House Rules & Concepts

The general rules of Flamme Rouge are unchanged—play the base game as normal. These are optional add-ons designed for multi-stage play and grand tours.

Point systems & using the tables

General Classification (GC)

Sprints & Mountain sprints


Assistant riders (optional)

You may add an Assistant to your team. The Assistant uses Rouleur cards but with the following deck:


Time trials

Single Time Trial (STT)

Team Time Trial (TTT)


Good/Bad day conditions

Rouleur

Roll Effect
6Good day: remove a 3-card, insert a 6-card
5Good day: remove a 3-card, insert a 5-card
4Neutral: no change
3Neutral: no change
2Bad day: remove a 5-card, insert an exhaustion
1Bad day: remove a 6-card, insert an exhaustion
0*Bad day: remove a 6-card, insert 2 exhaustion cards (only possible if you had −1 from winning the previous stage)

Sprinteur

Roll Effect
6Good day: remove a 2-card, insert a 5-card
5Good day: remove a 2-card, insert a 4-card
4Neutral: no change
3Neutral: no change
2Bad day: remove a 4-card, insert an exhaustion
1Bad day: remove a 5-card, insert an exhaustion
0*Bad day: remove a 5-card, insert 2 exhaustion cards (only possible with −1 from previous-stage win)

Assistant

Roll Effect
6 or 5Good day: insert a 5-card
4–1Neutral: no change

*A roll of 0 only occurs if you apply −1 for winning the previous stage.