This one is somewhat tricky. In theory, you have several options, which I will list below:
Learning to Play SFB
- 1) Find a teacher
- This is your best option. The rules for SFB are quite long and confusing for a new player (and even some old ones). However, most of the basic rulebook simply isn't used in the usual course of play. For this, see the advice I have about Finding Other Players.
- 2) Buy the Cadet Training Manual
- ADB (the original designers of SFB) have a book intended for step-by-step introduction to the game of SFB. My caveat here is that the book is rather dry reading. I have an on-line review of the Cadet Training Manual which goes into more detail. It sells for $9.95, and can be mail-ordered from the publisher -- there are still plenty in stock.
- 3) Get the Basic Set
- Be warned: the "Basic" Set has a 224 page rulebook plus 64 pages of ship diagrams (aka SSD's). However, most of these rules are not used in day-to-day play, or ever. SFB is a game which has evolved a long way from its origin in the '70s. The basic set has many optional rules and references to cases that only occur if you have expansions.
Hopefully the newly-restarted publishers will see fit to publish a less imposing basics-only rulebook, but I wouldn't hold my breath.
But What about the Real Thing?
Well, be warned, the full game is pretty imposing, with literally hundreds of pages of rules. But really it can be tackled just a piece at a time. In general, it may be a good idea to just read the pertinent rules for the introductory scenario once or twice, then play the scenario a few times over to grasp the basic concept and the structure of the game. I want to stress the key idea here--it's not necessary to master all the little rules to enjoy the game 100%. Once you master the key concepts of energy allocation, movement, and combat, well, that's the meat of the game.In general, you only need the Basic Set to play the game. You might also want Advanced Missions, which together with the Basic Set gives you all the general use rules (i.e. everything except rules which only apply to a new races or new types of ships not covered in the Basic Set).
However, there are an enormous number of expansions available which many other players use. There is a complete product list available, but don't panic when you see the size of it. In general, the supplements can be broken down into three categories:
SFB products can be hard to find in stores, so you can order by mail or phone directly from Amarillo Design Bureau...
- C-modules (and F1): These add new races to the game, from the distant Hydrans to the enigmatic Andromedan invaders. You should definitely get them in chronological order. Module C1 is in my opinion the best, with races that fit well into the game and are well-balanced. If you want more, get the later ones in order: Modules C2, C3, and C4.
- R-modules: These add new ships to existing races. These include numerous variants, advanced `war' versions of previous classes, and unique ships.
- Expansion Modules: These four modules (J, K, M, and X1) are special expansions which introduce or detail new types of units. Module J details shuttle-sized fighters, their carrier ships and escorts. Module K introduces fast patrol ships - gunboats larger than fighters but smaller than all other ships. Module M details marines and ground combat. Module X1 introduces advanced technology `X-ships' which play by a different set of rules.