# Flash Point: Fire Rescue – Extreme Danger ## General Info - **Year Published**: 2013 - **BGG Rating**: 7.7 - **BGG Rank**: — - **Players**: 2-6 (Best with: 4) - **Duration**: 45 min - **Weight**: 2.30 / 5 - **Designers**: Lutz Pietschker - **Artists**: George Patsouras, Luis Francisco - **Publishers**: Indie Boards & Cards, Devir, Heidelberger Spieleverlag - **Categories**: Adventure, Expansion for Base-game - **Mechanics**: Action Points, Cooperative Game, Dice Rolling, Grid Movement, Simulation, Variable Player Powers ## Verdict If you love epic rescues and crave more adrenaline, this expansion will blow your mind.More scenarios, more tensionDetailed miniaturesDynamically paced action pointsNot for competitive playersRequires focus on fire detailsHIGHLY RECOMMENDED ## Description Flash Point: Fire Rescue – Extreme Danger is the expansion that turns your rescue kit into a blazing battlefield of even greater intensity. It adds six new building configurations, letting you set up 2 to 6 player scenarios, and when paired with the 2nd Story expansion, you get four more buildings to mix things up. The pack includes firefighter miniatures with colored bases, explosive tokens, hazardous equipment, and fire‑proof doors—everything to make the game feel more realistic and visually striking. The core goal stays the same: save lives and control the blaze before the building collapses, but now there are more challenges, more strategy, and more adrenaline. The action‑point system lets each firefighter perform up to three moves or actions per turn, while dice rolls decide who can navigate the smoke or break through a door. Grid movement adds a tactical layer, forcing you to plan each step carefully. If you love cooperative games where communication and coordination are key, Flash Point remains your best friend. The simulation mechanics make the game feel like real rescue training, with fire that spreads and smoke that blocks vision. And the variety of player powers ensures every game feels fresh. Bottom line: if you want more excitement, variety, and challenge in a rescue game, this expansion is the missing piece for your table. ## How to Play Objective of the Game Flash Point: Fire Rescue - Extreme Danger is an expansion for the base game, Flash Point: Fire Rescue. This expansion introduces new building layouts, specialized firefighters, and additional game markers, enhancing the firefighting experience. Players are working cooperatively to rescue victims and hazardous materials from burning buildings, managing the spread of fire and structural damage. The game ends when certain conditions are met, leading to either a collective victory or defeat for the team of firefighters. Preparation (Setup) Extreme Danger cannot be played without the base game, Flash Point: Fire Rescue. The rules provided in this expansion complement the base game rules, and in case of contradiction, the expansion rules supersede those of the base game. Game Board Two new game boards are included: a large board with a Mechanic's Garage on one side and a two-story Laboratory on the other, and a medium board with an Attic on one side and a Basement on the other. The Attic/Basement board can be added to any full-sized board from this expansion or the 2nd Story expansion. The Laboratory is a two-story building and can be extended to three stories by adding either the Attic or the Basement. The Mechanic's Garage is a one-story building that can be extended to two stories. Access to the second, third (Attic), or Basement levels is via internal stairs or portable ladders. Stairs are either printed on the board or added as markers when using the Attic or Basement boards. Markers The expansion includes: 4 Portable Ladder Top Segments, 4 Portable Ladder Bottom Segments, 4 Door Markers, 4 Fire Door Markers, 12 Damaged Floor Markers, 8 Jammed Markers, 1 Small Hazardous Object (double-sided, flammable objects/chemicals), 23 Open Window Markers, 1 Large Hazardous Object (double-sided, car/laboratory flammable objects), 2 Ladder Markers, and 5 Toxic Spill Markers. Nine specialized firefighter figures are included to represent specialists from the base game and the Structural Engineer from the Urban Structures expansion. Initial Setup (General) Follow the normal procedure for setting up the game, with the following exceptions: Roll the dice and resolve three explosions without placing any Damage Markers. Roll the dice and place 3 POIs (Points of Interest). Initial Setup (Mechanic's Garage) This board introduces Windows, Fire Doors, and optional Explosive Objects. Place the Car marker in the Garage area of the board. The car occupies two spaces. Reroll any explosions, POIs, Hot Spots, or Hazardous Materials that would occupy the Explosive Object's spaces. Initial Setup (Laboratory) This board introduces Stairs, Portable Ladders, and optional Hydraulic Platform and Chemical Spills. The Hydraulic Platform marker is placed in one of the Fire Truck spaces. If the Hydraulic Platform is used, the Water Cannon is not available. Initial Setup (Attic - Optional Board) If adding the Attic board: Use the included D12 instead of the D8 to determine corresponding spaces. Roll the dice and resolve an additional Explosion, and place a Hot Spot in the corresponding space. If playing with Expert Rules, roll to place 3 additional Hot Spots, and add 3 Hot Spots to the pool of Hot Spots that can enter play during the game. Place the Ladder Marker in the corresponding space. (For the Mechanic's Garage, for Laboratory and 2nd Story boards). Initial Setup (Basement - Optional Board) If adding the Basement board: Use the included 12-sided die instead of the 8-sided die to determine target spaces. Roll and resolve an additional Explosion and place a Hot Spot in the resulting space. If playing with Advanced Rules, roll to place 3 additional Hot Spots, and add 3 Hot Spots to the pool of Hot Spots that can enter play. Place the Ladder in the corresponding space on the board. (For all boards). Initial Setup (Expert Rules) Follow the usual setup process, with these exceptions: First Explosion - Roll the dice and resolve an explosion in the resulting space (the final result of the Initial Explosions must be at least one explosion per floor of the building). POI Placement - No more than 2 POIs can be placed on the same floor. Reroll the dice if necessary. Game Flow Consulte o manual para detalhes sobre esta seção. Actions and How to Play Windows Windows are a new scenery element providing building access without structural damage. They act like doors and can be opened or closed by firefighters for 1 AP (Movement Action). Unlike a wall with a door, a wall with a window still provides structural integrity and can be destroyed by a Damage Marker from an explosion, even if the window is open. All windows start closed. Open/Close a Window (Movement Action): 1 AP A firefighter can open or close a window while in the same space. Place an Open Window Marker on the wall segment to represent an open window. Remove the marker if the window is closed. Fire Doors Fire Doors are strongly built to slow fire spread but are prone to malfunction. They are highlighted in green on the board and have special markers. They function like normal doors with the following exceptions: During the Fire Propagation Phase, a Fire Door that would be destroyed by an explosion is not automatically destroyed. Instead, roll the red six-sided die and consult the following table: 1-3: The Fire Door blocks the explosion. The door marker is not removed, and no further action occurs in that direction. The explosion resolves as usual for other directions. 4-6: The Fire Door blocks the explosion but is damaged. Place a Jammed Marker. The door marker is not removed, no further effects from the explosion in that direction, and it resolves as usual in other directions. If the Fire Door is already jammed, any subsequent explosion affecting this door is not treated as jammed, and an additional Jammed Marker is added. A Jammed Fire Door cannot be opened. To unjam it, a firefighter must use a Chop action to remove a Jammed Marker. A door with multiple markers will require multiple Chop actions. The door is destroyed in the process; remove the door marker when all Jammed Markers are cleared. Stairs Stairs provide access between floors. A stair has two parts: an upper stair space and a lower stair space, both adjacent to each other. This means a Stair space can be adjacent to 5 spaces, and firefighters and fire can move between them. Otherwise, Stair spaces are treated like all other spaces on the board. A firefighter can move between an upper and lower stair space at normal movement cost (no AP penalty). Stair spaces can contain POIs, Hazardous Materials, Hot Spots, Fire, and Smoke Markers, etc. Walls surrounding a stair can be destroyed. A Stair space is marked with coordinates of its other board part to help visualize how two stair spaces connect and aid in resolving Explosions, Flashovers, Shockwaves, etc. An Explosion in a Stair space will cause a Shockwave in all 5 directions. When an explosion occurs in a Stair space and another Stair space already has a Fire Marker, a Shockwave is created and continues in the direction of the stair space (i.e., the direction without a wall). A Shockwave reaching a Stair space with a Fire Marker will propagate through that space in a single direction. If the wall behind the Stair space (on the same floor) is destroyed, the Shockwave will continue on that floor. However, if the wall is not destroyed, the Shockwave will continue to another floor via the stairs. If the next stair space already has a Fire Marker, the Shockwave continues in the direction of the Stair. Conceptually, the Shockwave takes the path of least resistance – it stays on the same floor if possible, or goes up the stairs instead of damaging the wall. Portable Ladders The Fire Truck carries four Portable Ladders that can be used to access the second floor of a building. A firefighter on the truck can pick up a Portable Ladder using 0 AP. Portable Ladders start folded and must be carried to their deployment location and deployed before they can be ascended. A firefighter on a Portable Ladder can perform actions as usual (Extinguish Fire and Chop Walls). Victims and Objects (Hazardous Materials) cannot be left on the upper space of a Portable Ladder. Actions related to a Portable Ladder include: Carry a Portable Ladder (Movement Action): A firefighter can move to an adjacent space while carrying a Ladder at the usual movement cost (no AP penalty). A firefighter cannot carry a Portable Ladder while carrying a Victim or Hazardous Material. A firefighter can carry a Portable Ladder while carrying a Victim who has received first aid. Deploy a Portable Ladder (Movement Action): 2 AP A firefighter can deploy a Portable Ladder in their current space. Place the Ladder's Bottom Segment in the firefighter's space and the Top Segment in the corresponding space on the second floor of the building. Portable Ladders can only be deployed outside the building. A firefighter cannot carry a deployed Ladder. When deploying a Ladder, the firefighter must choose the floor on which to place the Top Segment marker. Once placed, the ladder must be folded and then redeployed to change floors. This means a single Portable Ladder cannot access both the second and third floors of a building simultaneously. Climb the Ladder (Movement Action): 1 AP (2 AP if carrying a Victim, Hazardous Object, or accompanying a treated victim). Moving from the upper space of a Ladder to a lower space has the usual movement costs (no AP penalty), with one exception: a Victim who has received first aid must still be carried for 2 AP. If the Portable Ladder is climbed from the ground floor to the third floor of the building, movement costs are doubled when moving. A firefighter cannot enter an upper segment of a Ladder if another firefighter already occupies it. Fold a Portable Ladder (Movement Action): 1 AP A firefighter on the ground floor can fold a Portable Ladder deployed in the same space as the firefighter. Place both Segments in the firefighter's space. If fire spreads to a space containing a Ladder segment, the ladder automatically falls. Explosive Objects (Optional) Explosive Objects (e.g., Car, Laboratory Flammable Materials) act in all ways like a thick wall segment: they take damage, block passage, and prevent spaces from being adjacent (both in and through the object). Since an Explosive Object takes damage, no Fire or Smoke Markers can be placed in the spaces it occupies. When the Explosive Object takes damage equal to or greater than the number indicated on its marker, a special Explosion resolves. Damage Markers placed on the Explosive Object count towards end-game conditions, even if it has exploded. During the Fire Advancement Phase: If the space resulting from the roll is occupied by an Explosive Object, use the arrows on the board to find a valid space and resolve fire advancement as usual. Treat an Explosive Object as a wall. Add a Damage Marker to the Explosive Object (instead of a Fire Marker) when an explosion would cause a new Fire Marker in one of the spaces occupied by the Explosive Object. Each Explosive Object has a maximum damage capacity indicated by a series of Damage Markers, represented on the Explosive Object Marker. When the total Damage Markers placed on the Explosive Object reaches its damage capacity, the Explosive Object explodes. When the car explodes, place Fire and Hot Spot Markers in the two spaces the car occupied, remove the Car Marker from the board, remove Damage Markers from play, and resolve an explosion generated from the car in six directions. During the POI Replenishment Phase: If the resulting space for POI Replenishment is occupied by the car, follow the arrows on the board to find a valid space. When smaller Explosive Objects (e.g., Laboratory Flammable Materials) explode, place a Fire Marker and a Hot Spot Marker in the space it occupied, resolve an Explosion in the Explosive Object's space, and then resolve a second explosion over the same space. Hydraulic Platform (Optional) The Hydraulic Platform is a mobile firefighter element that functions as an alternative to the Water Cannon. If the Hydraulic Platform is used, the Water Cannon is no longer available. The platform can carry two people (2 firefighters, a firefighter and a victim, or a firefighter carrying Hazardous Materials). A victim can be loaded (and left alone) on the platform, but it is not possible to load 2 victims. The Hydraulic Platform can be moved, with its contents, to any space outside the upper levels of a building facing the Fire Truck's street or back to the Fire Truck by a firefighter, either on the platform or in the Fire Truck. Entering and exiting the platform has the usual movement costs; there is no cost to exit the platform onto the Fire Truck. Firefighters on the platform can perform actions normally (Extinguish Fire, Open/Close Windows, Chop Walls). Specific actions for the Platform are: Operate the Platform (3 AP, 2 AP for operator/driver): Firefighters can only perform this action when in the same space as the Platform or Fire Truck. The Platform can be moved to any valid space, or returned to the Fire Truck in a single action. This is a vehicle action, not a movement action. Fire Water Cannon (4 AP, 2 AP for operator/driver): The Platform's Water Cannons can be used to quickly extinguish fires through a wall opening (either an open window or destroyed wall). Unlike the Water Cannon, the Platform's Cannons do not require a die roll. The target space for the Cannons is the space adjacent to the Platform. Remove all Fire and Smoke Markers from the target space and all its adjacent spaces (remember that walls and closed doors prevent adjacency). Water Cannons cannot be used if a Victim occupies one of the spaces within their area of effect. Vehicle Actions (Changes) Drive: The Fire Truck cannot move unless the Hydraulic Platform is folded onto the Fire Truck. When using the Drive action, the vehicle can be driven by any firefighter for 2 AP. Water Cannon: When using the Water Cannon on the segment (half of each floor/board) of the building adjacent to the Fire Truck's space. After rolling the dice, flip the red die if necessary. Do not flip the black die. Remember that there cannot be firefighters in the target area of the Water Cannon, in this expansion this means on both floors. For three-story buildings, using the Hydraulic Platform is recommended. However, if you choose to ## FAQ ### How long does a session last with this expansion? A typical session ranges from 45 to 60 minutes, depending on player count and chosen scenario complexity. ### What is the recommended player count? It’s ideal for 2 to 6 players, as the action point and movement rules work well in small to medium groups. ### Does the expansion make the game harder? Yes, the new buildings and explosive tokens increase complexity, requiring more coordination and attention to detail. ### What are the additional components? Firefighter miniatures with colored bases, explosive tokens, hazardous equipment, fire‑proof doors, and a storage box for other expansions. ### Do I need another expansion to fully enjoy it? No, Extreme Danger works on its own, but it pairs perfectly with 2nd Story for even more variety. ### Is it suitable for beginners? Yes, the rules remain accessible, though the learning curve may be slightly steeper due to the new action‑point mechanic. ## Price Comparison ### Best International Offers - **BoardGamePrices.com**: $ 51.39 (https://boardgameprices.com/item/go?source=A&storeitemid=6410184&utm_source=boardgamesbot.com) - See all on BoardGamePrices: https://boardgameprices.com/item/show/6441/flash-point-fire-rescue-extreme-danger?utm_source=boardgamesbot.com