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Flash Point: Fire Rescue» Forums » Variants

Subject: Various House Rules rss

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Josh Bodah
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Here are some different variations I've been using when I play (I only have the base game). Feel free to add your thoughts:

Note: I'm still looking for ways to increase the number of flames as the game progresses. Extinguishing a lot of the fire early almost guarantees a win for me, so I'm trying to balance that out.

CHANGE ROLES
- You may change roles at the Fire Engine at any time during your turn for 2 AP. If this is not the first action of your turn, your turn ends immediately. Any leftover AP may be added to your reserved AP.

Feels more natural for me. Almost the exact same as saving AP -> ending turn -> changing role next turn. The only difference is if you would go over your max reserved AP.

HOT SPOTS
- Whenever a Smoke token is placed on a Hot Spot, immediately flip it to it's Fire side. Roll to Advance Fire again as normal.

It's a Hot Spot. That means it's hot!

SMOKE/FIRE
- If you have no more Threat tokens when you roll for Advance Fire, place Hot Spots on the target space and all adjacent spaces that do not have a Hot Spot

Still need to test this one. The point is to create more risk for explosions once the house is maxed out

KNOCK DOWN
- If a firefighter gets knocked down, they lose all reserved AP. That player then chooses a new Role from any in the Unused Roles Pile. If there are no more Unused Roles, the "Knocked Down" Pile (see below) gets put back into the Unused Roles Pile. The player must then place their Role that got knocked down into the "Knocked Down" Pile to the side of the board. The player places their Pawn on the Ambulance as normal.

This simulates the Role being injured and treated after being knocked down. Not sure if it makes more sense to go to the Fire Engine or Ambulance
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Andreas Krüger
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I like the hot hot spots rule. I don't think it changes the game much, but gives the hot spots some extra potential. I think a lot of players expect this behavior, at least some of the FAQs seem to show that people do not "get" the hot spots, because they expect "more" of them.

You some/ fire rule is probably very rarely used. The number of threat tokens is big enough, and if you use them all, you will be in trouble quite soon anyway.

The knock down rule makes sense. One could also introduce the new fireman as non-specialist (4 AP, no special actions) and let him change role at the truck. This works only if he does not start at the fire truck, of course. But it also means that this player's options will be quite limited at least until the role is changed to a specialist. This may decrease the fun, so I guess your rule is still better :-).
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Josh Bodah
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Thamos von Nostria wrote:
The knock down rule makes sense. One could also introduce the new fireman as non-specialist (4 AP, no special actions) and let him change role at the truck. This works only if he does not start at the fire truck, of course. But it also means that this player's options will be quite limited at least until the role is changed to a specialist. This may decrease the fun, so I guess your rule is still better :-).


I actually rather like that idea. Not having a new Role immediately fits better thematically and requires a little bit more strategy (is it worth it to get a new Role or not?). I'll have to try that out.
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>> "Extinguishing a lot of the fire early almost guarantees a win for me"
This does not add more fire later, but it can give you a harder start:

1) You can play it so, that the fire fighters just arrived and got out of the fire truck. Choose a place for the fire truck and place the ambulance adjacent (on the same side as the fire truck). All fire fighters start at one of the 2 fire truck spaces with no special role. They can switch to special equipment (on their turn for 2 AP) or rush in with basic equipment (4 AP and no specialty). (Maybe sometimes you want to try a risky move and don't want to risk special equipment as described later.) If you want to go in from both sides, you will need to drive the truck around.

2) (Additional optional rule) When you get knocked down when you have a special role, the equipment gets damaged and can't be used anymore (put it out of the game). You start at the ambulance without special equipment. You can go to truck to change to any remaining equipment or play with the basic equipment. When changing equipment at the truck, you can also always switch from special equipment to basic equipment.
 
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