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Flash Point: Fire Rescue» Forums » Rules

Subject: Why am i finding this game soo difficult? rss

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Kevin E
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I've been playing games for a while. And have had a lot of success winning at Pandemic at different levels.

However, when it comes to Flash Point, we can't even win on family/easy mode.

It seems that we usually have an issue with the building collapsing more then killing too many POI's. We've come close a few times, but after about 10 plays, i feel like something has to be wrong?

We place a smoke after every persons turn. And when smoke is placed on fire it cause an explosion correct? And that can start to destroy the building. And being able to only put out 1 fire per turn per fire fighter seems difficult to really contain the first.

Any thoughts/suggestions would be great.

Thanks.
 
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David Boeren
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First guess, you're trying to rescue people too soon.

I would recommend that you focus on getting the fire under control first and keep the effort spent on rescues to a minimum until things are safe enough. Send firefighters into the thick of things and you should be able to put out more than 1 fire per turn too.
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B C Z
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Think like a fire fighter.

Remember that POIs don't refresh until they're removed.

Get that fire under control first and then focus on pulling out the POIs with your specialists in movement while others keep the fire down.
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Scott Hill
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I've found it's much easier solo.

In fact, out of 10 plays, 6 have been solo, 5 of those wins, 1 a loss, and of the remaining 4 multi-player games, 1 was a win, 3 were losses.
All but one (one of the multiplier games) were family rules, and in the one that wasn't we only added roles and hazmats.
And, the multi-player games were 2 or 3 player (split equally).
 
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Robert Manore
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Warlord beats Troll, Troll beats Elf, Elf beats Water Sprite, and basically everything else beats Enchanted Bunny.
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+1 for Dave and Byron's comments. Also, don't chop through walls just to make a shorter route, because that consumes damage cubes as well.
 
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Matt Kruczek
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Unless I've been doing it wrong with 4APs you can completely extinguish 2 fire spaces (2AP each) per player's turn.

It's also worth damping down smoke as soon as it appears, if you can.
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Grant Holzhauer
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Are you playing with roles? You get to chose after setting up the board, and you can also switch roles. First time my wife and I played with experienced rules, we got trashed (building collapsed) due to poor role choices. Second time, we started off with appropriate roles to get the fire under control, and then we started saving people. It also helped that we rolled lots of isolated smoke that didn't spread the fire too much.

Use the fire engine (and be a driver) to quickly put out big portions of fire.

Also, make sure when fire hits a wall, that you only put one damage token at a time (not two).
 
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Travis Worthington
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Two rules that I have seen played incorrectly that make the game very difficult.

Destroyed Doors - you do not place two damage markers when a door is destroyed.

Explosions - explosions don't chain react, explosion doe one of these three things in each of the 4 directions:
1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.

Explosions don't cause a chain reaction like the outbreaks in Pandemic.

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Grant Holzhauer
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T Worthington wrote:


Explosions don't cause a chain reaction like the outbreaks in Pandemic.



No, but they can cause a shockwave, which might do a bit of extra damage or fire.
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Lutz Pietschker
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No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.
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Grant Holzhauer
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That's what I meant by extra damage (a damage token on a wall, where there was not one previously, for example).
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Scott Hill
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PunTheHun wrote:
No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.


EH?!

If you get a shockwave that travels to a wall that's got one damage marker on it, you add a second damage marker, no?
 
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Travis Worthington
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Scorpion0x17 wrote:
PunTheHun wrote:
No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.


EH?!

If you get a shockwave that travels to a wall that's got one damage marker on it, you add a second damage marker, no?



If the space immediately adjacent to the explosion has a fire, a shockwave radiates out in that direction until it does one of these three things.

1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.
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Travis Worthington
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What an explosion does not do is create another explosion if the space adjacent to the explosion has a fire. I have seen people do that because that is how outbreaks are handled in Pandemic.
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Scott Hill
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T Worthington wrote:
Scorpion0x17 wrote:
PunTheHun wrote:
No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.


EH?!

If you get a shockwave that travels to a wall that's got one damage marker on it, you add a second damage marker, no?



If the space immediately adjacent to the explosion has a fire, a shockwave radiates out in that direction until it does one of these three things.

1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.


So, if said shockwave radiates until it meets a wall that has a single damage marker on it, you add a second damage marker to that wall, yes?
 
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Travis Worthington
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Scorpion0x17 wrote:
T Worthington wrote:
Scorpion0x17 wrote:
PunTheHun wrote:
No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.


EH?!

If you get a shockwave that travels to a wall that's got one damage marker on it, you add a second damage marker, no?



If the space immediately adjacent to the explosion has a fire, a shockwave radiates out in that direction until it does one of these three things.

1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.


So, if said shockwave radiates until it meets a wall that has a single damage marker on it, you add a second damage marker to that wall, yes?


yes
 
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Andreas Krüger
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Kazzle wrote:
And being able to only put out 1 fire per turn per fire fighter seems difficult to really contain the first.


Why do you think you can only put out one fire per turn? This may be the mistake.
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Kevin E
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Thamos von Nostria wrote:
Kazzle wrote:
And being able to only put out 1 fire per turn per fire fighter seems difficult to really contain the first.


Why do you think you can only put out one fire per turn? This may be the mistake.


If it takes you 2 AP to move into a space with fire, and then 2 AP to put out that fire, doesn't that consume an entire players turn?
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Jonathan Chaffer
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Kazzle wrote:
If it takes you 2 AP to move into a space with fire, and then 2 AP to put out that fire, doesn't that consume an entire players turn?
If the fire is too far away from you, sure. I think, though, that you are missing one important rule: you may extinguish smoke or fire in adjacent spaces, not just your own. As a result, it is common to partially or completely extinguish multiple fires on a turn (or to save some AP for next time and have a big turn then).
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Travis Worthington
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Kazzle wrote:
Thamos von Nostria wrote:
Kazzle wrote:
And being able to only put out 1 fire per turn per fire fighter seems difficult to really contain the first.


Why do you think you can only put out one fire per turn? This may be the mistake.


If it takes you 2 AP to move into a space with fire, and then 2 AP to put out that fire, doesn't that consume an entire players turn?


You don't need to be in the space to Extinguish the fire. From the rule book "Extinguish – Use your gear to fight the fire in the Firefighter’s space or an Adjacent space."

Playing the way you have would make a huge difference. The Family game should be pretty easy to beat after a few plays.
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Kevin E
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T Worthington wrote:
Kazzle wrote:
Thamos von Nostria wrote:
Kazzle wrote:
And being able to only put out 1 fire per turn per fire fighter seems difficult to really contain the first.


Why do you think you can only put out one fire per turn? This may be the mistake.


If it takes you 2 AP to move into a space with fire, and then 2 AP to put out that fire, doesn't that consume an entire players turn?


You don't need to be in the space to Extinguish the fire. From the rule book "Extinguish – Use your gear to fight the fire in the Firefighter’s space or an Adjacent space."

Playing the way you have would make a huge difference. The Family game should be pretty easy to beat after a few plays.


I'm going to guess that is probably the huge thing i missed. Thanks guys!
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Kevin E
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Victory!!!!
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Grant Holzhauer
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Congrats! Love this game.
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Kevin C
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I just got this game the other day, borrowing it from the store. I've only played solo so far, but I've gotten destroyed every time. Same problem. I'm glad somebody else asked this because it's exactly what I came looking to have answered. I'm still having a blast playing it, though. (See what I did there? BLAST?)

I just don't want the dog or cat dying. If I save the dog and cat, the game's a win enough.
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Bob Schrempp
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T Worthington wrote:
Scorpion0x17 wrote:
T Worthington wrote:
Scorpion0x17 wrote:
PunTheHun wrote:
No, shockwaves just propagate the damage to an undamaged area, they do not cause extra damage.


EH?!

If you get a shockwave that travels to a wall that's got one damage marker on it, you add a second damage marker, no?



If the space immediately adjacent to the explosion has a fire, a shockwave radiates out in that direction until it does one of these three things.

1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.


So, if said shockwave radiates until it meets a wall that has a single damage marker on it, you add a second damage marker to that wall, yes?


yes


You will do one of the three things 4 times, once in each directions.
1) Add a Fire Marker
2) Add a Damage Marker
3) Remove a Closed Door.
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