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Flamme Rouge
30m - 45m
2 - 4 Players
Ages 8+
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
The simultaneous action selection mechanic lets players secretly choose their actions. After they are revealed, the actions resolve following the rule-set of the game.
Simultaneous Action Selection
34.00
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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animeinme
Really fun quick racing game with an interesting theme. Great to take to game nights at bars or what have you (assuming they have mid size tables). Will you use all of your speed cards in the beginning to catch a quick lead, or save them to come from behind in the end for win? Good stuff.
AndySzy
I love racing games and race games (theme versus mechanic). This game take all the fun things of both these and just... ignores it. Blocking? Not a thing. Clever card plays? Nope, your cards are effectively random. Risks vs rewards? Not really. This game actively punishes you for winning and actively helps players in behind catch up; it's a terrible rubber band game design (when combined with the same deck all players have) leaves all the players in one clump for the entire game.
143245
Such a neat game that I have zero interest in paying for, but if it shows up at the pub meetup, I'll gladly play. As someone who has watched cycling (and has a family member who enjoys the sport), I find the simplified modeling of energy as your deck to be really novel. Yes, the lack of changes in the corners is a bummer, but the game isn't intended to be a true simulation and that sort of edge chrome just complicates things. I think I also derive interest from this because it's a game that is interesting enough to warrant some attention, yet uncomplicated enough that you don't get confused when playing with a group of people at the bar after work. In that aspect, it fills a niche. It's not something that I want to play at home, or in a serious manner. It gets an additional point because of the companion app and ability to campaign a game. I do worry that those at the back are just sort of screwed due to the placement rules, but after only 4 games, I'm not sure yet. We've resolved to do a full campaign with 5 or 6 people (using the expansion I guess) and I suspect I'll have a less rosy picture of it then. edit: the game needs scrabble tiles and a draw bag; the reshuffle sort of sucks. I'm not sure the game is worth constructing anything for it though. edit2: 4p minimum, with the expansions I think I like it at 5, but really 4p is it. I don't think I'd play with fewer than 4. That's just enough that you can use the (actual) sag strategy in the peloton and then hope you can make up ground to any sort of break away.