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Best with 2, 4 players
Recommended with 2, 3, 4, 5, 6 players
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(no votes yet)
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Extensive use of text - massive conversion needed to be playable
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A collectible card game (CCG) of galactic conquest and exploration. Players can win by capturing all other Home worlds or by achieving a Tech Level of 30 or more.
Recommendations
5
Firestorm Damage and Energy Counters
Since Third World no longer has the counters in the redemption plan, I decided to make up my own. Print them out on cardstock or labels to place them on wood tiles. They're 3/4" square.
Created with permission from Michael J. Nickoloff at Third World Games, Inc.
2007-12-21
9
Firestorm Card inventory
Excel spreadsheet of all Firestorm cards. Updated to included cards from the starter decks (race specific and general), basic stats and spoiler text summary for each card.
2007-12-06
1
Firestorm Card Inventory.xls
Firestorm Card List and Inventory with basic conditional formatting for numbers of each card
2007-09-21
4
FShelpsheet.pdf
2005-01-18
8
FirestormQuickStartRules.pdf
Quickstart Rules (in English)
2004-04-01
7
FirestormRulebook.pdf
2004-04-01
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Category:
Abstract Strategy
Action / Dexterity
Adventure
American Civil War
American Indian Wars
American Revolutionary War
American West
Ancient
Animals
Arabian
Aviation / Flight
Bluffing
Book
Card Game
Children's Game
City Building
Civil War
Civilization
Collectible Components
Comic Book / Strip
Deduction
Dice
Economic
Educational
Electronic
Environmental
Expansion for Base-game
Exploration
Fantasy
Farming
Fighting
Game System
Horror
Humor
Industry / Manufacturing
Korean War
Mafia
Math
Mature / Adult
Maze
Medical
Medieval
Memory
Miniatures
Modern Warfare
Movies / TV / Radio theme
Murder/Mystery
Music
Mythology
Napoleonic
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Novel-based
Number
Party Game
Pirates
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Prehistoric
Print & Play
Puzzle
Racing
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Renaissance
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Sports
Territory Building
Trains
Transportation
Travel
Trivia
Video Game Theme
Vietnam War
Wargame
Word
World War I
World War II
Zombies
Mechanic:
Acting
Action Point Allowance System
Area Control / Area Influence
Area Enclosure
Area Movement
Area-Impulse
Auction/Bidding
Betting/Wagering
Campaign / Battle Card Driven
Card Drafting
Chit-Pull System
Co-operative Play
Commodity Speculation
Crayon Rail System
Deck / Pool Building
Dice Rolling
Hand Management
Hex-and-Counter
Line Drawing
Memory
Modular Board
Paper-and-Pencil
Partnerships
Pattern Building
Pattern Recognition
Pick-up and Deliver
Point to Point Movement
Press Your Luck
Rock-Paper-Scissors
Role Playing
Roll / Spin and Move
Route/Network Building
Secret Unit Deployment
Set Collection
Simulation
Simultaneous Action Selection
Singing
Stock Holding
Storytelling
Tile Placement
Time Track
Trading
Trick-taking
Variable Phase Order
Variable Player Powers
Voting
Worker Placement
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