
2016 · Racing
Flamme Rouge
Players control a two-rider cycling team—a rouleur and a sprinteur—and race to be the first rider to cross the finish line. Each turn players secretly choose movement cards from each rider’s personal deck, reveal them, and advance riders along a track while managing exhausted cards. Riders can draft in each other’s slipstream to gain positioning advantages and conserve stamina. Tactical positioning, timing of sprints, and deck depletion drive decisions as teams jostle for the lead and try to set up a decisive finish.
- Players
- 2–4 best 4
- Playing time
- 30–45 min
- Age
- 8+
- Complexity
- 1.7 / 5
About the game
- Publisher
Expansions
See them in Ludoya
Flamme Rouge: Peloton2017
Flamme Rouge: Meteo2018
Flamme Rouge: Grand Tour2024
Flamme Rouge: Brettspiel Adventskalender 2017 Promo2017
Brettspiel Adventskalender 20172017
Flamme Rouge: Dice Tower Stage Cards Promo Pack2019
Flamme Rouge: Le Grand Tour 20182018
Flamme Rouge: Team Trial2017
Flamme Rouge: Plateaux de Wallonie2017
Flamme Rouge: Le Grand Baroud (Team Direct Énergie)2017
Flamme Rouge: Vätternrundan
Flamme Rouge: Vuokatin vaara
Flamme Rouge: Etape de la Vallée
Flamme Rouge: StyrkeprøvenPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 948
- Plays logged
- 723
- Players
- 42m 59s
- Average play
- 158
- In collections
- 18
- On wishlists
- 1
- Pre-ordered
7.0/10
from 81 Ludoya reviews
BWizard7.1 [c] (15x) GAMING EXPERIENCE: :star::star::star::star::star::star::star::star::nostar::nostar: (5x) DEPTH / WEIGHT: :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: (5x) LUCK: :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: (10x) REPLAYABILITY: :star::star::star::star::star::star::star::star::nostar::nostar: (6x) MECHANICS: :star::star::star::star::star::star::star::nostar::nostar::nostar: (6x) PLAYER INTERACTION: :star::star::star::star::star::nostar::nostar::nostar::nostar::nostar: (3x) SCALABILITY (PLAYER COUNT): :star::star::star::star::nostar::nostar::nostar::nostar::nostar::nostar: (2x) LENGTH: :star::star::star::star::star::star::star::star::nostar::nostar: (2x) CLARITY OF RULES: :star::star::star::star::star::star::star::star::star::star: (6x) COMPONENT QUALITY: :star::star::star::star::star::star::star::star::star::nostar: [/c] :thumbsup: Prior to my first play, I think that, the racing games are shits, and I hate them. Clearly, this was not the case... :)
Mohasz7.0 Our first play (3p) has been a great experience, down to the finish line. I don't know how it will hold up, but so far it's promising. *Update*: I do appreciate the design, but the game is just not that exciting to me overall. Yes you can mind-game, yes you can be tactical, but ultimately, a lot of the time it's arbitrary what's going to happen. I'm not a huge fan of the constant shuffling or the setup / tear down time either. I'll probably replace this with Quest for El Dorado and/or Camel Up.
Mestremuten6.0 Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
Can my rider move through other riders and end on the same space as them?
You may move through other riders but you cannot end your movement on an occupied lane; if a square is fully occupied you must stop behind it in the first square with a free lane (squares can have 1–3 lanes). (p. 1)
What do Cobblestones and Supply Zones do—do they affect slipstreaming or movement?
Cobblestone sections forbid slipstreaming to/from riders on them, while Supply Zones are 3-lane sections where slipstreaming works normally and any rider who starts their turn there has a minimum speed of 4. (p. 1)
How does the Breakaway bidding phase work — how do we pick who goes into the breakaway?
Each player picks a rider, draws 4 cards from that rider’s Energy deck, secretly plays one as a bid (recycling the others), reveals it, then repeats a second round; totals of the two played cards decide who enters the breakaway (top two in 5–6 players, top one in 2–4), with ties won by the backmost rider. Played cards of riders who make the breakaway are removed and those riders take 2 Exhaustion cards; losing bidders recycle their used cards and all recycled cards are shuffled back into decks. (p. 2)
How does the Peloton dummy team behave during movement and what does an Attack! card do?
The Peloton uses a single Rouleur deck (with two Attack! cards added), places its two riders one in front of the other in the start, doesn’t bid, and each Movement phase you flip one card for it and move both riders; if an Attack! card is flipped the front rider moves 2 spaces and the rear rider moves 9 spaces, and the Peloton never takes Exhaustion. (p. 3)
How do Muscle dummy teams act and how do I place them at the start?
Each Muscle Team uses both decks of a color (with one Muscle card added to the Sprinteur deck), places the Sprinteur in front of the Rouleur in the yellow start area, doesn’t bid, and during Movement you flip and resolve a card for each of its riders as normal; Muscle Teams never take Exhaustion. (p. 3)
If we have more than six players, what changes for setup and play?
You can play up to 12 players by giving each player a single rider (no player boards), youngest picks first then clockwise, each player uses that rider’s Energy deck, and it’s recommended to use the Breakaway variant (each player’s single rider is the one used in the Bidding Phase). (p. 4)
Free, on web, Android and iOS
Play Flamme Rouge with Ludoya
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Game facts (players, playing time, age, credits) from BoardGameGeek.

























