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)
- The stage winner is assigned 0.
- Every other rider gets the number of spaces they finish behind the stage winner.
- The rider leading GC (yellow jersey) therefore has the lowest total (often 0 if they’ve led from the start).
- This mirrors time gaps in real grand tours: you “add up” how far each rider is behind the GC leader.
Sprints & Mountain sprints
- In the app, open the sprint/mountain tables and use the dropdown to select each rider’s placement.
- The appropriate points for that placement are assigned automatically.
Assistant riders (optional)
You may add an Assistant to your team. The Assistant uses Rouleur cards
but with the following deck:
- No 5-cards.
- Add one extra 2-card (slipstream helper).
- Final Assistant deck: 3×7, 3×6, 3×4, 3×3, 1×2.
Time trials
Single Time Trial (STT)
- Start order: every 3 rounds, riders launch in ascending order of GC (lowest placed starts first).
- Pacing rule: In any rolling window of 3 turns, a rider may move at most 16 spaces.
- If a rider exceeds 16 spaces in that window, apply a 2-space penalty on the following round
(same magnitude as a wet-surface crash penalty).
- The goal is to pace efficiently—maximize cards so you’re always close to (but not over) the 16-space window.
Team Time Trial (TTT)
- All riders on a team start together.
- Slipstream can yield an extra space (as per your house rule).
- To avoid exhaustion, a rider must have another rider directly in the lane ahead of them.
- If you have one rider leading and two riders directly behind (one behind each lane), the rider in the
left lane still receives an exhaustion card (only the rider directly aligned behind the leader is protected).
Good/Bad day conditions
- Before each stage, roll a die for each rider to check their condition.
- If a rider won the previous stage, apply −1 to their roll (so a 1 becomes 0, etc.).
Rouleur
| Roll |
Effect |
| 6 | Good day: remove a 3-card, insert a 6-card |
| 5 | Good day: remove a 3-card, insert a 5-card |
| 4 | Neutral: no change |
| 3 | Neutral: no change |
| 2 | Bad day: remove a 5-card, insert an exhaustion |
| 1 | Bad 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 |
| 6 | Good day: remove a 2-card, insert a 5-card |
| 5 | Good day: remove a 2-card, insert a 4-card |
| 4 | Neutral: no change |
| 3 | Neutral: no change |
| 2 | Bad day: remove a 4-card, insert an exhaustion |
| 1 | Bad 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 5 | Good day: insert a 5-card |
| 4–1 | Neutral: no change |
*A roll of 0 only occurs if you apply −1 for winning the previous stage.