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Dangerous Waters is an expansion package for Flash Point: Fire Rescue.

Included in the package are two “half-sized” boards that


form parts of two ships. Combining boards A1 and A2 makes the Merchant Ship, the same dimensions of the standard game board
in Flash Point (an 8 x 10 grid). Placing the B1 and B2 boards end-to-end makes the Submarine (a 3x 16 grid).
Both ships have Special Machinery locations that must be preserved in order to win the game.

This expansion cannot be played without the base game, Flash Point: Fire Rescue. These rules supplement the base game rules.
In case of conflicts, the rules in this expansion supersede the base game rules.

MARKERS

8 Jam Markers 4 Fire Door Markers

MERCHANT SHIP
Fire Fighter Start Locations: Maintenance Pit :
Firefighters must start in these spaces. These 4 spaces are only accessible (Move action) via the ladders on either end, Movement
The Crew Change (switch role) action is costs are doubled when entering or leaving the Maintenance Pit. For all other purposes treat
available to Firefighters in these spaces. these spaces as normal. For example a firefighter can Move from @2 to @3, but cannot
Knocked Down firefighters return to the Move from @3 to !3. An explosion in @6 will spread to !6, @7, #6 and @5
closest of these spaces. as normal. A firefighter in !4 can Extinguish a Fire in @4 (and vice-versa).

Bulkhead:
Walls that cannot be Damaged or
Chopped, but do transfer heat.

Special Machinery:
The Merchant Ship’s Diesel Engine acts
as a long Wall. The Diesel Engine takes
Damage from Explosions/Shock Waves
and blocks Adjacency. If the Diesel Engine
accumulates 4 Damage Markers, the
game ends immediately in a loss! Damage
Markers placed on the Diesel Engine
count toward the end game condition,
even if the Diesel Engine is not Destroyed.

Rescue Locations:
Victims carried to these spaces are
Rescued, Hazmat brought to these spaces
is Disposed.

Hull (black/grey crosshatched):


These Wall segments can accumulate
an unlimited number of Damage Markers
without being Destroyed.
FIRE PROOF DOORS
Fire Proof Doors are heavily constructed doors designed to resist the spread of fire through the building, however they are prone to
malfunction. Fire Proof Doors are highlighted in green on the board, and have special markers. Fire Proof Doors operate as normal
doors with the following exceptions:

During the Advance Fire Phase, a Closed Fire Proof Door that would be Destroyed as the result of an Explosion is not automatically
Destroyed. Instead roll the red six-sided die and consult the table below for result:
1-3: The Fire Proof Door blocks the Explosion. The Fire Proof Door Marker is not removed from the Doorway, and no further
action is taken for this direction as a result of the Explosion. The Explosion is resolved as normal in the other directions.
4-6: The Fire Proof Door blocks the Explosion, but is damaged and jams. Place a Jam Marker on the Door.
The Fire Proof Door Marker is not removed from the Doorway, and no further action is taken for this
direction as a result of the Explosion. The Explosion is resolved as normal in the other directions.
If the Fire Proof Door has already been jammed, any subsequent Explosions affecting that Door are treated as jams, and an additional
Jam Marker is added to the Door.
A jammed Fire Proof Door cannot be Opened. To clear the Jam, a Firefighter must take the Chop action to remove a Jam Marker,
Doors with multiple Jam Markers will require multiple Chop actions. The Door is Destroyed in the process of clearing the Jam,
remove the Door Marker when all the Jam markers have been cleared.

BULKHEAD
Bulkhead Walls cannot be Damaged. However Bulkheads do transfer heat from one side of the Wall to the other. If an Explosion would
normally Damage a Bulkhead, rather than placing a Damage Marker on the Bulkhead instead place a Smoke marker on the other side
of the Bulkhead. The Smoke marker placed by Heat Transfer is resolved as if it was placed as a result of an Advance Fire roll – so that
a Smoke placed on a Smoke will result in a Fire, or that a Smoke placed on a Fire will result in an Explosion. If an Explosion affects
multiple Bulkheads, the players determine the order in which they are resolved. If Heat Transfer causes an Explosion, that Explosion
does not Heat Transfer (back) across the Bulkhead.
Bulkhead Example:

2 1 4
6

3 5

1. Advance Fire roll of #7 causes an Explosion.


2. Explosion adds Fire to @7 & @6 .

3. Heat Transfer through Bulkhead adds Smoke to $7 that has a Smoke marker already. Smoke + Smoke creates Fire.
Flip existing Smoke marker to Fire.

4. Heat Transfer through Bulkhead adds Smoke to #8 that has a Fire marker already. Smoke + Fire causes an
Explosion in #8 .

5. Explosion in #8 adds Fire to @8 and two Damage Markers to Adjacent Walls.

6. The adjacent Bulkhead is not affected. Heat Transfer has already occurred through this Bulkhead for this Explosion.
SUBMARINE
Fire Fighter Start Location: Rescue Locations:
Firefighters must start in this space. The Crew Change (switch Victims on these spaces are treated as Rescued but are not
role) action is available to Firefighters in this space. Knocked removed from play. Victims on these spaces are not counted
Down firefighters return to this space if it is clear of Fire. If the for determining POI replenishment, and can be Lost during the
Start space is on Fire, the Knocked Down Firefighter remains Fire Advance phase if both spaces of the Rescue Location are
out of play until the Start space is clear of Fire. on Fire. Hazmat carried to this space is NOT Disposed.

Special Machinery: Bulkhead: Hull (black/grey crosshatched):


The Submarine has three critical areas. Walls that cannot be Damaged or Chopped, These Wall segments can accumulate
The Diesel Engine (spaces @3, @4, @5), but do transfer heat. an unlimited number of Damage Markers
Plotting Table (^2) and Control Panel without being Destroyed.
($3). If any of these areas are Destroyed,
the game ends in an immediate loss.
See additional details below.

The Submarine uses the same Fire Proof Door & Bulkhead rules as the Merchant Ship with one exception:
Heat Transfer from $4 $3
to adds a Damage Marker to the Special Machinery in $3
, no Smoke is added.

SPECIAL MACHINERY
Special Machinery spaces act as a special, large Wall segment in that it will take Damage, block Adjacency and prevent Movement
(both into and through the Special Machine). Because the Special Machinery takes Damage, Fire & Smoke markers cannot be placed
on the spaces they occupy. When the Special Machine takes Damage equal to the number of Damage Markers indicated on the board,
the game ends immediately in a loss. The Damage Markers placed on the Special Machinery count toward the end game condition,
even if the Special Machinery are not Destroyed.

During Set-Up:
• Re-roll any of the Initial Explosions, POIs, Hazmats or Hot Spots that would normally be placed on the spaces occupied by the
Special Machinery.

During the Advance Fire Phase:

• If the Target space of the Advance Fire roll is a space occupied by a Special Machine it is invalid, use the arrows on the board to
find a valid Target space and then resolve the Advance Fire as normal.
• Treat Special Machinery as Wall – Add a Damage Marker to the Special Machine (in lieu of a Fire Marker) when an Explosion
would cause a Fire marker to be added to one of the spaces occupied by the Special Machine.
• Each Special Machine has a maximum Damage Capacity indicated by a number of Damage Markers pictured in the Special
Machine’s space(s). When the total of Damage Markers placed on the Special Machine reaches the Damage Capacity, the Special
Machine is Destroyed and the game ends immediately in a loss.

During the Replenish POI Phase:


• If the POI Replenishment Target space is a space occupied by a Special Machine it is invalid, use the arrows on the board to find
a valid Target space.

Expansion Design: Lutz Pietschker Graphic Design: Luis Francisco Illustrations: George Patsouras & Eugene Mogilevech

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