Flamme Rouge BMX
Flamme Rouge BMX Rulebook
Table of Contents
Table of Contents
Goal of the Game
You complete one lap of the track, and the first rider to cross the finish line wins the race!
If several riders cross the finish line in the same turn, the rider who has travelled furthest (and who is on the inner lane) wins the game.
Setup
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Place the central board in the middle of the table.
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There are 4 Track tiles. For your first race, use tiles A, B, C and D. Place them around the central board (as shown in the illustration) to create the circuit for this race.
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Each player chooses a colour. Each colour includes the following components:
- 10 speed tokens
- 1 rider
- 1 cloth bag
Place each rider at random on a starting space behind the start/finish line. Each rider starts from its own position, either on the inner lane or on the outer lane.
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Put the weather die and the 15 Fatigue tokens in a supply, available to all riders.
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Optional: place the jump ramp on a space of your choice and facing the direction you prefer.
Track Types
There are different types of track. Each time you start a turn, follow the rules specific to the track on which your rider is located.
The number printed on the track tile indicates how many speed tokens you draw from your bag.
Classic Track
- Draw 3 tokens (play 1).
Bumpy Passage
- Draw 3 tokens (play 1).
- You do not receive 1, but 2 Fatigue tokens.
Canyon
- Draw 3 tokens (play 1).
- There is room for only one rider on certain spaces.
Descent
- Draw 4 tokens (play 2).
- Add the numbers of the 2 tokens together and move that many spaces.
Marsh
- Draw 3 tokens (play 1).
- There is room for only one rider per space.
Jump Ramp
- When you pass through or end your movement on this space, if you have played a speed token with this number, you immediately move that many additional spaces.
Note: the source's jump ramp icon combines a number with a second marker; the printed text above is transcribed as the rule. The number on each track tile shows how many tokens to draw from the bag.
Sequence of Play
Ride around the circuit clockwise. Each turn, perform the following 3 steps. Then start a new turn, unless one or more riders have crossed the finish line, in which case the race is over.
Step 1: Play a Token
- Draw 3 tokens at random from your bag. (If you have fewer tokens in your bag than indicated, draw all of the tokens you have.) See "Track Types" for how many tokens to draw and keep.
- Look at the tokens, without showing them to the other players. Keep 1 and return the others to your bag.
- Hide the token in your fist, then count together up to three.
- Everyone reveals their token at the same time.
Step 2: Move the Riders
- Starting with the rider in the lead of the race, move each rider by the number shown on the speed token you played. (If you played a Fatigue token, move only one space.) On the same space, the rider on the inner lane always moves before the rider on the outer lane. A rider always goes to the inner lane first. If that lane is already occupied, the rider goes to the outer lane. If both lanes are occupied, the rider is blocked and must be placed on the first unoccupied lane before it. Note that when a rider moves, it may pass other riders, provided that it ends its movement on an unoccupied inner or outer lane.
- Fatigue tokens that were played return to the supply. The other speed tokens that were played are discarded into the game box.
Example: Red is in the lead and starts. Red plays a Fatigue token and moves one space. Yellow moves 3 and passes everyone to take the lead. Green moves 2, but as the inner lane is occupied, Green must move to the outer lane of that space. Blue moves 3, but as both lanes are occupied, Blue is blocked and must place its rider on the first unoccupied lane before it. Red returns the Fatigue token it played to the supply, while the other riders discard their played tokens into the game box.
Step 3: Catch Up or Tire Out
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Roll the weather die once per turn.
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Now check the empty space or spaces between the riders, starting with the last rider. Depending on the result of the die:
- Die shows "1": every group that has 1 empty space between itself and the group ahead catches up with that group.
- Die shows "2": every group that has 1 or 2 empty spaces between itself and the group ahead catches up with that group.
- Die shows the "no catch-up" symbol: no group may catch up with another group this turn.
A group that catches up moves forward into the space of the group ahead of it, and so becomes part of that group. Groups are checked in order from the rearmost: the 1st group catches up with the 2nd group, then the 2nd group catches up with the 3rd group, and so on, as shown in the illustration.
Example: Only Blue is in the rearmost group. Blue moves first. It could have caught up 2 spaces, but there is only one space between its group and the rider ahead. Blue therefore moves forward one space and joins the next group (which now consists of Yellow, Green and Blue). This newly formed group is next to catch up with its gap (also by 1 space). For Red, there is no group ahead, so Red does not move. Only Red has an empty space in front of it, so Red becomes tired: it takes a Fatigue token from the supply and puts it in its bag. (Note: Green does not take a Fatigue token, because the two lanes of the space in front of Green are not both empty; Red is on the inner lane.)
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After all movements, check whether both lanes of the space in front of each rider are empty. If they are, the riders concerned must take 1 Fatigue token from the supply and put it in their bag. Then start a new turn.
Component Notes
- Speed tokens (10 per colour): the values printed on them are 1, 1, 2, 2, 3, 3, 4, 4, 5 and 5.
- Fatigue tokens (15, shared supply): when a Fatigue token is played, the rider moves only one space. Fatigue tokens are returned to the supply after being played; they are added to a rider's bag when the rider becomes tired.
- Weather die (shared): rolled once per turn, in Step 3 of each turn (or before drawing tokens, if using the "Weather Forecast" variant below).
- Cloth bag (1 per colour): holds the speed tokens and any Fatigue tokens belonging to that rider.
Variants
Build Your Own Circuit If you want a new challenge, simply turn the Track tiles over to reveal a new terrain, and design your favourite race!
Playing With Young Children Parents playing with younger children may add 1 to 3 Fatigue tokens to their own bag before the race (the more tokens, the harder the race).
Weather Forecast Roll the weather die before drawing tokens. In this way, you can choose your token strategically.