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FLATLINE - A FUSE Aftershock Game
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- Work together to save the crew of your ship!
- Save patients by placing dice in the matching areas!
- Watch out for emergency cards!
- Designed by Kane Klenko, designer of FUSE and Covert!
- Number of players: 1-5 for ages: 13+ playing time: 45 min game Type: cooperative dice placement
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FLATLINE is a cooperative dice game set in the FUSE universe. Players must roll their dice and work to combine them with other players in order to properly treat arriving patients. Every round, players are racing against a one minute timer, and must deal with the needs of each wounded crew members, as well as other emergencies within the ER. Time is running out!
The flames are subsiding, the smoke is clearing, but your work is just beginning. You and your crew survived FUSE, but there is significant damage to your ship, there are injuries among your crew members, and the life support systems are failing. As the ship’s Medics, you must work together to treat the injured crew, while dealing with other emergencies that are being brought in at an unrelenting pace. You must work together, against the clock and against all odds, to treat all your patients before time runs out!
4 Corner Board Pieces
1 Center Board Piece
1 Life Support Dial
1 plastic connector
40 Medic Dice (8 in each of the 5 player colors)
2 Emergency Dice
20 large Patient Cards
29 Emergency Cards (18 standard Emergency Cards and 11 Stat Cards)
4 Double-sided Power Meter tiles
20 Cleared Tiles
10 Power Cubes
4 Lock-down tiles
1 Player Aid
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||2.25 x 11 x 11 in||1.7 x 6.25 x 9.25 in||6.5 x 8.75 x 2.75 in||3.15 x 12.2 x 12.2 in||15.75 x 5.91 x 15.75 in||5.5 x 7.5 x 10.75 in|
|Item Weight||4 lbs||—||1.36 lbs||2 lbs||1.98 lbs||1.61 lbs|
Top customer reviews
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DETAILS: Flatline is Kane Klenko’s sequel to the brilliant game Fuse. I was able to play a prototype of this game with Kane at GameHole Con in Madison, and the final version lives up to my expectations.
First of all, I love how this is game follows Fuse, but has drastically different gameplay. This isn’t like “Forbidden Island” / “Forbidden Desert”, where the second game is just a rebranded version of the first. In Fuse, you attempt to disarm bombs and save your ship in a 10 minute frenzy of dice rolling and cooperation. In Flatline, you are medics attempting to save the lives of those injured in the aftermath of Fuse. Instead of one 10 minute rush of madness, you have multiple rounds of decision making, each with a 1 minute pressure packed dice placement phase.
GAMEPLAY: This is a cooperative, dice rolling, strategy game. It consists of multiple rounds, each of which can add bad cards that need to be dealt with, or good cards that can help treat patients. As you progress, you have to decide what is more important - getting rid of Stat cards, clearing Emergency cards, or healing patients. Each of these will contribute to you winning or losing the game.
After you add cards and resolve Emergencies, your team discusses strategy, rolls dice, and then has 1 minute to maximize the usage of your roll. Do you spend a die to let a team member reroll their dice? Do you try and get an extra round? Do you treat a patient, or should you wait until the treated patient gets you a more optimal reward? One of our games came down to a reroll of a single die with 5 seconds left - win or lose on one final roll.
* Excellent production - This is a solid game with great pieces. The dice are brilliant.
* Excellent theme/concept - I love the thematic elements of the game, as well as the way it is a sequel to Fuse, while being a distinct game on its own.
* STRESSFUL - If you like a game that builds tension as you know that everything will most likely come down to the final round, then this game is for you. There are multiple ways to modify difficulty level, so you can maximize or minimize your odds of success.
* Gameplay - I think that all the elements work together beautifully. Stat cards and Emergency cards make for some serious decision making, and all of your planning can be ruined by NOT GETTING A SINGLE BLUE THINGY!
* Randomness. Not a big deal for me, but you can absolutely lose due to bad rolls of the dice. If you hate that, then look elsewhere.
I highly recommend this game. Make sure you have Fuse, too, and then play them back to back. As a matter of fact, I think I’ll go do that right now...
1. Assemble the board by putting the four corner pieces together and Life Support Dial in the center.
2. Shuffle the Emergency Cards and place them face-down near the area of the board numbered 1 through 6. Place the Emergency Dice in the spot next to the number 1.
3. Shuffle the Patient Cards and deal a number face-down based on difficulty and player count.
4. Turn the Life Support Dial so that the connection with the diamond is lined up with the first space of one Patient Card.
5. Place a Power Cube on each Recharging Station.
6. Take the Power Meter equal to number of players, placing it on the green side for normal or red side for expert. Fill the Power Meter with the remaining eight Power Cubes.
7. Give the most experienced player the player aid tile. They are the Chief Medical Officer and are responsible for the flow of the game. Another player will be intern and in charge of sorting and redistributing dice.
8. Have each player choose a dice color and put six of them in their area, placing one die off to the side and the other back in the box.
9. Place the Cleared Tiles and Lock-Down Tiles within reach of the board.
Game Play - The goal of the game is treat all the Patient Cards before you run out of time. Each round is played as such:
1. Lose Power - Remove the left-most Power Cube from the Power Meter.
2. Add Emergencies - Flip over a number of Emergency Cards equal to the number underneath the Power Cube just removed. Add them face-up to the board filling in empty spots on the numbers 1 through 6. If necessary, make a second row above the first row.
3. Roll the Emergency Dice - Roll the two Emergency Dice and resolve the Emergency Cards (in numeric order) based on the dice results.
4. Planning - Players can discuss a strategy now. Time is unlimited, but institute a timer if you deem necessary.
5. Countdown - Players have one minute to place their dice. Once time expires or all dice or placed, this step is over. You must match your dice according to the icons on the Patient Cards, and follow rules accordingly, i.e., one player playing all dice or all players needing to place dice.
6. Resolve Cards - Beginning with cards in the Stat Area and moving to Emergency Area, resolve cards. If a Stat Area card isn't cleared, it is flipped face-down and put near the red-edge of the board. (Note: Too many of these cards will cause you to lose the game.) If it is resolved, it is put near the green-edge of the board and will provide you a one-time bonus. Remove any Emergency Area cards you cleared.
7. Resolve Patient Cards and Recharging Stations - Beginning with the Patient Card connected to the diamond on the Life Support Dial, go line-by-line and see if a line on a Patient Card is fully resolved. If so, place a Cleared Tile on that line. If all lines are cleared on a Patient Card, that patient is saved and you might trigger a bonus or penalty. Next, if a Recharging Station was filled with the appropriate dice for that round, you may place a Power Cube back in the Power Meter.
8. Turn the Life Support Dial - After everything has been resolved and dice returned, turn the Life Support Dial once clockwise, so that the diamond is now on the first space of the next Patient Card.
The game ends in success if all Patient Cards are treated or failure if the last Power Cube is removed from the Power Meter or if 3 face-down cards are placed in the red-edge border of the board.
If I am being completely honest, I hate real-time games. (Okay, hate is too strong of a word...it is more a strong dislike.) My game group generally like to take our time and think when playing. Add small children to the mix, and real-time games don't generally work for us. When I played FUSE, I found it a stressful 10 minutes, mixed with a low success rate, but I had fun trying, probably because it was only 10 minutes. However, it was not something I would seek out and play time and time again, mainly because it was real time. So what on earth made me want to try Flatline?
I think the biggest factor in trying another real time was that this one was micro-bursts. Unlike, FUSE, where it's 10 minutes of stress, This is one minute of stress followed by an evaluation. Then, another minute of stress followed by an evaluation. This was my kind of real-time game. I could deal with one-minute and taking time to briefly resolve and evaluate after the fact. This felt like a comfortable mix of strategy, planning, and chaos, as opposed to 10 minutes of no time to think, follow your gut, and hope for the best. Also, it being only a minute makes it a bit more friendly for gamers with kids. You can tell your kid, "Wait one minute," and they'll generally be okay. If you tell your kid, "Wait 10 minutes," your house might be in shambles when you look up from the game.
The theme is supposed to feel like a hospital or emergency room in space, but apart from the real time stress of hospitals/emergency rooms, it doesn't entirely immerse you in theme. Since it's not constant stress pounding away at you the entire time you are playing, you can spice up your game by naming the Patient Cards (sticky notes) or giving them roles, but this might make the game too real for some people. The components are top-notch and what I've come to expect from Renegade Game Studios
The cardboard is thick, and the dice are plentiful and the spinning cardboard dial adds a nice touch and feel.
After playing through this game a few times, I feel like I have finally found a real-time game that is just my speed. It provided a good balance of stress and calm, planning and frenetic execution. I still don't love real-time games, but if someone asked me to play this game, I would play it, and if someone asked me for a real-time recommendation, it would be this game. Good job, Kane Klenko! You made me like a real-time game!
This game was provided to me for free by Renegade Game Studios in exchange for an honest review.