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6-Tage Rennen

6-Tage-Rennen Rulebook

Table of Contents

Table of Contents

  • Contents
  • Goal
  • 1. Preparation
  • 2. Course of the Race
    • a) Movement (Riding)
    • b) Rider Change!
    • c) Scoring
  • 3. End of the Race
  • 4. Result of a Day's Race
    • Calculation:
  • 5. Tactics
  • 6. Further Ways to Play — Without "Rider Change"

Contents

  • 1 game board
  • 8 riders
  • 1 result pad
  • 120 green cards
  • 80 black cards

Goal

The riders try — through their own tactical decisions — to reach the finish with a lap advantage.

During the race, points can be won (sprints, finish), but these only matter if riders are level on laps.

Course: from start to finish = one day's race.

1. Preparation

Each player receives one rider figure and, with it, green movement cards, made up as follows:

Card point value123457Total points
Number of cards3–5 players4x4x3x3x2x1x50
6–8 players3x3x3x3x2x1x47

(There is no card valued 6 in the green deck.)

In addition, the "black" cards are shuffled and then placed face down on the designated spaces of the game board (the 1, 2, 3-point cards separately from the 4, 5, 6-point cards).

One rider becomes the race director, who notes each rider's point and lap standing and settles any doubtful cases (e.g. neutralizing an absent rider, disputes, etc.).

The riders line up behind the start/finish line (start space) and ride counterclockwise.

2. Course of the Race

a) Movement (Riding)

Movement is carried out by means of point cards, of which one may be played per turn (1 point = 1 space). The green movement points received (50/47) only get you across the finish line, which is 81 spaces away, if you:

a1) repeatedly take advantage of an opponent's slipstream, with the riders on the same space taking turns doing the work at the front,

a2) do not lose contact with the main field too early.

This is achieved as follows: if a player rides onto a space already occupied by a fellow rider, their own movement number doubles, i.e. they may move forward the same number of spaces again.

If a further fellow rider is standing on the space thereby reached, doubling may not be applied a second time. If you land on a space where two rider figures are already standing, the value of the card played triples, and so on (= MULTIPLYING).

Example: "Starting Situation": All riders stand behind the start line — Red goes first and, for example, plays a green three and moves forward 3 spaces. The next player (Green) now does best to also play a three, since they (Green) then arrive as 2nd rider on Red's space and can double (Green can therefore move a total of 2 x 3 = 6 spaces). Yellow, as third player, can also play a three; Yellow then likewise moves forward a total of 6 spaces and ends up standing next to Green.

After the halfway point of the race, a player may choose either to keep riding with the green cards, or to make a

b) Rider Change!

You may relieve the starting rider (who begins with the green cards) by riding onto the "Rider Change" space exactly, where you hand in your green cards and draw black cards face down (= Rider Change).

Stack 1, 2, 3Stack 4, 5, 6
3–5 players7 cards4 cards
6–8 players6 cards4 cards

After the rider change, you continue toward the finish with the black cards (= relief rider).

On the blue spaces "Rider Change" and "Crash space" you cannot multiply.

c) Scoring

For placing in the 1st and 2nd sprint as well as at the finish, riders receive the following points:

Place1st2nd3rd4th
1st SprintPoints5321
2nd Sprint5321
Finish10642

Places 5–8 = 0 points.

The points are awarded in the order in which riders cross the sprint/finish line and are noted immediately by the race director.

3. End of the Race

Once the first rider crosses the finish line, only the current lap in progress is completed, and then the race is stopped.

4. Result of a Day's Race

What decides the race is the lap deficit; points only decide in the case of equal laps!

Calculation:

a) Lap deficits:

a1) All riders who managed to cross the finish line are noted with "0 lap deficits."

a2) All riders who could not reach the finish by the end of the race are charged with lap deficits, according to their distance from the finish.

Distance to finishLap deficit
1 – 4 spaces=1
5 – 8 spaces=2
9 – 12 spaces=3
13 – 16 spaces=4, etc.

Rule: every 4 spaces short = 1 lap deficit! (See the markings on the home straight.)

b) Distribution of points at the end of the race, in the order of:

b1) crossing the finish line, or

b2) final positions (if two or more riders are standing on the same space at the end of the race, they receive the same number of points).

Example: Red crosses the finish line as 1st and Blue as 2nd in the same lap. At the resulting end of the race, Green and Black are standing 3 spaces before the finish line, and White 7 spaces before the finish line.

Final positions of the riders: Blue and Red stand together on the start/finish space (they have already finished). Counting back from there: two spaces back stand Green and Black together (their 3-space deficit falls in the 1–4 spaces = 1 lap deficit band, marked by the first lap-deficit marking on the home straight); further back still, White stands alone (White's 7-space deficit falls in the 5–8 spaces = 2 lap deficits band, marked by the second lap-deficit marking on the home straight).

c) Result pad for this day's race:

Name:ABCDE
Color:RedBlueBlackGreenWhite
Points: 1st Sprint—2531
2nd Sprint2531—
Finish10644—
Points total12131281
Lap deficit00112
Placing:2.1.3.4.5.

d) To determine the 6-day race winner and the placings, the lap deficits and points of all the day's races must be settled (added together).

If laps and points are equal, the finish placing decides.

5. Tactics

It is advisable to keep the movement cards hidden, in order to increase the tension. An overly early final sprint (wasted energy) is just as inadvisable as staying too far back (no slipstream), since multiplying is not possible in either case.

6. Further Ways to Play — Without "Rider Change"

a) Everyone rides the race using only the "green cards."

b) If 4, 6, or 8 players are playing, these can form 2-player teams, whose partners sit opposite each other and support one another in the fight for points and laps.