How to Play Flash Point: Fire Rescue – 2nd Story

Indie Boards & Cards, Heidelberger Spieleverlag, MINDOK · Board game · 2012
2–6 · best 4 45 min Weight 2.2/5
2.0 rating Ludopedia
7.6 rating BGG

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Game Objective

Flash Point: Fire Rescue - 2nd Story is an expansion for the base game Flash Point: Fire Rescue. The overall objective of the game is the same as the base game: players, acting as firefighters, must rescue victims and hazardous materials from a burning building. This expansion introduces two-story buildings, adding new complexities and challenges to the rescue. The victory condition is to rescue a specific number of victims before the building collapses or all victims are lost.

Preparation (Setup)

Setup for Flash Point: Fire Rescue - 2nd Story follows the base game rules, with some exceptions and additions to accommodate the new two-story elements. Remember that this is not a standalone version and requires the base game.

Expansion Components:

  • 2 Double-Sided Game Boards (representing two two-story buildings: the "villa" and the "hotel").
  • Additional Game Markers (including Upper and Lower Segments of Portable Ladders, Open Window Markers, Door Markers, Explosion Marker, and AP Trackers).

Board Assembly:

  1. Choose one of the two-story buildings to play (the "villa" or the "hotel").
  2. Place the two corresponding boards side by side. For example, for the "villa," use the boards marked A1 (ground floor) and A2 (second floor). For the "hotel," use B1 (ground floor) and B2 (second floor).

Initial Setup (Exceptions to Base Game):

For the Family Game:

  1. Roll and resolve three Explosions without placing any Damage Markers.
  2. Roll and place three initial POIs (Persons of Interest).

For the Experienced Game:

  1. First Explosion: Roll and resolve an Explosion in the target space. The final result of the initial Explosions must be at least one Explosion on each level of the house.
  2. POI Placement: No more than 2 POIs can start on the same floor. If necessary, re-roll.

AP Trackers (Optional):

  • AP Trackers can be used by players to keep track of their normal Action Points in a turn.
  • Special AP Trackers are included to track the free AP that certain Specialists receive.
  • Flip the AP Trackers when AP are used.

Game Flow

The game flow follows the turn structure of the base game, with the new expansion rules applying to actions and events. The rules of this expansion supersede the base game rules in case of conflict.

Two-Story Building Elements:

  • Stairwell: A space with a Stairwell is Adjacent to the corresponding Stairwell space on the other building board. This allows Firefighters and Fire to move between floors. Stairwell spaces are treated like other board spaces, and can contain POIs, Hazmat, Hot Spots, Fire Markers, and Smoke. Walls around a Stairwell can be Damaged or Destroyed.
  • Window (hatched): A Wall with a Window and a Damage Marker is Destroyed. A Window can be Opened for 1 AP (movement action). An Open Window between two spaces makes them Adjacent. All Windows start the game Closed.
  • Light Wall (blue): A Light Wall segment with a Damage Marker is Destroyed.

Explosion and Shockwave Events:

  • An Explosion in a Stairwell space will cause a Shockwave in all 5 directions.
  • When an Explosion occurs in a Stairwell space and the other Stairwell space already has a Fire Marker, a Shockwave is created and continues in the direction of the Stairwell space (i.e., the direction that does not have a Wall).
  • A Shockwave that hits a Stairwell space with a Fire Marker will propagate through that space in only one direction. If the Wall behind the Stairwell space (on the same floor) is Destroyed, the Shockwave will continue on that floor. If, however, that Wall is not Destroyed, the Shockwave will continue to the other floor through the Stairwell. If the other Stairwell space already has a Fire Marker, the Shockwave continues in the direction of the Stairwell.

Actions and How to Play

Player actions follow the base game rules, with the following additions and modifications to interact with the new two-story elements and expansion components.

Movement Actions and Portable Ladder Interaction:

The Fire Truck carries four Portable Ladders that can be used to access the second floor of a building. A Firefighter on the Fire Truck can pick up a Portable Ladder as a 0 AP action. Portable Ladders start retracted, must be carried to where they will be used, and raised before they can be climbed. Firefighters on a Portable Ladder can perform Actions normally (Fight Fire and Chop Walls). Victims and Objects (Hazardous Materials) cannot be left on the Upper Segment of a Portable Ladder.

  • Carry a Portable Ladder (Movement Action): A Firefighter can move to an Adjacent space while carrying a Portable Ladder with normal movement costs (no AP penalties). A Firefighter cannot carry a Portable Ladder while carrying a Victim or Hazmat. A Firefighter can carry a Portable Ladder while leading a Treated Victim.
  • Raise a Portable Ladder (Movement Action): 2 AP. A Firefighter can raise a Portable Ladder in the Firefighter's space. Place the Lower Segment of the Portable Ladder Marker in the Firefighter's space and the Upper Segment of the Portable Ladder Marker in the corresponding second-floor space of the building. Portable Ladders can only be raised outside the building. A Firefighter cannot carry a Raised Portable Ladder.
  • Climb Portable Ladder (Movement Action): 1 AP, 2 AP if carrying a Victim, Hazmat, or leading a Treated Victim. Move to the Upper Segment of a Portable Ladder or between the Upper and Lower Segments of a Portable Ladder in the Firefighter's space with normal movement costs (no AP penalties), with one exception: a Treated Victim must still be Carried for 2 AP. A Firefighter cannot enter an Upper Ladder Segment already occupied by another Firefighter.
  • Retract a Portable Ladder (Movement Action): 1 AP. A Firefighter on the ground floor can retract a Raised Portable Ladder in the Firefighter's space. Place both the Upper and Lower Segments of the Portable Ladder in the Firefighter's space. If Fire spreads to a space with a Ladder Segment, that Ladder is automatically Retracted.

Window Interaction Actions:

  • Open/Close Window (Movement Action): 1 AP. A Firefighter can Open or Close a Window in their space. Place an Open Window Marker on the Wall segment to represent an Open Window. Remove the Open Window Marker if that Window is Closed.

Vehicle Action Changes:

  • Deck Gun: The Deck Gun is fired on the side (half of each floor/board) of the Building that borders the Fire Truck's space. After rolling, flip the red six-sided die, if necessary, as normal. Do not flip the black eight-sided die. Remember that no Firefighter can be in the area the Deck Gun targets; in this expansion, this means both floors/boards.
  • Drive: When performing the Drive action, the Vehicle can be Driven to any of its respective Parking Spaces for 2 AP.

End of Game and Scoring

Refer to the manual for details on this section.

Tips for Winning

  • Utilize Portable Ladders and Windows to create efficient access and escape routes to the second floor. Portable Ladders are crucial for rescuing victims and hazardous materials from upper floors, but remember that victims and hazardous materials cannot be left on the Upper Segment of a Portable Ladder.
  • When dealing with Explosions in Stairwell spaces, be aware of how Shockwaves propagate. They will follow the path of least resistance, preferring to stay on the same floor if a Wall is Destroyed, or go up the stairs if the Wall is intact. Planning fire containment and firefighter movement considering this propagation is vital.

Rules manual

Official PDF file

Prefer the Official PDF? Download the official Flash Point: Fire Rescue – 2nd Story rulebook or browse it online with our AI rules assistant.
View Rulebook PDF

Frequently Asked Questions

Quick answers about the rules

5 questions
What is the objective of Flash Point: Fire Rescue – 2nd Story?
Flash Point: Fire Rescue - 2nd Story is an expansion for the base game Flash Point: Fire Rescue. The overall objective of the game is the same as the base game: players, acting as firefighters, must rescue victims and hazardous materials from a burning building. This expansion introduces two-story buildings, adding new complexities and challenges to the rescue. The victory condition is to rescue a specific number of victims before the building collapses or all victims are lost.
How do you set up Flash Point: Fire Rescue – 2nd Story?
Setup for Flash Point: Fire Rescue - 2nd Story follows the base game rules, with some exceptions and additions to accommodate the new two-story elements. Remember that this is not a standalone version and requires the base game. Expansion Components: 2 Double-Sided Game Boards (representing two two-story buildings: the "villa" and the "hotel"). Additional Game Markers (including Upper and Lower Segments of Portable Ladders, Open Window Markers, Door Markers, Explosion Marker, and AP Trackers)…
How do you play Flash Point: Fire Rescue – 2nd Story?
The game flow follows the turn structure of the base game, with the new expansion rules applying to actions and events. The rules of this expansion supersede the base game rules in case of conflict. Two-Story Building Elements: Stairwell: A space with a Stairwell is Adjacent to the corresponding Stairwell space on the other building board. This allows Firefighters and Fire to move between floors. Stairwell spaces are treated like other board spaces, and can contain POIs, Hazmat, Hot Spots…
How does Flash Point: Fire Rescue – 2nd Story end, and how do you score?
Refer to the manual for details on this section.
What are some tips for winning Flash Point: Fire Rescue – 2nd Story?
Utilize Portable Ladders and Windows to create efficient access and escape routes to the second floor. Portable Ladders are crucial for rescuing victims and hazardous materials from upper floors, but remember that victims and hazardous materials cannot be left on the Upper Segment of a Portable Ladder. When dealing with Explosions in Stairwell spaces, be aware of how Shockwaves propagate. They will follow the path of least resistance, preferring to stay on the same floor if a Wall is…
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