SMOKEJUMPERS
ADVANCE RULES
© 2003 Kerry Anderson
14.0 INTRODUCTION
The original Smokejumpers presented players with the problems of fighting a forest fire within a budget. This set of advanced rules add aspects to game, further complicating making fire suppression and decision making.15.0 COMPONENTS
Smokejumpers Advanced consits of the following components:15.1 New Maps
Three new maps are included in the advanced set intended on covering various fire regimes.Note: these maps are geomorphic. They can be rotated and connected with each other to create larger areas and a new environment to play on.
15.2 Counters
The counters have been reformatted with pictures of actual fires and fire-fighting crews and equipment.15.3 Player's Aid
The new player's aid updates the counter information and introduces the highway as a new terrain feature.16.0 ADVANCED RULES
16.1 Elevation
The momentum cost for a hex is halved when a fire is moving from a lower elevation to higher. Similarly, the momentum cost for a hex is doubled when a fire is moving from a higher elevation to a lower elevation. These changes apply to fire lines as well.Note: this applies only to elevation changes and not just to hill hexes in general. An elevation change can be determined by comparing the heights of hex centers; other undulations suggested by the contour lines are irrelevant.
16.2 Line building Characteristics
Each resource builds a specific type of line: earth, water or retardant. The type of line is captured by the colour of the box around the unit's building rate: brown for earth, blue for water and red for retardant.The following special rules are applied for water and retardant (there are no special rules for earth lines).
16.2.1 Water: During the weather phase of afternoon drying turns (those with a -MC), the line value of fire lines built using water (blue) are reduced by one due to evaporation.
16.2.2 Retardant: A cost of $1K is accrued for every 10 points (or fraction thereof) of retardant line built.
16.3 Spot Fires
Any time a fire is confronted by some barrier, there is a chance a spot fire may occur. During the ignition phase, examine the head of the fire for any active fires within coniferous hexes that are blocked by a barrier (either fire line, road or river) . In such cases, there is a chance that the fire will spot, igniting the hex 2 hexes downwind (as determined by the wind direction marker) of the active fire hex. Consult the rate of spread on the Fire Growth Chart and roll two dice. If the number rolled is less than the current head-fire rate of spread, the fire has spotted, jumping the blocking terrain. Place a new active fire counter in the downwind hex.16.4 Backfires and the Heletorch
I haven't figured these rules out yet.