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Threat (Smoke/Fire) - These are used during the

Advance Fire Phase. See Base Game Rules for full Engine - The Engine can be driven for 2 AP by
details. firefighters on the Engine token, which moves the
vehicle and firefighter one parking spot clockwise or
Included in Base Game, Honor & Duty
counter clockwise around the board. Other
firefighters on the Engine can Ride for 0 AP. Additionally the engine allows
POI (Victim) - Standard POI/Victim. Rescuing the Fire the Deck Gun action for 4 AP and the Crew Change action for 2 AP.
victims is the goal of the game. Reveal (flip over) for 0 See the Base Game Rules for more details.
AP. Carry for 2AP. May not be carried through fire. Included in Base Game
Included in Base Game
Ambulance - Like the Engine, the Ambulance can
POI (False Alarm) - A False Alarm is immediately be driven for 2 AP but firefighters can also do a
removed from the board when it is revealed. remote Drive action with their radios for 2 AP.
Firefighters can Ride on the Ambulance for 0 AP. If
Included in Base Game
playing the Experienced game, Victims are only Rescued when carried to an
Ambulance or an Ambulance is Driven to them.
Doors - Regular doors have a closed side and an open
side. All doors start closed and can be opened for 1 AP. Included in Base Game

Included in Base Game, 2nd Story


AP trackers - AP Trackers track normal Action Points in a turn.
They should be flipped over when used.
Hazmat - If Fire spreads into a space with a Hazmat, resolve an
Explosion in that space. A Hazmat can be Carried for 2 AP and is Included in Base Game, 2nd Story
moved to the rescued space as soon as they are Carried outside.
Special AP trackers (Command,
Included in Base Game
Extinguish, Movement) - Special AP
Trackers track the free AP that certain Specialists receive. They should be
Hotspot - Hot spots do not have a direct impact on Fire or Smoke
flipped over when used.
but also cannot be removed or extinguished. If a Hotspot is the
Target of an Advance Fire roll, resolve a Flare Up (see Base Game Rules for Included in 2nd Story
details).
Included in Base Game Explosion Marker - This marker is used as an aide to
explain explosions or to resolve difficult explosion situations
(bulkhead heat transfer for example).
Heal - The Paramedic Specialist can Treat Victims which places a
Heal token under the Victim. Treated victims can be led at no Included in 2nd Story
additional AP cost (they follow when the firefighter moves for 1
AP). Only one victim can be led at a time, but a firefighter can carry one
victim (for 2 AP) while leading one Treated victim.
Included in Base Game
Open Windows - Place on a window when it is opened (1 AP). Jammed Markers - Marks a Jam on a Fire Proof Door. Each
An Open Window can be moved through by a firefighter like an Explosion that affects a Fire Proof Door after the first Jam adds an
Open Door. Remove this marker when a window is closed (1 AP). additional marker automatically. A Jammed Door cannot be opened. Each
All windows start closed. Additionally, a wall with a window is destroyed Jammed Marker requires a distinct Chop action to remove. When all
with a single damager marker as a result of an Explosion. Jammed Markers are removed, the Fire Proof door is destroyed.
Included in 2nd Story, Extreme Danger Included in Dangerous Waters, Extreme Danger

Ladder (Upper/Lower Sections) - Ladders provide access to the


Dangerous Objects – These behave differently depending on the board
following actions:
they are used on, but in general they all share the following characteristics:
• Carry (as part of a move) – A ladder can be carried as part of a move with
• The Object is treated as a wall.
no additional AP cost.
• Advance Fire cannot start from a space occupied by a Dangerous Object.
• Erect Ladder (1AP) – Place lower section on the ground floor and the
• Each Explosion that affects a Dangerous Object adds a Damage marker
upper section on the corresponding location on the 2nd floor. Can only be
similarly to how Explosions affect walls.
performed by a firefighter on the ground floor. Erected Ladders cannot be
• When the last damage marker is placed, the Dangerous Object is
carried as part of a Move action.
destroyed, the token is removed from the board and one (or two)
• Collapse Ladder (1 AP) – Place both ladder sections in the firefighter’s
explosions or Chemical Spills are resolved. Remove the damage markers
space. Can only be performed by a firefighter on the ground floor.
from play and resolve the explosion or Chemical Spill as detailed by the
• Climb Ladder (1 AP, 2 AP if carrying victim) – A Firefighter can move onto
rules specific to the board used.
a ladder section or from one section to another at normal movement costs.
Firefighters can take Actions like Fight Fire while on a Ladder. A Treated Included in Extreme Danger
Victim must still be carried for 2 AP if on a ladder.
NOTE: A ladder is automatically collapsed if a Fire spreads onto a space Chemical Spill Toxic Marker - A Chemical Spill is
with a ladder section triggered if the toxic laboratory equipment Dangerous Object
Included in 2nd Story, Extreme Danger receives its final damage marker. Place the first Chemical Spill
Toxic Marker in the space formerly occupied by the Dangerous
Object. Using the dice and adjacency rules determine a random path for 4
Fire Doors - Door highlighted in green on boards are
additional Toxic Markers (See Extreme Danger rules for full details). A
Fire Proof Doors. Fire Proof Doors act as normal doors
Victim on a Toxic Marker is Lost and a POI cannot be placed in on a Toxic
except in the case of an Explosion. If a Closed Fire Proof
Marker. A Firefighter on a Toxic Marker is knocked down and firefighters
is affected by an explosion, roll the red six-sided die. On a roll of 1-3, the Fire
cannot move onto Toxic Markers. Toxic Markers have no impact on Threat
Proof Door blocks the explosion normally. On a roll of 4-6, the Fire Proof
Markers. Toxic Markers can be removed by the Hazmat Technician
Door blocks the explosion but is also Jammed. (See ‘Jammed Markers’ for
Specialist from an adjacent space for 2 AP.
additional information.)
Included in Extreme Danger
Included in Dangerous Waters, Extreme Danger
Damaged Floor / Destroyed Floor - Used Stairs - Used to mark the connecting space of the stairs from
with the Basement Board. An Explosion in the the Basement or Attic when using those boards.
Basement or the Ground Floor can damage the
Included in Extreme Danger
floor between them. The first Explosion places the
token on Damaged Floor side; this side has no direct impact on game play.
A subsequent Explosion flips the token to the Destroyed Floor side, which
results in two structural damage. When the floor is destroyed, Hot Spots,
POI (Hazmat) - This POI is a hazardous material
Smoke or Fire are removed from that space and cannot spread to it again, but when revealed. A revealed hazmat POI does not count
all adjacent Smoke is flipped to Fire. Any Victim is Lost, Firefighters are towards the number of POI markers on the board. To
Knocked Down and Hazmats explode. A Destroyed Floor is impassable by include in a game, add to the pool of POI markers shuffled ‘?’ side up.
itself, but Deck Guns, Ladders, Explosions and Shockwaves can all pass Included in Extreme Danger Kickstarter Edition, Tragic Events
through it. See the Extreme Danger Rules for full details.
POI (Lightly Wounded Victim) - A lightly
Optional: A Firefighter may use the portable ladder to Bridge the Floor for 2 wounded victim acts as a treated victim. Lightly
AP. The space is now passable. Wounded Victims receive no further benefit from being
Optional: The Structural Engineer Specialist can repair Damaged Floors (not Treated by the Medic. To include in a game, add to the pool of POI markers
Destroyed Floors) if all adjacent spaces and the space below are clear of Fire. shuffled ‘?’ side up.
Included in Extreme Danger Included in Extreme Danger Kickstarter Edition, Tragic Events

Hydraulic Platform - Replaces the Deck Gun. Can hold 2 POI (Critically Wounded Victim) - A critically
firefighters or 1 firefighter and one POI. Adds the following wounded victim cannot be carried until they have been
actions: treated by the medic. Once treated, they act as untreated
• Operate the Platform (3 AP, 2 AP for Driver/Operator) – A victims in that they are carried rather than led. Critically Wounded Victims
firefighter on the Platform can move the Platform from the cannot be treated by the medic more than once. To include in a game, add to
Engine to any space outside the upper level of the building on the pool of POI markers shuffled ‘?’ side up.
the same side as the Engine OR return the Platform to the
Engine. Included in Extreme Danger Kickstarter Edition, Tragic Events
• Fire the Water Cannon (4AP, 2 AP for Driver/Operator) –
Can be used to quickly extinguish all Threat Markers in a POI (Heavy Victim) - The heavy victim doubles all
Target space adjacent to the Platform through a chopped wall AP costs with carrying, leading, and/or treating. To
or Open Window. All Threat markers adjacent to Target space include in a game, add to the pool of POI markers
are also removed. shuffled ‘?’ side up.
Note: The Engine cannot be Driven unless the Platform has Included in Extreme Danger Kickstarter Edition, Tragic Events
been returned to the Engine.
Included in Extreme Danger
POI (Victim with Oxygen Tank) - The victim Foam - Useable on airfield board only. Before firing the deck
with an oxygen tank counts as both a victim and gun, declare you are firing foam. Foam has no effect inside the
hazmat. Additionally all carrying and leading AP costs fuselage but can remove smoke or reduce fire to smoke outside the
are doubled. If this POI is ever affected by a Fire marker it results in an fuselage. Additionally, if smoke/fire would be placed on a space with Foam
Explosion from the hazmat and the victim is lost as normal. To include in a during an Advance Fire, remove the Foam token instead. Note that Foam
game, add to the pool of POI markers shuffled ‘?’ side up. has no effect on the spread of fire due to an Explosion.
Included in Extreme Danger Kickstarter Edition, Tragic Events Included in Honor & Duty

POI (Realistic Victims) - Can be used in Deck Gun Target - This marker is used as an aide to explain
place of the standard victim, lightly wounded deck gun operation or to resolve tricky deck gun resolution
victim or critically wounded victim tokens. situations (airplane fuselage walls for example).

Included in Extreme Danger Kickstarter Edition Included in Honor & Duty

Locked Doors - A locked door cannot be opened POI (Couple) - The Couple
normally, but AP is still spent on an attempt to open a victim POI is added due to a specific
locked door. A locked door can be removed by Event card. When this POI is
chopping. Chopping a locked door adds no damage markers to the board. revealed, immediately replace it with the two separate partner POI tokens.
To include these in a game, mix them with the normal doors and shuffle
Included in Tragic Events
them closed side down before placing doors randomly on the board.
Included in Extreme Danger Kickstarter Edition
Plan AP tracker - Special AP Tracker to track the free Plan
AP of the Strategist. It should be flipped over when used.
Included in Tragic Events

Image Credits: Indie Boards & Cards, (strider72), (joakim589), (changeling)

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