Flamboyants are not a good part of the game.
Posted: 15 July 2025, 22:09
It seems like everyone is playing with flamboyants these days. And I understand the appeal - they give more opportunities to win, and make up for the extreme difficulty of black powder. They can also compensate for an unlucky start and keep the hope of a perfect score alive longer.
However, in practice, they add more luck than they remove, and significant parts of the game end up revolving around them, without any additional strategy.
The most powerful ones are the ones that pull cards out of the deck. Not only can they bring lost cards back from the dead, they make turns more efficient and extend the length of the game. However, if they come up at the wrong time, they're almost useless. The instaplay might come up with no opportunity to play anything, and if the pull a card out of the discard gets drawn during the endgame, it has no benefit.
Then there are the immediate clue flamboyants, which are rarely useful. They're cool when they are useful, but because flamboyants are unpredictable, you probably won't plan your strategy around them.
The combination of these means that while using flamboyants does make the game a little easier, it doesn't make the game better.
Here I propose, against the official game rules, an alternative flamboyant set of rules:
When a stack is completed, you get a flamboyant, and instead of getting a random one, you get to choose which one you get. But once you take it, the flamboyant is discarded and cannot be taken again.
The flamboyants are as follows:
1. Get an extra clue token.
2. Take away one misfire and get an extra clue token.
3. Choose a player to take a bonus turn, on which the player may only play a card from their hand. You may choose yourself. If the player misfires, you do not gain a misfire token.
4. Give a clue immediately to another player. It can be a number or color clue. This does not cost a clue token.
5. Choose a player and take any number of cards out of their hand and shuffle them into the deck, without revealing them to the player. You may choose yourself. The player then redraws cards to a full hand size.
For games with multicolor and/or black powder, flamboyant 1 is duplicated additional time(s).
The idea is, by choosing which benefit you get, you can make more intelligent decisions about how to use them, but by making them slightly less powerful, it reduces the extreme luck element that flamboyants currently have. 3 can be used near the end when one player has a ton of cards that need to be played, and not enough turns to do so. 4 still allows for some cool clue opportunities, but by choosing when you get it, opens up those possibilities more. 5 allows you to rebalance cards in the hand and potentially free up a locked hand. None of these allow cards to be pulled back from the dead, but they do give more opportunities to prevent lost cards in the first place.
However, in practice, they add more luck than they remove, and significant parts of the game end up revolving around them, without any additional strategy.
The most powerful ones are the ones that pull cards out of the deck. Not only can they bring lost cards back from the dead, they make turns more efficient and extend the length of the game. However, if they come up at the wrong time, they're almost useless. The instaplay might come up with no opportunity to play anything, and if the pull a card out of the discard gets drawn during the endgame, it has no benefit.
Then there are the immediate clue flamboyants, which are rarely useful. They're cool when they are useful, but because flamboyants are unpredictable, you probably won't plan your strategy around them.
The combination of these means that while using flamboyants does make the game a little easier, it doesn't make the game better.
Here I propose, against the official game rules, an alternative flamboyant set of rules:
When a stack is completed, you get a flamboyant, and instead of getting a random one, you get to choose which one you get. But once you take it, the flamboyant is discarded and cannot be taken again.
The flamboyants are as follows:
1. Get an extra clue token.
2. Take away one misfire and get an extra clue token.
3. Choose a player to take a bonus turn, on which the player may only play a card from their hand. You may choose yourself. If the player misfires, you do not gain a misfire token.
4. Give a clue immediately to another player. It can be a number or color clue. This does not cost a clue token.
5. Choose a player and take any number of cards out of their hand and shuffle them into the deck, without revealing them to the player. You may choose yourself. The player then redraws cards to a full hand size.
For games with multicolor and/or black powder, flamboyant 1 is duplicated additional time(s).
The idea is, by choosing which benefit you get, you can make more intelligent decisions about how to use them, but by making them slightly less powerful, it reduces the extreme luck element that flamboyants currently have. 3 can be used near the end when one player has a ton of cards that need to be played, and not enough turns to do so. 4 still allows for some cool clue opportunities, but by choosing when you get it, opens up those possibilities more. 5 allows you to rebalance cards in the hand and potentially free up a locked hand. None of these allow cards to be pulled back from the dead, but they do give more opportunities to prevent lost cards in the first place.