Flash Point: Golden State Heroes
Flash Point: Golden State Heroes Rulebook
Table of Contents
Table of Contents
- Object of the Game
- Components
- Using the Call Guide
- Learning the Game
- The Game Board
- Adjacent Spaces
- Solo Play
- Forge Your Firefighter
- Setting Up to Play
- A Game Turn
- More Actions
- 2. Draw a Fire Card
- The Fire and Event Decks
- Explosions
- Secondary Effects
- Hazmat
- Knocked Down
- 3. Replenish POI
- Game End
- Quick Start
Object of the Game
Flash Point: Golden State Heroes is a thrilling cooperative game of bravery and heroism. Included are six unique game boards representing a gauntlet of challenges to the courageous Gold Company in Southern California. Additionally, this set provides action-packed Boosts and all-new customizable Gear to create countless combinations of unique firefighting heroes – even upgrading specialists from previous Flash Point: Fire Rescue products! During each game, all the players are on the same team and everyone either wins or loses together. To win, the players must rescue trapped victims before the fire gets out of control or the scene breaks down completely.
Components
- 6 Firefighter Pawns (1 each in 6 colors)
- Markers: 35 Threats; 18 POI (5 False Alarms, 13 Victims); 24 Damage; 8 Open/Closed Doors
- Dice: 1 Six-Sided, 1 Eight-Sided
- Action Trackers: 26 AP Trackers
- 25 Special AP Trackers (Chop, Clear, Command, Extinguish, Movement; used to keep track of your actions)
- 1 Rulebook & Call Guide
- Vehicle Markers: Ambulance, Engine, Aerial Engine, Golf Cart/Helicopter
- 1 Lift Basket
- 9 Wrecks (including Trapped Fire Engine)
- Other Markers: 24 Saved AP; 24 Debris; 1 Explosion; 30 Fracture; 6 Heal; 8 Live Wire; 8 Hazmat; 9 Large Debris
- Cards: 1 Fire Deck; 25 Boosts (20 at start, 5 unlockable); 45 Gear (25 at start, 20 unlockable); 6 Player Color Cards
- 6 Event Decks (individually sealed)
- 6 Player Aids
- Envelopes: 5 Unlock Envelopes; 9 Specialist Envelopes
- 4 Double-Sided Map Boards (2 Large, 2 Small)
Using the Call Guide
Flash Point: Golden State Heroes features a light narrative campaign, comprising several exciting and dangerous situations in which Gold Company has come to the rescue!
The Call Guide is used to set up each game, which is referred to as a Call. It is recommended to play the Calls in order, as new concepts and gameplay are introduced as the Calls unfold. Once you have played the campaign, you can go back and replay Calls of your choice at any time.
When playing the campaign, each episode in the Call Guide will give a unique bonus to one Gold Company character based on their expertise in that situation. If you are not playing the campaign, you can ignore this bonus. When you win or lose a Call, the Call Guide will wrap up the campaign and then you are free to either play the next Call, or put the game away to play again later.
Whether or not you follow the campaign of Golden State Heroes, the Call Guide is your instructional resource for setting up the unique aspects of each board.
Learning the Game
This Rulebook will teach you the gameplay in Flash Point: Golden State Heroes. After you understand the core concepts, or if you are already familiar with Flash Point: Fire Rescue, you can proceed to the Call Guide to choose a Call and begin setting up a game.
The Game Board
Each Call features a unique board centered around a scene. The area outside the scene consists of spaces with numbers, die faces, and four corner spaces. Firefighters may move on spaces outside of the scene during the game.
Each space inside the scene has a grid coordinate. These grid coordinates are marked in the lower right of each space with easy to identify symbols. The symbols show the grid location of the space and correspond to the dice. Many times in the game you will roll dice to determine where to add markers, such as when the fire advances or where Victims are placed for you to rescue.
The red symbol represents the red six-sided die. The black symbol represents the black eight-sided die. Together these symbols mark a board location, called a Target space. For example, the red six-sided die symbol and the black eight-sided die symbol together mark the space in the first row, third column of the scene.
Adjacent Spaces
Any reference in the game to Adjacent spaces means those spaces that are up, down, left, or right from a space. Diagonal spaces are not Adjacent.
Closed Doors and Walls prevent spaces from being Adjacent unless they are Destroyed:
- A removed Door marker is Destroyed.
- A Wall segment with 2 Damage markers is Destroyed.
- A Wall segment with 1 Damage marker is Damaged.
Solo Play
Flash Point: Golden State Heroes can be played solo by using two or more Firefighters. When doing so, where the rules state "Player Count," it refers to the number of Firefighters in the game.
Forge Your Firefighter
Flash Point: Golden State Heroes allows a greater range of character customization than ever before! To Forge Your Firefighter, simply Select a Specialist, Equip Your Gear, and Choose Boosts! Stick with a favorite combination, or change it up every game! Select a Player Color card and the matching-colored Firefighter pawn.
Select a Specialist
Every hero in Gold Company has a signature skill listed on their Specialist envelope that can be used while they are in play. These skills provide powerful benefits to turn the tide of danger!
Equip Your Gear
Gold Company HQ has an incredible array of Gear and equipment they use to get the job done. Before each game, every player looks at four Gear cards, then chooses two to equip next to their Specialist envelope. Gear may be stored in the individual Specialist envelopes between games, so players can use the same Gear combination across multiple Calls. Alternatively, they can shuffle used Gear back in the deck, and change them up to suit the unique challenges in each game.
Choose Boosts
Boosts are bold heroic moments that provide bursts of inspiration. Before each game, each player looks at three Boost cards, then chooses two to use: one Active Boost (faceup) and one Reserve Boost (facedown). When you use your Active Boost, discard it. Then, at the end of your turn, flip the Reserve Boost to become your new Active Boost. Each player is limited to two Boosts per Call, unless otherwise stated.
(Page 4 illustrates a Player Color Card, Gear Cards, a Specialist Envelope with the Specialist Carlos Quinn (4 AP; signature skill "Agile": once per turn, you may move diagonally), an Active Boost Card, and a Reserve Boost Card.)
Setting Up to Play
To begin a game, open the Call Guide to the Call you wish to play, and follow the Setup instructions to prepare the board for the game.
A Game Turn
From the start player, play proceeds clockwise around the table with each player taking turns in order until the game ends.
Each turn the current player must:
- Take Action – Spend Action Points (AP) moving, fighting fires, chopping down Walls, etc.
- Draw a Fire Card – Draw a card from the Fire Deck and follow the instructions.
- Replenish POI markers – Ensure there are 3 POI + Victims in play.
1. Take Action
A player gets a number of AP to spend on their turn as shown in the top left corner of their Specialist envelope. A player may select from any of the available actions in any order and spend the appropriate AP to perform it. An action may be performed more than once per turn, so long as the AP cost is spent each time that action is performed.
Players may pass. Unspent AP are saved from turn to turn. A player may save a cumulative maximum of 4 AP at the end of their turn. Take an Action marker for each saved AP. On subsequent turns you may spend these Action markers as additional AP to perform actions.
Basic Actions
MOVE – Move your Firefighter to an Adjacent space.
- Move to a space without Fire: 1 AP
- Move to a space with Fire: 2 AP
- Carry a Victim or Hazmat to an Open space or space with Smoke: 2 AP
If you Move into a space with a POI marker, flip that marker to reveal either a Victim or a False Alarm. If you revealed a False Alarm, place it on the Rescued space at the edge of the board. Revealing a POI is a no cost (0 AP) action.
If you Carry a Victim to a rescue vehicle (such as an Ambulance or Helicopter) – Congratulations, you have rescued them! Place the Victim marker on the Rescued space at the edge of the board.
You may Move through a Destroyed Wall (a Wall segment with 2 Damage markers).
You may not Carry a Victim into a space with Fire. You may not end your turn on a space with Fire.
OPEN / CLOSE DOOR (1 AP) – Flip a Door marker in your space.
Interior Doors begin Closed and block Adjacency. They may be flipped to Open to allow movement through them. Explosions can remove Door markers from the game, leaving behind a Destroyed Wall segment.
EXTINGUISH – Fight the fire in the Firefighter's space or an Adjacent space:
- Remove a Smoke marker from the board: 1 AP
- Flip a Fire marker to Smoke: 1 AP
- Remove a Fire marker from the board: 2 AP
It is usually best to completely Extinguish Fire (2 AP); Smoke is liable to reignite.
Example 1 (as printed): Move into Fire space: 2 AP; Move right into Open space: 1 AP; Open Door: 1 AP. Total: 4 AP Spent.
Example 2 (as printed): Extinguish Fire to the left: 2 AP; Move down into Open space: 1 AP; Reveal POI: 0 AP. Total: 3 AP Spent, 1 AP Saved.
CHOP – All Firefighters carry an axe used to demolish Walls, to quickly reach trapped Victims, or to create an escape route from the scene.
- Place a Damage marker on a Wall segment in your space: 2 AP
A Wall segment with only 1 Damage marker is Damaged, but a Wall segment with 2 Damage markers is Destroyed.
Firefighters (and Fire) can pass through a Destroyed Wall segment as if that Wall was not there. Be careful: if there are no Damage markers remaining, the scene collapses, killing everyone still in it (see Game End on page 11).
DEBRIS – Active scenes have dangerous wreckage strewn about or falling from above. These hazards will hamper your movement. Debris is often placed during setup and added through the effects of some Fire Deck or Event Deck cards.
- Debris acts as a movement obstacle. Firefighters may not enter or leave a space with Debris. Spaces containing Debris MAY contain Smoke, Fire, POI, additional Debris, and other markers.
- To place Debris, roll both dice. Place the new Debris marker on top of any existing markers. If Debris lands in the same space as a Firefighter, the Firefighter is not Knocked Down. Instead, turn the Firefighter's pawn on its side in that space. At the start of their next turn, its owner must spend 1 AP to stand the pawn up and 1 AP per Debris marker to clear the space. If Debris lands on a POI, they are trapped under the Debris and can only move once all Debris has been Cleared from their space. There is no limit to the number of Debris markers on a given space.
Firefighters can use their tools to remove Debris that is blocking movement and covering Victims.
CLEAR (1 AP) – Return 1 Debris marker from your space or an Adjacent space to the supply. This action can be taken even if a Threat marker is in the space.
Example 3 (as printed): Chop Wall (add 1 Damage marker): 2 AP; the Wall now has 2 Damage markers and is Destroyed. Carry Victim right into Open space: 2 AP; Move up into Open space without Victim: 1 AP. Total: 4 AP Spent – 1 Saved AP Spent.
Vehicle and Crew Actions
Drive a Vehicle (2 AP) – Move a Vehicle to the next corresponding Parking Spot.
Firefighters can only Drive the Engine when in the same space as the Engine. Using their radios, a Firefighter can cause the Ambulance to Drive without having to be in the same space as the Ambulance. The Firefighter that Drives the Engine must go with the Engine. It is optional for a Firefighter to go with the Ambulance. Vehicles can be Driven in either direction, clockwise or counterclockwise around the scene. Vehicles must always start and stop in their respective Parking Spot.
Firefighters that are in the Vehicle Parking Spot of a Vehicle while it is being Driven can Ride the Vehicle for 0 AP. Riding is optional, and any number of Firefighters may Ride a Vehicle at one time. After Riding, Firefighters may choose to exit the Vehicle in either space of the Vehicle's Parking Spot.
If the Ambulance is Driven to a Parking Spot with a Victim, that Victim is Rescued at 0 AP cost.
Suppression Blast (4 AP) – While in a scene with a dedicated water source (such as the Fire Engine), use its powerful hose to Extinguish Fires quickly. (NOTE: In previous Flash Point sets, this was called the Fire the Deck Gun action, and actions that refer to Fire the Deck Gun now refer to Suppression Blast.)
A Suppression Blast can Extinguish large masses of Fire in one burst. The Blast is aimed at one of the board's Zones. Zones are delineated with dotted red lines on the board. Firefighters can only use Suppression Blast when in the same space as the dedicated water source (often the Engine, but see the Call Guide for specific changes in each Call).
Suppression Blast can only be used in the Zone that borders the water source's current orange spot.
Suppression Blast can only be used in a Zone where no Firefighter is present.
(Page 6 diagram: "Zones are defined by red-dashed borders.")
Roll the dice to determine the Suppression Blast's Target space. Because the full range of the dice rolls are not in the target Zone, the numbers on the dice may not be in the Zone you aimed at. Flip over (to show the opposite face) any dice that are "out of range" (not in the Target Zone) to determine the Suppression Blast's Target space for any roll.
The Suppression Blast Extinguishes all Smoke and Fire in the Target space and Splashes Over into each Adjacent space, completely extinguishing any Fire or Smoke. Splash Over can extend beyond the Zone boundary. Splash Over has no effect on Firefighters, POI, Victims, or Hazmat.
Suppression Blast example (as printed, summarised): The Firefighter on the top right side of the board elects to use a Suppression Blast from the Sprinkler System in that Zone. They roll the dice, getting a space which is not in that Zone, and must flip the dice to the opposite face to a space in the targeted Zone.
- Extinguish Fire in the two rolled Target spaces. Remove the 2 Fire markers.
- Splash Over has no effect on the POI marker in the rolled Target space.
- No effect. The Walls and Closed Door prevent Splash Over from reaching the two other rolled spaces.
HEAL – Some actions and effects let you Heal a Victim. When this happens, place a Heal marker under the Healed Victim to denote this change in status.
A Healed Victim can be led by a Firefighter without having to Carry them, incurring no AP penalty. A Firefighter can only lead 1 Healed Victim at a time. They may Carry a Victim and lead a Healed Victim at the same time. A Healed Victim cannot be Moved into a Fire space.
CREW CHANGE (2 AP) – Change Specialists while in the heat of the action. This can be a crucial choice to adapt to new dangers and changing circumstances.
As a player's first action of their turn, they may swap their existing Specialist envelope with any Specialist envelope not currently in play. The player's Firefighter has the AP (less the 2 AP required for a Crew Change) and special abilities of the newly selected Specialist for the entire turn. Firefighters must start their turn in the same space as the Engine to complete the Crew Change action. In a Call without Fire Engines, the Call Guide will explain where Crew Changes may occur.
When a player takes a Crew Change action, they set their current Specialist envelope and two Gear cards aside and choose a new Specialist envelope. If the new Specialist has Gear in their Specialist envelope, they use them. If not, the player draws four Gear and chooses two to associate with the Specialist. Active and Reserve Boosts are transferred to the new Specialist during a Crew Change.
More Actions
Many Calls introduce additional, new, or modified actions that players may use during the Call. Please consult the Call Guide for the specific Call to learn about these actions.
2. Draw a Fire Card
After taking actions, the Active Player draws the top card of the Fire Deck and performs all the actions shown, in order from top to bottom.
When a Fire card directs you to reveal an Event, turn over the top card of the Event Deck and do what it says before continuing to follow the Fire Deck card.
When a Fire Deck card instructs you to Advance Fire, roll the dice. Place a Smoke marker on the board in the Target space corresponding to the numbers rolled on the dice. Sometimes placing the Smoke has a greater impact; after you place the Smoke marker, check to see if any of the following situations are created:
- If the Smoke is placed on an existing Smoke – Flip 1 Smoke to a Fire and remove the other Smoke marker from the board. Remember: Smoke + Smoke = Fire.
- If the Smoke is placed Adjacent to a Fire – Flip the Smoke to Fire. Remember: Smoke Adjacent to Fire = Fire.
- If the Smoke is placed on an existing Fire – You have just caused an Explosion! (See Explosions on page 9.)
Advance Fire example (as printed): 1. The Advance Fire roll is shown. The Target space already has a Smoke marker. Flip the Smoke marker in that space to Fire. 2. On the next turn, the Advance Fire roll is shown. The Target space is Adjacent to Fire. Place the Smoke marker on that space, and immediately flip to Fire.
Key from the example box: Smoke + Smoke = Fire; Smoke Adjacent to Fire = Fire; Smoke + Fire = Explosion.
The Fire and Event Decks
Flash Point: Golden State Heroes uses dynamic Fire and Event Decks that replace the Hot Spot mechanism in the original Flash Point: Fire Rescue game rules.
The Fire Deck is made up of an assortment of action-packed cards: Flare-Up, Accelerate, Debris, Hot Spots, The Fire Intensifies, Chaos Rains, Spontaneous Combustion, Danger Revealed, Dazed, Havoc, Inferno, and The Fire Rages. IMPORTANT: The Fire Deck in Flash Point: Golden State Heroes works similarly but not the same as the one in Flash Point: Legacy of Flame and the Tragic Events expansion. Please read the cards carefully!
To create the Fire Deck at the start of a Call, look at the bottom of each Fire Deck card and return to the box any that do not match the number of players. Each Call begins with two or three Flare-Up cards in the deck, and the remaining Flare-Up cards set aside to add during the game, based on player count.
Flare-Up cards trigger Events unique to that Call, adding special challenges to it.
Explosions
When the fire Advances into a space that is already on Fire, an Explosion occurs. Explosions spread Fire quickly, can Damage Walls or Doors, Knock Down Firefighters, and even kill Victims.
An Explosion radiates in all four directions (up, down, left, right) from the Target space (your dice roll). Place a Fire marker in each Adjacent space without Fire (or flip the Smoke marker to Fire in a Smoke-filled space) – even if that space is outside of the scene. Place a Damage marker on any Wall(s) that borders the Target space. Remove any Door marker(s) that borders the Target space.
If the Adjacent space in any direction is already on Fire, a Shockwave is created. The Shockwave continues to travel in its respective direction passing through all the spaces that are on Fire until it either encounters an Open space, Smoke-filled space, Wall, or Closed Door. What happens with a Shockwave depends on what it hits first:
- Open Space (without Fire or Smoke) – Place a Fire marker on the Open space, even if that space is outside of the scene.
- Smoke-Filled Space – Flip the Smoke marker to Fire.
- Wall – Place a Damage marker on the Wall. Remember a Wall that already has 2 Damage markers is Destroyed and will not stop a Shockwave.
- Closed Door – Remove the Door marker from the board; it has been Destroyed. A Doorway with no Door marker is treated as a Destroyed Wall. Do not place any Damage markers on the Destroyed Door.
- Hazmat – After completing the current Explosion, remove the Hazmat marker and resolve ANOTHER Explosion on its space. Place the Hazmat marker with the LOST POIs (see Hazmat on page 10).
A Shockwave travels through Destroyed Walls and Open Doors. If a Shockwave travels through an Open Door, remove that Door marker from the board; the Door has been Destroyed. Do not place any Damage markers on the Destroyed Door.
Explosion example (as printed, in order):
- The Advance Fire roll is shown. As this Target space is already on Fire, an Explosion occurs. Place the Explosion marker in that space. The Explosion spreads in all four directions and is resolved as follows:
- Up – Place a Fire marker on the Adjacent Open space. The POI marker from this space is Lost (see Flashover below).
- Down – The lower edge of the space is a Wall. Place a Damage marker on the Wall.
- Left – The left edge of the space contains a Closed Door. Remove the Door maker [sic] from play: treat the blown-out Doorway as a Destroyed Wall.
- Right – The Adjacent space is already on Fire: a Shockwave is created. The Shockwave travels through two spaces on Fire before encountering an Open space. Place a Fire marker on the Open space. The Firefighter on this space is Knocked Down (see Knocked Down on page 10).
- Remove the Explosion marker.
Secondary Effects
After the fire has Advanced and Explosions have been resolved, you need to check to see what, if any, Damage has occurred. This could be rooms full of Smoke turning into Fire, Firefighters being Knocked Down, or Victims Lost.
Flashover – Flip any Smoke marker in a space Adjacent to Fire to Fire. Repeat this step as many times as you can – there should be no Smoke Adjacent to Fire at the end of a turn. Remember: Smoke Adjacent to Fire = Fire.
Any Firefighters in a space with Fire are Knocked Down. (See Knocked Down on page 10.)
Any Victims, Helpers, or POI in a space with Fire are Lost (unless specified in the Call Guide). Place the POI or Victim marker on the Lost space at the edge of the board. If a POI was not identified, Reveal (flip over) the POI, then place it on the Lost spot.
Remove any Fire markers that were placed outside of the scene.
Hazmat
Hazmat is an improperly stored flammable material that is liable to cause an Explosion!
After checking for and resolving all Flashovers, any Hazmat in a space with Fire causes an Explosion in that space. Multiple Explosions can be triggered by additional Hazmat in the same phase. If this happens, the players can choose which Explosion to resolve first.
Hazmat can be carried for the same costs, and with the same restrictions, as a Victim (2 AP to Carry, only Carry one item at a time, cannot move into a Fire space). Hazmat can be Disposed of by carrying it outside of the scene. Disposed Hazmat is removed from play and placed in the Rescued spot on the board.
Flashover example (as printed, summarised): The Fire in the target space ignites the Adjacent Smoke, triggering multiple Flashovers that spread Fire across the room and through the Open Door. Flip the 5 Smoke markers to Fire. The 6th Smoke is insulated from the Flashover by a Wall and does not get flipped.
Knocked Down
A Firefighter is Knocked Down if Fire advances into their space. This could be from an Explosion or being in a Smoke-filled space that ignites. A Firefighter that is knocked down needs to go to the Ambulance to recover.
When a Knock Down happens, take the Firefighter from its space and place it on the Ambulance. If there is no Ambulance, instead place it on the closest blue Parking Spot outside the scene (as the crow flies). If two Parking Spots are equally distant, choose one.
Leave the Fire marker in the space. If the Knocked Down Firefighter was carrying a Victim, that Victim is Lost. Place the Victim marker on the Lost space at the edge of the board.
(Page 10 diagram shows a blue Parking Spot labelled with the Ambulance icon, with adjacent spaces numbered 4 and 3.)
3. Replenish POI
Before your turn ends, you need to replenish any POI markers that were Lost, Victims that were Rescued or Lost, and/or False Alarms that were identified.
There should be 3 POI markers on the board (inside or outside of the scene) at the end of every turn. Total the unidentified POI markers and Victims on the board. If there are less than 3, replenish POI marker(s) on the board by rolling the dice for a Target space and placing a randomly selected POI marker facedown on the Target space.
If the Target space has a Fire marker or existing POI, move the new POI one space in the direction of the arrow on this space. Continue moving the POI until it reaches a space with no Fire or POI (if no empty spaces are available, reroll for a new Target space). POI can be placed on spaces with other markers besides Fire and POI, unless otherwise noted. If the Target space has a Firefighter, immediately reveal (flip) the POI marker and remove it if it is a False Alarm.
After all POI markers have been replenished, your turn is over. If you used your Active Boost during your turn, now flip your Reserve Boost to become your new Active Boost. The player to your left now begins their turn. Keep taking turns until the game ends.
Game End
The game ends when the players have won (7 Victims Rescued), the players have been defeated (4+ Victims Lost), or the scene collapses.
- Victory – The players are victorious when 7 Victims have been Rescued. If you would like, you can continue to play to see if you can Rescue all 10 Victims for a perfect game!
- Defeat – The players are defeated when 4 or more Victims have been Lost.
- Scene Collapse – The game ends immediately as the scene collapses when all 24 Damage markers have been placed on the board. Place any remaining Victims or POI (inside or outside of the scene) on the Lost space at the edge of the board.
After you finish a Call, be sure to read the appropriate section at the end of the Call, and follow all instructions listed.
To pack up the game, put each Specialist's Gear cards into their Specialist envelope.
In the next game, the Gear in the envelope will be two of the four Gear that a player chooses from if they pick that Specialist. Unused Boosts are always returned to the Boost deck.
All Flash Point: Golden State Heroes Gear and Boost cards are marked with this icon: a palm tree.
While Flash Point: Golden State Heroes Specialists can be used in other Ignition System sets (and other Ignition System Specialists can be used in this set), the Gear and Boost cards used must be specific to the set you are playing. (The Ignition System logo appears alongside this note.)
Quick Start
(The final page of the Rulebook is a Quick Start reference card, transcribed below.)
Gameplay
1. Setup the Call – Open the Call Guide to the Call you wish to play and follow all setup instructions.
2. Take Action – Start Your Turn – You have 4 Action Points (AP) to spend. These are the actions you can take:
- Move one space (1 AP). You cannot move diagonally, through a Wall, or through a Closed Door.
- If you move to a blue POI marker, flip it over. If it's blank, take it off the board.
- Open or Close a Door (1 AP).
- Carry a Victim one space (2 AP) – Carry people outside to rescue them!
- Remove a Fire marker in your space, or an Adjacent space, from the board (2 AP).
- Flip a Fire marker (in your space, or in an Adjacent space) to Smoke (1 AP).
- Remove a Smoke marker in your space, or an Adjacent space, from the board (1 AP).
- Chop – Place a black cube (Damage marker) on a Wall (2 AP).
- Clear – Remove a Debris marker in an Adjacent space from the board (1 AP).
- Drive a Vehicle – Move the Engine if on its space or Ambulance from anywhere (2 AP).
- Suppression Blast – Fire an Extinguishing burst of water in your Zone (4 AP).
- Crew Change – Switch to another Specialist (2 AP – must be first action of your turn).
You don't have to spend all your AP this turn. Take a green Saved AP marker for each unused AP. These Saved AP marker(s) can be turned in on a later turn for an AP.
3. Draw a Fire Card – Draw the top card of the Fire Deck and follow all directions listed, in order from top to bottom. If it says to Advance Fire, roll the dice and follow these steps:
- If that space has no Fire or Smoke markers – Add a Smoke marker there.
- If that space has a Smoke marker – Flip it to Fire.
- If that space has a Fire marker already – Turn to page 9 and read about Explosions. An Explosion always causes one (and only one) of these three outcomes in each direction:
- Add a Fire marker.
- Add a Damage marker.
- Remove a Closed Door marker.
Check to see if any Smoke markers are in a space next to Fire – if so, flip the Smoke to Fire. If a Fire marker is in the same space as a POI, it has been Lost. Place that marker in the Lost section of the board.
4. End of Turn Actions – If there are less than 3 POI markers – Roll the dice, find that space, and add a POI marker with the blue "?" side up.
If you used your Active Boost on your turn, flip your Reserve Boost.
5. It's the Next Player's Turn – Keep taking turns until 7 Victims have been Rescued (carried out of the scene), 4 Victims have been Lost to the Fire, or the building collapses (all the Damage markers are on the board). Note any other win/loss conditions for your Call.
To win – rescue 7 Victims!