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Flash Point Fire Rescue Urban Structure
- Introduces 2 new buildings, a new fire fighting specialist and rules
- Core game required to play this expansion
- Playing time: 45 mins
- Ages 10 +
- 2-6 players
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|Sold By||Available from these sellers||Amazon.co.uk||docsmagic||Beat The Bomb||docsmagic||docsmagic|
|Age Range Description||—||10 years +||17 years to 18 years||—||—||—|
|Are Batteries Needed To Power the Product or Is This Product a Battery?||No||No||No||No||No||No|
|EU Toys Safety Directive Age Warning||Not suitable for children under 36 months||Not suitable for children under 36 months||No warning applicable||Not suitable for children under 36 months||Not suitable for children under 36 months||No warning applicable|
|Item Dimensions||1.02 x 20.96 x 28.89 cm||5.08 x 22.22 x 29.84 cm||21.59 x 29.21 x 2.54 cm||20.96 x 1.27 x 29.21 cm||30.15 x 25.07 x 5.08 cm||30.23 x 4.57 x 23.11 cm|
|Number of Players||2-6||2-6||1||1-6||1-6||0|
This product is subject to specific safety warnings
Urban Structures is an expansion to the exciting co-operative game, Flash Point: Fire Rescue - where players are a firefighting team working together to battle a blazing fire and rescuing victims in a burning building. In this expansion you will find 2 new buildings, a new fire fighting specialist and rules, scenarios and variants that can be added to the base game.
1 double sided game board
Top customer reviews
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Flash Point: Fire Rescue is a fascinating game on many levels. Aside from the ingenuity of the gameplay, the mechanisms and processes by which it has become available, and lauded, have been unconventional, modern, and forward-thinking. In 2010, Kevin Lanzing, a nascent game-designer, got noticed with his clever cooperative firefighting board-game, Flash Point. The game was available through the self-publishing website "Game Crafter". The buzz around the game was noted by the small publishing company, Indie Boards and Cards. A successful kickstarter campaign brought Flash Point to a much larger audience, and the popularity grew from there. Further kickstarter campaigns have brought us four new expansions (two are upcoming), and many extras.
I picked up the base game almost a year ago, and have played it frequently. I was not drawn to cooperative games before picking up this title, and since playing it, I have picked up several other popular coops (D-Day Dice, Robinson Crusoe) only to sell or trade them later. Flash Point, on the other hand, I have kept, backed every expansion, and treasured. It's one of those annoying games that you take to a gaming meet-up and everyone wants to play... every time. As a result, I often leave it at home, because if I bring along the latest, most exciting, new Euro-game - and Flash Point is also in the bag - you can be sure I'll be talked into playing that instead. Fortunately, it's a great game, so I shouldn't really complain!
Flash Point is highly thematic, accessible, endlessly expandible, and attractive. I am conflicted on the unpredictable difficulty levels: I love the peril of the random dice rolls, but I find the massive swings in difficulty between games frustrating. It's a minor criticism; this is a game for everyone - it encourages teamwork and responsibility; and it's downright fun.
So what does Urban Structures add to the game?
Light Walls: This expansion introduced "Light Walls", which were used again in the later 2nd Story expansion. These pale blue walls are completely destroyed after placing only one cube on them, and therefore can be moved through freely. They represent light internal walls, and are only used on the office building side of the board.
Elevator: Accessing the high-rise office block is done by using an internal elevator, or by climbing in through a destroyed wall using the Fire Engine's ladder. The internal elevator is a slightly unintuitive mechanism, whereby closing and opening the doors indicates whether the elevator is at ground level (firefighters are moved directly to an engine parking spot), or on the upper floor, respectively. The Elevator can be knocked out of action if the door is blown off by an explosion.
Ladder: Using the fire-engine's ladder simply involves moving from the engine spot directly into the building, at any point on the Engine's side of the board. This costs 2AP. The wall must be destroyed in order that you can pass through it. (The ladder rules are further developed in the 2nd Story expansion, along with the addition of windows to enter through, which makes things a little easier than they are in the Urban Structures expansion).
New Specialist: The Structural Engineer is not an exciting role, but he is a very useful team player, especially in the high-rise office block, where there are many internal walls. With a series of explosions, you can find that the board is littered with black "damage" cubes, and the building is likely to collapse. The Structural Engineer can remove damage cubes only if the wall has not been completely destroyed - no point trying to prop up all the internal light walls! This specialist is also useful on maps from other expansions and the base game. His main limitation is the fact that he can't repair walls which are adjacent to fire, so he often has to double up with an extingushing partner to have maximum effect. The engineer himself cannot extinguish at all. The new Extreme Danger expansion includes a miniature for the Structural Engineer, along with the roles from the base game and other expansions.
New Scenarios: Urban Structures describes rules for 8 new scenarios to add variety to your games, including more realistic rules for retrieving knocked down firefighters. The original rules had them teleport back to the ambulance space, when knocked over by fire - the only jarring suspension of disbelief required in an otherwise pretty realistic game.
New boards: Urban Structures has a double sided board the same size as that in the base game. One side has the high-rise building, with elevators and light walls. The second side has a simpler duplex apartment, with limited access between two adjacent flats. This layout is challenging, and adds to the variety of the original maps nicely.
The Urban Structures expansion is not boxed (it is wrapped in cellophane). It will fit in the original box, if you remove the cardboard insert, but not if you intend to also keep 2nd Story expansion in there too. The new Extreme Danger expansion has a box the same size as the base game, so between the two, all expansions should fit.
The board is of exactly the same quality as the base game board. The graphics are identical in style, and the Specialist card is also nicely illustrated in keeping with the base game specialists.
The game features a folded A3 rule-sheet, with clear simple additions to the base-game rules.
The added rules are not complex, but the ladder and elevator rules are not entirely intuitive. They add a slight level of abstraction, not present in the base game, due to the nature of adding a third dimension to the two-dimensional layout of the basic maps. It doesn't take long to get to grips with this though. Both maps in the Urban Structures expansion are more difficult to succeed at than the basic maps. The high-rise office map is the most difficult map so far - there are so many internal walls, and access into and out of the building is not easy! (I wonder how this will compare to accessing a ship or submarine in the upcoming Dangerous Waters expansion.)
- Adds more variety to an excellent game
- The new specialist can be used on every map
- New scenarios are appreciated
- It's good to have a really challenging board for experienced players
- No box, so it can be hard to store if you also have 2nd Story.
- Elevator and ladder rules are a little tricky to grasp
It's a great expansion for a great game. If you enjoy the base game, this will soon become an essential purchase. Aside from anything else, you will want the structural engineer on your team!
Most helpful customer reviews on Amazon.com
The twin apartments map is interesting as it has a structure different from the first two maps and needs new strategies to overcome the fire. Here some rules would need a more detailed explanation such as driving cars on one side of the buildings but overall it is fine.
The Second Story map could have been a BIG thing. It is full of good ideas which -unfortunately- lack the detailed explanation. That makes the whole map and rule set look rather botched up. Here are some examples:
- you can use the extension ladder to enter the building through damaged wall segments. However, the rulebook does not say if you can chop the walls from the outside. What happens if you have enough points to climb and chop but cannot enter and so on... tiny things you have to invent and make up yourself.
- the elevator is supposed to be most important and interesting invention of this map, yet the rules do not discuss it details which lead to confusion a couple of time while playing. What if you have 2 points to enter the lobby but all the elevators are upstairs? How do you express this on the map?
The structural engineer is a great new caracter, though you do not have to necessarily buy the expansion to play it.
I would recommend it to anyone that owns Flashpoint to get this.