Flash Point PBF game 6

@RogerBW asked for a die roll:
Flare Up
d6: 2 d8: 1

@RogerBW asked for a die roll:


d6: 5 d8: 7

That will put out one smoke at (5, 7). I suspect nobody will find it worth spending saved actions, but I’ll leave this for a bit in case anyone does. Then another Fire Deck card before the end of the turn.

@RogerBW asked for a die roll:
OK, assuming we don’t do that.
The Fire Rages
d6: 2 d8: 2


@COMaestro to play, 2 saved AP, Panic is in effect.

I will start by treating the critical patient. What is their deal again? Even treated require 2 AP to move? Meaning with Panic it’s 3?

That’s correct. Once treated (1 AP) they work like a normal untreated victim, except that they get no benefit from further treatment.

Okay, drag the victim to 2,6, then save the rest of my AP.

@RogerBW asked for a die roll:
The Fire Rages
d6: 2 d8: 1

Flip to (5, 5).


@DJCT to play, 1 saved AP, fire grenade available, Panic in force.

Call the ambulance to me (2ap) which should pick up the poi. Drive the ambulance with me in it to the top of the map (4ap if I am also allowed to use my free movement action points to drive)

No, movement AP aren’t available for driving. So you’re one short.

Ok I will just move one ambulance space to the left then

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

New PoI at (2, 2) moves to (3, 3).


@RossM to play, 4 saved AP.

Current PoI distribution is:

  • 4 False Alarm
  • 1 Hazmat
  • 1 Victim with Oxygen Tank

Extinguish both adjacent smoke.

Move to 2,4.

Extinguish adjacent smokes.

Move to 3,3.

That’s the victim with the oxygen tank. So double AP costs to move (4 untreated, 2 treated) and explodes if Lost.


2AP left.

I’ll stay put

@RogerBW asked for a die roll:
Flare Up
d6: 1 d8: 7

@RogerBW asked for a die roll:


Flare Up
d6: 5 d8: 5