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Flamme Rouge» Forums » General

Subject: Four teams in a two player game? rss

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Sven
Netherlands
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Would it make sense to play with all four teams in a two player game (two teams per player)?

I haven't played the game yet, but I'll probably play a lot of 2p games and I wonder if the above mentioned variant would simulate a more crowded, chaotic and less predictable four player game.
 
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Richard Dewsbery
United Kingdom
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I think that it would have the opposite effect, as there would be much more travelling in the pack and tactical slipstreaming. Whereas with just two teams of two, it's much easier to get into a break, and make it stick for a few turns.
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Asger Harding Granerud
Denmark
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There is already a 2p variant hidden away in the Grand Tour rules.

I don't think using 4 riders each would work. Too much information, and too easy to dedicate a rider to ensuring breakaways don't happen. I might be wrong though, and regardless of my opinion, gaming tastes differ. So even if I'm right for myself, I might still be wrong for you

Regards

Asger
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Sven
Netherlands
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Thanks for your replies, Richard and Asger! I hope to play the game soon and see how a two player game works out.

Dedicating a rider to make sure breakaways don't happen sounds pretty thematic, though!
 
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Julien Billarant
Switzerland
Alaska
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I tried with two "rouleurs" and one "sprinter" each for a two player game and I can tell you it gets very tactical ! Loved it that way with three riders each
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John Blague
France
Bretagne
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Does someone have try to play in a two players game with two neutral teams instead of one team? Does it change the balance?
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Jean-Michel lafouge
France
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I did it with my wife, John, and it works well. Using Asger's rules, we played several "Grand Tour" of 6 stages, retaining for our own teams the half of the exhaustion cards of the stage before.
 
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John Blague
France
Bretagne
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Cool! Do you keep upper half cards or lower half cards? Thanks
 
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Ryan Keane
United States
Medford
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dadiboc wrote:
Cool! Do you keep upper half cards or lower half cards? Thanks


Not sure what you mean. You simply count how many Exhaustion 2's are still in your cyclist's deck at the end of the stage (don't count non-Exhaustion 2's in the Sprinter deck), and remove half. Then add back in all the Rouleur/Sprinter cards to their original decks. So each deck will have its 15 starting cards and some number of additional Exhaustion cards.
 
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Jean-Michel lafouge
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Ryan Keane wrote:
dadiboc wrote:
Cool! Do you keep upper half cards or lower half cards? Thanks


Not sure what you mean. You simply count how many Exhaustion 2's are still in your cyclist's deck at the end of the stage (don't count non-Exhaustion 2's in the Sprinter deck), and remove half. Then add back in all the Rouleur/Sprinter cards to their original decks. So each deck will have its 15 starting cards and some number of additional Exhaustion cards.


I keep upper half cards, means I round up to give the neutrals a chance.
 
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Ryan Keane
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Medford
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Philocross wrote:
Ryan Keane wrote:
dadiboc wrote:
Cool! Do you keep upper half cards or lower half cards? Thanks


Not sure what you mean. You simply count how many Exhaustion 2's are still in your cyclist's deck at the end of the stage (don't count non-Exhaustion 2's in the Sprinter deck), and remove half. Then add back in all the Rouleur/Sprinter cards to their original decks. So each deck will have its 15 starting cards and some number of additional Exhaustion cards.


I keep upper half cards, means I round up to give the neutrals a chance.


Ok, now I understand - do you round up or round down? Asger's rules are that you remove half rounded down from the deck. So a cyclist finishing with 3 exhaustion still in his deck will only remove 1, and will start the next stage with 15 starting cards + 2 exhaustion.
 
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