Flash Point PBF game 3

The fires in columns 4 and 8 can still do damage, and column 4 is still an instant loss with either spot. (6, 1) won’t throw any more cubes if it blows up which is why I ignored it for now.

So I have 2 options as I see it - go to the north and blast and hope, or turn into an engineer and fix one of the walls my current quarter next turn. Any views?

I don’t think the engine is useful at this point. (Maybe in SE, but we have firefighters there and it’s a long way away.)
I could certainly be tempted by Engineer.

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I think it’s worth a try with the engineer, might not be quick enough but probably more chance of saving us than moistness.

I agree, I think we need the structure cubes more than the engine right now.

Ok. I unzip my driver’s uniform and reveal my secret identity as super engineer (2 ap). I then head south and east at non super speed and hope the house doesn’t collapse on me for a whole turn (2ap)

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@RogerBW asked for a die roll:
The Fire Rages
d6: 5 d8: 2


@Lordof1 to play.

Move to 3,1
Extinguish adjacent smoke.
Save 2AP

@RogerBW asked for a die roll:
The Fire Rages
d6: 5 d8: 2

Smoke to fire, knocks down Kat again. (This happens a lot more in high player count games, a spot can go from safe to deadly before you get a turn to react.)


@RossM to play.

Thoughts?

Very concerned about the room full of smoke and chemicals

I think that right now (5, 4) and (6, 4) are the only spots that can still lose us the game in one roll, and snuffing either of them would make the other one non-fatal.

I can clear out just as much of the smoke room as you could. Since that room is currently not an instant loss if it goes to fire, why don’t you clear the fire at 5,4, since that will give us a loss if either of those get hit again.

Thanks all

Move to 5,5 and extinguish fire (2ap)

@RogerBW asked for a die roll:
Flare Up
d6: 1 d8: 1


(Doesn’t seem a good time for that, but it’s @RossM’s call.)

I’m not doing that

@RogerBW asked for a die roll:
Flare Up
d6: 5 d8: 1