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Two Step Misbehave Cards Crime & Punishment

Instead of two different


options, some Misbehave Crime and Punishment Contents
Cards in Crime & adds new Cards to the 10 Alert Cards
Punishment have two Misbehave Deck, a new 40 Misbehave Cards
steps to passing the card. Alliance Alert rules and 2 2 Set-Up Cards
When you draw one of new Set Up Cards and 2 2 Story Cards
these cards, you must do new Story Cards. 30 Tokens
both steps in order to pass
Each of the new cards in this
the card. For example, on
set is marked with the Scales of
the Card to the right, you
Justice Set Symbol.
have a Fight Test followed by a Negotiate Set Symbol
Test to Proceed Past the card.
Alliance Alert Cards
Equipment Seizures Crime & Punishment
Some Misbehave Cards call for Seizing a introduces ten new
type of equipment. If your crew is unlucky Alliance Alert Cards.
enough to have any of their gear Seized, it When an Alert Card
is removed from the game and may not be is in play, there is
repurchased. new special rule that
affects all the crews
GAME DESIGN: Sean Sweigart, Aaron Dill working the ‘Verse.
Design Director: John Kovaleski
GRAPHIC DESIGN: Katie Dillon Place the Alert Cards face down on the table.
Licensing Coordinator: Peter Przekop
PRODUCERS: Peter Simunovich, John-Paul Brisigotti
Some Set Up and Story Cards direct you to
20th Century Fox: Judy Huang, Maria Romo
start the game with an Alert in Play. There are
Game Design © Gale Force Nine 2016. Firefly TM & © 2013 Twentieth
also new Misbehave Cards that direct you to
Century Fox Consumer Products. All Rights Reserved. Gale Force Nine is a put an Alert into play. When an Alert leaves
Battlefront Group Company.
play, return it to the bottom of the Alert Deck.
New Misbehave Cards Splitting Up
Crime & Punishment includes 40 new Some new Misbehave Cards
Misbehave Cards. Shuffle these cards with require your Crew to split into
the original 40 Misbehave Cards to make two teams. When splitting
an 80 card Misbehave deck. The Crime & your crew, you must have at
Punishment Misbehave Cards introduce a few least one Crew in each team.
new mechanics. If you only have one Crew
member left working the Job
Wanted Crew Tokens when called upon to Split
Some of the new Crime & your Crew, you’ve Botched the Job Attempt.
Punishment Misbehave Cards
use new “Wanted” tokens. When No One Left
you draw a card that states “Your Crew is now If, at any time Working a Job, all your Crew is
Wanted”, add a Wanted token to each of your killed or Returns to the Ship, you’ve Botched
Crew who isn’t already Wanted. They now the Job.
count a Wanted whenever you’re called upon Replacement Misbehave Cards
to make a Wanted Crew Roll. Some Misbehave Cards’ second option
Lying Low requires you to draw a different Misbehave
If a Crew with a Wanted Token is dismissed, Card to replace your current one. You don’t
discard the Wanted Token: they’re lying low for count as having Passed the original card.
while. For example, Mal is working
a 2 Misbehave Job and
I’ll Be in My Bunk chooses “The Long Way
When a Misbehave cards directs one of your Around” option (left) for his
Crew to Return to the Ship, that Crew member first Misbehave Card. He
and their equipment may not be used for draws a new card and must Proceed Past the
the remainder of the Job. You may not move new card, plus another card after that to finish
equipment between Crew while Working a Job. the Job.

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