Garry Rice
United States
Perkasie
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I recently received my copy of Tragic Events after backing it on Kickstarter. My son and I have both been anticipating this new expansion for Flash Point that changes the way the fire advances after each player's turn and were excited to give it a try. The Flash Point line has been one of our favorite co-op games of all time and has definitely received the most play in physical form if you include all our plays of all the different expansions.

This expansion includes two different decks of cards:

d10-1 A fire deck that takes the place of the hot spots from the original game.
d10-2 An event deck that includes a number of good and bad events to add even more interest/uncertainty into the game.

Some examples of the cards that were included are shown below (taken from the picture gallery/KS page):



THE FIRE DECK

The fire deck includes three different types of cards:

d10-1 Fire Rages - this initially comprises the majority of your deck and is your standard fire advances roll.
d10-2 Flare Up - these act like the hot spots in the game. The active player follows the steps in the order shown on the card. They always include a fire advance roll, adding another Flare Up card to the Fire deck discard pile, drawing and resolving a card from the Event Deck, and then drawing the next card from the Fire Deck. It can be quite nasty if you get a few of these right after each otherdevil
d10-3 Accelerate Card - there is only one accelerate card in the deck and forces the active player to advance the fire twice, add another Flare Up card to the Fire deck discard pile, draw and resolve a card from the Event Deck, and then reshuffle all Fire cards (discard and draw pile).

THE EVENT DECK

The Event Deck includes all sort of things a fireman might encounter in a fire, and the events range from helpful to terrible...or even a mix of the two. One of the more helpful cards adds a Respite card to the Fire deck - when drawn from the fire deck, the fire does not advance. Then you have cards like the Hoard of Cleaning Supplies, which adds 2 more hazmats to the building (this caused us to lose our first game as the next roll caused the newly placed hazmat to exploade, causing the building to collapse the turn before we would have pulled out the seventh victim. There are also event cards that add additional POIs...which while it can be nice it can also be a double edged sword depending on where those new POIs wind up being placed.

THE SPECIALISTS

The expansion also includes three new specialists, of which my son has really enjoyed playing as the fire prevention specialist. It's nice to finally have a firefighter who can live a bit more dangerously than the other firefighters can

FINAL THOUGHTS

(1) Swapping out the finicky, small hot spots for a Fire Deck is so much better. The game feels more streamlined and it's much easier to work. While hot spots worked, there were a number of times that they would slide off of their original square - especially as smoke/fire tokens were placed on the same square or firefighter moved onto the square and they probably weren't always returned to the proper location. The fire deck removes all of these issues but keeps the intensity/build up that adding hot spots do by adding more Flare Up cards. It can be quite nasty if a player winds up drawing multiple Flare Up cards!

(2) The Event Deck adds so much to the immersiveness of a game that already was quite immersive. It may add a bit more randomness to the game, but I love the additional thematic effects these cards add to the game.

(3) I'm always interested in more specialists. While we definitely have our favorites, this set includes at least one real winner for us in the fire suppression specialist. My son was thrilled to finally have a firefighter that WANTS to end his turn next to fire (within reason of course) instead of banking an action and staying away until the following turn. We forgot to use his dice changing ability, but we definitely put his fire suppression ability to heavy use. The other two may be useful, but their abilities seem a bit less attractive to us...at least in the two player games that we generally play.

In short, I do not see ever playing this game without these two decks again. The cards are just so much more streamlined and the events add so much theme and fun to the game for us.
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Rob Perry
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garry_rice wrote:

In short, I do not see ever playing this game without these two decks again. The cards are just so much more streamlined and the events add so much theme and fun to the game for us.


It's a shame the rest of us who missed the kickstarter will never get to experience this for ourselves (or perhaps we will? Fingers crossed!)

Nice review, Garry. You made me sufficiently jealous.

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Garry Rice
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vaderizer wrote:
garry_rice wrote:

In short, I do not see ever playing this game without these two decks again. The cards are just so much more streamlined and the events add so much theme and fun to the game for us.


It's a shame the rest of us who missed the kickstarter will never get to experience this for ourselves (or perhaps we will? Fingers crossed!)

Nice review, Garry. You made me sufficiently jealous.



The impression I got is that it will eventually be available...but we'll see.

Travis commented in this thread that it should be on Amazon at some point in 2018: Print and Play
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Rob Perry
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Thanks. I read where Travis posted something to this effect (or maybe it was on the kickstarter page) where maybe, someday, this (and the 2nd story expansion) might be available through Amazon.

Hope I'm at my computer during the 18 seconds they'll remain available.
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Michael J
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I sort of like the physical nature of hotspots. I like how they could be tied to things like hazardous materials, or cleaned up with the structural engineer. While I'm sure the mechanic is cleaned up a bit with a deck of cards, it feels somewhat less thematic and is the only thing in this expansion I'm still on the fence about.
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Lutz Pietschker
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I am particularly looking forward never to have to explain again that no, these are not fire tokens and no, smoke does not ignite on them.
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Garry Rice
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mjacobsca wrote:
I sort of like the physical nature of hotspots. I like how they could be tied to things like hazardous materials, or cleaned up with the structural engineer. While I'm sure the mechanic is cleaned up a bit with a deck of cards, it feels somewhat less thematic and is the only thing in this expansion I'm still on the fence about.


Fair enough but I never really saw the hot spots as tied to anything...but then since I'm playing mostly two player, we're also not using the structural engineer. I saw it as just a mechanism for increasing the likelihood of placing additional fire/smoke, and the cards do that in a much better fashion for me.

I think it is certainly much easier to teach now as mentioned above.
 
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Michael Tyree
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garry_rice wrote:
mjacobsca wrote:
I sort of like the physical nature of hotspots. I like how they could be tied to things like hazardous materials, or cleaned up with the structural engineer. While I'm sure the mechanic is cleaned up a bit with a deck of cards, it feels somewhat less thematic and is the only thing in this expansion I'm still on the fence about.


Fair enough but I never really saw the hot spots as tied to anything...but then since I'm playing mostly two player, we're also not using the structural engineer. I saw it as just a mechanism for increasing the likelihood of placing additional fire/smoke, and the cards do that in a much better fashion for me.

I think it is certainly much easier to teach now as mentioned above.


Also, don't forget the new structural engineer card allows him to still clear them up in a way. Believe now there's a card that changes his ability from removing the cardboard hot spot tokens to removing the flare-up cards.
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Garry Rice
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mtyree1972 wrote:
garry_rice wrote:
mjacobsca wrote:
I sort of like the physical nature of hotspots. I like how they could be tied to things like hazardous materials, or cleaned up with the structural engineer. While I'm sure the mechanic is cleaned up a bit with a deck of cards, it feels somewhat less thematic and is the only thing in this expansion I'm still on the fence about.


Fair enough but I never really saw the hot spots as tied to anything...but then since I'm playing mostly two player, we're also not using the structural engineer. I saw it as just a mechanism for increasing the likelihood of placing additional fire/smoke, and the cards do that in a much better fashion for me.

I think it is certainly much easier to teach now as mentioned above.


Also, don't forget the new structural engineer card allows him to still clear them up in a way. Believe now there's a card that changes his ability from removing the cardboard hot spot tokens to removing the flare-up cards.


That is correct...we still don't use him (in our two player games)
 
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Arto Hietanen
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One thing, in addition to the general fiddliness, that I did not like about the Hot Spots was that the actual spots were not any more likely to combust, but when the fire advance roll happened to hit those spots they caused extra smoke elsewhere on the house. It works mechanically, but thematically it is a bit awkward.
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Roger BW
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Bartheus wrote:
One thing, in addition to the general fiddliness, that I did not like about the Hot Spots was that the actual spots were not any more likely to combust, but when the fire advance roll happened to hit those spots they caused extra smoke elsewhere on the house. It works mechanically, but thematically it is a bit awkward.
Well, you could think of it the other way round: sometimes, when you roll a spot elsewhere in the house, a hot spot goes up too.
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Arto Hietanen
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Actually that's what I've used when explaining rules. But it is still thematically awkward as it changes the normal fire advance roll to be a "hot spot ignition check" when it hits those spots and then you have to reroll the regular fire advance again.
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Farrell Seymore
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Nice review. I have just played my first game and I can say that the hotspots will be retired. The variability created by the cards are great. It doesn't seem to structurally change the game at all--just adds a lot more flavor.
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