Flash Point PBF game 6

Flip to (4, 5).

@DJCT to play, 1 saved AP.

Ambulance to the north position, @Lordof1 can decide if he wants to come with -2ap. Then move towards the two pois with my 3 free movement aps, the drag them back as far as possible to the :ambulance:

I’ll stay here to deal with the fire, thanks.

@RogerBW asked for a die roll:
OK, leaving you with 1 saved AP.
Flare Up
d6: 3 d8: 6

@RogerBW asked for a die roll:
Suppression suppresses it.
The event deck is exhausted.
I’ll skip over any more “special victim” cards as we’ve had them already.


We only have one PoI and there’s no smoke/fire next to them. But I think I have to re-place them anyway.
Flare Up

d6: 4 d8: 7

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

Replacement PoI at (1, 7).


@RossM to play, 4 saved AP.

Drag to 3,2

Extinguish both adjacent smoke

@RogerBW asked for a die roll:
Saving 3 AP.
The Fire Rages
d6: 3 d8: 8

@Lordof1 to play, 4 saved AP.

Move to 4,3 (4AP)

Extinguish

Move south (1AP)

Extinguish

Move west (1AP)

Extinguish (3 FEAP)

save 1 AP

@RogerBW asked for a die roll:
In fact it will cost you one more AP to open the outside door that blew shut, so I’ll assume that’s where the last AP goes.

Flare Up
d6: 6 d8: 4

1 Like

@RogerBW asked for a die roll:
And in fact there we are again.

The Fire Rages
d6: 3 d8: 7


My turn.

S, extinguish S, N, extinguish W, save 2.

@RogerBW asked for a die roll:
Accelerate
d6: 6 d8: 6

@RogerBW asked for a die roll:
d6: 2 d8: 4


@Kat to play.

  • Extinguish 7,3 and 8,3 (2 AP)
  • Save 2 AP… if I’m right in thinking the marker in 1,7 can only be a false alarm or a hazmat?
1 Like