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Flamme Rouge solo play by the game designer #Official
Availability
Type
Win condition
Description
Background
Your team has just moved up from the little league, to the middle league. You’ve used team spirit, technical expertise, great timing and clever tactics to get there. Because frankly, some of the other teams you left behind were far stronger than you are. And now it shows! The teams you’re up against are so strong and full of egos, that they haven’t had the opportunity, to coordinate their team effort to win. They just broke any opposition. Now it is your turn to try, but hang on from the start, and make sure you coordinate your effort. If you snooze, you might not catch up to them ever again!
Setup
Pick two colours, their four riders and corresponding four energy decks. These will be your competitors. Place their Sprinters just behind the starting line (as far forward as possible). Then place their rouleurs just behind their own colour sprinter. Finally place your own two riders behind the starting line anywhere you want to.
Setting the difficulty
Before starting you must add atleast 3 exhaustion cards to your riders (not the AI!). That is 3 exhaustion cards total, that you can split anyway you want to between your two riders (it could be all 3 to one rider and none to the other, or any split inbetween). To raise the difficulty level, just start adding additional exhaustion cards. The designer has won with 10 exhaustion split evenly.
Playing the game
- You pick your two cards one at a time, and otherwise play your own game exactly as the standard rules.
- As soon as you’ve picked both your cards, you flip one card for each of the four competing riders, and then move all six riders forward as normal.
- Never assign exhaustion to the AI muscle-teams.