There’s a racing game in which your “second chance” tickets are called “alarm clocks”: you play it after you’ve lost the race, and it turns out it was just a terrible dream…
Next step is to place ourselves, and fire engine and ambulance. Note that the deck gun on the engine can spray only into the nearest quadrant of the board (shown by the dashed red lines), and only if there are no firefighters in there at the time. I think that’s DJCT’s call, and Kat anchors team 2, then the rest of us fill in around them.
A note on Suppression: if the Advance Fire hits me or an adjacent spot, nothing happens. And I can spend a saved AP to flip one or both of the dice. For this game, the d6 goes to 7-X (1 to 6), and the d8 goes to X±4 (1 to 5). (There are differently-printed d8s in different editions of the physical game, but that’s relatively easy to remember.)
A note on the Veteran: if you spend any part of your turn adjacent to or within three clear (no smoke/fire) spaces of the Veteran, you get a bonus AP to use that turn. If I remember I’ll add a shading for the bonus zone.
It’s a tos-up between top left and bottom right. Less fire top left but a poi is there. So I would be inclined to start there in the top left on the fire truck, then move round unless others have a view.
North entrance is totally clear, but we know how quickly that can change. I think I will start at the East entrance, as I can move North if needed, or start out by extinguishing the fire behind the collapsed wall.
‘Hmph. You’re right. Smart kid. Guess they do teach sumthin in fire training school these days.
I’ll take the south entrance then, and some o’ young ‘uns might wanna stick wi’’ this ol’ fella, you might just learn a thing or two that they don’t teach in no fancy pants trainin’ school, mister fire truck.’