Firefly: Shiny Dice
Firefly: Shiny Dice Rulebook
Table of Contents
Table of Contents
Game Components
- 1 Rulebook
- 10 Crew Dice
- 7 Outlaw Dice (Brown)
- 3 Passenger Dice (White)
- 5 Foe Dice (Black)
- 38 Mission Cards
- 32 Victory Point Cards
- 20 – 100 Point Cards
- 12 – 500 Point cards
- 30 Supply Cards
- 10 Single Supply Cards
- 10 Double Supply Cards
- 10 Triple Supply Cards
- 5 Player Screens
- 2 Play Mats
Object
Use Crew Members aboard Serenity to complete missions and defeat evil Foes! Firefly™: Shiny Dice is played over 3 rounds. At the end, the player with the most Victory Points wins and is declared the "Best in the 'Verse!" For longer games, you can add more rounds, however, we recommend 3 for an average game length.
Set Up
- Ensure that all players have their own empty space in front of them for their play area.
- All players choose a player screen to place in front of them, which has game information on the back and will hide their collected points from their opponents.
- Randomly choose a player to be the first player.
- Hand all 15 dice to the first player.
- Place all Victory Point Cards in the center within reach of all players.
- Place all Supply Cards in the center within reach of all players.
- Shuffle all Mission Cards together to form the Mission Deck.
Play Area
While playing, ensure that you have enough space to roll all of the dice. Once the dice are rolled, they are then placed in the appropriate areas on the Play Mat. If a Play Mat is not used, ensure that players distinguish between dice "In Play" and those "Locked" or "Knocked Out."
Here's how it is... Firefly™: Shiny Dice is played over a course of 3 rounds. In each round, each player will take a turn. Depending on the outcome of that turn, a player may take additional turns in a row, pressing their luck, over the course of one round. Remember, this is a press your luck dice game, and while at first it may seem easy to defeat your Foes, over time, your Crew will tire and need to recoup! Danger lurks around every corner, but with smart teamwork, you can become the "Best in the 'Verse!"
Dice Icons
| Crew / Foe | Icon | Crew / Foe | Icon | Crew / Foe | Icon |
|---|---|---|---|---|---|
| Mal | Pistol | Supplies | Barrel | Badger | Bowler hat |
| Zoe | Rifle | Simon | Red medical cross | Saffron | Red lips |
| Wash | Dinosaur | River | Blue waves | Niska | Eyeglasses |
| Jayne | Orange hat | Inara | Hourglass |
Gameplay
Step 1 – Get a Crew
This is where you make your initial roll to see which Foes are attempting to make life miserable for the Crew of Serenity, and which members of the Serenity will help you... you hope!
Phase 1: Roll all 15 dice, and based on the die faces rolled, perform the following steps in order:
- Foe Dice are locked in their respective area(s).
- Supplies are locked in the Supplies area.
- Crew Dice are all placed into Serenity.
Phase 2: Choose which dice, if any, to reroll:
- For each die showing Wash's icon, you may reroll it and one other Crew Die of your choice that is in Serenity.
- You may reroll just the die that shows Wash's icon and do not have to choose an additional die to reroll.
- You may not reroll any Supply Dice.
- For each die showing River's icon, you may reroll it and any one Foe Die of your choice.
- You may reroll just the die showing River's icon and do not have to choose a Foe Die to reroll.
IMPORTANT NOTE: You may reroll only once during each Phase 2, choosing some, all, or none of your dice to reroll all at once, based on the above rules.
Phase 3: Check the dice as they are after rerolls are complete, and perform the following steps in order:
- If you rolled 4 of a kind of any Foe, then all other players must discard 100 Victory Points to the main supply. If a player does not have any Victory Points to discard, there is no additional penalty.
- If you rolled 5 of a kind of any Foe, then in addition to all other players discarding 100 Victory Points to the main supply, your turn is immediately over.
- All Crew Dice are placed in Serenity.
- Apply the Team Bonus! If you have at least four different Outlaws, the team gets to immediately do 1 damage point to any Foe! (Supply dice rolls do not count as Outlaws)
- Proceed to Step 2 – Get a Mission!
Note: If you like, you can try different levels of difficulties for the "Get a Crew!" step by changing the results based off the number of Foes rolled:
- Rookie: If you rolled 5 of a kind of any Foe, then all other players must discard 100 Victory Points to the main supply.
- Hero: If you rolled 4 of a kind of any Foe, then all other players must discard 100 Victory Points to the main supply.
- Legendary: If you rolled 3 of a kind of any Foe, then all other players must discard 100 Victory Points to the main supply.
Step 2 – Get a Mission
Each turn, the active player has the chance to complete an optional Mission!
The active player reveals the top card of the Mission Deck and places it in front of them. The Mission is active only during this turn, and the player must complete it before the turn is over in order to gain the additional bonuses described on the Mission Card. If a Mission is not completed before the end of this turn, it is discarded.
Mission Cards may have one or more of the following Keywords on them.
Mission Keywords
Escape: If the active player completes a Mission with Escape, they may choose to end their turn immediately, gain all Victory Points in the temporary score pool regardless of how many Foes are left in play and then pass the dice to the next player to begin that player's turn.
Bushwhacked: If a Mission with Bushwhacked is not completed during the turn in which it was revealed, then the player must choose to "Lay Low" in Step 4 - Lay Low or Keep Flyin'.
Gorram: If a Mission with Gorram is completed this turn, the active player must then choose to "Keep Flyin'" in Step 4 - Lay Low or Keep Flyin'.
Sabotage: If a Mission with Sabotage is revealed, then you must immediately reroll all of your Crew Dice and keep the results rolled. (Foe Dice are not rerolled.) This can be avoided if you have the appropriate Crew Dice to complete the Mission.
Shiny: Missions with Shiny immediately deal 1 point of damage to any Foe at the beginning of Step 3 - Misbehave. This damage is dealt immediately at the start, before the Foes strike! Additionally, all Shiny Missions offer the bonus of an additional 1 point of damage to any Foe, if you can complete them!
The rulebook's Mission Card diagram labels these parts of a card: Card Name; Die Icons required to complete the mission; Card Text; Flavor Text; and Mission Keyword. The example card is named "We Are Just Too Pretty For God To Let Us Die", shows four rifle die icons, and reads: "Mission Complete: Add 2 Victory Points to your Temporary Score Pool and gain 2 Supplies." Its flavor text is: "You got a job, we can do it. Don't [word unclear in scan] care what it is." Its Mission Keyword is Escape.
Step 3 – Misbehave!
During this step, it's your chance to complete the active Mission and/or fight the Foe(s)!
Phase 1 – Shiny Times: If the active Mission is a Shiny Mission, then the active player may immediately deal 1 point of damage to a Foe of their choice.
Phase 2 – Foes Strike: For all Foes remaining (Black Dice), resolve their Effects in the following order: Niska, then Saffron, and then Badger.
- If any Niska dice were locked: KO 1 Crew Die, at the active player's choice!
- For each Saffron die locked: Move 1 Crew Die in Serenity to the Cargo Hold.
- For each Badger die locked: Move and lock 1 Supply die next to a Badger die. These Supplies are considered to have been captured by Badger, however, they can be scored the moment you defeat Badger as well!
NOTE ABOUT SUPPLIES: If there are more Supply dice than Badger dice, then place 1 Supply die next to each Badger die and leave the remaining Supply dice in the Supplies area. These additional Supplies can only be scored if ALL of the Foes are defeated!
Phase 3 – Have a plan: With the remaining Crew Dice in Serenity, players use the Effects of each Crew Member Power granted from each die face showing to defeat the Foes and possibly complete the Mission!
- You may perform die Effects in any order. When a Crew Die's Power is used, it is moved to the "Knocked Out" (KO) area and will not be available if you choose to "Keep Flyin'" in Step 5. [Printed as "Step 5"; the Keep Flyin' choice is made in Step 4 - Lay Low or Keep Flyin'.]
- Dice used to complete Missions are NOT moved to the KO Pile. Completing a Mission using dice requires you to only have rolled the required dice face(s), not use the dice as an Effect to complete the Mission.
- Dice previously moved to the Cargo Hold will not be available to be used for Effects. These dice cannot be used to complete Missions either, as they are no longer in Serenity, but may be brought back to Serenity with Mal's "Inspiration" Power or Simon's "Adoration" Power, both of which are outlined below.
- When a Power is used to deal damage, each point of damage removes a single Foe Die.
- Foes are considered to have a Health Total equal to the number of their dice showing. For example, if the active player rolled 3 x Saffron and 2 x Niska, it will take 3 damage to defeat Saffron and 2 damage to defeat Niska.
- When all of a specific Foe's dice are removed from play, the Foe is considered defeated and is no longer in play.
- When you defeat a Foe, place 100 Victory Points in a temporary score pool, forming the current "at risk" score pool. This will act as a "running total" of points that the current player racks up and could potentially score this round.
- Keep the current "at risk" score pool separate from any player's current claimed Victory Points so as not to mix them up.
- The active player may, at any time during their turn from this point on, use the dice face showing in Serenity to complete the active mission. If they do, then the Mission Bonus described on the card is applied immediately.
Crew Dice Powers: Below are the Powers and associated Effects for each dice face that could be rolled with the Crew Dice.
| Outlaw Dice (Brown) | Power(s): Effect(s) |
|---|---|
| Mal | Charm: Deal 2 damage to Saffron (All damage must be applied to Saffron only). Inspiration: Choose 1 Outlaw Die or up to 2 Passenger Dice in the Cargo Hold and reroll them, then place them in Serenity. (These dice may be used this turn to fight any Foe!) |
| Zoe | Cover Fire: Deal 2 Damage, divided as you choose to any Foe(s). |
| Wash | Leaf on the Wind: Reroll Wash and any one additional Crew Die. (Only during Step 1 - Get a Crew) |
| Jayne | Vera: Deal 2 Damage to any one Foe. Damaged Calm: KO this die and 1 additional die in Serenity and defeat any one Foe regardless of their remaining health. |
| Kaylee | Thruster Overload: Deal 1 Damage to any Foe and move 1 die from the KO pile to the Cargo Hold. |
| Passenger Dice (White) | Power(s): Effect(s) |
|---|---|
| Simon | Adoration: Move 1 Kaylee from the KO pile to Serenity. |
| River | Psychic Link: Reroll River and any one Foe die. (Only during Step 1 - Get a Crew) Unstable Reaction: Deal 1 damage to each Foe. |
| Inara | Companionship: Score 100 Victory Points immediately. (Note: This is scored immediately and not placed in the current "at risk" score pool!) |
| Book | Salvation: Discard an amount of Book dice equal to the number of Foes in play (total Foes, not total Foe dice) to capture all Victory Points in the current "at risk" score pool and end your turn immediately. |
| Supplies | Locked in the Supply Hold. |
Additionally, any Passenger can be used to deal 1 point of damage to any Foe (Supplies do not count as Passengers).
Phase 4 – Damage report: In this step, you will either have been defeated and pass your turn or you will determine your potential spoils of victory!
If any Foes are still in play, undefeated:
- The current player's turn is over with a score of 0 Victory Points for this turn, placing any and all "at risk" Victory Points from the current temporary score area back into the main supply.
- Any Supplies claimed this turn are placed behind the player's player screen.
- The current player passes all 15 dice to the next player and that player takes the next turn.
- Skip Step 4 – Lay Low or Keep Flyin', as the current player's turn is over.
If the current player defeated all of the Foes in play:
- For each Supply remaining in the Supplies Area, take 1 Supply from the center of the table. This represents the Supplies you have salvaged this turn. While Victory Points may be accumulated and lost, Supply Tokens are permanent. If you choose to "Keep Flyin'" in Step 4, the Supplies you've claimed cannot be lost, should you be defeated.
Step 4 – Lay Low or Keep Flyin'
In this step, you will reap your rewards or choose to press your luck!
- Move all Crew Dice left in Serenity, as well as all Supply dice remaining in the Supplies Area, to the Cargo Hold.
- All dice used for Effects this turn remain in the KO area (KO'd dice are not available should you choose to "Keep Flyin'").
- The current player now chooses to "Lay Low" or "Keep Flyin'."
- If the player chooses to "Lay Low":
- The player takes all Victory Points accumulated in the current "at risk" score pool as their score for this round, adds them to their total, and ends their turn.
- The player places all Victory Points, and any Supplies claimed this turn, behind their player screen.
- The player takes all 15 dice, gives them to the player on their left and play continues with that player's turn.
- If the player chooses "Keep Flyin'":
- The player risks all Victory Points in the current "at risk" score pool and takes another turn using all 5 Foe Dice and only the remaining dice in the Cargo Hold for another turn, starting at Step 1 – Get a Crew.
- If the player fails to defeat the Foe(s) in their next turn, all Victory Points accumulated in the current "at risk" score pool are lost and they will get 0 Victory Points.
- Remember that Supplies claimed are permanent and are not lost if you "Keep Flyin'" and lose to the Foes.
- If the player chooses to "Lay Low":
End of Game Scoring
After 3 rounds of play, each player reveals their Victory Points and Supplies they have gained from behind their player screens and adds up the total of each they have accumulated. Victory Points are worth their face value and every two Supplies are worth 100 Victory Points. The player with the most total points is the winner!
Remember, you can vary the game's length by changing the number of rounds you play as well and change the level of difficulty in the "Get a Crew" step to add more variation to your gameplay.