Overview
Flash Point: Fire Rescue is a fully cooperative game where players work as firefighters to rescue victims from a burning building. A fire has broken out in a home, and players must enter to rescue trapped people before the building collapses or too many victims perish. Players win by rescuing at least 7 of 10 victims and lose if 3 people die or the building suffers structural collapse (24 damage markers placed).
Components
- 2 double-sided game board panels (10”x16” each, creating 2 different floor plans)
- 1 six-sided die and 1 eight-sided die
- Orange discs (smoke/fire), White discs (doors), Black discs (POI), Blue discs (treated victims)
- Translucent white winks (damage tokens, 30 total)
- 6 player pawns
- Cards: AP surplus cards, Specialist cards, Vehicle cards
Setup (Basic Game)
- Assemble the two board panels side by side.
- Place white door discs on all interior doorways (closed side up). Do not place on exterior entrances.
- Roll both dice 3 times: place a fire disc (fire side up) on each resulting coordinate.
- Roll both dice 3 times: place a smoke disc on each resulting coordinate (if fire already there, apply explosion rules).
- Roll both dice 3 times: place black POI discs on resulting coordinates (must be inside the house).
- Each player places their pawn on any space outside the house.
- Give each player an AP surplus card.
Turn Structure
Each turn has three phases:
1. Detect POI Phase
If there are fewer than 3 POI markers on the board, roll both dice and place a new POI marker at the resulting coordinate. If the coordinate is outside the house, on a fire space, or already has a POI, re-roll.
2. Player Action Phase
Each player has 4 Action Points (AP) per turn in the Basic Game. Unused AP may be saved (up to 4 can be saved between turns).
| Action |
AP Cost |
| Move (to adjacent space) |
1 AP |
| Move (carrying victim) |
2 AP |
| Open/Close door |
1 AP |
| Extinguish smoke |
1 AP |
| Extinguish fire |
2 AP (1 AP converts fire to smoke, 1 more removes smoke) |
| Chop wall |
2 AP (place 1 damage token on wall section) |
Movement: Move to any adjacent space (up/down/left/right). Moving into a fire space costs 2 AP. Moving through a closed door requires opening it first.
Walls: Cannot move through walls unless they have 2 damage tokens (destroyed). Chopping a wall places 1 damage token per 2 AP spent.
Doors: Opening or closing a door costs 1 AP. If fire reaches a closed door and an explosion occurs on the other side, the door is destroyed (remove it and place 1 damage token).
3. Advance Fire Phase
Roll both dice to determine a coordinate:
- Empty space: Place smoke marker.
- Smoke space: Flip to fire.
- Fire space: Explosion! Fire radiates outward in all 4 cardinal directions from the rolled space until hitting a wall, door, or edge. Each space in the path gets fire. Walls and doors in the path take damage tokens. Chain explosions can occur if new fire creates additional fire-on-fire rolls.
After all fire is placed, apply Flashover: Any smoke marker adjacent (orthogonally) to fire converts to fire.
Actions
Search and Rescue
When a player moves onto a POI marker, flip it:
- Victim: Carry them to an exterior exit. The victim is rescued when carried outside. Mark as saved.
- False Alarm: Remove the marker.
- Hazmat (Advanced): Special handling required.
Carrying Victims
- Costs 2 AP per space to move while carrying.
- If you are knocked down (caught in explosion), the victim drops. If fire moves onto a victim, they die.
Scoring / Victory Conditions
Win: Rescue 7 victims (of 10 total).
Lose (any of these):
- 4 victims die (killed by fire or building collapse).
- Building collapses: 24 damage tokens placed.
Special Rules & Edge Cases
- Explosions: When fire is placed on a space already containing fire, an explosion occurs. Fire shoots in all 4 directions until blocked. Each wall segment hit takes 1 damage. Already-destroyed walls do not stop fire.
- Flashover: After every Advance Fire phase, all smoke adjacent to fire becomes fire. This can cascade.
- Doors and Explosions: Closed doors block fire propagation but are destroyed (replaced with damage token). Open doors do not block fire.
- Structural Collapse: The building has exactly 24 damage capacity. Once all 30 damage tokens are placed, the game is lost. (Note: Advanced game may vary this.)
- Knocked Down: If a player pawn is in a space where fire appears, they are knocked down and placed outside the nearest ambulance/entrance. This costs the firefighter their remaining AP. Victims and POI on that space are lost.
- Saved AP: Unused AP carry over (max saved = 4). Combined with the 4 AP gained each turn, a player can have up to 8 AP on a single turn.
Advanced Game Additions
The Advanced Game adds:
- Specialist Roles: Each player chooses a unique role with special abilities (Paramedic, CAFS Firefighter, Imaging Technician, Hazmat Technician, Rescue Specialist, Driver/Operator, Structural Engineer, Fire Captain).
- Vehicles: Fire Engine with deck gun (extinguishes large areas) and Ambulance (carries treated victims).
- Hazmat: Explosive materials that explode if fire reaches them.
- Hot Spots: Permanent fire spots that cannot be extinguished.
Player Reference
Basic Game AP Costs
| Action | Cost |
|——–|——|
| Move | 1 AP |
| Move with victim | 2 AP |
| Move into fire | 2 AP |
| Open/Close door | 1 AP |
| Extinguish smoke | 1 AP |
| Extinguish fire (to smoke) | 1 AP |
| Chop wall | 2 AP |
Turn Sequence
- Detect POI (if < 3 on board, roll and place)
- Spend AP (4 per turn + saved, max 4 saved)
- Advance Fire (roll dice, place fire/smoke, resolve explosions, flashover)
Victory/Defeat
- Win: 7 rescued
- Lose: 4 dead OR 24 damage tokens