Flash Point PBF game 6

@RogerBW asked for a die roll:
OK, saving 1 AP.

The Fire Rages
d6: 5 d8: 3


@Lordof1 to play, 2 saved AP.
(Suppression says: “anything that goes bad at the end of your turn, I can’t fix…”)

Extinguish 3,7
Stomp past the cat to 1,7
Extinguish 1,7 and 1,8
Move into 1,8
Pick up the hazmat and move to 1,7 (I’m sick off this bloody thing)
Sorry I left the bathroom but I had to pick one room!

@RogerBW asked for a die roll:
[offended woof]

Flare Up
d6: 2 d8: 8

@RogerBW asked for a die roll:


The Fire Rages
d6: 2 d8: 5

1 Like

Durn. Well, it had to happen eventually.

My turn.

Move N, extinguish smoke at (4, 8), save 2.

@RogerBW asked for a die roll:
The Fire Rages
d6: 6 d8: 1

Double flip into (1, 5).


@Kat to play. And I’ll be off to Expo soon.

Could be a lot worse with the hazmat. I can drag the east one.

  • Pat the cat (0 AP)
  • Extinguish smoke 2, 8 (1 AP)
  • Move to 3,7 (1 AP)
  • Dispose of hazmat (2 AP)
1 Like

@RogerBW asked for a die roll:
The dog gives an offended woof.

The Fire Rages
d6: 2 d8: 5

1 Like

Can’t be having that. I’ll drop it in (5, 1), but I’m out of saves now.

@COMaestro to play, 2 saved AP.

Move to 2,7.
Grab the “cat” and carry it outside, through the north wall (the 6 space).

Save 1 AP.

2 Likes

@RogerBW asked for a die roll:
The Fire Rages
d6: 2 d8: 6

@DJCT to play, 4 saved AP (thanks to Flare Ups at the end of your last turn).

@RogerBW sorry blasted after UKGE - can I drive the ambulance if not in it? Can’t remember!

1 Like

Ambulance yes, fire engine no.

Ok so if legal

Drive ambulance, pick up the cat 2ap

If @COMaestro wants a lift pitch him up.

Continue clockwise, dropping of the Maestro if he wants until I am at the south of the building, picking up the 2 other pois (4ap)

Put out the smoke at 6,1 (2ap)

@COMaestro, you can end up in basically any ambulance space if you like.