| 1. |
Golden Strider is a race game simulating
middle-distance running, for 6 to 10 players, each controlling one runner in the race. |
| 2. |
Each player starts by choosing 5 cards with a total value of 30, each
card in the range 0-10. |
| 3. |
The winner is the first player to reach or pass the finish. If two or
more runners reach or pass the finish in the same round, furthest past the post will be
considered to be ahead. |
| 4. |
The length of the race will be determined by the referee at the start of
the game. Typical race lengths will be 60 to 65 squares. |
| 5. |
Each round, players simultaneously play one card each. The value of that
card may be split between speed (called movement) and stamina (called banking). Runners
may also need to pay overtaking costs incurred in previous rounds. |
| 6. |
After each round, all runners receives a replacement card with a value
0-10. The card's value is equal to twice the number of stamina points banked that round,
plus a positional bonus based on the runner's position at the end of the round. Positional
bonuses are as follows:
| Position |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th+ |
| Bonus |
0 |
1 |
1 |
2 |
2 |
2 |
0 |
In a race with ten or more runners the 2 point positional bonus is
given to runners in 4th to 8th positions. For the purposes of positional bonus, runners
tying for a position are all deemed to qualify for the relevant bonus. For example, two
runners in 3rd place would each gain a bonus of 1. |
| 7. |
A runner will never receive a replacement card with a value more than 10. |
| 8. |
No card may be held more than seven turns. All initial cards must be
played by the end of turn seven, and all replacement cards must be played within seven
turns of being received. |
| 9. |
No overtaking costs are levied in the first two rounds. From round three
on, a runner who overtakes one or more other runners must pay a one point overtaking cost
for each runner overtaken. |
| 10. |
Overtaking costs are levied on the net number of runners overtaken, i.e.
a runner who overtakes two runners but is himself overtaken by one only has to pay costs
for overtaking one runner. |
| 11. |
A move from seventh of sixth equal is defined as overtaking, even though
the number of players behind the overtaker may not actually have changed. Overtaking is
based on the runner's position before and after the turn. |
| 12. |
Overtaking costs are paid in the round following the overtaking
manoeuvre. For example, a runner who moves from sixth to fourth must use the first two
points of the next round to pay restitution costs for overtaking. |
| 13. |
In the event of no move received from a player, the referee will play the
oldest card available. If more than one initial card is available, the lowest value card
will be played. A card played by the referee in this manner will be used for movement
only, after any overtaking costs due have been paid. |
| 14. |
If a player forgets or ignores the seven-round rule (rule 7) the referee
will play the card automatically, treating it as no move received. |
| 15. |
The game report will use the following layout:
| Player |
Cards |
D |
M |
B |
R |
S |
P |
O |
|
| Steve Ovett |
6/0 |
6/0 |
6/0 |
6/0 |
6/0 |
8/1 |
- |
3 |
3 |
8 |
3 |
4 |
- |
cf |
Key to game report:
| Cards |
Card value/Turn received (oldest cards first)
The card played this turn is underlined |
| D |
Amount of overtaking deducted from the card played this turn |
| M |
Amount used for movement |
| B |
Amount banked |
| R |
Value of replacement card |
| S |
Square occupied |
| P |
Position in the race |
| O |
Overtaking restitution required next turn |
| cf |
This will appear is the player has been unable to pay overtaking
restitution (i.e. a zero or low value card was played) and indicates that the overtaking
restitution has been carried forward to be paid in the following turn |
|
| 16. |
Steeplechase Variant
This involves a 70 square race
with barriers at squares 10, 30, 40 and 60, and water jumps at 20 and 50. One additional
movement point is required to jump barriers, two points are required for water jumps, but
these points do not count towards forward movement. Each obstacle should be cleared.
Any runner who ends their movement on an obstacle square without paying
all required extra points has tripped. For example, a runner on square 19 would need to
use three movement points to reach square 20 without tripping at the water jump.
Replacement cards after tripping are penalised by one point, plus the number of points
which were not paid to clear the obstacle. In the previous example, if only two movement
points were paid from square 19, the total penalty would be two points (one point for
tripping, plus one point for short payment). If the replacement card is less than the
penalty, the balance of the penalty must be paid in the following turn as overtaking
restitution.
Runners who trip do not need to jump the barrier or water jump again. |