The call comes in... "911, what is your emergency?"
On the other end is a panicked response of "FIRE!"
Moments later you don the protective suits that will keep you alive, gather your equipment and rush to the scene of a blazing inferno. You must face your fears, never give up, and above all else work as a team because the fire is raging, the building is threatening to collapse and lives are in danger.
What is
Flash Point? It's a cooperative board game where you are a fireman working to put out a residential blaze and trying to save the occupants inside. I recently purchased this game to play with family and friends, and I've been able to play it twice now and thought it'd be fun game and easy enough to play by post.
Are there enough people interested in a game? We can have as many as 6 people (myself plus 5) join the game. The
rules are available online in PDF form. I was thinking depending on if anyone has played the game before we can use the introductory/family rules, but if everyone or most everyone has played before, we can use the advanced rules. I haven't played the advanced rules yet myself, but I feel that I've gotten a good handle on how the game works to get by in the advanced game.
Role Descriptions:
Paramedic
4 AP per turn
Treat: Resuscitate a Victim: 1 AP
Place a Heal marker under the Treated Victim
to denote this change in status.
A Treated Victim can be Moved by any Firefi ghter
without having to Carry them. Moving with a Treated
Victim incurs no AP penalty. A Firefi ghter can only lead
one Treated Victim at a time. Th ey may Carry a Victim
and lead a Treated Victim concurrently at the normal
Movement cost to Carry a Victim (2 AP). A Treated
Victim may still not be Moved into a Fire space.
Th e Paramedic pays double AP costs to Extinguish Fire
and/or Smoke.
Fire Captain
4 AP plus 2 free Command AP per turn
Th e Fire Captain can use their AP to
Command any other Firefi ghter to Move
and/or Open/Close Doors on the Fire Captain’s turn.
Commanded Firefi ghters may be Carrying Victims,
Hazmat, or Move with Treated Victims. Th e Fire Captain
spends AP at the cost that the Commanded Firefi ghter
would normally have paid for that movement.
Free Command AP cannot be saved.
No more than 1 Command AP may be spent on the
CAFS Firefighter per turn.
CAFS Firefighter
3 AP plus 3 free Extinguish AP per turn
Free Extinguish AP cannot be saved.
Generalist
5 AP per turn
No special abilities or actions.
Rescue Specialist
4 AP plus 3 free Movement AP per turn
Chop: 1 AP
Th e Rescue Specialist pays double AP costs to
Extinguish Fire and/or Smoke.
Free Movement AP cannot be saved.
Driver/Operator
4 AP per turn
Fire the Deck Gun: 2 AP
When Firing the Deck Gun, the Driver can
reroll one or both dice. After rerolling one die, he may
then choose to reroll the other, but is limited to a single
reroll for each die. Like it or not the second roll always
replaces the fi rst.
Imaging Technician
4 AP per turn.
Identify: Flip a POI marker anywhere on
the board: 1 AP
Hazmat Technician
4 AP per turn.
Dispose: Remove a Hazmat from the
Firefi ghter’s space and place in the
Rescued spot: 2 AP
Posts
I'd prefer full/advanced rules to a newbie-friendly game.
@jakobagger @Darian @Langly @cythraul @SeGaTai
It's not a tremendously long game when played in person, so it will depend on how active the people playing are and how quickly they can take turns. I'm working on getting the board set up in GameTable so I can easily place tokens and move people around and get the changed board up. We can roll on invisible castle (or whatever roller of choice you can link) and keep everything else in the thread.
We'll play the experienced game at the Recruit level for the first time. Things go well and we can start new games at higher difficulties and keep a fairly constant game going if people are enjoying it.
Paramedic
Fire Captain
Imaging Technician
CAFS Firefighter
Hazmat Technician
Generalist
Rescue Specialist
Driver/Operator
If Langly's playing I'm tempted to take Fire Chief so I can continually order him into impending-knockdown situations.
It's cool if you changed your mind and want CAFS though, I'll be happy with Generalist. Your call!
I have never played the advanced version, is it wasteful to have both the driver and the CAFS since they fill the same role? If so I'll be a generalist.
Pick Operator so we can be a team of awesome heroes and solve the problem by just putting the fire out...
MrT and I will put the fire out.
The rest of y'all do ... whatever it is you do. Mill around, I guess? It's cool we got this.
- Daemonis
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
I'm taking the Captain, so if you're in a situation you need to move/open a door for your next turn, feel free to shout it out so I know.
Here we go!
Daemonis!
House Status:
Rescued: 0
Lost: 0
Damage: 2
Fire at 2:7
Daemonis: Unless I'm wrong, you don't have to open the exterior doors (or if you do, it doesn't matter because the initial explosion there would have destroyed it), so you have 2AP remaining if you wish to use them (or bank them).
Mr. Mojo Risin
(unless Daemonis is going to use his 2AP saved)
If you save AP, I have the little green markers on your pog to show how many you have saved.
Hey do you all mind if I root for the fire?
That's okay with me.
As long as you accept that that makes you a terrible person who likes to see innocent people die excruciatingly painful deaths.
And you eat babies.
Stipulated.
Whoa whoa, only on special occasions! What, do I look like I'm made of money?
Let's go en fuego!