changes in percentages, and very nice to know what keywords to keep an eye out for regarding movement. Well done.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.