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    NMBR 9

    NMBR 9

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The Old Hellfire Club
The Old Hellfire Club
2019 | Card Game
UK Games Expo 2018 was every boardgame fan’s dream. From party games and family favourites to elaborate miniatures and fantasy RPGs. The credit card certainly took a bashing that weekend, but there was one game which we weren’t able to purchase (due to it not actually being out), yet it left a rather lasting impression.

In The Old Hellfire Club two to six players take on the roles of the destitute final members of an ancient aristocratic secret society as they recount­ the tales of their greatest adventures to the patrons of the shadiest public houses of Old London Town. Drawing on the cards in their hands for inspiration, players weave an ever more elaborate (although far from honest) tale of daring and adventure in the hope that the drinking den’s patrons will offer them a penny for their woes. As competition for the pennies on offer increases, so too do the exaggerations and outright lies players tell about their role in the story in the hope of making themselves seem more deserving. At any time, a player can challenge anothers versions of the story by playing a less impressive card from their own hand, thereby revealing the exaggeration and taking the rewards for the story. When the tale reaches its climax, whoever has been given the most pennies wins the game.

You can win pennies by getting away with telling extravagant lies about the adventures you had (by playing
high value Boast Cards without being successfully challenged by other players), through the charity of
strangers (by meeting the conditions set out on certain Patron Cards), and by satisfying the predilections of
the mysterious benefactors lurking in the audience (by successfully playing the most cards from a particular
suit over the course of the game).

While there’s still some time until you can physically purchase The Old Hellfire Club, which launches on Kickstarter on 9 April 2019, the developers have launched a free….yes free….print and play version of the game, meaning you can print your own copies of the cards and play with friends.

You can download a copy of the file by visiting The Old Hellfire Club’s profile on Boardgame Geek. I cannot rate this game highly enough. While I was sceptical at first because, in all honesty, I’m not that great at creating stories on the spot, especially those set in Victorian England, The Old Hellfire Club was incredibly quick to pick up. During the preview at UK Games Expo there were quite a few laughs, particularly when I joined Karl Marx for a gin or two. Who knows where future tales may lead.
  
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Firefly: Shiny Dice
Firefly: Shiny Dice
2015 | Dice Game, Science Fiction
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

I really like Firefly. So when Travis told me he had Firefly: Shiny Dice, and was looking to get rid of it, I jumped on the chance to get my hands on something Firefly! I’d never played the game and had never even heard of it either. Having played it now, though, I can see why Travis wanted to off-load it on someone else.

In Firefly: Shiny Dice, over the course of three rounds, players are rolling dice to assemble a crew, complete missions, and defeat bad guys. All of the main characters of the show are represented by different die faces, each with a special power. Use those powers to help defeat bad guys and earn VPs on your turn each round! The player at the end of the game with the most points is the winner. Firefly: Shiny Dice is played the same way, regardless of player count – in solo play, you are still trying to amass the most points possible over three rounds.

At it’s core, Firefly: Shiny Dice is a dice-rolling game. And that’s where the simplicity ends. This game is bogged down an ambiguously confusing rulebook, complicated turn steps, and just way too much text overall. When I first got this game, I was psyched to play. I sat down, opened up the rulebook, read through it at least 3 times, and then put the game away. I was so confused by what I had read, I couldn’t even bring myself to try it at first. There is a lot of ambiguity in the rulebook that caused a lot of confusion and frustration for me. For example, the brown dice are Outlaw characters and the white dice are Passenger characters, but the rulebook and player aids use “Crew Dice” most of the time – so are they all Crew Dice, or just the Outlaws since, in the show, those are the characters who actually are the crew on Serenity? Are Passengers considered Crew? The same ambiguity goes for Mission Cards – if you draw one that you cannot complete, is it just discarded? Then what’s the point of the Mission Card? How about if you draw one and don’t want to complete it? Are you required to complete it if you can? Or can you choose to ignore it to negate the Mission Keyword? I felt like after I read the rulebook, I actually had more questions than before I started.

Regarding turn order, there is just way too much going on for me. There are 4 steps each turn, and some steps have several ‘phases.’ First you roll your dice, and then depending on what you rolled maybe you can re-roll some, and then you have to check to see if you got any bonuses/penalties after your re-roll, but then you stop and draw a Mission Card and possibly resolve it (?), and now you go and deal 1 damage to a foe but only if the current Mission says ‘Shiny,’ and then the foe dice resolve their effects, and now you can use your dice and character powers to fight the foes, and then depending on how many dice you have left/the Mission Keyword from your card this turn, you can decide to push your luck and take another turn immediately or just end your turn now. Whew. There are just way too many unnecessary steps, in my opinion. All you should need to do is to roll/re-roll your dice, resolve foe effects, and fight the foes. The Missions and die bonuses/penalties feel extraneous to me, and result in clunky gameplay.

In theory, this should be a cool game. In reality, it’s just frustrating. To me it feels like every single small idea made it into the end-game, but they were not executed well enough to justify including them. This game is way too wordy and ambiguous to make sense, and even though I keep the rulebook on hand every time I play, I feel like it doesn’t really help me at all. I think a more pared down/edited version of this game could be a hit.

As a fan of Firefly, I want to like this game. I really do. But I don’t. I think it is too complicated and far too confusing for what it is supposed to be, which is a relatively light dice-rolling game. Firefly: Shiny Dice is not on my short-list of games to play, nor is it on my long-list (is that a thing?). It’s kind of just in my collection at this point, though I don’t know if it’ll stay here for long.

https://purplephoenixgames.wordpress.com/2019/01/28/solo-chronicles-firefly-shiny-dice/