1. There are six players, and each player has a team of
four cyclists. The cyclists are graded A. B. C and D.
2. At the beginning of the game. players choose cards
numbered between 1 and 15 inclusive for each of their
cyclists. Cyclist A may have 3 or 4 cards. The other cyclists
must have 3 cards each.
3. Cyclist A's cards must add up to 30, cyclist B 25,
cyclist C 20 and cyclist D 16.
4. A cyclist may start with more than one of the same
number card. e.g. cyclist A could start with 4-6-9-12 or
10-10-10 or 1-1-13-15 or 5-5-5-15.
5. The race track is 120 squares long. The finish line is
situated between squares 120 and 121. There are no lanes. All
cyclists start on square 0.
6. There are two sprint finish lines. The first is
situated between squares 40 and 41. The second between
squares 90 and 91.
7. The first 8 cyclists past a sprint finish. line score
points as follows:
1st: 10 points. 2nd: 8 .3rd: 6. 4th: 5. 5th: 4. 6th: 3.
7th: 2. 8th: 1.
8. The first 9 cyclists past the finish line score points
as follows: 1st: 20 points. 2nd: 16. 3rd: 12, 4th: 10. 5th:
8, 6th: 6. 7th: 4. 8th: 2.
9. Places in the sprints and at the finish are decided on
a first past the post basis (see 14-15). not furthest past
the post.
10. Each turn, every cyclist plays one card from their
hand. The cyclist moves forward the same number of squares as
the value of the card. Once played. the card is not returned.
but is replaced with a new card.
11. The new card is determined by counting the number of
cyclists in an 'unbroken string' in front of the cyclist (not
counting those on the same square) and adding 3 to that
number.
12. An 'unbroken string' is a group of cyclists occupying
every square of a section of track. The string is broken by
an empty square.
13. If. however, a cyclist is leading the field on his own
(even by one square). he is said to have broken away. His new
card is equal to the number of squares he is in front of the
second place cyclist(s). If still in the lead on the next
turn, he gets a 3.
14. Movement is processed from the front of the field to
the back. In the event of two or more cyclists occupying the
same square, their order of movement is determined by the
order in which they arrived at the square. For the very first
turn, Grade A cyclists move first, followed by B then C then
D cyclists.
15. Thus early on in the game, some cyclists will arrive
at squares simultaneously. Where this happens the cyclists
move simultaneously and share any points gained that turn
equally.
16. It is possible for a cyclist to get dropped by the
pack. It is usually obvious when this happens and the
controlling player need not continue to order for that
cyclist.
17. At the end of the race. the team with the most points
is the winner. In the case of a tie. the team involved in the
tie with the highest finishing cyclist wins.
18. If a player NMRs (doesn't send orders) his cyclists
all play their highest available card that turn.
19. Players should supply a name for their team and each
of their cyclists.
20. Optional rules:
On turn 1 only. if there are four or
more cyclists on the same square then the square in front of
them is treated as an empty square for the purposes of
replacement card values.
No rider may receive a replacement card higher than 15.
Instead of using the order that riders arrive at a square to determine
order of movement, the rider's rank (A, B, C or D) is always used.
21. There are many variants to this game. Details will be
given at gamestart.