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Firefly: The Game – Jetwash

Expansion for Firefly: The Game

Firefly: The Game – Jetwash Rulebook

Table of Contents

Table of Contents

  • Welcome to the Coachworks
  • Series IV Fireflies
  • New Leader Card
  • New Ship Card
  • Starting Ship Upgrades
  • New Story & Set Up Cards
    • Set Up Cards
    • The Browncoat Way
    • Where the Wind Takes Us

Welcome to the Coachworks

Each Coachworks expansion adds additional playable ships to Firefly: The Game. These new ships can be used in combination with the core game and any expansions. All the new cards in this Coachworks set are marked with the Coachworks Set Symbol.

Series IV Fireflies

The Series IV Firefly represents the current generation of Firefly ship design. Series IV ships have a larger cargo hold, better drive core, and a secured fuel exchange system, compared to their predecessors. The Series IV Firefly sacrifices flexibility for optimization. Which ship is the right choice will depend on each Captain's strategy and goals.

Series IV Fireflies have 6 Stash spaces for Fuel Tokens. You may only place Fuel Tokens in those 6 spaces, not Part Tokens.

Note: Because the Series IV is built on the same basic Firefly chassis, you can swap a Series IV ship's drive core for another drive core purchased at a Supply Planet.

New Leader Card

A new version of Zoë, as a Leader, is included in this set. If Zoë is selected by a player during the "Choose Ship & Leaders" stage of Set-Up, remove the Zoë Crew Card from the Silverhold Supply Deck. If Zoë is not chosen as a leader, use her Crew Card normally.

Zoë (Leader) card, as printed: Loyalty: Soldiers in your Crew do not become Disgruntled if they are not paid their Cut of successful Jobs. May carry 2 Gear.

New Ship Card

The Jetwash was christened in memory of Hoban Washburne, Husband and Pilot.

The Jetwash is a new Series IV Firefly with a unique special rule and is equipped with two starting Ship Upgrades: a "Nav Sat Decoy Cluster" and "Emergency Ram Jets".

Jetwash ship card, as printed:

  • Special Rule, "Emergency Nav Assist": Discard a Part to count as Pilot.
  • Ship type: Series IV.
  • Drive Core: Graviton Accelerator V1.
  • Crew: 5.
  • Active Jobs: 3.
  • List Price: $9,500.
  • Stash: 6 spaces, marked Fuel Only.

The Jetwash card shows a Cargo Hold of 12 spaces, marked Empty, and the Main Drive, Slot 1 and Slot 2 ship slots.

Starting Ship Upgrades

Series IV Fireflies are pre-equipped with a set of Ship Upgrades. Starting Ship Upgrades have prices listed on their cards. During Set Up, if you select a ship with Starting Ship Upgrades, pay the costs listed on the Ship Upgrade Cards ($1000 total for the Jetwash). When playing "The Browncoat Way" Set Up Card, the list prices on the ships include the cost of the starting Ship Upgrades; do not pay for them again.

Note: The Leader Corbin's "Chop Shop" ability only applies during Buy Actions; you must pay full price during Set Up.

Starting Ship Upgrades have Set Up Card backs. If these Ship Upgrades are discarded, they are removed from play, not put into a Supply Deck Discard Pile. The Coachworks Ship Expansions also come with new Supply Cards, which may be added to the Supply Decks.

Editorial note: the sheet names the Jetwash's two starting upgrades ("Nav Sat Decoy Cluster" and "Emergency Ram Jets") but does not print their card text. That text is on the Ship Upgrade cards themselves, which are not part of this rules sheet.

New Story & Set Up Cards

Set Up Cards

Set Up Cards detail alternate ways of starting the game: Starting Jobs, Assets, Nav Decks, etc. Each aspect of Set Up that differs from standard Set Up is marked with a Green title bar. Set Up Cards may be paired with any Story Card to add variety to your games.

The Browncoat Way

This Set Up Card is for experienced Captains who want to add another layer of challenge and decision making to their games. Choosing a more expensive ship will mean you start with fewer Credits - but your ship is one thing you can't change later!

Tags: Game Time Increased; For Experienced Players.

Card note, as printed: Story Cards take precedence over Setup Cards.

  1. Goal of the Game (Special): First, choose a Story Card.

  2. Nav Decks (Special): Shuffle the Alliance Cruiser and Reaver Cutter Card into their respective Nav Decks, regardless of player count.

  3. Alliance & Reaver Ships (Standard).

  4. Starting Capitol (Special): Each player receives $12,000.

  5. Choose Ships and Leaders (Special): All players roll a dice. The player with the highest result either selects a Leader OR purchases a Ship, paying the Bank the list price on the Ship's card. After purchasing a Ship, place the Ship's model on the board.

    Play passes to the left with each player in turn doing the same. The last player to chose selects a Leader and purchases a Ship. Play then reverses, passing back to the right with players making their remaining choice.

    Once all players have purchased a ship and chosen a leader, everyone may buy Fuel ($100) and Parts ($300). Players do not receive free, starting Fuel or Parts.

  6. Starting Jobs (Special): Do not take starting Jobs.

  7. Priming the Pump (Standard).

Editorial note: the printed card has no step 7; the steps run 1 to 6, then 8, as printed.

Where the Wind Takes Us

This Story Card introduces a new system for placing Goal Tokens randomly throughout the 'Verse. Canny Captains will need to find Jobs that take them to Planets with Goal Tokens. It will take both luck and skill to be the first Captain to collect 3 Goal Tokens.

Tags: 2-3 Hours; Recommended for Experienced Players.

The Set Up: Each player selects a Contact Deck and draws three Jobs from the deck (in games with three or fewer players, draw four cards). Place a Goal token at each Drop-Off/Target/Destination planet of the drawn Jobs. Return all the Jobs to their Contact Decks and reshuffle the decks. Do NOT deal Starting Jobs.

Story Special Rules: Each time a player successfully completes a Job at a planet with a Goal token, they may claim that Goal token.

Winning the Game: The first player to collect 3 Goal tokens is the winner.