Flash Point Golden State Heroes ►►► all the cool Legacy features without being a Legacy game!
Transcript
Hey everybody. Today on Rothrough, we're playing Flashoint Golden State Heroes. This is a paid preview. And before we get going, please turn on the subtitles to the Cllingon channel. So when I make rules goofs, you know what they are. If you've done that, welcome friends to Rose Bud Studios. Uh this is a worldrenowned studio. It's been around for over a hundred years. And unfortunately, it is on fire. And it is our job as Golden Company uh to rescue seven victims before the building uh collapses or we lose four uh victims. And as you can see here, it is literally all going up in flames and we need to uh started rescuing ASAP. Um this is a two-player run through and I'm going to be uh playing Steve Sullivan, this character, and Michelle will be playing Camila Ruiz, uh this character here. Now there are a bunch of characters and that's the difference between uh this version of uh flashoint versus other um older ones. We have new characters, new gear, uh boosts and um a light narrative campaign. So we are going out on a call and this is the call number one and each call has a different unique board. Um so uh this is a prototype. So, uh, the final components will be different, um, of course when the final version, uh, comes out, and we're going to, uh, run through, uh, a good portion of, uh, this first call, but I don't want to give away too many spoilers. So, uh, we'll, uh, do our best to give you, um, how to play, uh, the game and get a good feel for it and not spoil uh, too many things
in the narrative. But, uh, anyways, to get into the game, if you're familiar with um, Flashoint, you'll be familiar with the gameplay here. It is a cooperative game. We're working together as firefighters to put out fires, rescue victims, and so forth. Okay, so I'm gonna take the first turn. This is Steve Sullivan. Now, Steve Sullivan is unique to uh this um uh first call. Here's Steve right here. Uh he is relentless. So once per turn for 3 AP, I can pass through an intact or damage wall, then add two damage markers to the wall. Talk about that more later. But uh in the narrative campaign uh what it says is Steve starts with two saved AP and that's because he was a stunt man. He used to do stuntman work. So he is very familiar with the studio here. Knows the ins and outs of it. So he's getting two uh saved AP. Now we do have uh gear and boost. We'll talk about that as we go.
But Steve's going to take the first turn. He's going to be the yellow player here. Uh he's going to walk through the open door here. And uh just like uh previous versions of the game, you have your actions here. Different actions cost you uh different um uh amounts of action points such as move 1 AP, move through fire 2 AP, and so forth. Uh there are hazmats, victims, there's going to be smoke, fire, and um of course, we're going to be seeing this fire spread, unfortunately. Um as the um game continues here, we've already done the setup here. New things to look out for as well are live wires, uh debris, and then of course our POIs. Um hopefully they're uh victims that we can rescue. Okay, so uh first action there. I'm going to just turn over one of these action markers here to indicate we've done uh that first action move. Uh we see a POI here. So Steve going to move one more here and then move here on the POI. Let's see. Uh we turn it over.
Hopefully it's um a per person or an animal we can rescue. If it's blank, then it's just blank and oh well. And hey, it is a victim. So, we are found one already. So, be able to go there. Now, we got one action left. We do have, excuse me. Okay, we have one action left, but we do have two saved actions. So, Steve has one action left, but he's going to use one of his saved actions. So, he can have two action points to carry this victim here. So, he is one, two steps away. As long as you get the victim outside, they're going to be saved. All right, good turn, Steve. Uh, that's that. Uh, so, um, now, uh, we've done our actions and we're going to move over to the advanced fire phase.
This is where it gets scary, folks. We go to the fire deck and turn over this card. And we're going to resolve this. Uh, let's see what it says. Flare up. Oh, no. The active player receives two saved AP, may not go above the saved AP limit. Okay, so the saved AP limit is four. So, I'm going to get uh, two. So, now I have three saved AP action points. Advance the fire, then draw and resolve an event from the event deck. Okay, so let us advance the fire. We grab the dice and we're going to roll for placing smoke. So, uh, six and eight. Uh, so six and eight. Hey, okay, this smoke there. Uh, it is not adjacent to anything. So, some smoke is shown up. Thankfully, it hasn't exploded yet. It stayed away from the main board here, which I'm super worried about. Uh, but now it is Camila Ruiz's turn, Michelle. So, um, let me move, uh, Steve Sullivan back over here.
And Camila, um, let's look at her. Uh, she's got some gear here at the end of her turn. Give a save AP to any player. Okay, so she saves any action points, she can give them to me. Um, but however, uh, she has two free movement, but she cannot gain saved AP. So, I can't give her any saved AP. Um, and likewise, uh, Steve, uh, for his gear attachment handle, um, he can move with hazmat, uh, these things here with no additional cost for action points. And then he can actually carry two, um, victims at a time. So, he's, uh, rescue rescue ranger Steve, I guess, is the name. But let's, um, let's see. And Camila Ruiz's tenacious ability is once per turn, she may remove a threat marker adjacent to her space. Oh, okay. So, Camila's starting here. Uh, so she's going to take an action, go through the uh, front door there. Or not the front door, but you know, the door. Uh, so she's used one action point. Okay. Uh, let me put her action points here. So, used one. And let's see, where's she want to go? There's debris here. Um, she can't move through that, but she can remove it. She's adjacent. Uh, she probably wants to get through here to get the victim now or get a, you know, see if that's victim. So, it's going to go two there or one uh, action point.
So, two. Now, she has two left. Does she chop? Maybe she starts chopping over here uh trying to bust uh open uh this wall here. Um what should we do? Oh, by the way, if you notice, this is a golf cart, folks. So, you know, a fire engine can't fit in the studio, but they we do have access to a golf cart that's going to be moving around here. We also have a treatment station there. Um and also treatment station here. So, um where should we go? You know, I'm going to rewind that, folks. I just realized uh Camila actually has um uh two free movement AP. So, she's going to use one two of her movement APs. Okay, the free one here because of her roller boots. And now with uh two more action points, she's going to chop right here. Taking the axe to chop and it's going to cause one damage to this wall here. But now with the final two action points, she's going to go chop chop. All right. So now she has chopped through this. This wall is destroyed. So now she can access uh that uh POI right there. But that's the end of her turn. Uh so that's all the action points there. She's going to be able to get to that person um on the next turn.
Oh, by the way, oh my gosh, I totally forgot. Why don't we back up a little bit? Um because I forgot to draw and resolve an event from the event deck um during after I advanced the fire. So I advanced the fire here. I totally forgot to do the event deck. So let's do that.
Choose any Oh, okay. Choose any one space with a livewire marker. Remove it and any other threat marker from that space. Okay. So, there's a bunch of live wire markers. That's also new in this call, right? So, every call is going to have new um obstacles and challenges and abilities and and whatnot. So, this is one of them, the Livewire. You'll notice um let me zoom in just a little bit here on the board. You'll notice this red wire going along here. You know, studios have all kinds of microphone wires and lighting cables and everything else. These live bars, folks, um they are dangerous. So, you got to be careful with these. And um because of this rubber rubber baby buggy bumpers um event card from the event deck, we are going to be able to remove a live wire and a marker with it as well. Threat marker. So, I think we should remove this one here. Okay. Or do we remove this one? You know what? I'm going to remove this one here. Yeah.
Okay. So, those are removed. Boom. All right. So, that was um I just did a little makeup from the end of um uh Steve Sullivan's turn. So, now we go to Camila's. And like I said before, I'm going to use those two saved or the three movement APS. One, two, and then the four uh two per chop. So, that is now destroyed. and we can uh go through there. And now that's the end of Camila's turn and we're going to go into uh the uh the fire deck. So we turn over this. Oh, this was an event deck card, by the way. So that goes there. Uh we did the flare up. Okay, so that's discarded there. And now the event deck says advance fire. And then let's remember to do this uh this time as well. So I'm going to leave this here so I don't forget. So advanced fire. We're going to roll the dice and see what happens. Uh four and one. Uh four and one. Okay. Some smoke right there. All right. All right. Cool.
Cool. Cool. Not too bad. Not too shabby. So that's the end of Camille. Now advance right now. Roll both dice and place a debris marker in the target space. Okay. So debris is coming. These are the debris markers right here. Uh six and two right here. So some debris just fell on top of the hazmat. Okay. All right. Cool. And to room that debris just need to be adjacent to the space. Use one action point to take the clear debris. um action. Okay, good job, Camila. Let's uh get rid of this fire card. And now is back to Steve Sullivan. Uh he's got one, two, three, four, five, six, seven action points. So, he's going to take two action points to move here. Okay. And two action points to move here. He has rescued this victim. Yeah.
So, we're one out of seven down. We just take this, move it over to the save space. Cool. We do have three action points here. Um h maybe we move the the cart somewhere. What shall we do? Yeah. You know what? I'm going to move um we're going to take one action point to move the golf cart. So golf cart, you go clockwise or counterclockwise. You just move to the next um space here. Either the treatment station or the um uh internal sprinkler system. By the way, he was on a a treatment station there. So again, if uh you ever get knocked out, your um firefighter gets, you know, knocked out, you're going to come over to the treatment station. Uh so we're going to move right here to the um uh sprinkler system. And we've got three action points left. Can I trigger that sprinkler system? Unfortunately, I don't have enough action points. I need four actions points to trigger this. And basically, uh, this is like firing the engine gun in the original game where you're going to be able to cover a large part of the board, uh, hopefully with water, you know, everywhere. In this case, the sprinkler system, you'll just follow, uh, the red dotted lines. Uh, so this one's going to follow for this one here. And then we have this sprinkler system is going to take care of this area here. Again, the dotted lines show you what is covered. So, I'm going to save my three action points for uh, Steve here. Uh, let's see. Moving care.
Okay, cool. Um, so we're going to go to the fire deck and see what happens. Another flare up. Boo. Well, okay. Wait. The active player receives two saved AP. Okay. I can't go over my limit. So, four. I'm going to I can't go to five. I can go to four. And then we're going to advance fire. Then draw and resolve another event from the event deck. Okay. So, let's advance the fire. I'm going to put this here so I don't forget. Okay. Eight and one. Way up there. Okay. Eight and one. Okay. I've been very fortunate so far. And draw and resolve. an event deck. Okay. Get shorty. The set flight lights flicker and you hear a scream from the control room. The keygrip got injured attempting to activate the main electrical shut off. Oh no. Okay. So this says remove any threat markers from space 62. So 62.
Hey. Okay. No threat markers there. It's debris and hazmat. And then it says um play. Okay. So there's uh no threat markers here. Uh, if none, okay, place a POI face down in that space if one is available. If none is available, move another POI uh to that space. Okay, interesting. So, let's grab a POI again just off the randomly place one. It's going to go right there. So, this POI, we don't know what or who it is. Uh, there's debris and a hazmat there. So, we got to be careful. Hopefully, I get them out of there. Oh, man. Okay, so get shorty. Uh, we got Shorty. And, uh, that is it. All right. Uh, that's the end of Steve Sullivan's turn. I got to remember I've got uh this here. I can move with hazmat. Uh, cost no additional AP. So, if I can get hazmat out of there as well, um, that's not going to cost me additional AP action points. And I I can also uh carry two victims at a time.
Okay. So, we haven't done any extinguishing. I'm feeling like I got to extinguish. But it is Camila's turn now. Uh, Camila is going to move here for one action. And then let's see if this is a victim. It is. It's a cat. Okay. So, she needs to get out uh back over here and she's going to carry uh the cat. So, it is going to cost excuse me uh two action points rather than one. But, you know, we're that much closer to our goal here. Now, as much as we're It's great we're saving POIs, but we Oh, this I feel like we've been very fortunate not blowing up um the building yet with the fires. I've been very fortunate, but that's that may uh end real soon here. So, we got to be careful. So, I'm looking at where we're at. We can move uh back one. It's going to cost two action points. But, you know what? We're next to a livewire. I want to take the ground action in order to get rid of that live wire because live wires are dangerous in this because when we advance the fire, if a smoke lands on it, it immediately becomes fire, right?
It's a live wire. So, what I'm going to do is uh roll uh one red dice for the ground action. And then a three, four, five, or six is going to be able to remove it. Okay? Okay. As long as you're adjacent, you cannot go in that um spot, of course. No. Oh, man. Okay. So, that's one action point. Um now, do I move with the the uh POI over here? I really want to get rid of that. So, I'm going to try it again, folks. Okay, cool. So, live wire gone. Uh I do have one action point left. Um, now I cannot gain an action point, but Oh, I I wanted to give an action to Steve, but he's already at his limit. You can only have four saved uh AP. So, what's another action I can do? Ah, man. What a bummer.
Um, I can I can open this door, right? So, that's my fourth action. So, open the door. Boom. Okay. Oh, by the way, this flare up that was from Steve's turn. So, we're done with that um fire deck card. Uh we did we do all this stuff? Uh we did. Okay. Because it was uh what was the Oh, this was Yeah. Yeah. This was the event. Okay. So now let's go to the fire deck. Fire intensifies. Advance the fire. Oh no. Oh no. 71. 71. Okay. Still some smoke. Okay. If that does not result in fire or an explosion in the target space after flashover, advance fire once more. Really? Oh, man. One and one. Okay. Over here. All right.
Okay. Okay. Man, I'm getting nervous. All right, Camila, your turn is over. I'm going to reset your APS now. Uh, it's back to Steve. He is going to trigger the internal sprinkler system. All right, time to trigger this uh internal sprinkler system. Uh now, unlike the deck gun, you're it's okay if there are any firefighters here, but thank I mean there's none because uh this is this uh red line here. So this area here, Camilo's over there. So we're going to roll for the target space. Four and seven. Four here and seven is over here. So it's outside of this. So what you do is flip over this die. Okay. So it's four and four right here. Okay. So four and four is the spot. So we're going to um extinguish that. And also it's going to splash over. So we extinguish this and then we splash over in adjacent spots. We're going to extinguish smoke or fire. So this one here again. 44.
This one here and this one here. Thank goodness. Now, if there was one here, it couldn't um be splashed cuz it's um a wall. Same with a closed door. Uh you know, obviously water can't go. But we have thankfully taken out some of that. Good job, Steve. So, use all his um markers there. And why don't we let me see since we're here now. There's a wall here. Steve's going to have to uh do some action movements here. So, let's use some of the saved actions. So, one to go here. one to go through the door. Oh, wait. We can Oh, we can extinguish that smoke now. Excuse me. Extinguish actions are going to cost Steve two. Normally, it's one for smoke, two for fire, but u because of the flashing beacon, it's going to uh cost two. Okay, so extinguishes that for two and then use the final action to go inside. All right, good job, Steve.
Steve Sullivan, folks. I mean, the stunt man is did a great job there. So, now we go to the fire deck. Flare up. Excuse me. Flare up. The active player receives two saved AP. May not go above the saved AP limit. Advance the fire and then draw and resolve an event from the event. Didn't we just do this one? Yeah, we had a flare up earlier. Okay. Um, yeah. Oh, there there it is right there. Cool, cool, cool. Okay, so I just checked and I realized that um the starting fire deck only starts with two in this call. So this third one should not have counted. So we're not going to do that flare up. So I'm just going to go um and what I did uh while y'all weren't looking, I uh uh removed the other extra flare-ups uh from the deck. So it's only two and we put the others aside. So I'm going to straight to the fire deck. And now we have an inferno. Uh advance the fire twice. Okay. See what happens. Uh two and two. Two and two.
Uh-oh. Yikes. Okay, so two and two. We're going to place a fire here. Unfortunately, there's a fire. So, we're going to cause an explosion. Kaboom. Probably a little more uh insane and intense than that, but uh now the fire is going to spread. So, we're going to go over here. And it goes in all directions. Now, uh grab one here. So, it goes this way. It does hit a door, so that's just going to blow out the door. And now, it's being treated as a destroyed uh wall there. Okay. and then down uh or let's see went this way this way. It's going to cause a shock wave. So, it's going to go boom boom boom boom boom until it lands an open space there and it's hitting a hazmat. So, this hazmat here is not good. So, this caused another explosion, folks. And this hazmat is now gone to the lost space. Okay. So, explosion here. Um it's going to knock a wall here. It's going to cause a shock wave here. So, let's see. Going here and then a shock wave here. Okay. Um, and then up here. So, um, continuing on here, we're going to put a fire here. We put a damage here. And, um, this door is going to blown off.
Okay. And we do have to remember about secondary effects. So, after Okay. So, we've done the explosion. We did hazmat. Did another explosion. Knocked out or knocked part of the wall off. Uh knocked down the uh knocked off the door here. And then secondary effects. We have to make sure basically no smoke can be next to a fire. Okay. It's going to trigger. So, this smoke is now adjacent there because there is no door. So, this flips over to fire. H. You know, I'm really glad we set off the uh sprinkler system. That helped. We may have to Steve may have to do that again. Yeah, that is Oh, that's brutal, folks. Um, he's going to save his two actions here, I think. I mean, maybe he should take them now, right? Oh, maybe he I can he can remove debris and start going in here or Yeah, he can extinguish here for two.
So, yeah, I think he's going to use the two that he had left over to extinguish. Okay. And actually, no, you know what? What am I doing? IRA. No, IRA resolved fires and stuff. So, that is it. That was the the event card, right? Um, we did the flare up. I mean, we did the inferno. Um, did we do the inferno? Oh my gosh. So, we did Did we advance it twice? We did one. I think we advanced it twice. Oh, man. Paulo, did I advance it twice? Paulo's going to know. Um cuz because we had to trigger that um the uh No, no, we did advance twice. I'm sure it was a 42. I have to check. Anyways, the fire is getting out of control is basically what I'm saying. Uh let's move on to Camila. I'm going to reset Steve's action points here. We got Camila now. Oh man, things just got insane, folks. Uh Camila has four actions. She can rescue here. Oh man, Camila, it might be maybe we just leave the cat there for now and start going in here to extinguish.
Maybe man oh man it it's I don't know what to do. Um she had Okay, she can give save AP to another player. She does have two free movement. Okay. Uh so yeah, why don't we do that? So she's going to use one to open this door. Okay. Oh no, the door. Wait, the door was open. She opened it already. Okay. On the previous turn. So now she's going to take one of her free movements. One here. Is it a person? Oh, yeah. It's another person of interest. POI. Another victim. Uh, so another free movement. Um, she does have, you know, she's going to save that free movement. She's going to extinguish one two action points to extinguish. Um, let me see this one here. And then with the other two, she gonna extinguish this one here. And then uh oh, she can't move because she has one free movement, but she needs two to move a victim. So maybe uh she'll just move this way like that.
Okay. All right. And then any save movement? No, she doesn't. Uh maybe she uses the boom box. Now we have boosts here. We can use this. Look at the top two fire deck cards. Put one on back on top and the other bottom deck. You know, it's sort of like Pandemic if you remember, you know, the the classic Pandemic game. Um maybe she does that and then she has we each have a second one, but we don't flip that over until we're on the golf cart. We got to reset basically um to go to the golf cart, get another boost. These like boosts of inspiration, right, as we're fighting and then we can reveal the second one. Uh during setup, we got three of these and then we chose one as reserve, one immediate and discard the other. So, oh man, I think she is going to use that boom box. Uh, let's let's use that. So, we're going to discard that. Here, we're going to look at what was it? Uh, was it the event deck? No, fire deck. Top two.
One, two. Chaos advanced fire. Active player loses all saved AP. That's okay. That That's fine. Uh, this one here is burning debris. Roll for a target space. Place a debris marker in a fire marker in that space. There's already smoke in that space. Flip it over a fire. There's already fire in that space. Resolve an explosion. We're going to use chaos because either way we're going to have to advance the F. Well, this one's Can we roll outside of that debris would be tough. I like this. We use this because it doesn't really affect her because the saved AP. So, we're going to put that on top and put this one on bottom. And now we're going to go here. Let's see what's coming up. Oh, gee, it's chaos. So, advanced fire. Uh, two and eight. There's eight and two. Okay. So, fire marker there. Uh oh, and then we are going to active player loses all saved AP. We don't have to worry about that because she uh can't saved AP. But we do have to check secondary effects again. Once again, folks, if there's fire next to smoke, it becomes fire. Wait, did I say that right? No. Any smoke next to a fire becomes fire. And we continue that, right? Okay. Uh that fire smokes all by itself. Okay. Yeah.
Uh, this game it just everything's fine. Everything's fine, folks. Just like that meme, right? Everything's fine. Got my coffee cup, fire everywhere. Everything's fine. Okay, now I I do You know what? I'm going to I'm going to reccon something because Camila, I forgot about her uh ability. I should be using this more often. Once per turn, remove a threat marker adjacent to your space. I'm removing this threat marker. Boom. Thank you, Camila. Thanks for letting me do that, folks. Um, remember Steves is once per turn for 3 AP. He can pass through an attack or damaged wall, then add two damage markers to the wall. So, he can open up stuff. He's relentless. Um, but it is back to Steve. We've already done that. We've resolved um no AP to saved AP to lose. Did the fire deck. So, it's back to Steve here. I keep want to say scuba Steve. It is not Scuba Steve. All right. Uh Steve, what are you going to do here?
Going to remove debris for one action point. Uh going to move there for another action point. Uh gun extinguished for two action points. Right, Jason? Because it's uh this door has been blown off. He can reach that. Uh he's got two saved action points. Let's use the ground action to get rid of that live wire. So 345 hits, man. Really? Oh man. All right, let's do it again for final saved action. 3 four five or six. Come on. Three. Thank you. Jeez. Okay, cool. Oh man. Okay, what else can we do here? Um, Steve can carry two action or two folks. I can remove an adjacent hazmat marker from the board. Now, there's none adjacent, so I cannot use that just yet. Um, okay. So, that's the end of Steve's turn. Go to the fire deck. Advanced fire. Fire intensifies.
If that does not Okay, advanced fire. If that does not result in fire or an explosion in the target space after flashover, advanced fire once more. Oh man. Okay, here we go. Advancing fire. Two two. Hey. Boom. Right there. It does not result in fire. Oh, it does. Well, it does result in a fire, right? This comes in smoke first. I totally forgot about that. So this smoke we're safe, but it did not result in fire or an explosion in the target space after flash over. So advanced fire once more. So I've got to do it again. Uh dice. Oh no. 54. 54. Hey, are you kidding me? Really? I mean, thankfully for that that thing. Oh man, thanks for the sprinklers right underneath here.
When I did that, got rid of all that. But here, now we check for secondary effects. Um Oh, this this smoke is not next to fire cuz there's a wall. But this one is. So, this is gonna become fire. Okay. So, the fire is intensifying. All right. And I think that's a good uh place to stop for now, folks. You've seen a really good portion of the game. And for my final thoughts, stick around. And once again, this was a paid preview. Friends, Flashoint is terrific. This is a cooperative game that challenges me and I've played the original many many years ago. I did not play the legacy game, but I really liked uh this Golden State Heroes game because it has a legacy feel to it, but you can go back. It is replayable and um you know after I gone through most of the uh first game here, there would have been now again this is a um prototype. This is just uh you know a placeholder, but you would read this um little narrative here and then go on to uh the next uh call uh call to Smoke on the Water. Now uh there's a big old box. I want to show you this as well. Again, I'm I I know this is prototype stuff, but there's so much stuff. This is like this box is rock. It's like filled with rocks.
There's so much stuff in it. It's so heavy. Uh these are the event decks for event decks two through uh six um or however many calls there are. These are uh open after calls. So there's different things you can do. Uh so after this first call, I would open you know the next one. I I don't want to spoil it. Of course uh there is call one. There are new abilities and cards you're going to uh pick boost. So you're going to be changing your characters uh in this, right? They're going to be leveling up uh basically. Uh you have boosts, right? We showed you how to use some of those boosts here. Um you know, you uh for the boom box, look at the top two cards, etc., etc. And then you have the gear as well, right? The gear uh you're always going to have different gear that you can swap out and things.
Now, I didn't go through the crew change. Uh that that is where you can bring in characters, you know, a different crew member. Um again, they have the different characters here. Uh Sean or Steve S is the one we played with along with Camila Ruiz. Uh so in between games you would take the your characters and you know put in their in the envelope. Again this is a prototype. Uh you put in the envelope their you know uh different gear and their boosts and uh whatever else you're going to discover in the box. Now for me what I really like about Flashoint and in the versions the old old versions I played and also the original is this the flames. Now, I don't know what it is, but pandemic, I felt like I could always not I mean, I couldn't always beat the game, but I had a better handle of it, right, of of how the uh virus would spread. Whereas the fire here, and maybe it's because of the dice, so maybe that comes into play, but it's less predictable. Uh which I feel like ties in thematically into it, right? I mean, the fires fire is a very dangerous thing. I have had friends who are firefighters, also family members uh in the first responder um uh sector and um I know uh for I know about the the dangers and the the horrors of of fire uh fighting. So um I I should mention, you know, it's interesting as I talk about theme. This theme really resonated with me personally uh just because of the fires in LA that happened early and this is we're recording this in May 2025. So this was earlier in the year uh
January um you know a lot of folks in LA were affected by uh fires. I know personally of two people who lost their homes uh and you know thankfully not their lives lives but it was it was a rough time. It really showed the the scariness of this, right, of the theme and the it really resonated me because this was called Golden State Heroes, right? Based of about California firefighters and and the uh people who put their lives on the line. So again, it's I mean board games are an abstraction of life, right? But at the same time, something with a little narrative uh here and also just the gameplay really hit home with me and resonated with me this time. And you know, I I got into the uh the the different characters. I I love that we have characters that we can build upon and go from adventure or call to call uh different calls. Um I should also mention there are six unique boards in here. We have the different calls. Um so this board, Whoops. is going to be uh different uh than the one on call two.
It's different than call three and etc. There's going to be boosts uh new boost, new customizable gear. Um, and uh, you're going to upgrade uh, your specialist as well. So, lots of replayability in this. I liked uh, in this uh, call that we played, you know, instead of the firetruck or whatever or fire engine, we had the golf cart uh, which could, you know, move uh, from point to point. Uh, the difference too that instead of the engine gun, I like that you have the um, uh, internal sprinkler systems. Um, we did try I was I was happy I was able to trigger one of them in gameplay because that really helped early, but man oh man, this was I I felt like I was fighting a losing battle, right? And again, thematically, can we, you know, can we get out of this? How are we going to get out of this? And um so in this two-player game, uh you know, Michelle and I I felt like we were up against it um at times. Now, I will say uh also at um in previous plays of the original game when I was playing four players, uh I just felt like we were just uh synergized a little better. So, uh this, you know, playing Flashoint solo is new to me. Uh so, I felt like after a few more plays, I I think I could have done a little bit better. Um and then moving on with the new characters and uh level ups and stuff, I think would have been a really cool experience um to show y'all. Again, we didn't want to show you too much because we want you to discover it um on your own as Rodney Smith would say. Um but yeah, as you can see, lots of stuff going on. The new, you know, we got debris, you've got the live wires. I remember in one of my playthrough uh
previous playthroughs before I recorded this, man, these live wires literally, I mean, they were just going off everywhere along with the hazmat. I those two elements uh for this new board uh really uh really hampered my previous like my practice playthroughs, right? Um I felt like I did okay with the live bars this time. The hazmat there was still the um you know a couple of things I I did lose one and then I I rescued one uh during the play run through. So uh not too bad. Uh debris I was able to move away. But as you can see if you're a fan of the game you'll see a lot that's similar. But this stuff the new stuff here this again just for call one. I'm not going to I didn't want to spoil too much, but there are new vehicles as well, as well as new threats that you're going to have to deal with and all tied in with this really cool theme, right, of the Golden State Heroes. I I love that. Um, you know, shout out to my home state, California. Um, what else can I I talk about here. I mean, it it is there's a reason why this been game's been around and so highly regarded for many years. It's an evergreen at this point, right? uh flashoint the the gameplay is sharp u tied in with the cool theme. I personally find it harder than pandemic and um as far as you know there is a lot of similarities as well but it stands on its own for um you know the the style of play the theme um you know this the fire spreading it also remind me of if you have ever played the game uh dead men tell no tales that's actually a pirate game that has a fire element as well that you're trying to
put out on the ship but at the same time it also has uh skeletons like skeleton zombies that come out a combat system as as well. So, that I felt like built on this, this built on Pandemic. Um, but they all stand on their own. They're all terrific games. As far as co-op experiences go, I you can't get much better, right? So, yeah, I think that's going to do it, folks. Thanks again for watching uh our paid preview of Flashoint Golden State Heroes. Until next time, we'll see you later. So long. Bye-bye.