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Flash Point: Fire Rescue» Forums » Variants

Subject: Playing with the idea of "casualties" rss

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Brook Gentlestream
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Some people have a problem with letting three people die in an out-of-control fire. They want to save every last person. Even the puppy. While this makes for a much more fun theme, it makes the game exponentially harder and can ruin the group's hour of strategic gaming based on one bad die roll.

So I made this variant was made to help these heroic souls.

* The game ends in a victory when ten victims are in the rescued area and all firefighters are returned to the fire engine.

* The game ends in a defeat when all five false alarm counters and at least one victim are in the killed area.

* A victim "killed" by fire is lost in the house and unaccounted for. Victims in the lost area can be shuffled back into the POI pile by moving a "rescued" false alarm to the "killed" area.

* (Optional: ) When a firefighter respawns at the ambulance, you must return a victim or "false alarm" counter from the rescued area to the face-down POI pile. The firefighter gains no action points until this is done.
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Jason Cookingham
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lordrahvin wrote:
* (Optional: ) When a firefighter respawns at the ambulance, you must return a victim or "false alarm" counter from the rescued area to the face-down POI pile. The firefighter gains no action points until this is done.


I was joking with a buddy that any firefighter knocked down should have to be rescued by the other player(s).
 
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Travis Worthington
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cookinjr wrote:
lordrahvin wrote:
* (Optional: ) When a firefighter respawns at the ambulance, you must return a victim or "false alarm" counter from the rescued area to the face-down POI pile. The firefighter gains no action points until this is done.


I was joking with a buddy that any firefighter knocked down should have to be rescued by the other player(s).


that is one of the optional variants in the Urban Structures expansion - makes the game quite tough!
 
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Brook Gentlestream
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I like that, too, but it makes the game ridiculously harder. Not only is it incredibly difficult to expect other players to re-adjust their plans to go rescue you from whereever they are, but the remaining players have an additional thing that needs to get done and far less manpower to do it. And of course the dead firefighter is probably in the midst of a blaze, so its hazardous to risk saving him in any kind of timely manner. Which means you'll probably lose the rescuers, too... And while all this is going on, the fires are not being fought and victims not being rescued.

It's ridiculously hard to win when playing this rule (unless you have a lot of players), but I felt may idea of "returning a victim to the pile" accounts for the idea of having the players rescue the fallen firefighter while not directly hindering the players' rescue capability. When someone gets taken out by fire, everyone just rolls their eyes and says "Great, now we have another person to rescue." And a rescued POI is returned to the pile.

 
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Jason Cookingham
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lordrahvin wrote:
I like that, too, but it makes the game ridiculously harder.


We have found the game rather easy to win. We could use the spike in difficulty.

What it would likely do is make the players more cautious about fire. The only current punishment for being knocked down is a minor inconvenience, and it could even possibly be a boon to end up at the ambulance.
 
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Chris Janiec
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It does drive players to more realistic behavior: well-trained firefighters always work in teams of at least two inside a burning structure.
 
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