2020 BGG rank #3451

Velonimo

2–5 players 30–40 min Ages 7+ 1.2/5 complexity 6.0/10 rating

About this game

The card game Velonimo allows you to depict the merciless struggle in the animal world for the distinctive and highly prized "petits pois-carottes" jersey rewarded to the best climbing cyclist. This trick taking game features ultra simple rules for an absolutely addictive play experience. Goal of the Game: Race to the summit to score as many points as possible and win the coveted jersey. To win a race, you must be the first player to get rid of all your cards. Racer cards may be played alone or in specific combinations of the same color or same value. There are also breakaway specialist cards which work alone to speed ahead of the pack. Victory: The game has 5 rounds, each representing the ascent of a different mountain summit by riders in a cycling race. To win the round, you need to get rid of all of your cards before any other player. Even if you are not the winner, you can still score points for your position. Keep playing until there is only one player left. At the end of each round, the player with the highest points total is the leader and received the coveted jersey. The player who receives the jersey at the end of the last round, after the final scoring, is the winner.

What it feels like

Ladder Climbing Take That Betting and Bluffing Animals Card Game Number Sports Anthropomorphic Animals

Game intelligence

Learn the game

100% knowledge coverage

Setup

FOR 3–5 PLAYERS: 1. Set aside the Leader of the Pack Jersey — it is not used in the first round. 2. Shuffle the remaining 55 cards. 3. Deal 11 cards to each player. 4. Set aside any remaining cards face down (not used this round). 5. The youngest player goes first in Round 1. In subsequent rounds, the player with the lowest total points starts; on a tie, the player who scored fewest points in the previous round goes first. FOR 2 PLAYERS (Duel Variant): 1. Set aside the Leader of the Pack Jersey — not used in round 1. 2. Shuffle the remaining 55 cards. 3. Deal 11 cards to each player. 4. Place leftover cards face down to form a draw pile. 5. Reveal the top card and place it face up beside the draw pile.

Turn flow

The starting player opens each round with an attack by playing either a single card or a valid combination face up in the center of the table, announcing its value. Play then proceeds clockwise. On their turn, each player may either PASS (say "Pass" and play no cards) or COUNTER-ATTACK (play a single card or combination whose total value strictly exceeds the current highest play, covering the previous cards). A player who previously passed may still counter-attack later in the same attack sequence. The attack ends only when ALL players pass consecutively. The player who played last wins the attack: they discard all cards from the center and launch a new attack. When a player plays their final card, they immediately score points (see scoring). Play continues until all players have played their final card. The last remaining player scores 0 points for that round.

Scoring and victory

Cumulative points over rounds. After the final round, the player holding the Leader of the Pack Jersey (highest cumulative score) wins. In the 2-player variant, the first to reach 8+ points wins. Target score: Highest cumulative score after 5 rounds (3–5 players); 8 points (2-player variant) Scoring sources: Points scored when emptying your hand: (round number) × (number of opponents still holding cards at that moment), Leader of the Pack Jersey awarded each round to the player with the most cumulative points (used as +10 bonus in 3–5 player game)

Source: Rulebook

Rules to know

The most useful rules for getting a first game right.

Card play

A single card may always be played; its value equals its printed number.

Any single card may be played as an attack or counter-attack. The value of a single card is simply its printed number (1–7 for team cards, 25–50 for Hare cards).

Card play

A valid combination requires all cards to share the same color OR the same number.

A combination is valid only if every card in it shares the same color (team) OR the same printed number. Mixed combinations (different colors AND different numbers) are not allowed. A combination must contain at least 2 cards.

Card play

Combination value = (number of cards × 10) + value of the weakest card.

To calculate a combination's total value: multiply the number of cards in the combination by 10, then add the value of the weakest (lowest-numbered) card in the combination. Example: three cards of the same color with values 2, 3, and 7 = (3 × 10) + 2 = 32. Example: four cards all numbered 4 = (4 × 10) + 4 = 44.

Restriction

Hare (Breakaway Specialist) cards cannot be played in combinations; they must be played alone.

The Breakaway Specialist (Hare) cards are solo cards. They may never be included in a combination with other cards, regardless of color or number. Each Hare card must be played as a single card on its own.

Card play

A counter-attack must have a strictly higher total value than the previous play.

When counter-attacking, the player must play a single card or a valid combination whose total value strictly exceeds (is greater than) the value announced by the previous player. The new cards are placed face up in the center, covering the previous cards.

Card play

A player who has passed may still counter-attack later in the same attack sequence.

Passing does not permanently remove a player from the current attack. A player who said 'Pass' on a previous turn within the same attack may still choose to counter-attack when their turn comes around again. The attack only ends when ALL players pass consecutively without any counter-attack in between.

Turn structure

An attack ends when all players pass; the last player to play discards the center cards and starts a new attack.

Once every player in the round has passed in succession (no further counter-attacks), the attack ends. The player who played the last card in the attack wins it. They discard all cards from the center of the table and immediately launch a new attack by playing a single card or combination, exactly as at the start of a round.

Special

Playing a Tortoise (card #1, the Leader) lets you take random cards from an opponent's hand and give cards back.

The Leader card is the Tortoise, numbered 1. Whenever you play one or more Leader cards (as a single card or as part of a combination), you may take that many random cards from a single opponent's hand. For each card you take, you must give that same opponent one card back (it can be the same card you just took, if you don't want it). If you play 3 Leaders at once, you take up to 3 cards from one opponent and give 3 cards back.

Strategy briefing

Hand Emptying Priority

Your primary goal is to empty your hand before opponents. Points scale with how many opponents still have cards when you finish, so finishing earlier — especially in later rounds — yields far more points. Conserve your strongest plays to ensure you can empty your hand efficiently.

Timing Counter-Attacks

You are never forced to counter-attack immediately. Since you can pass and then counter-attack later in the same attack, you can wait to see what other players commit before revealing your best combination. Only counter-attack when opponents can no longer respond, so you win the attack and control the next one.

Leader Card Timing

The Tortoise (#1) has the lowest card value (1 as a single, or weakest in a combo), so playing it is low-cost offensively. Use it strategically to disrupt an opponent with a strong hand — swap out a card you don't need to steal a potentially threatening card. Since the Jersey cannot be stolen, target hand cards only.

Jersey Usage

The Jersey's +10 bonus is a one-time-per-round power boost. Use it to barely exceed an opponent's strong play rather than wasting it on low-stakes attacks. Avoid combining it with a Hare — play it with a team combination for maximum flexibility.

Hare Card Management

Hare cards (25–50) are powerful single plays that cannot be boosted by combinations. They are excellent for winning attacks outright or countering strong combinations. Save them for when opponents have committed their best combos and cannot respond.

Combination Value Calculation

The value formula (cards × 10 + weakest card) means more cards = dramatically higher value. A 3-card same-color combo of 1+2+3 = 31, which beats any single card and most 2-card combos. Prioritize building large same-color groups as they grow exponentially more powerful.

2-Player Water Carrier Risk

In the 2-player game, playing Camel cards forces you to draw from the pile, potentially bloating your hand when you're trying to empty it. Avoid playing Camels late in the round unless the draw pile benefits outweigh the hand-size cost.

Starting Player Advantage

The player with the lowest score starts each round, giving them first-mover control over the attack type (single vs. combination). This partially compensates for being behind on points. Use this advantage to dictate the early tempo.

Common questions and edge cases

Can I play a Hare card together with the Leader of the Pack Jersey to boost its value?

No. The Jersey explicitly cannot be played alongside a Hare (Breakaway Specialist) card. The Jersey bonus is only usable with team racer cards (single or combination).

I play a Tortoise (Leader card #1). Can I steal the opponent's Leader of the Pack Jersey from the table?

No. The Jersey is always face up on the table in front of its owner and is not part of their hand. The Leader card ability only takes random cards from an opponent's hand, so the Jersey cannot be stolen.

Can I play a Tortoise (Leader card #1) together with the Jersey bonus?

Yes. The Jersey can be played alongside any single card or valid combination of team cards, including a Tortoise. You would gain +10 to the play's value AND trigger the Leader's ability to swap cards with an opponent.

I passed earlier this attack. Can I still counter-attack when my turn comes around again?

Yes. Passing does not eliminate you from the current attack. You may counter-attack on any subsequent turn within the same attack sequence. The attack only ends when ALL players pass consecutively.

A player plays their final card as a counter-attack. Do they still score immediately even though the attack hasn't ended?

Yes. A player scores immediately the moment they play their final card, regardless of whether the attack has concluded. The remaining players may still counter-attack or pass, and the attack continues normally.

Can I mix a Hare card with team racer cards in a combination, since Hares have a value between 25 and 50?

No. Hare (Breakaway Specialist) cards can never be part of a combination. They must always be played alone as a single card, regardless of their value.

I play three Tortoise (Leader) cards at once. Can I take cards from multiple opponents?

No. When playing multiple Leader cards simultaneously, you take up to that many cards from a single opponent — not spread across multiple opponents. You then give that same opponent the same number of cards back.

In the 2-player game, I play a combination of 3 Camel cards. How many cards do I draw?

You draw 3 cards from the draw pile — one for each Camel card played in the combination.

Can I use the Jersey bonus more than once in a single round?

No. The Jersey may only be played once per round. After being played, it returns to indicating who is the leader but cannot be used as a bonus again until it is re-awarded at the start of the next round.

Ask About This Game

Similar games