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Author Topic: Flash Point Fire Rescue 2  (Read 20686 times)

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Tables

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Flash Point Fire Rescue 2
« on: January 14, 2014, 09:17:10 pm »

Flash Point: Fire Rescue is a co-operative game. Players control a team of firefighters and have to rescue enough victims from a burning house while keeping the fire under control, before the house burns down.

The rules can be easily found through a google search. This game is for any number of players up to 6. We will be using this Google Doc as our board for the game. Updates will be posted in thread though. The game is also open to anyone - people experienced with the game and those who have never played alike.

Still to be decided: Which house should be used, and what difficulty should be played on. The first game was played on Veteran in the harder house, and well you can see how that ended up. So want a rematch against it, something easier, or something harder? My initial suggestion would be stay on the same difficulty (Veteran), but change to the easier house.

Oh, and if anyone wants to play but is colourblind (or partially colourblind) just let me know and I can change the relevant colours around and/or use annotations as well as colour.

Signups:
Kuildeous
Davio
Ghostofmars
Liopoil

These are the roles available to the players. Unless otherwise stated, all roles have 4 AP:
Generalist - (5AP)
Cafs Firefighter - (3AP), 3 free extinguish AP
Rescue Specialist - 1AP: Chop. 3 free movement AP. Extinguish costs double.
Imaging Technician - 1AP: Identify - flip a POI
Driver - 2AP: Use deck gun, may reroll dice
Hazmat Technician - 2AP: Dispose - remove Hazmat
Paramedic - 1AP: Treat - victim treated. Extinguish costs double.
Fire Captain - ?AP: Command - move another player. 2 free command AP.

Rules PDF


« Last Edit: January 20, 2014, 07:24:44 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
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ghostofmars

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Re: Flash Point Fire Rescue 2
« Reply #1 on: January 14, 2014, 09:28:01 pm »

/in
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Kuildeous

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Re: Flash Point Fire Rescue 2
« Reply #2 on: January 14, 2014, 10:41:24 pm »

I agree on the veteran difficulty. The additional rules aren't any more difficult to grok, and I feel they enhance the game. Of course, I say that as a non-newbie, but my first game was with the full rules, and I followed along just fine.
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liopoil

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Re: Flash Point Fire Rescue 2
« Reply #3 on: January 15, 2014, 08:31:39 am »

/tag, maybe in. Never played before, so I'll take a look at the rules before I decide to play
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Re: Flash Point Fire Rescue 2
« Reply #4 on: January 18, 2014, 12:07:35 pm »

Any further thoughts Lio? Or anyone else want to sign up? If not I'll probably start on, say, Monday.
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liopoil

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Re: Flash Point Fire Rescue 2
« Reply #5 on: January 18, 2014, 09:04:36 pm »

oops, still haven't looked at rules. I can do that by monday. Or do you need to know sooner?
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Re: Flash Point Fire Rescue 2
« Reply #6 on: January 18, 2014, 10:09:53 pm »

Not really, no. In fact you could easily join between me starting to burn the house down and everyone choosing characters, which might take until like Tuesday or Wednesday. But sooner is probably better for everyone, so sometime Monday preferably :P.
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liopoil

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Re: Flash Point Fire Rescue 2
« Reply #7 on: January 19, 2014, 11:39:51 am »

/in! veteran difficulty and easy house sounds good. I read the rules, I think I get it. And since we're all on the same team, we can discuss strategy anyway whenever we need to.
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Re: Flash Point Fire Rescue 2
« Reply #8 on: January 19, 2014, 10:08:06 pm »

Signups are still open but I've started the initial setup. https://docs.google.com/spreadsheet/ccc?key=0ApPT0N9WtHcKdEtWa3dwSTdfUlhaNUk1alJOWUhjUEE&pli=1#gid=1

The next thing to do is for players to choose initial roles. I'm going to formally start the game up tomorrow morning (maybe early afternoon, my time), but if anyone want to throw initial thoughts out go ahead. The only thing that happens after choosing initial roles is adding 6 extra hotspots onto the board.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Davio

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Re: Flash Point Fire Rescue 2
« Reply #9 on: January 20, 2014, 02:29:39 am »

I was the Rescue Specialist last time and would like to be this time.
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ghostofmars

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Re: Flash Point Fire Rescue 2
« Reply #10 on: January 20, 2014, 02:31:11 am »

If that's the Beach House than the spaces for ambulance and engine are swapped at the sides. Otherwise, which quadrant do the engine parking spaces border there?

Strategy discussion (I have never played the game, so take the following with a grain of salt):
I would probably go with 1/2 player focusing on fire fighting (Driver, CAFS, Hazmat), 1/2 on rescuing people (Paramedic, Rescue Spec., Imaging Tech.), and the rest more general roles (Generalist, Captain). As I see it there is a lot of fire in or adjacent to the SW quadrant, but there is no POI there. So that would fit for a deck gun action, while the other players handle the POI in the NE quadrant. I think, I wouldn't use the Hazmat Spec in the beginning, because 2 hazmats are close to doors and the other 2 are locked in a separate room that isn't high priority in the beginning. Although the two hazmats next to each other may be a concern in the future.
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Re: Flash Point Fire Rescue 2
« Reply #11 on: January 20, 2014, 02:45:54 am »

FYI, I will always prioritize saving the cat over regular people.  ;D
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Re: Flash Point Fire Rescue 2
« Reply #12 on: January 20, 2014, 07:21:24 am »

"The call about the fire came in just 20 minutes ago. The police were first onto the scene, and managed to catch the believed arsonist, Ozle, as he was trying to make his escape. The fire hasn't spread too far yet, and the fire crew is on their way. The police believe the fire should be able to be kept under control and hope that everyone will be safe."

Welcome to Flash Point: Fire Rescue. We're playing on the Veteran difficulty, with 4 firefighters (unless someone were to jump in at the last second), on the easy house (possibly called the Beach House?). The board, hopefully up to date, can be found here.

Note: When things need to be randomised, I'm okay with players doing so themselves. This includes rolling for fire and to determine what POIs are (the numbers in the data tab should tell you how likely a POI is to be a victim or a false alarm). If you're unsure of how to do this fairly, then just leave it to me.

If that's the Beach House than the spaces for ambulance and engine are swapped at the sides. Otherwise, which quadrant do the engine parking spaces border there?

Whoops, got the key the wrong way around :P. Fixed that now.

Right now is the role selection phase. Since this is a PBF, I'll also let you all choose seating order as well. The first player and vehicle locations do not need to be chosen until later (but you may still want to think about them).

The roles, actions and rules have all been added to the first post.
« Last Edit: January 20, 2014, 07:23:45 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Ozle

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Re: Flash Point Fire Rescue 2
« Reply #13 on: January 20, 2014, 07:38:46 am »

*starts setting up the barrels of gasoline*
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Re: Flash Point Fire Rescue 2
« Reply #14 on: January 20, 2014, 09:29:26 am »

Is it generally possible to pretty much put out the fire? or is the point more that we just need to keep it from spreading too much  while we get the people out? I was thinking perhaps it would be better to focus on fire first because every time we get a person out they get replaced...
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Re: Flash Point Fire Rescue 2
« Reply #15 on: January 20, 2014, 01:27:40 pm »

Is it generally possible to pretty much put out the fire? or is the point more that we just need to keep it from spreading too much  while we get the people out? I was thinking perhaps it would be better to focus on fire first because every time we get a person out they get replaced...
Some approximate math: In each advance fire step there is currently ~20% chance of an explosion, ~20% chance of an immediate fire and ~60% chance of a new smoke. Furthermore there is a reroll ~20% of the time. So each turn there is ~2.5AP worth of new fire, but there is also some structural damage. So if we spend to much time containing the fire, we will collapse the house at some point. Nevertheless it may be wise to start with one more fire fighting role, but I think we should start with working on the POI soon. Btw, the Rescue specialist can also help with fire fighting by carrying the hazard materials out of the building.

I think there is still an error on the board. Depending which explosion triggered first, there should either be another fire on 32 or the wall between 36 and 37 should be broken.
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liopoil

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Re: Flash Point Fire Rescue 2
« Reply #16 on: January 20, 2014, 01:40:47 pm »

So maybe the driver, CAFS, rescue specialist, and Fire Captain?

I'll be the CAFS firefighter
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Re: Flash Point Fire Rescue 2
« Reply #17 on: January 20, 2014, 01:49:11 pm »

I think there is still an error on the board. Depending which explosion triggered first, there should either be another fire on 32 or the wall between 36 and 37 should be broken.

The missing damage was the door between (3,2) and (3,3) getting blown off. The first fire was at (4,3), the second at (6,3) and the third at (3,5).
« Last Edit: January 20, 2014, 01:59:04 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Flash Point Fire Rescue 2
« Reply #18 on: January 20, 2014, 02:36:05 pm »

Dont worry about the fire, the fire is your friend!
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Re: Flash Point Fire Rescue 2
« Reply #19 on: January 20, 2014, 02:55:47 pm »

So maybe the driver, CAFS, rescue specialist, and Fire Captain?

I'll be the CAFS firefighter
Sounds fine with me. I suggest that Captain goes directly before CAFS, so that he can give him the extra AP without putting him in (large) danger.

I'm fine playing either driver or captain.
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Re: Flash Point Fire Rescue 2
« Reply #20 on: January 20, 2014, 02:57:12 pm »

I think there is still an error on the board. Depending which explosion triggered first, there should either be another fire on 32 or the wall between 36 and 37 should be broken.

The missing damage was the door between (3,2) and (3,3) getting blown off. The first fire was at (4,3), the second at (6,3) and the third at (3,5).
Ok that makes sense.
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Re: Flash Point Fire Rescue 2
« Reply #21 on: January 20, 2014, 04:56:03 pm »

I could take on the driver. I'm envisioning turning the cannon to the SW quadrant while the CAFS trudges through the northern half of the house. Then when the fire is reduced, I can switch out to Imaging Specialist as those three convenient blips are removed.
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Re: Flash Point Fire Rescue 2
« Reply #22 on: January 20, 2014, 05:02:56 pm »

so that makes ghostofmars the captain?
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Re: Flash Point Fire Rescue 2
« Reply #23 on: January 20, 2014, 05:36:14 pm »

So it looks like I'm seeing:
Davio: Rescue Specialist
Liopoil: CAFs Firefighter
Kuildeous: Driver
Ghostofmars: Captain

If people could confirm these are a final decision and also decide seating order (again, I note you don't need to choose first player, vehicle locations or starting locations yet).
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Re: Flash Point Fire Rescue 2
« Reply #24 on: January 20, 2014, 05:42:51 pm »

Confirm

alternate firefighting/saving people? so something like Driver, Captain, CAFs, Rescue?
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