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"Flames and Fire" Topic


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Bunkermeister15 Jul 2025 9:35 p.m. PST

I am looking for a quick, easy, free mechanism for simulating the movement of fire in buildings and in brush, and in the forest.

Also on the flip side of that, firefighting efforts to control the flames.

Quick and easy and free being important. Something I can incorporate into my own system of home grown rules.

Thanks.

Mike Bunkermeister Creek
Bunker Talk blog

Blaubaer16 Jul 2025 5:34 a.m. PST

Not Sure If something like that is possible. A bush fire & wind is a real fast and evil beast. If the control is lost once, things get nasty.

Personal logo Parzival Supporting Member of TMP16 Jul 2025 6:58 a.m. PST

OFF THE TOP OF MY CRAZY HEAD:

For every round with a fire in a location roll a d6. On a one, nothing happens, but the fire continues to burn. Otherwise the fire spreads the number rolled in inches, measured from the edge of the fire, in the direction the wind is blowing, and half that (rounding down) in all other directions.

Firefighting: A fireman who is 2" or less from the edge of a fire can roll a d6 to counter the spread, subtracting his roll result from the fire's roll. If he rolls higher than the fire's roll, he manages to make the current fire smaller, in inches from the edge closest to him, to 2 inches on either side of him (so 5"x Roll result).
If supplied with a hose and sufficient water pressure, the fireman can roll 2 dice and add them together to determine the amount the fire is reduced, with the area affected being now 4 dice to either side of his location. (9"x Roll result), and the fireman can be up to 6" from the fire.

If a fire spread causes the fire to reach a fireman's location (or beyond it), the fireman must roll a die to escape, or suffer burn wounds (modify to suit your system).

A "water bomber" helicopter functions as a fireman, but in a radius from the drop spot, which can be internal to the fire. A "water bomber" aircraft functions as a fire hose, but makes a long, tear-drop cone template from a target "dump point," except that the cone is inverted— the drop point is the large circular base of the template, which tapers down in the direction the dumping plane flew.

Fire breaks are cleared areas of land with no fuel to spread to. These must be done with bulldozers, and will prevent fire from spreading into or through them… however if a fire's spread result is a 6, the die "explodes" (not literally) and another die is rolled and added to the 6. This means the wind has surged higher, and lifted burning material to a distance equal to the total— if this passes over a fire break area, then something flammable on the other side of the break has caught fire and becomes a spreading fire of its own.

Explosive material in the path of a fire is your own lookout!

Oberlindes Sol LIC Supporting Member of TMP16 Jul 2025 8:07 a.m. PST

Watching this space. A table top game of fighting wild fires and house fires could be fun.

It seems to me that there are rules for fires in StarGrunt II and even in SPI's Sniper! from the 1970s.

Stryderg16 Jul 2025 8:48 p.m. PST

There's a board game out there, that I can't find right now, with 12 hexes. A fire breaks out in one hex and based on a die roll each turn, the fire could spread one hex down wind or to the three adjacent hexes that are down wind. The player's job was to roll dice with icons of firefighting gear trying to match icons on the burning hexes (to put out the fire in that hex). The player got to use 3 'specials', once each: a helicopter, a plane and an emergency truck. Each had limits on where they could be used (ie. the helo could not be used near the hex with power lines).

Stryderg16 Jul 2025 8:55 p.m. PST

Google sucks:
link

umm, I mean: I found the game I was looking for!

Personal logo etotheipi Sponsoring Member of TMP17 Jul 2025 8:06 a.m. PST

Here is the core of how INLGames designs this type of system for fire, flooding, fog, etc. The core concept is offloading a little pre-game work to enable a simple and fast system in play.

Make some fire markers:
* Cut strips of red construction paper (or fancy colored paper, if you want) about 1/2 the hight of the minis. Give them a jagged edge if you want.
* Glue them closed into a ring. Pick your diameter. If you want squares, flatten them and fold, then repeat and you have a square (which you can size by picking the circumfrence of the circle). Hexes (or anything – penrose tiles?), too, but the folding is a little more complex.

Pick something to show the wind direction. Ornate mini or paper arrow.

Initiate fires however your scenario says.

At the end of a round (all players have a turn), roll dice for fire progression. Roll one die for each fire token on the "leading edge" of the fire. Each fire token that succeeds for fire progression gets another token, adjacent to it in the direction the wind is blowing.

Fire Dice:
* Take a regular die, color the one and the center pip of the five red. (Note: this is not a "speical" die – it still works perfectly as a regular d6).
* Fire progression success is rolling a red pip.

Leading Edge of the fire:
* The tokens that don't have a fire token in the direction of the wind.
* Roll one die for each token on the leading edge, apply them spatially.
* Example: Wind blowing east, five tokens on leading edge. Roll five dice. The die that lands the furthest north applies too the northmost token, and so on working south.
* If the fire gets really big, do it in salvos. It's a little more in-game overhead, but its scaling to support the scope and granularity you decided was appropriate.

Dynamic Wind:
* Color the one pip of a die red and the center pip of the five green.
* After rolling for fire, roll for wind. Red = turn to port (left, based on the indicator's facing). Green = turn to starboard (right).
* You can use whatever color coding you want and whatever distribution you want. You can even mark the color code on the wind indicator.

Obviously, you don't have to go with the 1 in 3 distribution above. You can make whatever you want, even get some blank non-d6 if you want and go to town. The important factor is, one system will support many, many distributions.

For your situation, I would get black dice, green dice, and yellow dice to represent buildings, forest, and brush, and give them 1:6, 1:3, and 1:2 odds respectively. Multiple die colors for different terrain is a little more in-game overhead, but proportional to the level of granularity you want for your scenario.

You can also implement wind speed by having a wind speed roll after the wind directioni roll. Six increase (up to max), one decrease (down to min); color coding works here too. I would have little bins for the different distros on the dice based on wind speed. When wind speed changes, get the right little bin and put the current one off the board in storage.

Everything here could be converted to a table and chart method, with windspeed columns and terrain rows then a "to hit" number (I always write "equal or exceed" or "exceed" on the chart itself.) if you prefer tables. You could even do a nomogram for wind direction/speed changes.

Hope this helps.

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