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Subject: Any rules for solo play rss

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Peter Thomas
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Could any one tell me if there are any rules for playing the game solo (one player)
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Travis Worthington
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peterthomas wrote:
Could any one tell me if there are any rules for playing the game solo (one player)


I always played controlling multiple firefighters - no changes to the rules just use a marker to remember who's turn it was. You lose the group dynamic, but did this quite frequently when developing the game for publication and quite enjoyed it - that coming from someone that is not a fan of solo gaming.
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JR
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T Worthington wrote:
peterthomas wrote:
Could any one tell me if there are any rules for playing the game solo (one player)


I always played controlling multiple firefighters - no changes to the rules just use a marker to remember who's turn it was. You lose the group dynamic, but did this quite frequently when developing the game for publication and quite enjoyed it - that coming from someone that is not a fan of solo gaming.


My first couple of plays were conducted in exactly this fashion so that I could learn the rules on my own before trying to teach my spouse the game. She has a short attention span for games and as soon as a rule book gets opened during an attempted exploratory play of a new game there's a high risk of waning interest. Playing solo - which I don't normally enjoy either - worked very well and was also far more rewarding than anticipated due to the puzzle nature of the game.

Basically use as many pawns as you wish. The game is designed to scale for every number. I enjoyed two for having a couple of options but not being too troublesome to keep track of who's turn it was.
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Andrew L.
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This is the only way I've played so far, and it works well. Much better than soloing Pandemic, as there isn't any information that gets passed between the players.

I've played with 3 and 4 players, and it's been a blast!
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Brook Gentlestream
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peterthomas wrote:
Could any one tell me if there are any rules for playing the game solo (one player)


There are not, officially.
It is generally accepted that you can go ahead and play solo, however.


edit; Wow, you all came out of nowhere!
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Peter Thomas
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Thanks for very quick reply.
If I buy the game I would be playing it alone.
Do you think I would play well as solo game.
Peter
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JR
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peterthomas wrote:
Thanks for very quick reply.
If I buy the game I would be playing it alone.
Do you think I would play well as solo game.
Peter


Well, that's up to you to decide...

But really, I can't see any reason why this game wouldn't be ranked "high" in terms of solitaire suitability. The reason being there's no need for closed information, there are no opposing sides to pretend to manage without bias and there's some randomness (die rolls) to keep it from being a scripted affair.

Now that I think about it, I'd be hard pressed to think of any game I'd prefer to play if I had to play a board game alone. I found RFTG's solo system fairly well thought-out, but it's definitely NOT the same as RFTG and it's rather fiddly. When you play FP:FR solo, there's really no variation to the way the game plays, you just don't have anyone else to brainstorm with.
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Kevin B. Smith
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I owned the predecessor (the Game Crafter edition of Flash Point), and played it solo several times. I don't like controlling multiple pawns, so I played as a single firefighter, and it worked fine. There were a different set of challenges, of course.

That older edition didn't have the "change roles" option, so I was locked into a single role for the whole game. With the ability to switch roles, I would expect FP:FR to work even better with a single pawn. I just haven't had a chance to try it yet.
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JR
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Changing roles is a really key mechanic that introduces a great deal more in-game decisions, however with a single rescue pawn I think the cost of running all the way back out the building to the truck to change jobs and then run back in to do stuff would be a really difficult to overcome.

I did once try a single pawn and what I did in that game was started at the fire engine as the imaging technician. I revealed the POIs and saved an AP. Next turn, switched to the engine operator and hosed down the worst concentrations of fire and then on the next turn switched to a more versatile role and went into the house to get to work. That's probably the only practical way to make use of role changes with a single pawn because I'd be too afraid of how many fire advancements would happen during your trip out to the truck and back.
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Lutz Pietschker
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T Worthington wrote:
I always played controlling multiple firefighters - no changes to the rules just use a marker to remember who's turn it was.

Same here, playing solo when testing things (tactics, expansion boards, roles) or when no-one else is around. I usually play with 4 firefighters.
It is one of the best solo games I know. I don't miss the group dynamics Travis mentioned a lot because for me this often means biting my tongue and watching others do things I'd rather avoid shake You see, some people just can't be bothered to take note of even the most simple rules or sequence of play...
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Tim Stellmach
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See also this thread on the same topic: Why "For 2-6 Players" as printed?

For solo play with a single firefighter, I've found that the Generalist, Imaging Technician, and Hazmat Specialist all work well. There's really no discernible handicap using these firefighters alone, and so, in my mind, no reason other than personal preference to have more than one firefighter when playing solo. I actually tend to prefer the one-firefighter game.

I'd stay away from anyone who has trouble controlling fire (Paramedic, Rescue, Engineer), or from the Driver/Operator, except perhaps to open with (can't use his special abilities and also be rescuing POIs). And of course the Fire Captain is pointless in this case. I haven't tried CAFS, but I'd be skeptical based on the lack of mobility. Having tried CAFS solo, there's a definite handicap due to limited mobility, but it's doable. You end up being more conservative about extinguishing than is usual for CAFS, so you can bank points for later movement.
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Etienne Aubert
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i've played solo several time, and it works very well.
I would definitly recommend to play with 3 or 4 firefighters. Turns are very quick (i would say less than 30 seconds), so you shouldn't have any difficulty to remember who need to play next. Just put your firefighters cards in front of you, and play them one after another.

This is definitly one of the best solo game for me.
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jason roberts
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Great solo game.I usually play with 4-5 firefighters,I set up the board with POI, explosions + hazmats placed before I choose who to start with + where.Still have a tough time winning(those damn walls!)laugh
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Paul S
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Just played my first games tonight, solo, one firefighter, and even with the basic rules it was a hoot. I set it up to play a second the moment I finished the first. Lost one, won one, happy with that. Rescued 9 in the 2nd, then the house collapsed 2 turns from a clean sweep laugh
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JR
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Beloch wrote:
Just played my first games tonight, solo, one firefighter, and even with the basic rules it was a hoot. I set it up to play a second the moment I finished the first. Lost one, won one, happy with that. Rescued 9 in the 2nd, then the house collapsed 2 turns from a clean sweep laugh


Good times, Paul. I recommend you get straight into the experienced rules. It really is much better with the hotspots, hazmats and all those fun roles to choose from. Also I find two pawns for a solo game to be a lot more enjoyable than one. 4 is probably better still, but more than I care to manage alone.
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