Flash Point Fire Rescue was the first cooperative tabletop game that I was ever exposed to. Now, about 5 and a half years later it sits as one of my favorite games to use to introduce my non-gaming friends to the world of tabletop gaming. One of the things that I really like about this game is that there is a “family game” and a much more complicated “experienced game”. For this review we’ll talk through the gameplay of the Family Game. At the end, when giving my rating I will give it based on the full game. In Flash Point Fire Rescue we are all firefighters working together to rescue victims from a burning building. Will the firefighters save enough victims, or will the building crumble on top of all who are inside? We’ll find out as we play Flash Point Fire Rescue.
The game starts out with all of the colored firefighters outside of the house. There are three Points of Interest, or POI, inside the house. A POI is either a victim or a “False Alarm”, when a firefighter gets to a POI it is revealed. If the POI is a victim, the player must escort them outside of the building to save them. If it is a false alarm, they can continue about their business. In the Family Game, you just have to get victims outside. In the Full Game you have to get them all the way to the ambulance. All of the doors inside the house are closed, and it costs 1 action point or AP to open or close the door. We’ll talk more about action points later on. There is fire in the house when the game starts, and the fire spreads at the end of each player’s turn.
Taking a Turn
Phase 1: Take Action
On each player’s turn, they can use their available actions in whatever way they please. These are the possible actions in the Family game:
Turning a fire to smoke- 1AP- if you extinguish a fire, it turns to smoke. Smoke does not restrict movement, but any smoke that is adjacent to fire in the Spread of Fire Phase automatically ignites and turns to fire.
Removing a smoke from the board- 1AP- removing a smoke from the board is the best way to prevent the spread of fire.
Open or close a door– 1AP- You need to open a door to go through it. Doors and walls keep smoke from being turned to fire. It’s usually a good idea to close doors behind you.
Chop a wall– 2AP- chopping can be used to create shorter routes through the house allowing you to walk through walls. When you chop a wall, you place a black damage marker on it to show that it has been damaged one time. Once the wall has 2 damage markers, players may walk through it as if it’s an open door.
Move to an adjacent space- 1AP- players may move to adjacent, not diagonal spaces.
Move with a victim- 2AP- You move slower while you’re carrying victims
Move through fire- 2AP- You move slower through fire
Save action Points- Lastly, you may save up to four actions to use your next turn.
Phase 2: Spreading the Fire
After a player uses all their actions they must roll the dice to spread the fire. They’ll roll both the red 6-sided-die and the black 8-sided-die. Every possible roll corresponds to a specific space on the board. Depending on what is in the space that you role, something different will happen.
Nothing– Add a Smoke
Smoke– Turns to Fire
Fire– Triggers an Explosion
Explosions send a shockwave in each direction, Left, Right, Up and Down. The shockwave keeps going until it hits an empty space, a wall, smoke or door. Please note that when resolving explosions, spaces with firefighters or POI but no fire or smoke count as empty. Below I have listed out what happens when each of these are hit by a shockwave.
Walls- Receive a damage marker, once they receive 2 damage markers, they may be treated like an open door.
Doors- shockwaves travel through open doors, and destroy closed doors. Destroyed doors can be removed from the board.
Smoke– Turns to Fire
Empty Space- Add a smoke marker, but then it will immediately turn to fire because it is adjacent to fire.
There’s only one more set of stuff to discuss when spreading the fire. What happens when fire spreads to a POI or a firefighter? The firefighter is knocked down and moved out of the building, and the POI is killed. We’ll talk more about killing a POI in our Ending the Game Section.
Phase 3: Replace POI
Throughout the game, some POI will be removed from the board. Either because they die, they are revealed as false alarms, or they are saved. After you spread the fire, roll the same two dice to place new POI. If you roll a space that has fire in it, follow the arrows on the space to find its new location.
Ending the Game
The game ends when either 7 victims are rescued, 4 victims die or all 24 damage markers are placed. If the players successfully rescue 7 victims, they win! If four victims die, making it impossible to save 7 victims they lose. If all 24 of the damage markers are placed, the building collapses, killing everyone inside. Hope y’all try out this game you won’t regret it.