Flash Point: Fire Rescue – Dangerous Waters
Flash Point: Fire Rescue – Dangerous Waters Rulebook
Table of Contents
Table of Contents
Markers
- 8 Jam Markers
- 4 Fire Door Markers
Merchant Ship
Fire Fighter Start Locations: Firefighters must start in these spaces. The Crew Change (switch role) action is available to Firefighters in these spaces. Knocked Down firefighters return to the closest of these spaces.
Maintenance Pit: These 4 spaces are only accessible (Move action) via the ladders on either end. Movement costs are doubled when entering or leaving the Maintenance Pit. For all other purposes treat these spaces as normal. For example, a firefighter can Move from red die + triangle 2 to red die + triangle 3, but cannot Move from red die + triangle 3 to red die + triangle 3 (the two spaces labelled 3 are different spaces, as the printed example shows). An explosion in red die + triangle 6 will spread to red die + triangle 6, red die + triangle 7, red die + triangle 6 and red die + triangle 5 as normal. A firefighter in red die + triangle 4 can Extinguish a Fire in red die + triangle 4 (and vice-versa; the two spaces labelled 4 are different spaces).
Bulkhead: Walls that cannot be Damaged or Chopped, but do transfer heat.
Special Machinery: The Merchant Ship's Diesel Engine acts as a long Wall. The Diesel Engine takes Damage from Explosions/Shock Waves and blocks Adjacency. If the Diesel Engine accumulates 4 Damage Markers, the game ends immediately in a loss! Damage Markers placed on the Diesel Engine count toward the end game condition, even if the Diesel Engine is not Destroyed.
Rescue Locations: Victims carried to these spaces are Rescued, Hazmat brought to these spaces is Disposed.
Hull (black/grey crosshatched): These Wall segments can accumulate an unlimited number of Damage Markers without being Destroyed.
Fire Proof Doors
Fire Proof Doors are heavily constructed doors designed to resist the spread of fire through the building, however they are prone to malfunction. Fire Proof Doors are highlighted in green on the board, and have special markers. Fire Proof Doors operate as normal doors with the following exceptions:
During the Advance Fire Phase, a Closed Fire Proof Door that would be Destroyed as the result of an Explosion is not automatically Destroyed. Instead roll the red six-sided die and consult the table below for result:
- 1-3: The Fire Proof Door blocks the Explosion. The Fire Proof Door Marker is not removed from the Doorway, and no further action is taken for this direction as a result of the Explosion. The Explosion is resolved as normal in the other directions.
- 4-6: The Fire Proof Door blocks the Explosion, but is damaged and jams. Place a Jam Marker on the Door. The Fire Proof Door Marker is not removed from the Doorway, and no further action is taken for this direction as a result of the Explosion. The Explosion is resolved as normal in the other directions.
If the Fire Proof Door has already been jammed, any subsequent Explosions affecting that Door are treated as jams, and an additional Jam Marker is added to the Door.
A jammed Fire Proof Door cannot be Opened. To clear the Jam, a Firefighter must take the Chop action to remove a Jam Marker. Doors with multiple Jam Markers will require multiple Chop actions. The Door is Destroyed in the process of clearing the Jam, remove the Door Marker when all the Jam markers have been cleared.
Bulkhead
Bulkhead Walls cannot be Damaged. However Bulkheads do transfer heat from one side of the Wall to the other. If an Explosion would normally Damage a Bulkhead, rather than placing a Damage Marker on the Bulkhead instead place a Smoke marker on the other side of the Bulkhead. The Smoke marker placed by Heat Transfer is resolved as if it was placed as a result of an Advance Fire roll – so that a Smoke placed on a Smoke will result in a Fire, or that a Smoke placed on a Fire will result in an Explosion. If an Explosion affects multiple Bulkheads, the players determine the order in which they are resolved. If Heat Transfer causes an Explosion, that Explosion does not Heat Transfer (back) across the Bulkhead.
Bulkhead Example:
- Advance Fire roll causes an Explosion.
- Explosion adds Fire to the two spaces it affects.
- Heat Transfer through Bulkhead adds Smoke to the space on the other side of the Bulkhead that has a Smoke marker already. Smoke + Smoke creates Fire. Flip existing Smoke marker to Fire.
- Heat Transfer through Bulkhead adds Smoke to the space on the other side of the Bulkhead that has a Fire marker already. Smoke + Fire causes an Explosion in that space.
- Explosion in that space adds Fire to it and two Damage Markers to Adjacent Walls.
- The adjacent Bulkhead is not affected. Heat Transfer has already occurred through this Bulkhead for this Explosion.
Transcriber note: the example's space labels are shown as numbered icons on the printed page and are not reproduced here; the steps above describe them by position.
Submarine
Fire Fighter Start Location: Firefighters must start in this space. The Crew Change (switch role) action is available to Firefighters in this space. Knocked Down firefighters return to this space if it is clear of Fire. If the Start space is on Fire, the Knocked Down Firefighter remains out of play until the Start space is clear of Fire.
Rescue Locations: Victims on these spaces are treated as Rescued but are not removed from play. Victims on these spaces are not counted for determining POI replenishment, and can be Lost during the Fire Advance phase if both spaces of the Rescue Location are on Fire. Hazmat carried to this space is NOT Disposed.
Special Machinery: The Submarine has three critical areas. The Diesel Engine (three spaces), Plotting Table (one space) and Control Panel (one space), shown by icons on the printed board. If any of these areas are Destroyed, the game ends in an immediate loss. See additional details below.
Bulkhead: Walls that cannot be Damaged or Chopped, but do transfer heat.
Hull (black/grey crosshatched): These Wall segments can accumulate an unlimited number of Damage Markers without being Destroyed.
The Submarine uses the same Fire Proof Door & Bulkhead rules as the Merchant Ship with one exception: Heat Transfer from one space across a Bulkhead to another space adds a Damage Marker to the Special Machinery space it reaches, no Smoke is added. (Transcriber note: the space references in this sentence are icons on the printed page, not reproduced here.)
Special Machinery
Special Machinery spaces act as a special, large Wall segment in that it will take Damage, block Adjacency and prevent Movement (both into and through the Special Machine). Because the Special Machinery takes Damage, Fire & Smoke markers cannot be placed on the spaces they occupy. When the Special Machine takes Damage equal to the number of Damage Markers indicated on the board, the game ends immediately in a loss. The Damage Markers placed on the Special Machinery count toward the end game condition, even if the Special Machinery are not Destroyed.
During Set-Up:
- Re-roll any of the Initial Explosions, POIs, Hazmats or Hot Spots that would normally be placed on the spaces occupied by the Special Machinery.
During the Advance Fire Phase:
- If the Target space of the Advance Fire roll is a space occupied by a Special Machine it is invalid, use the arrows on the board to find a valid Target space and then resolve the Advance Fire as normal.
- Treat Special Machinery as Wall – Add a Damage Marker to the Special Machine (in lieu of a Fire Marker) when an Explosion would cause a Fire marker to be added to one of the spaces occupied by the Special Machine.
- Each Special Machine has a maximum Damage Capacity indicated by a number of Damage Markers pictured in the Special Machine's space(s). When the total of Damage Markers placed on the Special Machine reaches the Damage Capacity, the Special Machine is Destroyed and the game ends immediately in a loss.
During the Replenish POI Phase:
- If the POI Replenishment Target space is a space occupied by a Special Machine it is invalid, use the arrows on the board to find a valid Target space.