22:30 - the 7 would not get you on the bottom of the red anyway, since "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."
It captures the irl cycling mechanics very well. Stay in the pack as long as possible and don't burn your candles on the front too early ;-) Great playthrough Jon!
My most played of the year so far. Love this one! So easy to teach and dive into. It gets really fun when people know how to manage their decks and jostle for not-first place until the final sprint.
Great runthrough! Might have been an anti-climactic ending, but good to know that can happen also. I think you illustrated different playstyles well. I'm still a bit on the fence, many turns are decided for you, lot of just taking educated guesses. It is a racing game though, certainly would prefer this to Formula D at least.
As long as you can go beyond two riders together you can pass through them, you are only blocked if the last place you are to land has two riders in the lane.
Bikes are really thin, so passing is easy. However you can't finish your move on an occupied space, so get backed up to an empty one. The drafting bonus of being near the back of the pack is balanced by this blocking bogus. by
At 12:09 shouldn't the red outside player also take a exhaustion card. As he has more than two spaces ahead of him. I can't find any clarification in the manual.
I popped this on my wants list after seeing it on To Die For Games channel, but thought I'd check out your thoughts too. I haven't seen it here in Australia yet, but given the reviews I assume it will make its way here at some point. Thanks for another cool video.
You could purchase it from a UK online retail who sends cheap cheap to aus. For example. www.ebay.com.au/itm/Flamme-Rouge-Board-Game-GAME-NEW-/282406888845?hash=item41c0c3258d:g:aUcAAOSwzgBY1AwR
I've played with 2 teams. Opportunities to draft are fewer, but there re fewer opponents present to mess up your finely planned coordination between your riders. 3 teams seems better. I really like Jon's suggestion for each player to control 2 teams - probably keep that for experienced players.
Looking at this game, I'm wondering why the same game couldn't be played with dice instead of cards. I don't really understand why the designer used cards instead of two dice like a traditional game?
This would fundamentally change game since the decisions are all about conserving your limited resources and knowing the right moment to use your big cards since every one is single use.
Because roll and moves are fundamentally flawed and an awful design. It leaves nothing to tactic and all moves are based on luck. Having choice from a number of cards allows tactical play.
You don't need much brain to understand the difference between the use of cards and dice, the latter degrading this strategy game to a gambling kind of session.