Just for ease let's use what I already did. One system clearly isn't biased, and I don't want to try to think about what I would have done with the first roll knowing what the second roll is.
I start in ambulance adjacent to 3:1 due to being knocked down.
Command Tayrun to 4:3 (1 AP)
Command SeGaTai to 3:2 with treated victim (4 AP)
Command Mojo Risin to 0:8 leaving victim at 0:6 (2 AP)
Smoke @ 5:3
SeGaTai, if you want to leave the victim there, I'll lead them out next turn and if Tayrun finds one at 4:4 you can grab that one. Then I'll drive or send the ambulance around for Mojo's unless someone ends up with extra AP to radio it around.
Roles and turn order:
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
I got to play two games of advanced with my sister-in-law and friend tonight using this same layout. Playing with only three players on this house layout is TOUGH! We lost the first game, and we probably would have lost the second (though we were doing much, much better) but my sister-in-law would fudge her rolls if they were going to cause massive explosions. :P She didn't want to lose twice.
As far as I know you can share a space. And yes, moving to 5:3 would only be 3AP so you have 1AP you can use still to either move further or put out the smoke you're standing on.
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
Move to 1,7 and use saved 2 ap to put out smoke. Use final movement ap to move to 2,7 and final 4 ap to put out fire at 3,7 1d6, 1d8=[3], [5] I think that stays as a smoke because the door is closed?
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
Move to 3:2 then back to ambulance to rescue victim.
Command Tayrun to 3:1
Command SeGaTai to 3:3
New fire: 4:5 Explosion! I'm glad I moved SeGaTai!
Advance fire: Bathroom goes completely up in flames!
Daemonis is knocked down and is treated at the ambulance.
Flare up: 1:7 (using the last hotspot, so still roll flare ups, but no new hotspots will be created)
New POI: Victim comes running up to Mojo Risin from the smoke! (1:7 but smoke, so follow arrow down to 2:7 and reveal)
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
- Daemonis - Mr. Mojo Risin - Tayrun - SeGaTai - MrTLicious - ArcSyn
Available Roles - Generalist - Imaging Tech
Remember you can swap for 2AP at the Engine
Can you go from fire to smoke? And wouldn't it just go back to fire from adjacent fire?
Yes. Yes.
I can't save the AP, and it only goes back to smoke at the end of the fire step, so it's a 25% reduction in the odds of me getting knocked down by an explosion.
Posts
The card mentioned two placed where this mechanic is used. What's the 2nd?
Lost: 1/4
False: 1
Damage: 18/24
Hotspots: 8/11
Hazmats: 2/3
I start in ambulance adjacent to 3:1 due to being knocked down.
Command Tayrun to 4:3 (1 AP)
Command SeGaTai to 3:2 with treated victim (4 AP)
Command Mojo Risin to 0:8 leaving victim at 0:6 (2 AP)
Smoke @ 5:3
SeGaTai, if you want to leave the victim there, I'll lead them out next turn and if Tayrun finds one at 4:4 you can grab that one. Then I'll drive or send the ambulance around for Mojo's unless someone ends up with extra AP to radio it around.
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
Save us from le hazmats!
Move to 5:3, 0AP left
Fire at 6:3
Are we allowed to share a space? If so you could move to 4,3 where I am so you can get the hazmat fo sho next turn!
I'd really recommend you make that slight correction, as with that fire roll 5,3 ignites in a flashover and you would get knocked down ...
I'll move to 4:3 then.
*cuddle*
Impatient Tayrun, has no patience.
Lost: 1/4
False: 1
Damage: 18/24
Hotspots: 8/11
Hazmats: 2/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@Mr. Mojo Risin
1d6, 1d8=[3], [5] I think that stays as a smoke because the door is closed?
Lost: 1/4
False: 1
Damage: 18/24
Hotspots: 8/11
Hazmats: 2/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@Tayrun
Extinguish fire in 5,3. 2AP
Move to 4,4. Reveal POI. 1AP
Move to 4,5. 1AP
Open north door. 1AP
Extinguish smoke in 3,5. 1AP
Rolling for fire - 2,4
Welp ... glad I got that smoke in time, I guess.
Smoke in 2,4.
Flare up triggered.
Second fire roll - 4,5
*coughcough*
Place smoke on Tayrun in 4,5!
Place Hot Spot in 4,5
Have we been placing new Hot Spots whenever a second Advance Fire roll has been needed? I only just spotted this rule, myself.
If the POI I tagged was blank we'll need a new one, dearest ArcSyn.
Rescued: 1/7
Lost: 1/4
False: 1
Damage: 18/24
Hotspots: 9/11
Hazmats: 2/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@SeGaTai
Move to 4,4-3AP
Resuscitate victim at 4,4-1AP
Fire?: 4,5
Cylon reveal-Burn Tayrun!
Flare up:4, 3
Smoke in 4,3-flare up!!!
1, 6
Damn missed mojo, I mean....whew missed mojo
-hotspot in 4,3
Though it does mean that MrT can use the deck gun on that quadrant again now.
Also as the victim in 4,4 can now walk Daemonis can pull him to the wall AND deal with the hazmat next turn. Heroics!
I'll just be here in the ambulance, taking a breather.
Lost: 1/4
False: 1
Damage: 18/24
Hotspots: 10/11
Hazmats: 2/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@MrTLicious
First deck gun roll is... 6,6?
That's a terrible roll.
First, I reroll the 6-sided: 6 again? WTF!
I guess I'll stay where it is. Better to get the smoke I than nothing, which is the most likely outcome of a switch.
Papa needs a new pair of flame retardant shoes! Deck Gun:
4:3 (4:7)
I think I'll reroll the 8-sided. Worst case scenario I get the fire on left where Tayrun was.
Another 3 (7)...
I guess rerolling is for sissies anyway.
At least that went well.
Luck was not quite with me this turn.
Command Tayrun to 3:1
Command SeGaTai to 3:3
New fire: 4:5 Explosion! I'm glad I moved SeGaTai!
Advance fire: Bathroom goes completely up in flames!
Daemonis is knocked down and is treated at the ambulance.
Flare up: 1:7 (using the last hotspot, so still roll flare ups, but no new hotspots will be created)
New POI: Victim comes running up to Mojo Risin from the smoke! (1:7 but smoke, so follow arrow down to 2:7 and reveal)
Rescued: 2/7
Lost: 1/4
False: 1
Damage: 19/24
Hotspots: 11/11
Hazmats: 2/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@Daemonis
edit: Fixed in above post.
- The building is clear, captain!
Smoke at 1:2
Correct. Still roll flare ups for additional smoke/fire, but no new hotspot locations are created.
Rescued: 2/7
Lost: 1/4
False: 1
Damage: 19/24
Hotspots: 11/11
Hazmats: 3/3
Roles and turn order:
- Mr. Mojo Risin
- Tayrun
- SeGaTai
- MrTLicious
- ArcSyn
Available Roles
- Generalist
- Imaging Tech
Remember you can swap for 2AP at the Engine
@Mr. Mojo Risin
1d6, 1d8=[3], [7]
Extinguish fire completely
Move to 4,3
Extinguish fire down to smoke
Posting from phone with crap connection due to British trains. ArcSyn would you care to roll for me, my good man?
Yes. Yes.
I can't save the AP, and it only goes back to smoke at the end of the fire step, so it's a 25% reduction in the odds of me getting knocked down by an explosion.
Trust me, toastercakes.