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Video: How to Play
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Objective of the Game
In Flash Point: Fire Rescue – Tragic Events, players take on the role of firefighters working together to rescue people and pets from a burning building. The primary goal is to rescue 7 victims before the building collapses or too many victims are lost. If you manage to rescue all 10 victims, you achieve a Perfect Game!
Preparation (Setup)
- Place the game board on the table.
- Place a closed door token on each inside doorway.
- Choose a difficulty level:
- Recruit: 3 Explosions for fire replacement & 3 Hazmats.
- Veteran: 3 Explosions for fire replacement & 4 Hazmats.
- Heroic: 4 Explosions for fire replacement & 5 Hazmats.
- For the First explosion (for fire replacement):
- Roll only the black die. Place a Fire token on the square corresponding to the number rolled:
- 1 => 3,3
- 2 => 3,4
- 3 => 3,5
- 4 => 3,6
- 5 => 4,6
- 6 => 4,5
- 7 => 4,4
- 8 => 4,3
- Resolve the Explosion, adding Fire tokens as if that square had an explosion. Adjacent walls and doors are damaged.
- Roll only the black die. Place a Fire token on the square corresponding to the number rolled:
- For the Second explosion (for fire replacement):
- Roll both dice (reroll if a Fire token is already there). Place a Fire token on that square.
- Resolve the Explosion, adding Fire tokens as if that square had an explosion. Adjacent walls and doors are damaged.
- For the Third explosion (use dice from 2nd explosion):
- Flip the black die to its opposite side. Reroll the red die. Place a Fire token on that square. Reroll just the red die if a Fire token is already there.
- Resolve the Explosion, adding Fire tokens as if that square had an explosion. Adjacent walls and doors are damaged.
- If playing at Heroic level, for the Fourth explosion (for fire replacement):
- Roll both dice (reroll if a Fire token is already there). Place a Fire token on that square.
- Resolve the Explosion, adding Fire tokens as if that square had an explosion. Adjacent walls and doors are damaged.
- Place Hazmat tokens: Roll the dice to place them. Reroll if the space already has a Fire or Hazmat token.
- Create the Fire Deck: Shuffle 1 Accelerate Card with the specified number of Fire Rages Cards based on player count and difficulty:
- 1-2 players: 15 for Recruit, 10 for Veteran/Heroic.
- 3 players: 11 for Recruit, 8 for Veteran/Heroic.
- 4 players: 10 for Recruit, 7 for Veteran/Heroic.
- Create the Event Deck: Shuffle Event Cards and keep them near the board.
- Place 3 POI (Points of Interest): Choose 10 ordinary victims and 5 false alarms. Shuffle them all face up, then roll the dice 3 times. Place a random POI token on each square rolled. Reroll if there is a Fire token or another POI token already there.
- Put Hot Spot and excess POI tokens back into the box.
- Keep damage cubes, dice, and remaining tokens nearby.
- Each player takes a player card, a specialist card, and a firefighter mini in their chosen color. Remaining items return to the box. A player may play two specialists (as if they were two players) if all agree, but they must draw a Fire card after each.
- Players place their minis on one of the squares outside the building (e.g., by an exit door, in the Engine, or near a room with a victim). Firefighters may share a common square.
- Players decide where the Ambulance and Engine start.
- Decide who will go first (e.g., youngest?). Play proceeds clockwise.
Fluxo do Jogo
The game proceeds in turns, with each player taking their turn clockwise. A player's turn consists of two main steps:
- Take Actions: Players use Action Points (AP) to perform various actions.
- Draw a Fire Deck Card: Players draw and resolve a card from the Fire Deck.
(1) Take Actions
Each player gets Action Points (AP) on their turn. They may repeat an action if they can pay the AP. They may pass, or not use all their AP and can save unused AP to use on the next turn (use 1 green action point token per AP saved, with a maximum of 4 saved AP).
After taking all actions, if any smoke tokens are adjacent to fire, flip them to fire.
(2) Draw a Fire Deck Card
Draw a card from the Fire Deck and resolve its text. Place the Fire Deck Card in the Fire Deck discard pile.
- If the Fire Card instructs you to draw an Event Card, resolve it then discard it to the Event discard pile. Discard the Fire Card.
- If you drew the Respite Card, nothing happens (just discard the Fire Card).
- If you drew the Flare Up Card, resolve it then discard it to the Fire Deck discard pile.
- If you drew the Accelerate Card, resolve it. Discard it to the Fire Deck discard pile. Shuffle the remainder of the Fire Deck and discard piles together to make a new Fire Deck.
- If you drew The Fire Rages, follow the (2b) Advance Fire step. If you drew any other card, skip to (3) Replenish POI.
(2b) Advance Fire (only if you drew the Fire Rages card)
Roll the dice. (If out of smoke/fire tokens, just keep playing).
Add a smoke token (red die = row, black die = column):
- If the square is open (non-fire/smoke), place a smoke token:
- If adjacent to fire, flip that smoke token to fire:
- Any POI on the square is lost (remove token).
- Any firefighter is knocked down (placed in the ambulance).
- If there is a Hazmat token, just place the smoke token.
- If adjacent to fire, flip that smoke token to fire:
- If the square contains smoke, flip it to fire:
- Any POI in this square is now "lost" (remove their token).
- Any firefighter in this square is knocked down (placed in the ambulance).
- If there is a Hazmat token, it explodes (remove the Hazmat token, then do a Fire explosion).
- If the square contains fire, there is an explosion:
- An explosion radiates in four directions (up, down, left, right) but not diagonal:
- Place a fire token on each adjacent square.
- Place 1 black damage cube on any non-destroyed wall adjacent to a target square (2 cubes = destroyed).
- Remove closed door tokens adjacent to the target square (do not place damage tokens there, they are preprinted).
- If the adjacent square through the destroyed door has smoke, flip it to fire (even if outside).
- If an adjacent square already has fire, there is a shockwave:
- A shockwave continues in the same direction through adjacent squares with fire (including open doors and destroyed walls) until stopped (traveling through an open door destroys the door; remove the door token but do not place black damage cubes):
- If an open space, place a fire token (even outside).
- If smoke, flip it to fire (may cause consequences).
- If a wall, place a black damage cube on it (remember if there already were 2 damage cubes on it, it would not stop the fire).
- If a closed door, it is destroyed (remove the door token but do not place black damage cubes).
- A shockwave continues in the same direction through adjacent squares with fire (including open doors and destroyed walls) until stopped (traveling through an open door destroys the door; remove the door token but do not place black damage cubes):
- Flashover: after advancing fire, check if there is now any smoke next to fire. If so, flip the smoke to fire (then check again). Squares that became fire due to an explosion/shockwave have consequences:
- A POI in a square on fire is lost (flip/reveal a ? token).
- Hazmat on a square that is on fire, explodes (remove the Hazmat token and follow the explosion procedure).
- A firefighter in a square now on fire is knocked down (placed in the ambulance).
- An explosion radiates in four directions (up, down, left, right) but not diagonal:
Remove any fire tokens from outside the building. A Firefighter Knocked Down means placing the firefighter in the ambulance.
(3) Replenish POI
There should be 3 POI on the board. If, at the end of your turn, there are less than 3, randomly choose one and roll the dice to see where to place it. A square that has smoke or fire, another POI, or a firefighter on it is invalid. Follow the small arrows printed on the square to the next square in the "chain". If it is invalid, follow its arrow. If no square is found, reroll.
Ações e Como Jogar
Players use Action Points (AP) to perform actions. They can repeat actions if they can pay the AP, pass, or save unused AP (up to 4) for their next turn.
- Move:
- 1 AP: Move your firefighter to an adjacent space without fire. You may flip a POI? token on the square (discard if blank, if a victim you can carry them).
- 2 AP: Move to a space with fire (but cannot end your movement there).
- 2 AP: Carry a victim or Hazmat (but not both) to an open or smoke space (but not fire). Get victims outside and onto the ambulance to rescue them (place their token in the "Saved" area on the board). Hazmat tokens removed from the building go into the box (no longer in the game).
- Firefighters may share the same square.
- Once treated by the Paramedic, any firefighter can walk a victim out of the building at 1 AP per square, OR at 2 AP may additionally carry another victim.
- Door: 1 AP to flip a door token by your space (open/close).
- Extinguish: Fight fire in your square or an adjacent square:
- 1 AP: Remove smoke token.
- 1 AP: Flip a fire token to be a smoke token.
- 2 AP: Remove fire token (flip then remove).
- Chop: Demolish a section of wall.
- 2 AP: Place one damage cube (need 2 cubes to destroy it).
- Drive: 2 AP: Drive the ambulance or engine to the next spot.
- Vehicles go to the next parking spot in either direction around the building. Any firefighter (no matter where they are) can cause the Ambulance to drive. A firefighter must be on the Engine to drive it. Any firefighters already on a vehicle may ride for free if they wish. If an ambulance arrives at a parking spot where there is a victim, they are rescued for 0 AP.
- Ride: Free (ride along with someone else driving).
- Crew Change: 2 AP: While in the Engine, switch to a different Specialist (must do this at the start of your turn).
- Fire Deck Gun (one quadrant): 4 AP, must be in the Engine.
- Aim the deck gun at the adjacent quadrant.
- Cannot be used if there are any firefighters in the quadrant.
- Roll the dice. If dice results are outside the quadrant, flip any die over that is outside the quadrant range.
- Smoke and Fire tokens are removed at the target square plus the four adjacent squares (even if outside the quadrant).
Fim de Jogo e Pontuação
The game ends when one of the following conditions is met:
You Lose:
- No black damage cubes left! The building collapses. Do not continue playing if no black damage cubes remain.
- Four (or more) victims are lost.
You Win:
- Rescue 7 victims.
Option: Continue playing to try to rescue all 10 victims for a Perfect Game!
Dicas para Vencer
Consulte o manual para detalhes sobre esta seção.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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