The 3 Phases - Lautapelit.fi

Rulebook now in
full color!
2-4 players
30-45 min
age 8+
Rédacteur en chef: Asger Sams Granerud
PARIS, MERCREDI, 6 JUILLET 1932
Prix: 5 centimes
The Goal Line
The Great Race
In the cycling world, a red flag—Flamme
Rouge—signals the last kilometer in a
race. It is a sign of the last stretch, and the
competing cyclists know to give their all!
Gathered on the outskirts of Paris, cyclists
from all around the world have arrived
to participate in a great race. Everyone
wants to ride underneath that red flag
towards fame and glory! Spectators are
bound to witness a true bout of stamina
and strategy. May the best team win!
Overview and Goal of the Game
Flamme Rouge is a fast-paced, tactical bicycle racing game
where each player controls a team of two riders: a Rouleur and
a Sprinteur. The players’ goal is to be the first to cross the finish
line with one of their riders. If more than one rider crosses
the line in the same round, the one who gets furthest across
wins. Players move their riders forward by drawing and playing
numbered cards, which show how far each rider moves.
Components
•4 Player Boards (1 per player colour)
•8 Cyclist Models
(2 per player colour)
•21 Track Tiles (double-sided)
4 Rouleurs
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1 Start
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4
Sprinteur
decks
2
2
2
2
2
2
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4
Rouleur
decks
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90
90
90
90
90
90
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1
Sprinteur
deck
90
90
90
90
90
90
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Rouleur
deck
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6
Stage
cards
Setup:
Setup:
Setup:
Setup:
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Setup:
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Setup:
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Design:
| Design:
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Design:
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Design:
Asger
Design:
Granerud
Asger
Granerud
Asger
Granerud
Asger
Granerud
Granerud
Granerud
222
222
mmmmmm
222
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1
1
1
1
1
1
7 Straight
60 Exhaustion cards
Firenze
Firenze
Firenze
Firenze
Firenze
Firenze
--Milano
-Milano
-Milano
-Milano
-Milano
Milano
120 Energy cards
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1 Finish
4 Sprinteurs
•190 Cards
a a a a a a b b b b b b c c c c cg cg g g g g
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O O O O OL OL L L Lr Lr r r r r
p p p p ps ps s s sf sf f f f f u u u u u u
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The
33 Phases
The
The
33 Phases
Phases
The
Phases
Energy phase
phase
allEnergy
players simultaneously
phase
allEnergy
players simultaneously
Energy
phase
all players
simultaneously
1. Choose
rider,
Draw cards
all players simultaneously
1. Choose
Draw cards
2. Play andrider,
Recycle
1. Choose rider,
Draw cards
2. Play
andrider,
Recycle
3.
1. Choose
Draw cards
2. Repeat
3. Play and Recycle
2. Repeat
and Recycle
3. Play
Repeat
3. Repeat
k
Movement phase
Movement phase
Movement phase
Movement phase
k
1. Reveal all energy cards
1. Reveal all energy cards
2. Move
all
forward
1.
allriders
energy
cards
2. Revealall
riders
forward
1. Move
Revealall
allriders
energy
cards
2. Move
forward
2. Move all riders forward
e
e
End phase
End phase
End phase
End phase
o
1. Remove played cards
1. Remove played cards
2. Apply
slipstream
1. Remove
played cards
2. Apply
slipstream
3.
1. Assign
exhaustion
cards
Remove
played cards
2. Apply
slipstream
3.
2. Assign exhaustion cards
3. Apply slipstream
6 Soft turns
Assign exhaustion cards
3. Assign exhaustion cards
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6 Sharp turns
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4
Reference
cards
Photo:
Photo:
Ossi Ossi
Hiekkala
Hiekkala
1
Setting up
Build the Track
Pick a stage card, and lay out the track tiles as
depicted on it.
For your first game: Use the Avenue Corso Paseo
stage card . For all the tiles, use the sides marked
with lowercase letters (a,b,c…) as shown on the card
and in the picture below.
Pick a Colour
Take a sprinteur
and a rouleur
model, their
matching energy cards, and a player board
of
your colour.
Form Rider Decks
Shuffle your sprinteur’s energy cards to form a deck
, and place it on your player board face down
on its indicated space. Then, do the same for your
rouleur’s energy cards .
Form Exhaustion Decks
Place all sprinteur exhaustion cards
face up
within easy reach of all players. Then, do the same
for rouleur exhaustion cards .
How to build the track
The track tiles are
a
identified with
lowercase and capital letters in
the lower left corner, e.g. a on
one side and A on the other.
The start and finish tiles are
highlighted with yellow.
The start tile is also marked
with . At the bottom of the
stage card, there is a string
of letters that shows you the
correct order of the tiles.
Starting positions
The player who most recently
rode a bike (youngest if tied)
freely places their two riders
in any free lanes, behind
the Start line. Continue in a
clockwise order around the
table until all
riders have been
placed.
S
Avenue Corso Paseo
h
r
p
q
o
Setup:
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a
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b
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g
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o
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f k l c
S
Sprinteur
e
d S
R
R
S
R
Rouleur
(both in player colour)
R
a
Red player places their riders first. Black
player goes second. Blue player then joins
black in the 3rd square and takes the top
position, which had been left free.
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The 3 Phases
The race is played over several rounds. Each round has three phases:
• In the Energy Phase players (simultaneously) draw 4 and play 1 card face down for one of their
riders first, then the other.
• In the Movement Phase all played cards are revealed and riders move according to their card.
• In the End Phase the played cards are removed, then slipstreaming and exhaustion are applied.
2
Square vs. Lane
Squares are divided from each
other with thick white lines.
Each square has two lanes: left
& right. One rider occupies
one lane. If a square is empty,
riders are always placed in the
right lane (which
is marked with a
Square
).
double line
Lane
1. Energy Phase
3. End Phase
all players simultaneously
1. Remove played cards
1. Choose rider, Draw cards
Remove all played cards from the game.
Choose one of your riders
(sprinteur or rouleur) and draw
four cards from his energy deck .
2. Play and Recycle
Select one of the cards and play it
face down next to the matching
rider’s energy deck. This card
indicates the rider’s movement
value for this round. Recycle the
unplayed cards .
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Cards can be used only once per game.
2. Apply slipstreaming
Starting with the backmost pack of riders, move every pack that gains
slipstreaming one square forward.
3 5 6
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3. Repeat
After this, repeat steps 1. and 2. for
your other rider. When all players
have played a card for both their
riders, proceed to the Movement
Phase.
Recycle: place the card(s) face up
at the bottom of the matching
rider’s energy deck.
You may look at the recycled
cards at the bottom of your
decks at any time, but not the
face-down cards.
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Pack: consists of one or more riders that have no empty squares between them.
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2
Slipstreaming:
• Check if there is exactly one empty square between two packs. The
rear pack is moved forward one square so that the two packs merge.
Then, check if slipstreaming applies to this new pack. Keep going
through the rest of the packs.
• Riders may gain slipstreaming several times in one round.
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When drawing cards:
• You cannot draw cards for your
second rider before playing
the card for your first one. You
can look at your played card(s)
whenever you like.
• If your energy deck runs out
of face-down cards, shuffle the
recycled cards and place them
back on your player board face
down. Keep drawing until you
have four cards in hand.
• If there are fewer than four
cards total in your energy deck
(recycled & face down), simply
draw all cards.
You can change lanes at no
additional costs.
A rider landing in an empty
square must always be placed in
the right-hand lane.
R
S
S
Pack 1
The frontmost rider is the rider
closest to the Finish line in the
right-hand lane.
S
R
Pack 2
Starting with the back­most
pack
move all applicable
packs in order.
Pack 1 does not move, because
it is more than one square
away from Pack 2. Pack 2
moves because it is one empty
square from Pack 3. The
Merged Pack A moves because
it is one empty square from
Pack 4.
Thus, the riders in Pack 2 got
to move two squares, and Pack
3 got to move one square.
2. Movement Phase
Turn all played cards face up. Starting
with the frontmost rider, move each
rider forward the exact number of
squares on his matching card.
R
R
S
Pack 3
Pack 4
R
S
S
R
R
S
Merged Pack A
Pack 4
R
S
S
R
R
S
Merged Pack B
3. Assign exhaustion cards
If your rider is exhausted, take an exhaustion card matching your rider
(sprinteur or rouleur) and recycle it.
A rider can move through other
riders, but cannot end their
movement on them. If a rider
would end his movement on a
fully occupied square, he must
stop behind it, in the first square
with a free lane.
Exhaustion: A rider is exhausted if he has an empty square in front of him.
Exhaustion cards:
• Are used exactly like any other energy cards with a value of 2.
5
FR_Rouleu
Give a matching exhaustion card to every rider that has an empty square in front of him .
An empty lane in front of a rider
does not cause exhaustion–in a real life race the pack is
driving in the middle of the road, not in lanes.
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Blue sprinteur moves first (energy value 5). Red rouleur moves
next (energy value 5). He would end up in a fully occupied square.
He has to end his movement on the first square with a free lane.
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Additional Rules
Alternative Stages
The track tiles are double-sided, which
allow for very varied setups. There are
6 suggested stages you can try, each
with their own Stage card. Feel free to
also create your own tracks!
Handicap
Ronde van Wevelg
em
a
H r
La Classicissim
S
P
R
N
H
D
m
Setup: abcmg
fteqon
R
p
D F s L ojmtu
P cgik
o
A eb Q RqN H
t Setup: n
d i
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m
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c
a
b
a
K
O
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e
a L
t
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|
s
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Lao b Haut Mon
c
tagmne
Lj P jk I D H r
S u | Design: Anders
U
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Setup: abcfimf
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| Design: Daniel
J
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D H qntm K
Setup: abcgi
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Design: Asger
Granerud
g
• All players that have already played the game can add 1
exhaustion card to both of their energy decks during setup.
Frost Bertelsen
e
K
J
g
If you are introducing this game to new players,
consider adding a handicap:
t
f
Design: Hans Lerche
b
u
q
e
o
n
A
j
k
Firenze -QMilano
N
k
i
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P
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D
b
Q
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i
Skjold Pedersen
• Really experienced players can add an additional exhaustion
card to both of their energy decks.
Mountains
Mountains can help or hinder you, depending on how you handle them.
There are two new road types that portray mountains: Ascents (all squares
with
road edges) and Descents (all squares with
road edges).
The road signs on the track tiles are a reminder of these rules.
The Ascents add two new rules:
First, in the Movement Phase: a rider starting on, moving onto or
going across any red Ascent square can never move more than 5
squares. A higher value card can be played, but its value is capped at
5 and excess moves are wasted.
S
R
S
S
Slipstreaming: Red Sprinteur does not move, because Blue Rouleur
is on Ascent. Blue Rouleur does not move, because he’s on Ascent
and cannot gain slipstreaming. Black Sprinteur moves, because he is
on Descent and slipstreaming applies normally.
If the 6th or above move would allow the rider to enter the first square of
an Ascent, simply stop him on the last free lane before the Ascent starts.
Second, in the End Phase: a rider on an Ascent can never give nor
receive slipstreaming to or from other riders.
The Descents add only one rule:
If a rider starts a turn on a blue Descent square, his card always
counts as a minimum of 5. A lower value card can be played, but its
value is always minimum 5. Slipstreaming is awarded as normal.
R
S
2
R
2
S
R
S
2
FR
2
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Exhaustion cards are given as per normal rules.
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27
Reporters of Flamme Rouge
Designer
Asger Sams Granerud
Art Director
Jere Kasanen
Illustrator
Ossi Hiekkala
Producers
Toni Niittymäki & Markus Bremer
Special thanks to
Michael Andresen, Anders Frost Bertelsen, Claus Eggert,
Mads Fløe, Hans Peter Hartsteen, Malu Harding Jensen,
Hans Lerche, Max Møller, Jakob Lind Olsen, Mikkel Olsen,
Daniel Skjold Pedersen, Claus Raasted, Esa Ryömä,
Dennis Friis Skram, Troels Vastrup, Nikolaj Wendt
4
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