Flash Point: Fire Rescue - Fire Academy

Page 1


FIRE ACADEMY CHALLENGE

Recruits,

All of your training has prepared you for this: four field training exercises designed to measure your aptitude as firefighting professionals. These exercises will be set in realistic settings under controlled conditions. Your ability to coordinate and execute a fire rescue strategy will be graded. Each exercise builds upon the last. Pass all tests, and earn your certification. Fail, and you’ll be forced to take remedial training. Good luck out there.

Captain Kevin Lanzing Flash Point Fire District

WHAT IS THIS? The Fire Academy Challenge is a series of scripted “puzzles”. The objective is the same: to rescue at least seven trapped victims before the fire kills four or the building collapses. As this is a scripted training exercise under controlled conditions, it is easier than a real-world firefighting situation in certain ways. The fire is far more predictable, for instance. That doesn’t mean this will be easy! While many solutions exist, the goal is not merely to complete the course but to succeed by the largest possible margin. Each firefighting team shares a score, based on the number of victims they were able to rescue, the extent of damage to the structure, and the number of hazmats successfully disposed of. High scores may be submitted for prizes and bragging rights.

HOW IS THIS DIFFERENT THAN THE REGULAR GAME? The Fire Academy Challenge uses the Experienced Game rules, with only a few exceptions. These exceptions will be highlighted as shown. Put the dice away - you won’t need them at all! All functions handled with dice rolls in the regular game are handled differently here. The absence of random elements in these missions is what makes them puzzles - any player could repeat your sequence of moves and achieve the same result. This also guarantees that every mission is solvable. Setup is Scripted: The Fire Academy Challenge is set at the Veteran difficulty level. Initial explosions, hazmats, hot spots, and POIs will appear in the same scripted locations every game. Advance Fire Rolls are Scripted: The first 50 advance fire rolls are scripted. Remember to check off and resolve one roll before moving on to the next. These rolls must happen in the scripted order. If all 50 rolls are checked off, start over again with the first roll. POI are Scripted: 10 POI are scripted. All POI are victims, false alarms will not be used. The first 3 POI will be placed to the board immediately as part of setup. Additional POI will be added whenever POI must be replenished. Remember to check off POI locations as you place them. Deck Gun Rolls are Handled Differently: Rather than trusting the dice, players deliberately target valid spaces on the board. The Targeting Grid is used for this purpose. The Targeting Grid is a representation of one quadrant of the board. As usual, only the quadrant containing the Fire Truck may be targeted. When the Deck Gun is fired, the active player chooses any white, unchecked square on the Targeting Grid. Black squares are off-limits, and may not be hit by the Deck Gun except indirectly as a result of Splash Over. He resolves the action, and checks off that square. A checked white square may not be targeted again until all white squares have been targeted. At that point, the Targeting Grid resets and all white squares are once again available. Players should mark squares in pencil, so they can be easily erased.


KEEPING SCORE A firefighting team’s score is based upon victims rescued, hazmats cleared, and damage markers remaining:

Victims Rescued

x 10 points =

???

Hazmats Cleared x 5 points =

???

Damage Markers x 2 points = + ??? Remaining TOTAL

RECORDING YOUR GAME Using Shorthand Notation: The scripted nature of the Fire Academy Challenge is what makes it possible to record plays and then replicate them again with the same result. The number of decisions made in any game is vast, so careful note-keeping is necessary to record plays. If players are only looking for a challenge, record-keeping might not be necessary. However, this is the best way to prove to strangers that a high score was fairly earned. For the purposes of contests, it is essential that every move be recorded in a way that is unambiguous and to the point. For this reason, a standard notation has been created for recording plays. Coordinates take the form of two numbers separated by a dash, for example: 3-2. The first number is the vertical d6, the second is the horizontal d8. When it is necessary to list a coordinate in the building exterior (the ring surrounding the building), use the numbers 0 and 7 for the d6, and/or 0 and 9 for the d8. For example, 0-4 corresponds to a space on the west side exterior of the building, in the fourth row down. 0-9 is the northeast corner of the board. Longhand

CAFS Firefighter

Shorthand

Example

C

C: x3-2

Driver/Operator

D

Generalist

G

Fire Captain

F

Hazmat Technician

H

Paramedic

P

Imaging Technician Rescue Specialist Move (to space)

Move with victim

Move with treated victim Move with hazmat

Move with treated victim+??? Open Door (north, south, east, west) Close Door

Extinguish Fire/Smoke

Extinguish Fire completely

Chop wall (north, south, east, west) Drive vehicle (to northwest, etc...)

Ride with vehicle (must ID riders!) Crew Change

Fire Deck Gun

D: f1-2

Translation

CAFS extinguishes 3-2 Driver fires deck gun at 1-2

F: coH: m2-4

Fire Captain commands Hazmat Tech

H: di

Hazmat Technician disposes of Hazmat

G: m5-5

Generalist moves to 5-5

I: i3-3

Imaging Technician identifies POI at 3-3

R

R: chw

Rescue Specialist Chops west wall

m<space> m/v<space>

m/v6-4

I

m/vt<space> m/h<space> m/vt+h<space> o<n,s,e,w> cl(<n,s,e,w>) x<space> xc<space> ch<n,s,e,w> dr<nw,se...>

P: t

m2-3

Paramedic treats victim

Move to 2-3 Move with Victim to 6-4

m/vt6-4

Ditto, with treated victim

m/vt+v6-4

Move with two victims

m/h6-4

oe

cln

x4-5

Open east door Close north door Extinguish (x1) smoke/fire

xc4-5

Extinguish (x2) smoke/fire

drnw

Drive to northwest position

chs

Chop south wall

F: r

C: Dr, F: r

C→G f<space>

C→G f1-4

CAFS becomes Generalist

s2

Save last two AP for later

CAFS drives while Fire Captain rides Deck gun fired; hits 1-4

Save AP (optional)

s<number>

Command (Fire Captain )

co(<actor>):

FC: coP(m1-1)

Fire Captain Commands Paramedic to move to 1-1

di i<space>

I: i3-5

Imaging Technician identifies POI at 3-5

P: ea

Paramedic Rides elevator to fire floor

P: ee2-5

Paramedic moves to elevator at 2-5

G: ld0-4

Generalist descends ladder to 0-4

Dispose (Hazmat Tech only)

Identify (Imaging Tech only) Treat (Paramedic only) Use elevator (ascend)

Use elevator (descend)

t ea ed

Move between elevator <=> exterior

ee<space>

Use ladder (descend)

ld<space>

Use ladder (ascend)

la<space>

H: di P: t

P: ed

G: la1-6

Hazmat Technician Disposes of Hazmat Paramedic Treats Victim

Paramedic Rides elevator to lobby Generalist ascends ladder to 1-6


PUTTING IT ALL TOGETHER A turn may consist of several actions strung together. Use commas to break up the actions. For example: F: m3-5, x3-6, coG(os, m3-7) translates as, “Fire Captain moves to 3-5 and extinguishes the smoke/fire in 3-6. He then commands the Generalist to open the door to his south and move to 5-4.” This is quite a mouthful, but with the right notation it takes almost no space at all. Be careful and don’t try to deviate from the standard notation, as the result may be confusion. For instance, F: coG: os, m3-7 communicates that the Fire Captain is commanding the Generalist to open the door, but who is moving to 3-7? Is it the Fire Captain or the Generalist?

CHALLENGE LOGS The remainder of this document contains the challenge logs for each of four challenges. This contains all the information you need to play along, including... • Challenge Number and Name – later challenges add additional game elements and difficulty. • Difficulty – an approximation of just how “challenging” a challenge really is. • Par Score – this is the bar between “good enough” and “great.” Don’t settle for less! • Challenge Summary – a brief summation of the challenge. • Set Up – all of the steps necessary to set up the game. Add only as many hotspots as necessary! • Advance Fire – the first 50 Advance Fire rolls. Check these off as you go through them. • Targeting Grid – mark off white squares with a pencil every time you Fire the Deck Gun. • Player and Start Locations – your specialties, player order, and start locations. • Turns – space is provided to record your first 26 turns. If you need more, use a second sheet of paper.


CHALLENGE 1

Advance Fire

%3 26. %6 02. @8 27. #3 03. #2 28. ^7 04. #8 29. $1 05 ^3 30. $3 06. %2 31. @3 07. #4 32. !2 08. %4 33. !2 09. #1 34. @7 10. %7 35. ^8 11. %8 36. $8 12. @8 37. @2 13. ^7 38. !2 14. @7 39. !2 15. $5 40. @8 16. ^7 41. ^5 17. !6 42. #4 18. @2 43. !3 19. !2 44. %6 20. ^2 45. $7 21. %3 46. ^7 22. $1 47. !5 23. !3 48. $3 24. ^3 49. $2 25. $3 50. !3 15 26 37 48

BASIC FIRE & RESCUE

from here on out.

Difficulty: Par Score: 116 Board: Beach House Explosions: 2. 3.

%7 @2 ^8

Hazmats: NONE POI (victims only): 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

#1 %2 ^4 ^8 @1 !3 @6 $6 ^7 #4

Extra Hotspots (see rules): 1. 2. 3. 4. 5. 6.

$2 $4 ^1 ^7 $5 $7

GAME DETAILS Difficulty Level ________ Number of Players ________

!$ @% #^

Targeting Grid

01.

Your first mission is a straightforward one. Rescue at least 7 victims to pass. This floor plan is generous, with an entrance on each side. Don't get cocky; it only gets harder

1.

Players and Start Locations

P1: P2: P3: P4: P5: P6:

________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____

Ambulance start in ________ Fire Truck starts in ________

Turns

01. ____________________ 02. ____________________ 03. ____________________ 04. ____________________ 05. ____________________ 06. ____________________ 07. ____________________ 08. ____________________ 09. ____________________ 10. ____________________ 11. ____________________ 12. ____________________ 13. ____________________ 14. ____________________ 15. ____________________ 16. ____________________ 17. ____________________ 18. ____________________ 19. ____________________ 20. ____________________ 21. ____________________ 22. ____________________ 23. ____________________ 24. ____________________ 25. ____________________ 26. ____________________ Victims Saved ________ Hazmat Cleared ________ Damage Markers Left________

TOTAL SCORE ________


CHALLENGE 2

Advance Fire 01.

VEHICLE MANAGEMENT This exercise introduces two fire rescue vehicles: the fire engine and ambulance. The Ranch House has only two entrances, which complicates your rescue. Don’t be afraid to make your own entrances if that’s

02. 03. 04.

what it takes!

05

Difficulty:

06.

Par Score: 112

07.

Board: Ranch House

08. 09.

Explosions: 2. 3.

$2 #5 ^8

10. 11. 12.

Hazmats: NONE

13.

POI (victims only): 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

14.

^1 %5 !4 $5 #2 $6 ^6 #2 #8 #6

15. 16. 17. 18. 19. 20. 21. 22. 23.

Extra Hotspots (see rules): 1. 2. 3. 4. 5. 6.

^3 @5 %2 $6 !8 !3

GAME DETAILS Difficulty Level ________ Number of Players ________

24. 25.

26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50.

!2 $5 @6 !8 !8 #5 #1 %5 !4 ^4 !2 ^5 $4 @5 #4 @3 %3 @8 !5 @5 #1 @5 !8 %5 $8

!$ @% #^

P1: P2: P3: P4: P5: P6:

________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____

Ambulance start in ________ Fire Truck starts in ________

Turns

01. ____________________ 02. ____________________ 03. ____________________ 04. ____________________ 05. ____________________ 06. ____________________ 07. ____________________ 08. ____________________ 09. ____________________ 10. ____________________ 11. ____________________ 12. ____________________ 13. ____________________ 14. ____________________ 15. ____________________ 16. ____________________ 17. ____________________ 18. ____________________ 19. ____________________ 20. ____________________ 21. ____________________ 22. ____________________ 23. ____________________ 24. ____________________ 25. ____________________ 26. ____________________ Victims Saved ________

15 26 37 48 Targeting Grid

1.

^8 ^1 $8 #3 !5 ^2 @4 !5 #3 $7 ^2 @3 $6 !2 ^6 @7 !2 ^7 %8 #5 ^6 @3 $8 ^8 ^8

Players and Start Locations

Hazmat Cleared ________ Damage Markers Left________

TOTAL SCORE ________


CHALLENGE 3

Advance Fire

@3 26. @7 02. #1 27. #7 03. !5 28. #1 04. $4 29. ^4 05 @1 30. $8 06. ^6 31. #7 07. @5 32. $1 08. !2 33. $8 09. !1 34. $4 10. #5 35. %3 11. #6 36. #8 12. ^1 37. #5 13. #6 38. #2 14. #6 39. @6 15. !4 40. #1 16. @4 41. @1 17. #1 42. @6 18. ^2 43. $8 19. %4 44. !4 20. %7 45. #3 21. #3 46. ^6 22. %5 47. ^7 23. #6 48. #5 24. !5 49. @7 25. !7 50. @2 15 26 37 48

HAZARDOUS MATERIALS

Difficulty: Par Score: 128 Board: Brownstone Explosions: 2. 3.

^2 @7 #8

Hazmats: 1. 2. 3. 4.

#5 !1 #4 %8

POI (victims only): 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

^6 @1 %3 !8 %2 #6 %7 ^2 %5 %1

Extra Hotspots (see rules): 1. 2. 3. 4. 5. 6.

@2 #4 %5 ^8 %6 !6

GAME DETAILS Difficulty Level ________ Number of Players ________

!$ @% #^

Targeting Grid

01.

Flammable hazmats must be disposed of quickly, lest they become an explosive problem. The Brownstone is only accessible from the front and back.

1.

Players and Start Locations

P1: P2: P3: P4: P5: P6:

________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____

Ambulance start in ________ Fire Truck starts in ________

Turns

01. ____________________ 02. ____________________ 03. ____________________ 04. ____________________ 05. ____________________ 06. ____________________ 07. ____________________ 08. ____________________ 09. ____________________ 10. ____________________ 11. ____________________ 12. ____________________ 13. ____________________ 14. ____________________ 15. ____________________ 16. ____________________ 17. ____________________ 18. ____________________ 19. ____________________ 20. ____________________ 21. ____________________ 22. ____________________ 23. ____________________ 24. ____________________ 25. ____________________ 26. ____________________ Victims Saved ________ Hazmat Cleared ________ Damage Markers Left________

TOTAL SCORE ________


CHALLENGE 4

Advance Fire 01.

HIGH RISE FIREFIGHTING

High rise firefighting is particularly complex. Access to the fire floor is limited to ladder truck and high-speed elevator. This exercise will push your skills to the limit. Good luck!

02. 03. 04.

Difficulty:

05

Par Score: 102

06.

Board: High Rise

07.

Explosions: 2. 3.

$5 %3 $8

09. 10.

Hazmats:

11.

1.

12.

2. 3. 4.

%1 !5 %7 ^4

13. 14. 15.

POI (victims only): 1. 2. 3. 4. 5. 6. 7. 8. 9. 10.

@1 @2 ^3 ^2 ^7 %8 !7 $4 @2 !6

16. 17. 18. 19. 20. 21. 22. 23.

Extra Hotspots (see rules): 1. 2. 3. 4. 5. 6.

^6 @2 @4 #3 $4 $2

GAME DETAILS Difficulty Level ________ Number of Players ________

24. 25.

26. 27. 28. 29. 30. 31. 32. 33. 34. 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50.

$7 !4 @7 $1 !3 %7 #8 !7 ^8 $6 $7 #3 #7 @3 !2 @6 ^2 !4 #6 ^6 $2 #8 ^4 %3 $8

!$ @% #^

P1: P2: P3: P4: P5: P6:

________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____ ________ starts in _____

Ambulance start in ________ Fire Truck starts in ________

Turns

01. ____________________ 02. ____________________ 03. ____________________ 04. ____________________ 05. ____________________ 06. ____________________ 07. ____________________ 08. ____________________ 09. ____________________ 10. ____________________ 11. ____________________ 12. ____________________ 13. ____________________ 14. ____________________ 15. ____________________ 16. ____________________ 17. ____________________ 18. ____________________ 19. ____________________ 20. ____________________ 21. ____________________ 22. ____________________ 23. ____________________ 24. ____________________ 25. ____________________ 26. ____________________ Victims Saved ________

15 26 37 48 Targeting Grid

1.

08.

!3 @1 %1 ^8 ^1 @8 %3 %5 ^8 !4 ^6 $7 #3 $4 @3 #8 @1 @2 %4 ^7 !3 $5 #6 !5 ^7

Players and Start Locations

Hazmat Cleared ________ Damage Markers Left________

TOTAL SCORE ________


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