S.S. SERENITYSR-1265 · 0/2 actions
CAPTAIN'S OPERATIONS LOG

FIREFLY·
TURN FLOW

A pocket-sized field manual for the working captain. Each turn you may take 2 different actions — never the same one twice. Pick a route, read the orders, check off your moves.

Used
0/2
actions
Tracks
4
paths
Per Turn
2
max actions
CHOOSE A ROUTEswipe →
ROUTE · I/ 0/4

Fly

Move the ship. Choose Full Burn for distance or Mosey for one quiet sector.

  1. NO.01
  2. NO.02
  3. NO.03
  4. NO.04
END OF ROUTE I END
ROUTE · II/ 0/3

Buy

At a Supply Planet. Buy Crew, Gear and Upgrades — or take Shore Leave.

  1. NO.01
  2. NO.02
  3. NO.03
END OF ROUTE II END
ROUTE · III/ 0/3

Deal

At a Contact. Take Jobs — and sell goods if you’re Solid.

  1. NO.01
  2. NO.02
  3. NO.03
END OF ROUTE III END
ROUTE · IV/ 0/7

Work

Advance one Job — or take Make-Work for a guaranteed payout.

  1. NO.01
  2. NO.02
  3. NO.03
  4. NO.04
  5. NO.05
  6. NO.06
  7. NO.07
END OF ROUTE IV END
FINALE
No Action Used

Free Actions

  • 01Trade Crew, Fuel, Parts, Cargo, Contraband, Gear and Upgrades while stopped with players in the same sector.
  • 02Hire a rival’s Disgruntled Crew while stopped in the same sector by paying the bank their hire cost.
  • 03Browse public discard piles outside your turn to plan Buy and Deal choices.
Crew Discipline

Disgruntled

  • 01A Crew you don’t pay their Cut after a Job becomes Disgruntled.
  • 02A Disgruntled Crew can be poached by another captain stopped in the same sector for their hire fee.
  • 03A second Disgruntled token sends a Crew jumping ship — discarded to their Supply discard pile.
  • 04Leaders are Lucky: when killed they return Disgruntled instead. A second token fires every other Crew, then clears the Leader’s token.
Issued by · Serenity QuartermasterAim to misbehave

Player aid for the Firefly board game. Verify any disagreement against the printed rulebook.