After my first try I would give this game a 2.5 star rating. I was very disappointed with that. But since it's so fast (especially in single player) I tried it again and it clicked! This is a game with some imperfections (mainly on the publisher's part), but these imperfections don't require any additional materials to fix, just a little patience until you improve the flow of the game. At the moment I'm enjoying this game a lot and it's a real game of chance. Almost every round I have to decide whether to throw again or save points. My suggestion: Just completely eliminate mission cards for the first 2-3 games. If you decide to use them, draw a mission card BEFORE you decide to reroll your Wash/River dice. This was suggested by a designer who didn't even have mission cards in the design (Upper Deck added them). Also remember that Niska only hits one die no matter how many Niska rolls. It is very important! However, for every Saffron die, Saffron blocks one die in the cargo hold. And the badger is a cinch as it just blocks the supply cube until you defeat it. Finally, remember that mission cards do NOT use dice symbols, they will only be completed if you have those symbols, and you don't have to complete the mission even if you have symbols available. Finally, note that ANY crew die (brown or white) can be used to deal 1 damage to an enemy, as long as you don't use it for anything other than supply, of course. Supplies are always just supplies. The rules incorrectly state "passenger dice,” but these are all crew dice that can deal 1 damage. the game. It's a lot more fun than I (and many others) initially thought. Shame on Upper Deck for a few seemingly minor decisions/omissions in the rules (which I've noted above). They have, in fact, wrongly influenced many people's opinions. But other than that, it's a fun and even addictive game that you must play if you love Firefly and are looking for a fast paced single player game. And the components (dice, rubber mats, cards) are really cool!
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