Hotshots
Hotshots Rulebook
Table of Contents
Table of Contents
Overview
Hotshots is a cooperative, press-your-luck firefighting game in which you all win or lose together. You take on the role of a specialist, each with your own ability, and move to burning tiles to roll dice and match the combination of dice faces shown on that tile. The more faces you roll, the more you reduce the fire and may even produce reward tokens that can help against the blaze. If you fail to match at least 3 faces, the fire intensifies. You can also lay Firebreaks or call in help from Vehicles during the battle. The fire grows at the end of each player's turn by the draw of a Fire card. If a tile has too many flames added to it, that tile Scorches and is lost forever. If 8 tiles are Scorched, or if the Fire Camp Scorches, the game is over and the players lose. If the players extinguish all the fires, they win.
Objective
Remove all the Flame tokens from the board before 8 tiles or the Fire Camp Scorches.
Components
- 4 Crew cards
- 25 Flame tokens
- 16 Reward tokens
- 15 Firebreak tokens
- 19 Terrain tiles
- 29 Fire cards
- 4 Firefighter tokens and stands
- 3 Vehicle tokens
- 1 Wind marker and stand
- 6 Firefighting dice
- 1 Rulebook
Game Setup
(For single player rules, see Single Player Rules.)
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Shuffle all the Terrain tiles and lay them out faceup to create the board. Players can choose to either create a random setup or determine the location of each tile. For your first game, we recommend setting up the tiles randomly in a 5x5 circular pattern as shown. Keep all the tiles oriented in the same direction so that the dice icons are at the bottom of each tile.
After you are familiar with the game, try some of our suggested alternate layouts (shown under Alternate Tile Layouts) or make your own!
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Set the Firebreak and Flame tokens where all players can reach them.
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Set the Reward tokens facedown and mix them up to create a draw pile. Leave room nearby for a discard pile.
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Place the 3 Vehicle tokens on the Air Attack Base tile. (See Vehicles.)
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Place the Wind marker on the Fire Camp tile and point it facing the top of the tile. (See Wind.)
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Build the Fire deck: a. Remove the 6 Change Wind Direction cards. b. Shuffle the remaining cards and divide them into 2 piles. c. Randomly add 3 of the Change Wind Direction cards to each of the 2 piles. d. Shuffle each of the piles separately. e. Put 1 pile on top of the other and place the complete Fire deck facedown where all players can reach it. f. Leave room nearby for a discard pile.
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Place the starting fires: a. All tiles with the starting fire symbol begin the game on fire. b. Each tile will get Flame tokens equal to 2 fewer than the Scorch limit shown on the tile. For example, a starting tile with a Scorch limit of 3 receives only 1 Flame token, while a starting tile with a Scorch limit of 5 receives 3 Flame tokens.
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Choose a role from the Crew cards or draw 1 at random and place it faceup in front of you.
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Place the matching Firefighter token on the Fire Camp tile. (See Character details under Characters.)
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Choose a starting player. We recommend choosing the player who most recently put out a fire. He or she takes all 6 of the Firefighting dice and begins their turn.
Terrain Tiles
Each Terrain tile is double-sided, with the front side showing a unique location in the forest and the back showing a Scorched, ruined landscape. All tiles start faceup. Every tile is unique, with some providing a bonus for the players, while others pose a threat if Scorched.
Dice combination
All tiles (except the Lake) have a series of 6 symbols on the bottom. These are the symbols that must be rolled on the Firefighting dice when you fight that fire. These icons represent some of the real-world tools and skills Hotshots need to battle the blaze at that particular tile. The icons are:
- Pulaski — The primary tool used in a wildfire. It has a steel head that combines an axe with a spade and is good for digging and chopping. It is named after its inventor, Ed Pulaski, a famous firefighter who saved many lives during a fire in 1910.
- Shovel — Useful for digging firebreaks.
- Hose — Used to spray water on fires to reduce their intensity or to create firebreaks.
- Chainsaw — Used to clear tree limbs, branches, and brush.
- McLeod — A special tool that combines a rake and a hoe, excellent for clearing debris. Created in 1905 by U.S. Forest Service Ranger Malcom McLeod.
- Firefighter — A firefighter's best asset is their mind!
Scorch limit
All tiles (except the Lake) have a number on them that indicates how many Flames will Scorch that tile. Once the number of Flame tokens on that tile equals or exceeds the Scorch limit, that tile will become Scorched. (See Scorching.)
Special effect
Many tiles have a special effect, which is indicated by an icon near the top of the tile. In some cases, this effect will be active as long as the tile is in play. Other abilities will trigger only when a tile is Scorched. (See details for every tile under Terrain Tile Reference.)
Order of Play
Each player's turn consists of these 3 phases in this order:
- Move up to 2 tiles.
- Fight the fire.
- Draw 1 Fire card.
Play Details
1. Move up to 2 tiles
- You are not required to move.
- You cannot move through a tile that is on fire. You immediately end your movement when you enter a tile that is on fire.
- You can leave a burning tile.
- You can move through Firebreaks and through Scorched tiles.
- There is no limit to the number of players that can be on the same tile. In fact, there are advantages to teaming up. (See Support.)
- You cannot enter the Lake tile, as indicated by the icon.
- Entering or leaving the Rocky Terrain tile counts as moving 2 tiles and would be the only movement you could make on your turn, as indicated by the icon.
2. Fight the fire
- After you have finished moving, you have the option of rolling the dice to fight the fire on the tile you are on.
- If you end your movement on a tile that is not burning, you still have the option of rolling the dice to place a Firebreak (see details below under Match 3 dice).
- If you are on the Air Attack Base tile, you have the option to use 1 of the Vehicles that are still present at the Air Attack Base. This is done INSTEAD of rolling dice to fight a fire. (See Vehicles.)
- To fight the fire, roll all 6 Firefighting dice and attempt to match as many symbols as possible to the combination shown on the current tile.
- The dice do not need to be matched in any particular order. Only the number of matching symbols matters.
- You may set aside as many matching dice as you wish after each roll, but you MUST set aside AT LEAST 1 matching die after every roll.
- As long as you set aside at least 1 matching die, you may continue by rerolling as many remaining dice as you wish.
- Once the remaining dice have been rolled, any matching dice that were set aside are now locked and cannot be rerolled.
- You may stop at any time and resolve your results, but there are no rewards for matching fewer than 3 dice. (See Failure.)
When a man becomes a fireman his greatest act of bravery has been accomplished. What he does after that is all in the line of work. —Edward F. Croker
Success
The more dice that match the combination, the better your battle against the fire and the greater the rewards.
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Match 3 dice = Take 1 Firebreak token from the supply and place it between any side of the tile you are on and an adjacent tile. This can be done even on tiles that are not currently burning.
- Firebreaks affect both tiles they border.
- Firebreaks prevent the fire from being spread by Wind (see Draw 1 Fire card).
- You must place the Firebreak when you earn it and cannot save it for later use.
- You cannot place a Firebreak against a tile that has already Scorched.
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Match 4 dice = Remove 1 Flame token from the tile you are on.
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Match 5 dice = Remove 2 Flame tokens from the tile you are on and then choose to either take and place 1 Firebreak OR take 1 Reward token for later use.
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Match 6 dice = Remove 3 Flame tokens from the tile you are on and then take and place 1 Firebreak AND take 1 Reward token for later use.
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If your success would allow you to remove more Flame tokens than there are on the tile, you just remove all Flame tokens on your tile. Any "extra" are lost.
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You may choose to take a lesser reward instead of the one you rolled. (For example, placing a Firebreak instead of removing 1 Flame token, even if you matched 4 dice.)
Failure
If you roll the dice and are not able to match at least 1 symbol on the combination, even after using your Character ability or a Token, you have failed to contain the fire and cause a Blowup.
- Blowup:
- Set all the dice aside, cancelling any locked dice.
- Add 1 Flame token to the tile you are currently on. This may cause the tile to Scorch. (See Scorching.)
- End your Fight the Fire phase.
The fire is not discriminating. It burns anything in its path for whatever reason. —John Wayne
Support
Fighting the fire alone is difficult. Working as a team will increase your odds of success.
- For every other firefighter on the same tile as you, you gain 1 Support. Each Support allows you to avoid 1 Blowup when you fail to match at least 1 symbol on a roll of the dice.
- You gain 1 Support when fighting a fire on any tile that is adjacent to the Lake tile.
- There is a Reward token that provides 1 Support.
- Support is cumulative. This means you can be Supported by multiple firefighters AND the Lake AND a Reward token, giving you multiple chances to avoid failing.
Note: Any tokens you wish to use on your turn must be played before you draw a Fire card.
Support Example
Julie moves to the Fire Cache tile, where there is a 3 Flame fire.
Jeff is already at that tile, so Julie will have 1 Support. The Lake is also adjacent, so it provides a 2nd Support. Julie's first roll gives her a Pulaski and 1 Shovel among the results.
She keeps the Pulaski and 1 Shovel and rerolls the remaining dice. Since she cannot match at least 1 of those dice, she has failed. But she cancels that failure with the support from Jeff. She rolls again.
She keeps the Firefighter and Hose. She is at 4 matches but decides to roll again. It is another failure, but she cancels that with the Support from the Lake. Julie has used all her Supports, but she decides to roll again, even though failing now will cause a Blowup.
Success! She keeps the Firefighter and decides to stop at that point. This gives her 5 matches, so Julie removes 2 Flame tokens from the fire and decides to take a Reward token, which she keeps faceup in front of her.
3. Draw 1 Fire card
- After fighting the fire (success or failure), you now draw 1 card from the top of the Fire deck and resolve it. (The Spotter draws 2 cards. See details under Characters.)
- You may show the card to the other players and discuss your strategy.
- Fire cards will control how the fire grows and spreads. There are several different types of Fire cards, and they all affect the fire differently.
Fire Increase cards increase the intensity of currently burning fires, bringing tiles closer to Scorching.
- Single fire increase: The fire on 1 currently burning tile with the Scorch limit indicated is increased by 2 Flame tokens.
- Multiple fire increase: The fires on 2 different currently burning tiles with the Scorch limits indicated are EACH increased by 1 Flame token.
- Some Multiple fire increase cards show the same number twice. This still means 2 DIFFERENT currently burning tiles of the Scorch limit indicated are EACH increased by 1 Flame token, NOT 2 Flame tokens to a single tile.
- Lowest fire increase: The fire on 1 currently burning tile with the LOWEST Scorch limit indicated is increased by 1 Flame token. If there is a tie between tiles, the players choose 1.
- If there are NO tiles currently burning with a Scorch limit indicated, no flames are added to that tile.
- If BOTH tiles indicated on a Multiple fire increase card are not currently burning, no flames are added at all.
- If there is more than 1 currently burning tile with the Scorch limit indicated, players choose which tile the Flame token is added to.
Wind cards add Flame tokens to new tiles by Light Breezes and Strong Gusts and also feed existing fires with Combining winds. The direction that wind spreads the fire is indicated by the Wind marker on the Fire Camp tile.
- Light Breeze: Spreads fire but is blocked by Firebreaks. Add 1 Flame token to every non-burning tile adjacent to a burning tile as indicated by the wind direction. Do NOT add a Flame token if the tile is blocked by a Firebreak.
- Strong Gust: Spreads fire and is NOT blocked by Firebreaks. Add 1 Flame token to every non-burning tile adjacent to a burning tile as indicated by the wind direction.
- Light Combining Breeze: Spreads fire AND adds flames to already burning tiles but is blocked by Firebreaks. Add 1 Flame token to ALL tiles adjacent to a burning tile as indicated by the wind direction. Do NOT add a Flame token if the tile is blocked by a Firebreak.
- Strong Combining Gust: Spreads fire AND adds flames to already burning tiles and is NOT blocked by Firebreaks. Add 1 Flame token to ALL tiles adjacent to a burning tile as indicated by the wind direction.
- Wind cannot spread flames through Scorched tiles.
- Wind that blows off the edge of the board has no effect.
Ember cards start or intensify fires on specific tiles due to flaming debris.
- Add 1 Flame token to the tile indicated on the card, regardless of whether that tile is currently burning or not.
- If the tile indicated has already been Scorched, no Flame tokens are added.
Change Wind Direction cards change the direction of the wind AND cause a Light Breeze to blow. Move the Wind marker on the Fire Camp tile to the direction indicated, and then resolve a Light Breeze.
Resolving Fire Cards
- When resolving a Fire card, add all Flame tokens that result from the Fire card before you check to see if any tiles have Scorched. (See Scorching.)
- After resolving a Fire card, place it faceup in the discard pile.
- Players are not allowed to look through the discard pile.
- If a player needs to draw a Fire card and there are none available, shuffle the discards to make a new deck.
After resolving the Fire card, your turn ends and the next player clockwise starts their turn.
Scorching
Any time the number of Flame tokens on a tile equals or exceeds the Scorch limit shown, that tile burns to ash and becomes Scorched. Tiles can become Scorched when a player fails to contain a fire and causes a Blowup or after drawing and resolving a Fire card. Scorching is resolved in this order:
- Remove all Flame tokens from the Scorched tile and return them to the supply.
- Flip the tile over so that the Scorched side is facing up, and return the tile to its position on the board.
- Add 1 Flame token to the adjacent tile with the lowest Scorch limit that is not blocked by a Firebreak.
- If there is more than 1 tile with an equally low Scorch limit, add the Flame token to the tile with the least amount of Flame tokens on it.
- If the amount of Flame tokens is the same on those tiles as well, then the players choose which of those tiles to add the flame to.
- Flame tokens spread by Scorching are added to a tile whether that tile is already burning or not. This may cause additional Scorches.
If all edges of a Scorched tile are blocked by Firebreaks or the edges of the board, then no Flame tokens are added.
Resolve the first Scorch before adding flames to additional tiles.
- If multiple tiles receive enough Flame tokens to Scorch at the same time (from a Fire card, Propane Tank, etc.), resolve Scorches in numerical order by the Scorch limits of those tiles.
- If there is more than 1 tile that will Scorch and they all have the same Scorch limit, players may choose the order in which those tiles become Scorched.
- Many tiles have special effects that trigger when they Scorch. See Terrain Tile Reference for details.
- Flame tokens can never be added to Scorched tiles.
- Players may move through Scorched tiles.
- Wind cannot spread flames through Scorched tiles.
Firefighter on Scorching Tile
A Firefighter that is on a tile when it Scorches will cause 1 die to become Lost:
- Scorch the tile and spread the Flame token as usual.
- The Firefighter remains on the now Scorched tile.
- The player that was on the Scorched tile must discard 1 of their Reward tokens.
- For each Firefighter that was on a tile that Scorched, take 1 die and place it on the Fire Camp tile. Those dice are now Lost and removed from play. They cannot be rolled by ANY player until they are Recovered.
- To Recover a die, a player must end their turn on the Fire Camp tile. At the end of their turn, they remove ALL dice from the Fire Camp tile and return them for all players to use.
Characters
Each character has a special ability that is related to their role on the team and is connected to a specific tile. Players begin the game with their ability in play, but if that tile Scorches, they lose their special ability. Continue playing, but flip your Crew card over to show the side without the special ability.
- Crew Boss — Coordinates the crew and helps them choose where to fight the fire.
- One time on your turn (any time before you draw a Fire card), you may move 1 other player 1 tile, with their permission.
- The Rocky Terrain tile counts as moving 2 tiles, so you may NOT move another player into or out of that tile.
- Ability is lost if the Radio Tower tile Scorches.
- Sawyer — An expert at cutting brush and tree limbs.
- On your turn, you may change any Pulaskis rolled into Chainsaws or change Chainsaws into Pulaskis.
- You may change as many Pulaskis or Chainsaws as you wish each time you roll.
- Once you roll any remaining dice, any dice that were set aside are locked and cannot be changed.
- Ability is lost if the Mobile Repair Shop tile Scorches.
- Spotter — Keeps an eye on the Fire and tracks its movement.
- Instead of drawing 1 Fire card on Phase 3, the Spotter draws the top 2 cards.
- You can show the cards to the other players and discuss strategy.
- Choose 1 card to play and return the other card facedown to the top of the deck. It will be the next card drawn.
- Ability is lost if the Lookout Tower tile Scorches.
- Swamper — Adept at clearing debris and removing fuel for the fire.
- On your turn, you may change any McLeods rolled into Shovels or change Shovels into McLeods.
- You may change as many McLeods or Shovels as you wish each time you roll.
- Once you roll any remaining dice, any dice that were set aside are locked and cannot be changed.
- Ability is lost if the Supply Trailer tile Scorches.
Reward Tokens
Reward tokens are gained by rolling at least 4 dice that match the faces on the tile.
- Keep tokens you gain faceup near your Crew card until you use or discard them.
- All tokens are single use only.
- Put used and discarded tokens in a faceup discard pile near the token supply. If a player needs to draw a token and none are available, mix up the discarded tokens facedown to create a new draw pile.
- Tokens cannot be played on the same turn they are acquired by success fighting a fire.
- You may have a maximum of 3 tokens at any time. If you gain a 4th token, you must immediately discard 1 token of your choice.
- You can play tokens only on your turn.
- You can play as many tokens as you have, but they must be played before drawing a Fire card.
- Tokens with dice icons on them are used as if they were a die with the icons shown. It may be helpful to think of them as a 7th die.
- Dice icon tokens can be played after rolling to prevent you from failing.
- Once a token with dice icons is played, you must declare which face it is being used as, and it cannot be changed.
Sharing Tokens
- Any time on your turn that you are on the same tile with another player, you may take 1 token from that player, with their permission.
- Tokens can only be taken on your turn, not given.
Vehicles
When you are at the Air Attack Base, you have the option to EITHER use 1 of the Vehicles still present at the Air Attack Base OR roll dice to fight a fire on your turn.
- Vehicles can be used even if the Air Attack Base is on fire.
- When you use a Vehicle, your Character MUST be transported along with the Vehicle.
- All Vehicle tokens are single-use only and are removed from the game after they are used.
Air Tanker — This specialized airplane drops water on the fire over a large area.
- Remove 1 Flame token from up to 3 tiles adjacent to each other anywhere on the board.
- Tiles must be in either a straight or curved "line," not a "triangle."
- The Air Tanker cannot be used on the Power Lines tile.
- After removing Flame tokens, return the Air Tanker token to the box.
- Place your Firefighter token on either the first or last tile that was affected by the Air Tanker.
Helicopter — This aircraft makes precise drops of water with high accuracy using its "Bambi Bucket."
- Remove 3 Flame tokens from 1 tile anywhere on the board.
- The Helicopter cannot be used on the Power Lines tile.
- After removing Flame tokens, return the Helicopter token to the box.
- Place your Firefighter token on the tile that was affected by the Helicopter.
Brush Rig — This off-road fire truck can spray water while driving to create Firebreaks.
- Place 3 Firebreaks in a continuous, unbroken line between tiles anywhere on the board.
- After placing Firebreaks, return the Brush Rig token to the box.
- Place your Firefighter token on one of the tiles affected by either the first or last Firebreak you placed.
Ending the Game
The game ends in a victory for the players if all Flame tokens are removed from all tiles, thereby putting out the fire.
Players lose the game immediately if 8 or more tiles become Scorched OR if the Fire Camp tile Scorches.
Token List
Reward tokens have the following effects:
- Firefighter/Hose die token — Can be used as a Firefighter OR a Hose die result.
- Shovel/McLeod die token — Can be used as a Shovel or McLeod die result.
- Chainsaw/Pulaski die token — Can be used as a Chainsaw or Pulaski die result.
- Wild token — Can be used as ANY die result.
- Double token — Play to double the result of any 1 locked die.
- Skip Fire Card token — Do not draw a Fire card.
- Walkie Talkie / Fire Shelter token — Walkie Talkie: Move 1 other player to your location. Fire Shelter: Play this token when your Firefighter is on a tile that Scorches and prevent 1 die from being Lost.
- Move 2 Extra token — Move 2 extra tiles.
- Move Through Fire token — Move 1 extra tile AND your movement may be through tiles that are on fire.
- Move Anywhere token — Move to any tile. Can be used in addition to regular movement.
- Place Firebreak token — Place 1 Firebreak on the tile you are currently on any time on your turn.
- Recover Die token — Recover 1 Lost die without having to return to the Fire Camp tile.
- Support token — 1 Support that can be played after failing a roll.
- Extra Flame Removal token — After succeeding at fighting a fire, remove 1 additional Flame token from that same fire.
- Extra Turn token — After succeeding at fighting a fire, you may take another complete turn. Do not draw a Fire card at the end of your first turn. You cannot play any tokens acquired from success on your first turn.
Alternate Tile Layouts
Now that you've completed your first game with the starting layout, try playing with a different tile configuration for new challenges. Try laying out the tiles at random or use these suggestions of different board shapes inspired by national parks.
Try creating your own custom layouts as well!
Suggested layouts: Zion, Yosemite, Grand Teton, Yellowstone, Grand Canyon, Denali.
Terrain Tile Reference
- Air Attack Base — Players can move here to use Vehicles. (See Vehicles.) When Scorched: Any Vehicle tokens present are removed from the game.
- Barn
- Campground
- Dry Grass
- Fire Cache — When Scorched: Remove all Reward tokens in the supply from the game. Players can keep tokens that are in their possession.
- Fire Camp — Headquarters and starting tile. Wind marker is located here. Lost dice are kept here. When Scorched: Players immediately lose the game.
- House 1 — Begins the game with 1 starting flame.
- House 2 — Begins the game with 1 starting flame.
- Lake — Cannot burn and cannot be moved into. Provides Support to Firefighters on all adjacent tiles.
- Lodge — When Scorched: Add 1 Flame token to 3 different adjacent tiles with the lowest Scorch limits that are not blocked by a Firebreak.
- Log Cabin
- Logging Site
- Lookout Tower — When Scorched: Spotter loses their ability.
- Mobile Repair Shop — Begins the game with 3 starting flames. When Scorched: Sawyer loses their ability.
- Power Lines — Begins the game with 2 starting flames. The Helicopter and Air Tanker cannot be used to put out fires on this tile.
- Propane Tank — When Scorched: Adds 1 Flame token to ALL adjacent tiles that are not blocked by a Firebreak.
- Radio Tower — When Scorched: Crew Boss loses their ability.
- Rocky Terrain — Begins the game with 2 starting flames. Entering or leaving this tile counts as moving 2 tiles.
- Supply Trailer — Begins the game with 3 starting flames. When Scorched: Swamper loses their ability.
Alternate Rules
Looking to adjust the challenge in your next game? Try playing with some of these rules.
Less Difficult
- Adjust the tile layout so that the Lake is in the center of the board.
- Remove the Strong Gust and Strong Combining Gust cards from the Fire deck.
- Set up the game with only 5 starting fires.
- Increase the losing Scorch limit to 9 tiles.
- Each player starts the game with 1 randomly drawn Reward token.
- There is no limit to the number of tokens a player can keep.
- Players can give or take any number of tokens when on the same space.
When you have secured an area, don't forget to tell the fire. —Author Unknown
More Difficult
- Adjust the tile layout so that the Lake is in a corner and the Air Attack Base is as far as possible from the Fire Camp.
- Set up the game with an additional (7th) starting fire.
- Decrease the losing Scorch limit to 7 tiles.
- Ending your turn at the Fire Camp only recovers 1 die per turn, instead of all Lost dice.
- Players lose the game if they ever need to add Flame tokens to a tile but there are none available.
- Players lose the game if the Fire deck runs out and there are still Flame tokens on the board.
- Every time a tile Scorches, draw 1 Reward token from the supply at random and remove it from the game.
- Any time a Fire Increase card is drawn and there are NO tiles currently burning with a Scorch limit indicated, start a new fire on a tile of your choice of that Scorch limit.
Single Player Rules
For a solitaire game, play with the following changes:
- Choose 2 Characters, you will control both of them.
- On your turn you may choose to play using either Character, but you will only use 1 Character each turn.
- There is no limit to the number of Reward tokens you may have.
- Any Reward tokens you acquire are shared and may be used by either Character.
Credits
Game Design: Justin De Witt Graphic Design and Layout: Justin De Witt and Sam Simons Illustration: Chris Quilliams and Víctor Pérez Corbella 3D Modelling: Kayla Knadle Editing: Anne-Marie De Witt
Playtesters: Theodore Argo IV, Peter Batterton, Jeff Brecht, Joe Brecht, John Brecht, John Burns, Neal Carter, Moe Chapman, Paul Chapman, Chris Cobb, Tracy Cobb, Eris Cricket, David Cruz, Gina Fischer, Edgar Fisher, Hector Flores, Rhea Friesen, Craig Garrison, Nicole Garvey, Jonathan Grabert, Brian Graham, Todd Greer, Julie Gruszynske, Andrew Hackard, Stephanie Hagadorn, Adam Hegemier, Jeff Hillary, Jeff Johannigman, Kim Johnson, Corey Johnson, James Kennedy, Angie Kreuser, Beth Loubet, Dan Manfredini, Mikayla McMurtray, Miriam McMurtray, Julia Mitschke, Sam Mitschke, Michael Moore, Daniel Morgan, Joseph Muir, John Oliver, Alonzo Persinger, Canille Persinger, David Persinger, Dillon Pittman, Dustin Pittman, Randy Pope, Eric Poppa, Jarred Prejean, Phil Reed, Isaac Reyes, Geoffrey Richards, Rose Rickhoff, Lauren Rincon, Gabby Ruenes, Heidi Ruenes, Naji S. Norder, Ashlynne Schales, Daniel Schales, Lara Schales, Sam Simons, Max Steiner, Shawn Storie, Jan Ward, Kyla Welch-Robin, Shanna Witt, Ling Zhou, James Zuniga
© 2017 Fireside Games, LLC. Hotshots and all game and company logos and slogans are trademarks or registered trademarks of Fireside Games, LLC. P.O. Box 151164, Austin, TX 78715. All rights reserved. No part of this product may be reproduced without permission from the publisher. Please retain this information for future reference.
For more information, visit www.firesidegames.com.