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FIRE BUCKET DICE, HISTORY CARDS, TIKI MONEY AND UPDATED RULES ARE COMING IN 2009
NYC FIRES
For Now Create Your Own Game Pieces:
Print and enlarge the 1843 Fireman's Map from the As You Pass By book, or print it from online sources.
2 Types of Dice - 2 Large (anti choking) regular dice, on one dice mark the one hole red to create your own Fire Bucket Dice
1 Fire Bell
5 Firemen Player Pieces *
5 Water Carts *
5 Fire Engines *
9 Fire Tower Markers *
5 Fire Station Markers *
1 Large Fire Marker *
- could be edible
22 History Cards:
5 Power Cards - Make your own cards - Tower, Well, Reservoir, Dalmatian and Speaker Trumpet.
5 Personality Cards - Print them from the Firefighter tour on kidsnyc.com - Molly, Mose, Tweed, Burr (Manhattan Company) & Colles (Collect Pond).
Fire Event Cards - Make your own cards - 1599, 1742, 1776, 1778, 1818, 1835, 1845 and 1858 (details & other fire dates to be announced soon).
Tiki Money:
Collect Tiki money from the upper levels of NYC Maze and the Fire Treks walking trails.To start playing now you can use any play money. Tiki money should be available for this game in mid 2008.
100 -ones
50 - fives
50 - twenties
100 - hundreds
25 - five hundreds
Step 1 -
Fire Towers -
Wonder where to place the 9 Lower Manhattan Fire Towers on this 1st map ? Put two each in the 5 NYC Districts (Districts 1 & 2 split one on their border )
District 5 - Downtown Fire Towers:
The 3rd City Hall (Between the East side of Broadway, the North side of Park Row just South of Chambers Street) - 1831-1865 Post office (Broadway at Park Row NE)
District 4 - LES Fire Towers:
Essex Market (Essex at Grand NW) Union Market (Columbia at Houston SW)
District 3 - Bowery Fire Towers:
Center Market (Centre, Broome and Marion now Cleveland Place NW) Tombs (Centre and Franklin SW)
District 2 - Village (Broadway) Fire Towers:
Jefferson Market -(6th Avenue and Christopher NW) - 1832 to 1877 MacDougal Street aka Spring Street (MacDougal, Varick and Spring SW) Shared with district one
District 1 - Lower West Side Fire Towers:
Spring Street (Spring Street by Varick Street SE) Shared with district two Washington Market (Washington Street at Fulton NW)
Step 2 - Two Dice:
A special fire bucket dice is needed to be made from one of the dice in this game. One side has an image of an old fire bucket. The other 5 sides should picture red fire. On one dice use the one hole as the bucket and the other 5 sides as fire. The number of buckets required to put out different fires using these magical fire bucket dice vary with the degree of the old blaze; that number is revealed on the bucket in each fire event card and in these instructions:
Step 3 -
Three Opening Tips:
Manhattan Water was a pipeline that, at times, flowed safely and successfully through Manhattan's richer neighborhoods. Anything that was not connected to Aaron Burr's Manhattan Water, for the sake of this game, will be considered the poor neighborhoods. Selling water around Fire Towers can set players up to be in good location when 2 to 13 fires occur during each game. The player who is Molly gets an advantage by being downtown in district #5, where the major fires were. Molly is also allowed to sell to the immigrants coming off the boats at Battery Park . Molly gets to roll twice, during her turn when she is selling to the immigrants at Battery Park. Molly must give away some of her profits, by giving out free water at the slave auctions at Wall & Pearl Molly losses 3 turns before moving on to sell her way down to the Immigration Office in Battery Park where she can throw dice (twice per turn) without moving from block to block.
Step 4 -
For You to Start
Up to five players circle around the game board. To start game use one of these three options.
Option #1 - Each player draws one character card. If no one gets the Burr card (because every game needs a banker) everyone must roll the dice. The lowest roller becomes the banker, Aaron Burr.
Option #2 - Players may begin by rolling the big dice to determine what character they will play. The lowest number rolled becomes the game's banker, Burr. Roll 5 for Molly, 4 for Tweed, 3 for Mose, 2 for Collis, 1 for Burr, and rolling a 6 takes choice of any unused personality. If two or more players role the same number, they must keep rolling until they get an unclaimed character
Option #3 - Add the history questions to the game (use computer game on www.kidsnyc.com) to double any monetary prize. Use search engines to help players research their persona which will stimulate role playing during game interaction.
Step 5 -
5 Personalities:
Molly Williams - Loyal African-American Firefighter/Slave Station: Oceanus Engine Co. #11 - (In the middle of Old Slip at Front Street, just East of the market at Hanover Square) - Downtown - District 5
Boss William M Tweed - Ambitious Scottish Bookkeeper Station: Americus Engine Co. #6 - (269 Henry Street North of Montgomery Street, just South of Gouverneur Street) Lower East Side - District 4
Mose Humphrey - Strong Irish Bowery B'hoy Station: Lady Washington Engine Co. #40 - (East side of Mulberry just South of Broome Street) Bowery - District 3
Christopher Colles - Clever Anglo-Irish Inventor Station: Firemen's Hall - EAGLE Engine #13 - Firemen's Hall (155 Mercer near Prince) Broadway - District 2
Aaron Burr - Shrewd American Banker/Politician Station: Equitable Engine # 36 (Varick, near Vandam Street) West Side - District 1
Step 6 - Game Objective:
After the second major fire is extinguished whoever has the most money wins the game. Depending on the play of the cards the game could go as short as 2 fires or as long as 13 fires.
Players accumulate money from: The Tea Water Pump whose bank (Burr) pays players for selling jugs or buckets of water from their water carts. Insurance companies whose bank (Burr) pays players for saving insured buildings as volunteer firefighters.
At each stop (either on the streets or on the pipeline) all players make money by rolling both the big 1-6 die and Fire Bucket dice. In all neighborhoods the Fire image adds nothing to player's amount, but if you roll the Bucket on a poor street, it adds 10 times to the other dice that player rolled. So, for example, a player in a poor neighborhood rolls a 3 and a Bucket, thats worth $30, if a player rolls a 5 and a Fire its worth $5.
In wealthy neighborhoods on the pipeline everything is doubled. So for example if a player rolls a 2 and a Fire in a wealthy neighborhood, it would be worth $4, a player in that wealthy neighborhood who rolled a 6 and a Bucket, they would get $120. Some streets where the wealthiest New Yorkers lived will pay 3 times the rolled values, these hidden treasures are offered to any player who lands on these special blocks and can identify the name of the family. All the names and addresses of these wealthy celebrities are included in Step 17 of these instructions.
Step 7 -
Aaron Burr's Pipeline:
All players (except Burr ) start the game coming through the Immigration office in Battery Park (Tweed was born on Cherry Street but has just come back from a boat trip). Players are greeted by Burr who welcomes them with 1 tiki dollar and gives them directions to a job selling water from carts.
The Fire Bucket dice are rolled by Burr who starts the game signifying if his hollow pine log pipeline is on or off. The bucket image signifies the water is on. If the fire image is rolled, the pipeline is off and has been clogged with debris, off line with leaks or impure with contamination.
If the water is off, players (once out of the Rattle Watch) can move and sell water anywhere on the pipeline counting hydrants (red dots on the instead of blocks and selling their water to wealthy customers (making bigger profits) rather than selling water on the streets of the poorer neighborhoods of their own districts. If the pipeline water is on, all players are restricted to your own district, and players move from block to block. After each fire is extinguished, Burr rolls the Fire Bucket dice outside his reservoir on Chambers Street to determine if his hollow pine log pipeline is on or off.
Step 8 -
Rattle Watch:
As new citizens all players start on the Rattle Watch, and must stay on the streets (they can not use pipeline yet) south of Wall street until they roll a 6. On the Rattle Watch players advance one block at a time by rolling the big dice. If they roll a 1 they must move one block west, Rolling a 2 sends their player piece one street northward. Rolling a 3, sends your piece to the east. Rolling a 4, sends your piece to the South. Rolling a 5 or 6 gives player choice of direction for one block. Players on Rattle Watch rolls are void if they get to close to the Wall, or Water and they lose the next turn as well. After a six is rolled, that player still uses the big dice to determine how many blocks (if the Pipeline is on) or hydrants (If the Pipeline is off) they can move at a time towards the Tea Water Pump (Chatham and Roosevelt).
Rolling a 1 advances your piece 1 block or 1 hydrant in any direction you wish. Rolling a 2 advances your piece 2 blocks or 2 hydrants in any direction you wish. Rolling a 3 advances your piece 3 blocks or 3 hydrants in any direction you wish. The same applies up to 6. All water sales start at the Tea Water Pump at Chatham and Roosevelt (unless player holds the Well or Reservoir Power Card).
Step 9 -
Banking:
Burr runs the bank and awards all the players whenever any money is due. His bank pays everything from the water sales in poor neighborhoods (where his pipeline avoided) to the Insurance companies that award money to the player who puts out each of the games fires. Burr makes his money in tips ,supplying water from his cart to the rich customers on his pipeline who are having water problems. Burr also starts on the Rattle watch (staying on the streets until he rolls a 6) and then can use his pipeline (if its on or off) to proceed towards the Tea Water Pump to get his water cart as well. Once equipped with his water cart, Burr must distribute water off his pipeline only. Burr like all players is a volunteer firefighter who can also make money from Insurance Company rewards.
Step 10 - Fires:
Besides the 6 needed to escape the Rattle watch, when any player rolls a 6 while selling water (not applicable if the player is en route to the Tea Water Pump), he must re-roll the dice (which has no monetary pay off). A fire becomes in play if another 6 appears on the big dice and the fire sign is rolled as well. If a second 6 comes up that player rolls both dice a third time to determine what year fire will be in play. Only one fire can be in play at a time. Once a fire has been put out, that number is void and the player must roll again. The game is over after the second major fire is extinguished.
Step 11 -
3 Major Fires and 11 smaller fires to fight
1 - Fire - 1741 - (NY Conspiracy) Buckets Needed 2 - Fire - 1796 - (Coffee House Slip-Dec. 9) Buckets Needed 3 - Fire - Barnums American Museums - (roll again to decide- Broadway & Ann(1 or 2), Broadway & Spring (3 or 4), 14th & 3rd Avenue (5 or 6) Buckets Needed 4 - Fire - Jefferson Market Buckets Needed 5 - Fire - Tombs Buckets Needed 6 - Fire -1858 (City Hall Fire) Buckets Needed 1 - Bucket - ? Buckets Needed 2 - Bucket - 1778 - (British) Buckets Needed 3 - Bucket - Triangle Building Buckets Needed 4 - Bucket - 1845 - Major - New and Exchange Buckets Needed 5 - Bucket - 1835 - Major - Hanover & Pearl Buckets Needed 6 - Bucket - 1776 - Major -Whitehall & Pearl Buckets Needed
Step 12 -
Firefighters:
When a fire is in play, all players become volunteer firefighters. Everyone can use any pipeline and all the streets to move. All firefighters need to ring the fire bell on top of their closest fire tower (it does not need to be in their district) to signal what district the fire has been reported in. Players advance up and down the 6 story fire towers by rolling the dice to count the floors up and down (ok if you go over but if under player must wait his/her turn to keep rolling). Once player rings the bell, he/she uses the big dice to roll down the 6-floor tower and back to their station for their equipment and engine. Skip one turn when you reach station,and then roll big dice to make your way to the fire.
Step 13 -
Speaker Trumpet:
First fire rights (first player to the fire with equipment and engine) give players the temporary possession of the Speaker Trumpet card but it can be stolen. Possession of the Speaker Trumpet doubles the Insurance reward to player who puts out the fire. When the Speaker Trumpet is first in any player's possession, the next roll is important. If that player rolls the number one, all players stop and roll the big dice. The player with the largest number takes hold of the speaker trumpet, only if the Speaker Trumpet holder (who just rolled the one) can not beat it with one more roll of the big dice. If a new player is in possession of the Speaker Trumpet, their next roll is important (if he rolls another number one). The Speaker Trumpet holder gets only bragging rights for this power card; unless it is in a player's hands when he/she puts out a fire.
Step 14 - Putting Out Fires:
To extinguish the fire, players must roll the amount of buckets determined by the strength of the fire ( see number on the bucket insignia of each fire card and in Step 11).
After the fire is out, the triumphant firefighter uses both regular and Fire Bucket dice to roll the amount of the reward from the insurance company. 1-6 buildings become insured with official Fire Mark Plaques at the roll of one regular die, (tripled during the 3 major fires). Besides tripling, as an option, the player can roll the big dice 2 more times instead of multiplying it by three. The Fire Bucket dice (rolled with the First Reward dice) signify whether players get paid in tens (fire adds one zero) of dollars or hundreds (bucket adds two zeros. ) of dollars.
Step 15 - After Fires:
The game continues as the Manhattan water is turned on or off (by using the Bucket and Fire dice) after each fire stage of the game. When the fire is over, all players' pieces are placed in front of the Manhattan Company's Reservoir on Chambers (between Elk and Centre) where Burr rolls the Fire Bucket dice to determine if players move by blocks or hydrants. Players resume using the big dice to travel to the Tea Water Pump and set their carts up at Park Row, by the gardens east of Orange (Baxter). After one turn at Tea Water Pump players roll the big dice to continue to sell water in their districts (selling water on the way is ok). If the pipeline was successfully turned on (Bucket dice) all water sellers (except Burr) must go back to selling water to the poorer neighborhoods in their district.
Step 16 - Power Cards:
Each player (except Burr) on the Rattle Watch, gets to pick a power card once their duty is over and they roll a six. First come first served.
Step 16a Tower - Once a fire has been reported, holding the Fire Tower card lets the player move directly to the top (and then bottom) of any fire tower on the board. They do not need to roll the dice or even deal with the towers in their district. Your crew brought the equipment and fire truck and they will be waiting downstairs of any fire tower you choose. Tower power lets you move quickly to the tower closest to the fire.
Step 16b Well - After the Rattle Watch is finished, when the player who is holding the Well power card starts selling water from their water cart they do not need to start or pump water from the Tea Water Pump. They do not need dice (after rolling a 6 to escape the Rattle Watch) to get them to the well of their choice. At any time of the game (selling water or putting out fires) they can move their piece to any of these Wells: Outside the Fort (by Bowling Green); Mr. Rombout's Well (Broadway and Exchange Place); Tea Water Pump (Roosevelt and Chatham); Christopher and 6th Avenue; and Knapp's Spring (14th and Greenwich). The Well card lets the player jump around the board like a frog, during all play of the game (except the Rattle Watch).
Step 16c Reservoir - Holder of the Reservoir power card has unlimited usage of the pipeline (like Burr), even if its online and the other players (except Burr) can sell off it. They also can get water from three different Reservoirs, instead of relying on the Tea Water Pump. Manhattan Company is on Chambers between Centre and Elk; The 1830 13th Street Reservoir is just East of 4th Avenue (old Bowery); and the four blocks between Pearl and White just East of Broadway would have been the main holding tanks for Christopher Colles Reservoir (Torn apart as American Ingenuity by the British Invaders). The Reservoir card turns all the time spent selling water to just dealing with wealthy customers. This card also speeds up the process of movement using the pipeline (once out of the Rattle Watch).
Step 16d Dalmatian - The Dalmation card protects a player's equipment (if they get the Speaker Trumpet as well, it can not be stolen again) and fire truck while clearing a path to all fires, saving valuable time racing to a fire. During a fire only, when you are holding the Dalmation card you take two turns rolling to (and up & down) firetowers, to fire stations and to fires.
Step 16e Speaker Trumpet - Doubles the Insurance reward to player who puts out any fire, while its in their possession. When a player gets the Speaker Trumpet, their next roll is important, if they roll a one, every player rolls to determine the new owner (highest roll) of this power card. If the holder also has the Dalmation card it can not be stolen again. Owning the Speaker Trumpet is just worth the bragging rights unless you also put out a fire.
Step 17 Triple Value Family Mansions Players who land on these addresses (once per game) can sell water to the famous at triple value, due to their larger orders
Bayard Mansion House was at Broome and Crosby Streets
Bleecker Farm at Bleecker and Mercer
Brevoort farm at Bowery and 11th Street
Burr's Richmond Hill Mansion at Varick and Charlton Streets
De Lancey Farm at Delancey and Christie
Randall Farm at 9th and University
Rutgers Farm at Rutgers and Madison
Stuyvesant at Stuyvesant street and 10th street
Petersfield (Peter Stuyvesants Mansion) just east of 1st Ave between 15 and 16th streets
Step 18 - Dice Recap
Fire Bucket Dice are used by all players to: 1.Put out the historic fires by rolling the Bucket side. 2. Magnify the amount of money earned on water sales. 3. Magnify the amount of money made at addresses from famous wealthy customers. 4. Magnify the number of buildings that were insured during each fire.
Regular Dice are used by all players to determine: 1. the direction of your one block advance on the Rattle Watch. 2. the amount of money from water sales earned at each street block. 3. the amount of blocks on the street or hydrants on the the pipeline in whatever direction you wish. 4. the number of floors up or down the nine fire towers. 5. the amount of buildings that were insured during fires (doubled for the three major fires) 6. who steals the Speaker Trumpet when a player (who just got the Trumpet card) rolled a one 7. the amount of tip money Burr gets from suppling back up water to customers with problems
All Cards have different power and karma numbers (so you can play them against each other in separate games of war); fire cards have bucket numbers as well (to signify how many buckets must be rolled).
Expansion History cards will come in booster packs and will have 4 rarities: Common, Uncommon, Rare, Extremely Rare
HERE ARE SOME SAMPLES OF ONE NEW CYPHER PUZZLE I'M USING FOR MY TEST NYC PUZZLE BOOK
GEORGE WASHINGTON QUESTIONS
What color was the horse George Washington rode in the Revolutionary War?
DJITSPYS
_ _ _ _ _ _ _ _ CHESTNUT DJITSPYS
CYPHER - TO DECODE - USE LETTER BEFORE EACH NON VOWEL GIVEN, VOWELS MUST SKIP BACK TO PROCEEDING VOWEL AS WELL- NOT SOMETIMES Y, ALWAYS Y WITH VOWELS IN THIS ELEMENTARY LEVEL CYPHER. WHEN THERE IS 2 OR MORE OF THE SAME LETTER IN THIS ELEMENTARY LEVEL CYPHER ANSWER, THEY GO BACKWARDS THAN ALL THE OTHER LETTERS, TO DE-CYPHER USE LETTER AFTER EACH ONE GIVEN FOR THE MATCHING ONES.
Yes Chestnut , your thinking of MIMTUM, his best horse that started and finished the war with George. Washington never rode a white horse, that image was created by painters. It sounds like he would make a better target on a light horse. As a breeder he owned 100 untrained colts but only one did he ever race, which was not white. His race dog was named NEHPUMOE.
_ _ _ _ _ _ Nelson MIMTUM
_ _ _ _ _ _ _ _ Magnolia NEHPUMOE
CONVERT THE LETTERS OF THE ANSWERS #2, #3, THEN #1 TO FIGURE THE CYPHER ALPHABET TO DECODE NEXT SUBJECT.
N = A E = B L = C S = D O = E N = A
M = F A = G G = H N = A O = E L = I I = J A = G
C = K H = L E = B S = M T = N N = A U = O T = N
In 1825, after 20,000 bodies (mostly yellow fever victums) Washington Square Park was full, what NYC park became the next graveyard ?
_ _ _ _ _ _ BRYANT CSAEPS
B = P
R = Q
Y = R
A = G
N = A
T = N
all non assigned letters stay as they are but are in small case. Cypher alphabet A-G, B-P, C-K, D -d, E -B, F-f, G-H, H-L, I-J, J-j, K-k, L-I, M-F, N-A, O-E, P-p, Q-q, R-Q, S-D, T-N, U-O, V-v, W-w X-x, Y-R, Z-z
BRB GAd BGQ LEDpJNGI JD AVxN EYE AND EAR HOSPITAL IS NEXT
EYE AND EAR HOSPITAL QUESTIONS
Who did Edward Delafield go to London with in 1817, and visited what was to become the Royal London Ophthalmic Hospital (then called London Infirmary for Curing Diseases of the Eye). Overall, in their first year of operation (starting Oct. 5 1817) the Black Ball Line packet ship averaged 43 days westbound (to Liverpool England) and 25 days eastbound (to South Street, NYC). The Black Ball line lasted till 1881.
KUJP LIESPIA SUFHIST _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ John Kearney Rodgers KUJP LIESPIA SUFHIST
CYPHER - TO DECODE - USE LETTER BEFORE EACH NON VOWEL GIVEN, VOWELS MUST SKIP BACK TO PROCEEDING VOWEL AS WELL- NOT SOMETIMES Y, ALWAYS Y WITH VOWELS IN THIS ELEMENTARY LEVEL CYPHER. WHEN THERE IS 2 OR MORE OF THE SAME LETTER IN THIS ELEMENTARY LEVEL CYPHER ANSWER, THEY STILL GO FOWARD JUST LIKE ALL THE OTHER LETTERS, ONCE AGAIN TO DE-CYPHER USE LETTER BEFORE EACH ONE GIVEN.
Yes John Kearney Rodgers, your thinking about his partner who helped him create the New York Eye Infirmary.
John Kearney Rodgers was the son of physician and obstetrics professor Dr. John RB Rodgers. He went to England with Edward Delafield in 1817 to train for 2 years, after they both graduated from New York Hospital. John Kearney Rodgers became famous in 1846, when he tied the left TYCIMEWOEP artery between the TDEMIPO muscles. On August 14, 1820, two small rooms on the second floor of 45 Chatham Street (now 83 Park Row), a house across from City Hall became the first Infirmary of Edward Delafield, M.D., and John Kearney Rodgers, M.D. Their first hours were 12:00 to 1:00PM on Mondays, Wednesdays, and Fridays. They did the first congenital cataract operation in America. The New York Eye & Ear Infirmary's Schermerhorn pavilion was remodeled in 1890 by Stanford White.
TYCIMEWOEP _ _ _ _ _ _ _ _ _ _ subelavian TYCIMEWOEP
_ _ _ _ _ _ _ scaleni TDEMIPO
CONVERT THE LETTERS OF THE ANSWERS #1, #2 and then #3, TO FIGURE THE CYPHER ALPHABET TO DECODE THE NEXT STEP.
J = A
O = B
H = C
N = D
K = E
E = F
A = G
R = H
N = D
E = F
Y = I
R = H
O = B
D = J
G = K
E = F
R = H
S = L
S = L
U = M
B = N
E = F
L = O
A = G
V = P
I = Q
A = G
N = D
S = L
C = R
A = G
L = O
E = F
N = D
I = Q
What killed Edward Delafield on Feb. 13th, 1875 ?
_ _ _ _ _ _ _ _ _ pneumonia FQTWXZ
P = S N = D E = F U = M M = T O = B N = D I = Q A = G
all non assigned letters stay as they are but are in small case.
Cypher alphabet A-G, B-N, C-R, D -J, E -F, F-f, G-K, H-C, I-Q, J-A, K-E, L-O, M-F, N-D, O-B, P-S, Q-q, R-H, S-L, T-t, U-M, V-P, W-w X-x, Y-I, Z-z
NFOOFPMF CBLSQtGO QL DFxt
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Bellevue Hospital is next
Bellevue Hospital is next
