Firewire: Burning Moon Board Game Review
Blog Andrew Joseph 17 Jul , 2025 0

Many people War-themed board gameOsprey Games’ unfazed series is arguably one of the best in the current board game. These games have unique deck construction mechanisms that blend with historical theatres including Normandy Stalingrador North Africa, helps to grow its fan base. And last year's release Unfeared 2200: Caristo Take the series from the realm of World War II and enter space with futuristic science fiction entries. Now, the Osprey team distiles the series’ experience into a pure deck-building experience and releases FireWire: Burning Moon. They have achieved surprising success.
Discard modular tiles or folding panels A game that is not afraid ofFireline provides two players with five identical position boards, each with an assigned point value. Once all five players are randomly placed in two players, both sides deploy the troops to various locations to hold 8 points worth, or destroy all opposition land capture units, claiming victory.
The turn begins with two players drawing four cards and then secretly selecting one of them to gain initiative in the turn. Anyone who offers a card with higher value can play a role first. Both cards are then discarded, the first player takes turns to place their hands on the cards, followed by the second player, once completed, a new hand is drawn and the process begins.
Located on Jupiter's Moon IO, there is a science fiction pattern in the 2200-year-old unafraid of the world. So you deploy Rovs (remote operating vehicles) into the war zone, not on the ground. ROV consists of four different varieties divided into A and B forces. Each ROV type can take special actions. For example, the moss unit allows you to capture locations, while the DACU unit can build fortifications that can only be activated by playing the same unit card on previously deployed cards. Players can also access a handful of options on the personnel card that provide benefits including adding cards to your deck or disabling opponent ROVs, further adding strategy The element of the line of fire.
For players familiar with the Osprey’s unafraid title, many of the Fires will have the same mechanics from planned bids to eliminating casualties. When a unit is destroyed in the line of fire, the player first tries to delete a copy of the card from his hands. If there is no one in hand, then they search for discarding, then search their deck, then reserve, and finally remove the device on the board being attacked. I personally like this approach because I find that I'm looking to hold cards and see your supply gradually decrease rather than simply deleting the attacked card. This is also the way, if you or your opponent's Moss Rov (the only unit type that can be captured) disappears from the deployed area, you'll lose.
Despite the small footprint of the box, Fire Line offers an attractive strategic experience over a rather short time frame. The matches I've rarely taken half an hour to complete, and the game takes less time because you can quickly play three cards and finish them.
Even if both card choices are the same, Fire Line still requires some strategy. Knowing which cards to add to your deck, where to deploy them, and when to retreat when the battlefield is lost are all the key decisions you have to make. become Deck building gameluck still has some aspects because the card you have at hand determines what action you can take – but I never find luck outweighs solid strategies and decisions. That said, I did find that some of the design directions of Line make it much harder to get in than I really need, most of which boils down to card design and naming.
Admittedly, I haven't hit the unafraid 2200: Callisto, so it might not be a problem for some, but the naming of the ROV has left my friends in trouble and never makes any sense. I can master terms like “infantry,” “tank,” and “sniper” at a glance, but if you are asking someone, “moss,” “tir,” “xed,” or “dacu” is your heavy artillery unit, they might look at you and walk away.
There is little meaning to symbols between random names and various symbols, and even if both players have convenient reference cards, it makes the cards harder to decipher. I got this line, which will incorporate sci-fi elements in the future, but it will be easier to say “my tank is attacking your plane” at times.
From a visual and component perspective, FireWire is a compelling game with artwork and design evoking classic sci-fi books covering blocky robots. Both players' units also have unique artworks, which can also be represented by extensive use of Redish-Pink Colors or Blues for their respective sides. This can even extend into the storage solution where each player's card, fortification and location tiles are mounted in a color-coordinated box, then both are carried in a magnetically sealed box, about the size of VHS tape. I'm the suction cup for games with good storage solutions, and Fire's Line and Of Lines work great, making it quick and easy to set up and break down, and small enough to fit your packaging.