Flamme Rouge

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Flamme Rouge is a fast-paced, tactical bicycle racing game where each player controls a team of two riders: a Rouleur (steady rider) and a Sprinteur (sprinter). Players simultaneously draw and play numbered cards to move their riders, using slipstreaming and energy management to be the first team to cross the finish line.

Components

Setup

  1. Build the Track: Choose a stage card and lay out track tiles as depicted. For your first game, use the Avenue Corso Paseo stage card. Use the sides marked with lowercase letters as shown.
  2. Pick a Color: Each player takes a Sprinteur and Rouleur model, matching energy cards, and a player board.
  3. Form Rider Decks: Shuffle your Sprinteur energy cards into a face-down deck on your player board. Do the same for your Rouleur.
  4. Form Exhaustion Decks: Place all Sprinteur and Rouleur exhaustion cards face-up within reach of all players.
  5. Starting Positions: The player who most recently rode a bike (youngest if tied) places their two riders one at a time in any square with a free lane behind the Start line. Continue clockwise.

Turn Structure

Each round has three phases:

1. Energy Phase (Simultaneous)

Deck Management: If your energy deck runs out of face-down cards, shuffle the recycled cards and place them back face-down. If fewer than 4 cards total remain, draw all of them.

2. Movement Phase

3. End Phase

  1. Remove Played Cards: All played cards are removed from the game permanently. Cards can only be used once.
  2. Apply Slipstreaming: Starting from the backmost pack, if exactly 1 empty square separates two packs, move the rear pack forward 1 square to merge. Repeat check for the new merged pack. Riders may gain slipstreaming multiple times per round.
  3. Apply Exhaustion: Any rider with an empty square in front of them (the frontmost rider in a pack at the front) takes an exhaustion card matching their type (Sprinteur or Rouleur) and recycles it into their energy deck. Exhaustion cards have a value of 2.

Pack: One or more riders with no empty squares between them.

Actions

Players have no actions beyond card selection. The core decision each round is which card to play for each rider, balancing speed, deck management, and positioning.

Energy Card Values

Rider Card Values
Sprinteur 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 7, 7, 7, 9, 9, 9
Rouleur 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7

Scoring / Victory Conditions

Special Rules & Edge Cases

Player Reference

Round Sequence

  1. Energy Phase: Draw 4, play 1 (for each rider)
  2. Movement Phase: Reveal and move (front to back)
  3. End Phase: Remove cards, slipstream, exhaust

Key Rules