
Flash Point: Golden State Heroes is a cooperative game about being firefighters rescuing people from a fire! It’s the third or fourth (or even fifth?) version of the Flash Point series of games. This particular one was on Kickstarter back in June 2025, promising delivery in January 2026. It arrived at my house in April 2026, so it’s about 4 months late (which isn’t bad in Kickstarter land).

Let’s take a look!
Unboxing and Gameplay

This is a pretty thick oversized box! See the Coke Can above for scale

The reason it’s so thick is because there are 4 double-sided boards! (2 of them go together to make a third board, so there are really only 6 different “boards”).

Each player assumes the role of a firefighter, each with different abilities! The firefighter markers are above …

But you want to pick one of the characters. The base game comes with 9 different characters (and if you got the Back In Action expansion, a bunch more!) Each character has a special power that really changes how they interact with the game!

You might notice “Hey! Those are envelopes! Rich, why are they envelopes? That’s weird!!” Yup, this is a campaign game, and you will get to keep your gear in those envelopes between games.

So, this is a campaign game, with a 6 episode arc! Don’t get TOO excited, because there’s not really that much stuff that follows you between games. Really, the only thing that follows you is your gear. Now, each GAME is actually quite different, as described by the Call Guide book above.

Each episode of the Campaign has some new rules/new concepts for just that game: see above for the rules for episode 4. It’s not really much of a spoiler; there’s no real story unfolding between games that will be revealed.

The gear is pretty cool; you usually get 4 and choose 2 at the start of the game (in later games, you draw 2 and use the previous gear). But you get to CHOOSE extra powers to augment your built-in power!

See as Lisa Beckett (whose base power is to mitigate Fire cards) chose stuff related the Supression Blast actions, so they can augment each other! That’s some of the fun of this game, is that you get to CHOOSE some of your gear to go along with your innate power!

To win, you have to save 7 people (dogs and cats are people too) before the building collapses, or before 4 people get burned up! That’s right, if you fail to save someone (because the fire engulfs them), people (dogs and cats are people too) will die! So, this is a race to save 7 people!

Players traverse a map, looking for POIs: “Points of Interest” (the blue ? markers above). Usually, the POIs are people (remember, dogs and cats are people too), but sometimes the POI is empty! NO!

To save a POI (after you flip to a people side), you have to carry them out. Sometimes, they are healthy enough to walk out on their own, but you need to get them to a “safe place” (usually the ambulance) to count as a “saved person”!

Along the way, smoke and fires comes out! Every turn, you will roll dice and place a smoke on the cross: see as we place a Threat on 6-8! Now, normally that would be a smoke (which isn’t QUITE fire), but since it’s adjacent to fire already there … that smoke immediately becomes fire!

This is an action point game: each player has a certain number of action points to spend per turn: see chart above. (These are nice player summary cards). It’s only one action to extinguish smoke, but two actions to extinguish fire! Usually, it’s just one action point to move, but saving people around is pretty intensive, it’s 2 AP to move a victim with you….

To be clear, this is NOT a real-time firefighter game! Players decide how to spend their actions WITHOUT a timer. If you wanted a more frantic real-time Firefighter game, check out Firefighters on Duty! See our review of that here!

There are lots of other little rules, but the most important is that if you have to place a threat on a place with fire, it explodes! This might a little like Pandemic, but instead of disease cubes exploding, fire explodes out in all 4 directions! It’s so much harder to fight fires after the fire explodes and spreads!! Even worse … those fires it may weaken the structure of the building and it may collapse! Fires are bad, mkay?

This game has a LOT of nice components. Nothing is super awesome, but all the components are good quality and easy to read. And there are QUITE a few components in here (see above), which is why you need the extra tall box for this!
Rulebook

The rulebook is pretty good; I have a few issues with it.

The rulebook gets an A- on The Chair Test! It fits perfectly on the chair next to me, it has plenty of pictures that are easy to see, and a font that’s easy to read! It doesn’t waste too much space. I think the only reason it isn’t an A is that I wish the font were just a little bit bigger. But Solid A- on the Chair Test! This rulebook is the perfect size and doesn’t droop AT ALL on the chair next to me!

The Components and intro are good enough, if a little cramped.

The rules are generally well-spelled out, but as you get into the game, there are a lot of new rules that come out and some of these interactions are not well-specified. There’s going to cracks, helicopters, lift-basket, new gear, new spaces, new vehicles, new rubble, … all sorts of new stuff! You’ll have questions about how things interact. Sometimes it will be there, sometimes it won’t. The nice thing is that this is a VERY thematic game, so can kinda make a call based on theme.

A simple example is my rock, Camila Ruiz (Camila followed me throughout all my 6 games of the campaign). She can remove a threat marker for free. I assumed that a threat marker was anything that was a threat! Fire, smoke, hazmat, livewires … right? Those are all threats? I was beginning to think that was overpowered so I went searching. I downloaded the PDF rulebook and searched for the word threat. There were ONLY two places; one was a mention (without a definition) and the other was a picture of THREAT next to fire and smoke at the very front!! So, yes, a “threat” token is sparsely defined to be ONLY a smoke or fire token. Seriously, we could have used a sentence anywhere in the rulebook, even on Camila’s card (“A threat is a smoke or fire token”). There’s not even an excuse for not enough space: see how little writing is on Camila’s card and how much is on Lisa Beckett’s??? See above.
This was just an example of things could have been a little clearer. It’s not a bad rulebook, and there was a lot of good stuff.
You know, this might be a textbook defintion of why we need an Index or Glossary: If you had to put together an Index or Glossary, they would have realized “Oh! We don’t have a real good definition of Threat to refer to!” There are SO MANY new rules that come out as you play, that an Index or Glossary with all the rules might have been helpful?
Anyway, I learned the game from the rulebook, but I made some mistakes. You might too.
The Campaign

As a campaign, this is probably the least campaigny campaign I have ever played. Basically, every game was completely independent from the previous games (the final game just uses rules from previous games).

It’s cool that at the end of each game, you get more stuff; Gear and Boost usually. See above after the end of call 1 (game 1). I don’t feel any guilt about spoilers because it’s just a few things!

The campaign tries real hard to have an ongoing story: see above for some flavor text after game 3. I gotta be honest, I never read the flavor text. It really didn’t add much to the game for me. My friends enjoy the flavor text a little more than me, so we read some of it in the cooperative game, but … it didn’t really add a lot.

What the campaign is, more than anything, is an excuse to play through 6 different games that come in the box. There’s really just 6 different games with a little more gear and boosts available. The grand finale (the 6th and final game) does a little bit more by bringing in rules from previous games, but even then there’s no “state” between games.
Don’t get me wrong, I liked the campaign. It was a fun excuse to play all 6 boards in the box! But there’s realllllly not a story or any state that moves from game to game (you can save gear, but that’s about it). The flavor text that’s there is there if you want it. I didn’t really read it. Shrug? Maybe you and your group will really like it? It’s there?
Solo Game

So, Flash Point: Golden State Heroes is very clear on how to play solo! (Thank you for following Saunders’ Law!) . On page 4, the rulebook very clearly states you simply play with 2 (or more) and the solo player operates them! See above!

So, this is not true solo play, but neither do we have to worry about any wonky new rules to adjust solo play! Just play the game as it was meant to be played! Like I said, Camila Ruiz was my rock as a I played; she was in every game of the campaign.

Interestingly, during set-up (each call has its own set-up in the call book) encourages you to use one of the characters explicitly! Call 1 (game 1) encourages using Steve Sullivan by giving him a little bonus at the start of the game! (See the text above in blue). This was a nice way to make players cycle through all the the different characters in the game to really get a sense of everything in the board. I applaud this; it gave you a “reason” to cycle through different characters!
I played the entire campaign with Camila as one of two characters. Each game adds some very different rules (firefighting on a boat, in an amusement park, on the edge of a cliff!), so it was nice to know one of the characters really well so I could concentrate on the new rules being added every game. Don’t get me wrong, the base game doesn’t change THAT much, but there was some very different and interesting firefights.

I played through the entire campaign solo. Each game was its own thing; remember there’s not “really” any holdover state from the previous games, but each board was VERY different!
I liked playing through this solo, modulo one or two issues (see below for discussion). I would play it again. Playing two characters worked great!
Cooperative Game

I wanted to see where this would land with the cooperative game. I was hoping I could convince my friends to play through the campaign with me, or at least a few games!

What happened: we didn’t do great in the first game. Or rather, the dice didn’t go our way. We cleaned out the board quickly when we started, but we got some explosions and empty POIS at the WRONG times. We played for about two hours and lost. We lost two ways, out of building cubes and 4 people died! We weren’t sure what we would have done differently, and I think that really depressed my friends.

Sara made the comment: “Ya, this is how the game went last time we played”. We have played previous versions of Flash Point (Legacy of Flame), and had a similar result.
Last week, when we lost our first game of Firesiege, my friends wanted to play again to redeem themselves! (See review here!) This week, they were just done and didn’t want to play again. The game wasn’t broken or anything, but it just felt like it might have been a little too random. Losing the dog in the fire was the last straw.
Randomness

This is the hardest part of the game to come to terms with; there’s a lot of randomness. EVERY turn, you roll two dice and place a smoke/fire (see above) … and sometimes you place more! If you roll poorly, you can cause explosions all over the place! The more explosions there are, the more fire there is, which makes it easier to have more explosions and fire! A few bad rolls can really wreck your game.
I got lucky when I played the solo game, but maybe this game is a little easier with two firefighters.
Flash Point is very similar to another cooperative game called Pandemic in many ways: players travel around a map trying to keep something under control (diseases or fire), players have action points, players have special powers, players need to keep things under control or they will explode (diseases or fire)! For a while, when I was trying to introduce new people to cooperative games, I pointed to Flash Point! Who doesn’t love working together as fire fighters to stop a fire? Over time, I have deferred more to Pandemic as the better game and less random (as there’s fewer axes of randomness), so I would recommend Pandemic first … it’s just the theme of Pandemic is harder to get over sometimes. We all lived it at some point.
Which Flash Point?

Flash Point has actually been around for some time! I Kickstarted the original Flash Point back in July 2011! And then the Extreme Danger Kickstarter too! See picture above! But, as you can also see … I never got my Extreme Danger out of shrink wrap!

Then I was SO EXCITED when Flash Point: Legacy of Flame went on Kickstarter in March 2024! See above! The game arrived in 2025, and I fully expected this to be as great as Pandemic Legacy! But after two games of Legacy of Flame, it just fizzled out. No one wanted to play again. And it all boils down (no pun intended) to the randomness of the game. No one wanted to play a Legacy game where there was SOOO MUCH Randomness in the dice rolls! If you start off with a few bad games, you’ll completely screw yourself! My friends, I think saw this and didn’t want to pursue Legacy of Flame.

The nice thing about Flash Point: Golden State Heroes is that each game IS so independent, you don’t have to worry about being screwed by your previous game! I think that of ALL of the Flash Points I have played, Flash Point Golden State Heroes is my favorite version. Why? Because you get 6 VERY different firefighting scenarios that you can play at any time! You don’t HAVE to play the campaign: you can just jump into any game you want! The legacy issues of Legacy of Flame don’t become an issue.
House Rule

There’s one House Rule that I don’t think the game can live without. Sure, the game can be random on dice rolls when the smoke/fire comes out, but the fire dice rolls “generally” distributes the fire pretty evenly over the board. The game is random at you; that’s what games do.
The problem is the Fire Suppression action. You spend your entire turn (4 actions) to roll dice and you MIGHT hit some fire. Are you an incompetent fire fighter? Can you not see where the fire is? This is so ridiculous that you roll dice and pretty much have no control over this!

You might remember Lisa Beckett (see above) we mentioned earlier: I went ALL OUT trying to make her the Fire Suppressions expert! I gave her two Gear related to that! See above! And she still sucked! Because I rolled bad! Now she’s not just rolling poorly, but she is actively contributing to losing because she has 4 actions THAT DO NOTHING!
The Fire Suppression, I think, is broken. In fact, I remember playing the original Flash Point, and I tended to eschew the action! “Oh, you have to roll to see if it’s successful? And it takes all 4 actions? And it may not do anything? No thanks, I’d rather just do something that I know will make some progress”.
We added a house rule: you have more control. The players, as a group, get 4 tokens. THAT YOU CAN ONLY SPEND ONCE!! For a Fire Suppression action, roll the dice normally (with flips), then you can spend a token to up/down any/either dice any number of times (up to 4). This makes it so you can maybe can’t cheat and just Fire Suppression the rest of the game, but the few times you do need it, you have SOME control, and not just random crap! This kind of limits the Fire Suppression to 1 or 2 shots … but that’s kinda what you want?
I won’t play without this House Rule. If I do, I simply won’t do any Fire Suppression. It is SO AGGRAVATING to spend 4 actions and do nothing.
Conclusion

We’ve sorta been all over the place in this review, and it may sounds we don’t like Flash Point. We do like it! It just … it can be frustrating. As a solo gamer, I really enjoyed playing through all the campaign (even though it’s not REALLY a campaign, just 6 different boards). I pretty much had to add the house rule about cleaning up the Fire Suppression action, or I might have hated it too.
The cooperative game didn’t go as well unfortunately. I think my friends would play the game again but the randomness that can happen will prevent them from ever playing any campaign.

I personally think Flash Point: Golden State Heroes IS the best of the Flash Point games. If you like the idea of a cooperative fire-fighting game that has a Pandemic feel, I think this is the one to get. It has so much variety (the 6 boards are all so very different) and you can play any game you want! It’s not REALLY a campaign; it’s just an excuse to play all the boards!
I think Flash Point: Golden State Heroes has to get a ranged rating from [6-8] out of 10. Whenever I give a ranged rating, it means the randomness can overwhelm the game and make it not fun, but when the game “behaves”, it can be fun! The lower end of 6 is when the dice don’t behave; the game still works but it’s much less fun. When the game is challenging but not too random, it’s fun and can be an 8!
If you take away my house rule for Fire Suppression, this rating falls an entire point and would be [5-7].





























































































































































































































































































































