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Firefly: the Game - Breakin Atmo: Game Booster Expansion Set (Anglais) Jeu – décembre 2013


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Descriptions du produit

Firefly The Game Breakin' Atmo introduces fifty new cards to the game: 25 job cards and 25 supply cards. New jobs present new challenges for captains and their crews with payouts based on their skill levels. The additional supply cards offer new resourceful crew members for hire and specialized gear to help you pull off the big scores.




Détails sur le produit

  • Jeu
  • Editeur : Gale Force Nine; Édition : Brdgm (décembre 2013)
  • Langue : Anglais
  • ISBN-10: 1940825008
  • ISBN-13: 978-1940825007
  • Dimensions du produit: 1,9 x 6,4 x 11,4 cm
  • Moyenne des commentaires client : 5.0 étoiles sur 5  Voir tous les commentaires (1 commentaire client)
  • Classement des meilleures ventes d'Amazon: 52.651 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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Cet article est sujet à des avertissements et consignes de sécurité spécifiques
  • Attention: Ne convient pas aux enfants de moins de 36 mois
  • Attention: Contient un jouet. La surveillance d'un adulte est recommandée

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Par Chirpa TOP 1000 COMMENTATEURSVOIX VINE le 16 janvier 2014
Format: Jeu Achat vérifié
Pour le jeu (nécessaire ici) je vous renvoie sur la page ou les commentaires: Firefly: the Game

Il s'agit juste d'un petit paquet de 50 cartes qui ajoute de la diversité, en principe à ne pas payer plus de 10-12€: 25 Jobs de plus d'un type légèrement différent + 25 cartes équipements/équipages, ne pas s'attendre à beaucoup comme plusieurs cartes sont en double, mais un peu de nouveauté sympa comme quelques Crew/membres d'équipages, pilotes de l'Alliance permettant d'être de "Reput' solide avec Harken" (pas évident dans un monde où seul le trafic paie) ou certains ont aussi des "mots clés" pour le jeu, 2-3 utilitaires avec "pouvoir" comme prendre un Job à distance, ou... une épée de duel... Bon, il ne me reste plus qu'à tomber sur Jayne 'le gros bras' pour lui offrir et qu'il sera forcé d'accepter étant son Capitaine, ca va le changer des gros flingues :)

Malgré sa taille réduite le pack n'en reste pas moins indispensable pour ajouter un peu plus de variation dans la pioche. Vivement la prochaine extension qui sera elle une vraie.
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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: 58 commentaires
63 internautes sur 64 ont trouvé ce commentaire utile 
Shiny! 18 janvier 2014
Par Ivo Shandor - Publié sur Amazon.com
Format: Jeu
If you love the Firefly board game from Gale Force Nine, you will love this expansion pack. Breakin’ Atmo is a booster set of 50 cards. There are 9 new Crew cards, 16 new Gear cards, and 25 new Job cards (five for each Contact). There are cards in here that you simply won’t want to do without once you find out what they are. For example:

> Merchant (Crew Card): Whenever you sell Cargo to a Contact, take an extra $100 per Cargo
> Accountant (Crew Card): Whenever you earn a Goal token, take an extra $500 from the bank
> Helmsman (Crew Card): Counts as Solid with Harken
> Alliance Body Armor (Gear): gives you a 50-50 chance (via dice roll) to save a Crew from being killed if they are wearing the armor as their Gear
> There are also cards that let you remove Disgruntled from all crew without having to pay for Shore Leave, cards that let you look at the top 3 Misbehave cards and then put them back on the top of the deck in any order you wish (great for picking out the easiest ones for your turn, or putting the hardest one on top for the next player), and cards that allow you to consider (and accept if you wish) the top face-down card from a Contact, even if you are not at their system – great for getting a job that you need without having to Fly halfway across the Verse to get to their system
> There is also a “Gambling” card. With this card you pay $500 to the bank and take the top 5 Misbehave cards. If 3 of the 5 cards share the same suit, you get $1500 from the bank. If not, you’re out your $500. (You’re Gambling, remember?) If you were ever wondering why the Misbehave cards had suit symbols on them, now you know.

The 25 Jobs cards are similar to those in the main game, but most of these have a great new feature: a “Skill-Based” pay. The payout itself is smaller than Jobs in the main game, but you get an added Skill Point bonus. And it’s a nice bonus, usually equal to (but sometimes less than) the main payout. So, for example, if the job pays “$1000 + $500 (Fight)” and you have, let’s say, three Crew on the job, each of who have one Fight pip on their card, then you get $2500. And if the Job also has a “Soldier” bonus of +$500, then you still get that one-time bonus as well, so if one or more of that Crew is a Soldier, your total would be $3000 before paying the Crew their cut. This is a fun way to address one of the issues with the main game, namely that if you have hired an expensive Crew, sometimes the Jobs wouldn’t earn you enough to pay their cut so you would actually lose money working the job.

There is also a new Job Type in this deck: “TASK,” which is the Legal version of the “CRIME” type in the main game. Instead of Shipping/Smuggling by transporting things from one system to another, TASK jobs have a single destination to do a Legal job (like CRIME has a single destination to do an Illegal job).

A few of the jobs here also have something new in the “Needs” box needed to work the job: “SOLID REP WITH (CONTACT)” which means you can’t do this job until you have earned a Solid reputation with the Contact listed on the card.

Each of the cards in this deck is marked with the “Breakin’ Atmo” icon (a ship nosecone ramming an atmospheric shock wave) so you can easily tell whether the card came from this deck or the main game. That’s a nice touch for those gamers who are picky about not mixing up their decks when putting away the game.

Are there any drawbacks? Not really. There are no new Story Cards, but if more aren’t forthcoming in the next expansion pack (Pirates and Bounty Hunters) I’m sure we’ll get more soon. They wouldn’t fit in this deck anyway; despite the very large box cover images you can find for this item online, the actual box is only about 2 by 3 inches (the size of the cards in the game). What you’re getting is a small box of 50 playing cards, but they are sooooo worth it! They make a great game even more awesome.

Just to clarify: this deck is not a stand-alone product; you must have Firefly the Game. And if you do have Firefly the Game, you will love this deck!
6 internautes sur 6 ont trouvé ce commentaire utile 
a Must get expansion for Firefly 29 mars 2014
Par Joseph Maiz - Publié sur Amazon.com
Format: Jeu Achat vérifié
If you have the base game, this is an expansion that you want to add right now. The Breakin' Atmo is a set of cards: we get 25 new job cards and another 25 new bits of equipment and other stuff. Here is a breakdown of the cards:

JOBS: assorted jobs for each contact, the new mechanic in the expansion is the 'pay per skill' on Jobs. Example: a new job pays $400 + $400 per mechanic skill on the job when completed, so if you have 5 symbols, you get $400 + 5x$400 = $2400. They have them for each symbol and different jobs for different contacts.. etc. Excellent way to mix it up.

GEAR: There are new gear cards in all the 5 store decks. Some notable ones include an Encyclopedia that allows you to sneak a look at the top 3 cards of the misbehave deck and stack them back how you want. There are a bunch of new weapons that come with re-rolls with more than one equipment type. There is a new card that lets you do a 'DEAL' action to look at one job anywhere on the map. Lots of new ways to get an edge over other captains. Some fun cards include a gamble: Pay $500 to activate and draw five misbehave cards and if you get 3 matching suits you nab a cool $1500. Alliance Armor that gives a medic roll if the person is killed and has a fighting skill on it. Lots of cool stuff here.

CREW: There are new crew: Alliance pilots that are good and give you that Pilot skill; There are merchants that give extra money when you get a goal; new mercs, a new Specialist that has Sniper Rifle and Gun, but cannot hold gear. All excellent crew to add to a Captain lookin for work.

Overall, this is an excellent way to start an expansion into a great game. This adds new ways of getting paid and using the cards you started with and not break the game.
6 internautes sur 7 ont trouvé ce commentaire utile 
50 cards 15 janvier 2014
Par Cole Jaeger - Publié sur Amazon.com
Format: Jeu Achat vérifié
Pretty short and simple, adds some cards to the wonderful game of Firefly! Great addition but is kind of spendy for what you get. Would I do it again? Ummmm, YEAH! IT'S FIREFLY!

-Fellow Browncoat
1 internautes sur 1 ont trouvé ce commentaire utile 
Nice value for a 1-time purchase. 12 septembre 2014
Par Jonathan - Publié sur Amazon.com
Format: Jeu Achat vérifié
Some people argue that these cards should have been included in the base game in the first place.

I come from a Magic: The Gathering background, so I don't have quite that same reaction. As far as I'm concerned, you get quite a bit of value for the price you pay and I will continue to buy these small booster packs as long as Gale Force Nine continues to support and expand the game.
Breakin Atmo, Firefly the game's first expansion. 18 janvier 2014
Par Magik8Baul - Publié sur Amazon.com
Format: Jeu Achat vérifié
You get 50 cards to add to the various decks of the game, 25 new Job cards and 25 new Supply cards. There are 5 new cards per deck i.e. 5 new Space Bazaar cards, 5 new Amnon Duul Jobs, etc. Some of the show specific (while I realize the entire game is show specific, there are generic cards like Merchant and Helmsman) include Elder Gommen, Nandi's Gun Collection, and The Best in the House. Tabletop games tend toward the expensive side, and thereby expansions/boosters tend toward that as well. If you have the game, and need a little more variety you've already got this piece of shiny.
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