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Flash Point: Fire Rescue – Tragic Events» Forums » Sessions

Subject: First Play rss

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Rich Heimlich
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Sewell
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For those familiar with my post under Variants of the main game, I long ago created a deck that is extremely similar to the one used in this expansion (and glad someone professionally published it).

As such, my group was extremely eager to give this a go. Sadly, we didn't get a chance to get to it until late Saturday evening when one of the four of us was too tired to take part. We decided to go ahead with just three of us and ended up with three roles:

CAFS, Suppression Specialist and Structural Engineer. We also played on one of the original game boards (the brownstones).

We quickly realized that we may have tripped over the perfect combination of roles to game balance as the game went on for several hours. CAFS held the worst fires at bay. Suppression managed to keep the fire within reach of CAFS and Structural kept the Flash cards to a minimum.

It turned out to be one of the very best games of Flash Point we'd ever played including several sessions of laughing so hard we cried. What was so funny? Well, without anyone that could heal, a few of the POIs really gave us some trouble.

The critically injured POI showed up and we had NO way to move him short of changing roles. We kept telling "him" that someone would be along at some point to treat him, but that, frankly, none of us had the skill to move someone so badly injured. We took turns joking about the imagined dialogue with this POI. One of us would, from time to time shout out, "We'll be back soon!", or "Don't panic!"

As fire surrounded him we imagined him screaming to be saved, but we "told him" that if we moved him and he became paralyzed he'd sue us and, as such, he'd have to wait until a paramedic came along. Time and again we held the flames off the poor guy until finally one explosion claimed his life. Poor guy. The last thing we told him was that he'd likely be better off dying given the severity of his injury and to take solace that we're sure there must be an afterlife. Well, maybe.

When the overweight POI came up we just said, "Well, good luck buddy." We knew that guy was a goner the instant he materialized. I'm not even sure we bothered to save him.

The funniest chain of events was when we drew the Event card "I need to save my games!" which sent a saved POI back into the POI pile. We thought this was brilliant and hilarious (with one caveat I'll cover at the end).

So, low and behold, the same damned guy shows up back on the board as someone to be rescued. As we were pondering the fun of just leaving his body there out of spite, our Suppression player said, "Hey, wasn't he in the other brownstone when we saved him the first time?" He clearly was. That got us rolling as we surmised that he'd taking the opportunity of the chaos to go steal his neighbors games. If we didn't absolutely need to save that guy, and he hadn't shown up in such a lucky space, we'd have left his backside there for sure.

In the end, several hours later, we finally cleared the seventh POI (with the two losses mentioned) and a job well done. We all had a total blast and couldn't wait to play again at the earliest convenience.

The one nagging concern was the Event card I mentioned. We've now played twice and in both games we went through quite a number of Event cards. I now suspect that the card in question may come up in the area of as much as 50% of all games and certainly a quarter of them. That seems like one heck of a large swing for at least a quarter of plays (going from X POI's saved to X-1. I'm wondering if this is a card we should only sparingly include in play.
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Ray
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Awesome write up. Makes me want to get mine off the shelf and try out the new expansion! Thanks for sharing
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Robin
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Agrajag wrote:
When the overweight POI came up we just said, "Well, good luck buddy." We knew that guy was a goner the instant he materialized. I'm not even sure we bothered to save him.


Yeah, the incentive to sacrifice "heavy", severely injured, or disabled (oxygen tank) victims in favour of healthy ones is what TV Tropes might call an Unfortunate Implication. (At least the tokens don't shame the difficult victims any more though - Heavy's hamburger T-shirt is thankfully gone.)

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The one nagging concern was the Event card I mentioned. We've now played twice and in both games we went through quite a number of Event cards. I now suspect that the card in question may come up in the area of as much as 50% of all games and certainly a quarter of them. That seems like one heck of a large swing for at least a quarter of plays (going from X POI's saved to X-1. I'm wondering if this is a card we should only sparingly include in play.


I've said something similar in my own (very positive) write-up, which is in the GeekMod queue at the moment. In two of our three games we went right through the Events deck, so unless that was a fluke, the Event cards make the *turns* more unpredictable but don't "make every game different". For example, there's a card that adds 2 Hazmats, but if it's going to come up in every game they may as well have just upped the starting Hazmats to 6. Looks like we need another expansion with more cards...

It's also possible our early games are longer than usual because we're still getting used to TE, and therefore much more likely to wrap through the deck.
 
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Arto Hietanen
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robinjohnson wrote:


I've said something similar in my own (very positive) write-up, which is in the GeekMod queue at the moment. In two of our three games we went right through the Events deck, so unless that was a fluke, the Event cards make the *turns* more unpredictable but don't "make every game different". For example, there's a card that adds 2 Hazmats, but if it's going to come up in every game they may as well have just upped the starting Hazmats to 6. Looks like we need another expansion with more cards...

It's also possible our early games are longer than usual because we're still getting used to TE, and therefore much more likely to wrap through the deck.


I'm still waiting for the delivery, but from reading the rules I have had a feeling that there are too many events. I would have expected that you get a couple of events per game to spice things up, but it seems that you can go through the whole deck per game. Again, I have not played the game yet, so is there any problem if you only would draw the event on Accelerate card and not on Flare up if you want to have fewer events?
 
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Keith Wynn
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Bartheus wrote:
robinjohnson wrote:


I've said something similar in my own (very positive) write-up, which is in the GeekMod queue at the moment. In two of our three games we went right through the Events deck, so unless that was a fluke, the Event cards make the *turns* more unpredictable but don't "make every game different". For example, there's a card that adds 2 Hazmats, but if it's going to come up in every game they may as well have just upped the starting Hazmats to 6. Looks like we need another expansion with more cards...

It's also possible our early games are longer than usual because we're still getting used to TE, and therefore much more likely to wrap through the deck.


I'm still waiting for the delivery, but from reading the rules I have had a feeling that there are too many events. I would have expected that you get a couple of events per game to spice things up, but it seems that you can go through the whole deck per game. Again, I have not played the game yet, so is there any problem if you only would draw the event on Accelerate card and not on Flare up if you want to have fewer events?

I've played 3 games (including one game testing a new POI variant), and played with 3 firefighters - each game using about 75% of the event deck. This seems about right so that consecutive games will see some new cards. Surprisingly, the event cards seem to be minor inconveniences (or minor bonuses) rather than game-changing effects; so seeing a large number of these is fine to me. And they seem to work nicely at "helping" to ramp up the intensity toward the end of the game.

It's just my opinion, but I think the current number of event cards draws are needed to help increase the intensity. Drawing only when the Accelerate card appears wouldn't be enough. I suspect the game would feel flat or 2-dimensional with fewer. But the Tragic Events Expansion is certainly an improvement, and a must-have!

The great thing about this game is you can tweak it as much as you like.
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Arto Hietanen
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Today I played with the Tragic Events expansion for the first time. I played solo with three firefighters (Suppression Specialist, Hazmat Expert and the Generalist) on the Ranch Map with Veteran rules. I won the scenario, mostly due to Suppression Specialist's fire advance roll die flipping ability, which I used to avert a huge number of explosions or other bad results, but still I felt that the amount of Flare Up cards and Event cards was too high for my taste. Quite soon the deck reaches its final state, where it is less likely to have a single fire advance than to have multiple advance rolls with the accompanying Events. At that time, there is little point in saving APs, as even two Flare ups in a row will max you out at 4 saved APs. And regularly having to resolve multiple events after each firefighter's turn really slows the game down.

Thankfully it is quite easy to play with the system, so I think that next time I will change the ratio of cards in the fire deck to be closer to the Hot Spot ratios and I will try drawing event cards only on Accelerate.
 
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