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Arrivée

Arrivée Rulebook

Table of Contents

Table of Contents

  • Stage – Basic Rules
    • 1. Start of the Game and Start
      • 1.1 Forming Teams
      • 1.2 Dealing Cards
      • 1.3 Starting Order
      • 1.4 Start
      • 1.5 Movement – Riding a Rider
      • 1.6 Blocking a Rider
      • 1.7 Exceptions to Blocking
      • 1.8 Stage Profile
      • 1.9 (Chapter not present in this printed PDF)
    • 2. Sprint/Escape Cards and Slowdown Cards
      • 2.1 Cards
      • 2.2 Using a Sprint Card
      • 2.3 Sprint on a Climb
      • 2.4 Sprint for the Rider in the Green Jersey
      • 2.5 Using a Card to Escape
      • 2.6 Escape on a Descent and on a Climb
      • 2.7 Discarding Used Cards
      • 2.8 Slowdown Cards
    • 3. Course of the Game
      • 3.1 Order of Play (within one round)
      • 3.2 Die Roll-Off
      • 3.3 Using Several Sprint/Escape Cards
      • 3.4 Slipstreaming
      • 3.5 Peloton
      • 3.6 Refreshment Area
    • 4. Riders in Jerseys
      • 4.1 Jerseys and Their Bonuses
    • 5. End of the Stage
      • 5.1 Winning the Stage
      • 5.2 Time Limit
      • 5.3 Unreached Primes
      • 5.4 Team Standings
      • 5.5 Leading Team Bonus
      • 5.6 Winning the Whole Tour
  • Extended Stage Rules
    • 6. Falls, Punctures and Withdrawal from the Race
      • 6.1 Falls and Punctures
    • 7. Injured Rider in the Stage
      • 7.1 Rider Injury
      • 7.2 Injured Rider Withdraws from the Stage
      • 7.3 Injured Rider Continues in the Stage
      • 7.4 Movement of an Injured Rider
      • 7.5 Helping an Injured Rider
      • 7.6 Slipstreaming of an Injured Rider
      • 7.7 Injured Rider at the End of the Stage
      • 7.8 Injured Rider in a Jersey

Stage – Basic Rules

1. Start of the Game and Start

1.1 Forming Teams

At the start of the game each player chooses one team. Each team consists of three riders and one support vehicle. From those three riders, the player freely chooses one to represent the team in the contest for the white jersey (best rider under 25 years old).

1.2 Dealing Cards

Each player receives 6 Sprint/Escape cards (+2, +2/1 escape, +4, +4/2 escapes, +6, +6/3 escapes) and 3 slowdown cards.

Place the remaining Sprint/Escape cards (not the slowdown cards!) in the discard area on the playing board.

A player who continues from the previous stage with only two riders receives 4 Sprint/Escape cards (+2, +2 escape, +6, +6 escape) and two slowdown cards. A player who continues from the previous stage with only one rider receives 2 Sprint/Escape cards (+2 escape, +6) and one slowdown card.

1.3 Starting Order

Players start their riders one at a time from the start marker placed beside the course. Only in the first stage do players start by the riders' race numbers, one rider from each team at a time. In later stages the riders start in overall standings order, from first to last.

1.4 Start

The start of each rider is represented by two rolls of the die. The two rolls are added together and the result determines the rider's movement along the board. Then continue according to the rules for the given section.

1.5 Movement – Riding a Rider

Riders move along the road following the dashed lines of the road marking in the middle of the road (the fields). Gaps are counted too.

1.6 Blocking a Rider

At any time during the race a rider may be blocked. Blocking means a situation where four riders stop on one field (more than one rider may not stand on one field), which prevents another rider from passing. A blocked rider cannot continue past the blocked field, so it stops on the field behind them and does not use up the whole die roll.

1.7 Exceptions to Blocking

Blocking does not apply in only two cases:

  1. In the first round = the start of the stage, where an unlimited number of riders may stand on one field.
  2. If the blocking group contains a rider of the same team.

1.8 Stage Profile

The course profile is divided into shades of grey and black, and each profile type has its own base value:

  • Level I – black = climb: die roll (movement of the rider by 1–6 fields).
  • Level II – medium grey = flat: die roll + 6 base points (movement of the rider by 7–12 fields).
  • Level III – light grey = descent: die roll + 12 base points (movement of the rider by 13–18 fields).

For clarity, each road section shows the number of fields that are added to or subtracted from the die roll.

1.9 (Chapter not present in this printed PDF)

Note from the transcriber: sections 2.5 and 2.6 refer to "chapter 1.9" for base values of higher and lower levels. No section 1.9 is printed in the rulebook PDF; the cross-reference is reproduced as printed.

2. Sprint/Escape Cards and Slowdown Cards

2.1 Cards

Sprint/Escape cards serve to accelerate a rider, either to escape (to break away from the peloton, from opponents, ...) or to sprint (before prime points, the finish, to catch riders, ...).

2.2 Using a Sprint Card

A player must announce the use of a sprint card (= acceleration of a rider) before the die is rolled in that round for that rider. The result is the sum of the card value (the large number in the top-left corner of the card), the die roll and the base value for the given section. The rider moves forward by that many fields.

Example: in this turn a player uses a Sprint/Escape +4 card in a flat section and rolls 5. The rider's movement in that round is: 5 (die) + 6 (base value of flat) + 4 (card value) = 15.

2.3 Sprint on a Climb

If the player uses a Sprint/Escape card on a rider in a climbing section (Level I of the course), the value of the card is halved. This value is printed in the top-right corner of the card, after the slash under the mountain symbol.

2.4 Sprint for the Rider in the Green Jersey

A rider in the green jersey (best sprinter) moves always two extra fields in addition to their move whenever a Sprint/Escape card is used. This is shown by the +2 in the green jersey symbol on the card.

2.5 Using a Card to Escape

Only cards marked with the escape-token symbols may be used to escape (see the picture at the bottom right).

  • Escape for 1 round (blue card +2): the resulting number of fields moved by the rider in that round is calculated as die roll + the base value of the higher level of road than the one the rider is on.

    Example: if the player uses this card on a flat, they do not add the flat base value (Level II, i.e. +6) to the die roll, but the base value of a descent (Level III, i.e. +12), (see chapter 1.9).

  • Escape for 2 rounds (green card +4): the resulting number of fields moved by the rider in that round and the following round is calculated as die roll + the base value of the higher level of road than the one the rider is on.

  • Escape for 3 rounds (red card +6): the resulting number of fields moved by the rider in that round and the following two rounds is calculated as die roll + the base value of the higher level of road than the one the rider is on.

For clarity, a rider in an escape is marked with escape tokens according to the number of rounds the escape will last (one token = 1 round). After each round one token is removed from play.

2.6 Escape on a Descent and on a Climb

If a rider gets into a descent section during an escape, it adds only the base value of the descent (Level III, i.e. +12), because there is no higher level of road. If the rider chooses to escape in a climbing section, it adds to the die roll the base value of the higher level of road section (flat +6) and at the same time adds the stated base value of the given climbing section.

2.7 Discarding Used Cards

After any use of a Sprint/Escape card, that card is placed on the common discard pile in the discard area and cannot be used again. The only exception is when the rider is in the refreshment area, or is refreshed from the support vehicle (see chapter 8). Cards that players keep at the end of a stage cannot be carried over into the next stage.

2.8 Slowdown Cards

Slowdown cards serve to slow a rider (= braking) at any time during the whole stage. Slowing a rider means that the rider does not have to use the whole value of the die roll in that turn (including the base value of the given section), but may freely decide by how many fields to shorten the movement. A slowdown card is used only after the die roll. After using this card the player puts it out of play. Slowdown cards cannot be carried over from stage to stage.

3. Course of the Game

3.1 Order of Play (within one round)

Riders always move in the order in which they stand on the course. If more riders are on one field, the player who has the most riders on that field plays first. Otherwise the following order applies:

  1. The rider in the yellow jersey.
  2. The rider in the polka-dot jersey / the rider in the green jersey (when both are on one field, the 4th rule decides).
  3. The rider in the white jersey.
  4. Players roll the die to decide (see chapter 3.2); the one whose die roll is higher goes first.
  5. Riders after a fall or a puncture.

3.2 Die Roll-Off

Each player in the roll-off rolls the die, and the player who rolled less may sacrifice any number of sprint points (Sprint/Escape cards) to increase the value of their die roll and so overtake their opponent. The opponent may do the same, if they wish. Cards used in this way return to the discard pile. The first to move is the rider whose player has the highest total of die roll and sacrificed sprint points. It is also possible to raise the die roll several times with more cards at once.

Example: Player A rolls 6 in the roll-off and player B rolls 4. But because player B wants to play first, player B raises the die roll using a green Sprint/Escape +4 card. That raises their roll to 8. Player A can likewise do the same with any of their Sprint/Escape cards. The players may thus alternately raise the value of their die roll until one of them stops.

3.3 Using Several Sprint/Escape Cards

Throughout the stage players may use any number of Sprint/Escape cards they have been dealt. In one round two or more of these cards may not be used together on one rider.

If a rider in an escape gets into a situation where they can use slipstreaming, they may do so without losing an escape token and continue the escape in the next round.

3.4 Slipstreaming

Throughout the whole stage, in all sections and situations (e.g. escape, slowdown), a player may use slipstreaming. If any rider finds themselves on a field directly behind another rider, or on the same field, that rider does not have to roll the die in that round, but may copy the movement of the rider in front (i.e. move the same number of fields).

Of course a whole group of riders may behave this way too. If there is one or more empty fields between riders, slipstreaming cannot be used. Slipstreaming may last indefinitely, until the first rider crosses the boundary into another level of road (see the picture).

Example: if a player with a rider behind the peloton rolls 5 on the die, that rider moves only 4 fields + the base value of the section. If the subtraction gives 0, the rider automatically moves one field. The peloton loss can be made up by the player, for example, by using a Sprint/Escape card. Even when this card is used, 1 field of movement is still subtracted, until the rider again becomes part of the peloton.

3.5 Peloton

The peloton is always considered, in a given round, to be the group with the highest number of riders. This group is marked with the "P" token. Riders who are more than 5 fields ahead of or behind the peloton are no longer considered part of the peloton. Riders ahead of the peloton move according to the rules; riders behind the peloton move more slowly, in that at each roll they lose 1 field of movement in all sections of the stage. If there are equal numbers of riders in several groups, the peloton is the last group in the order.

3.6 Refreshment Area

Each stage has a marked refreshment area for riders. This area is marked in blue on the course. If a rider stops in this area, or decides to brake (without using a slowdown card), and as a result does not complete their whole movement in that round, the player draws one Sprint/Escape card from the discard pile for further use at any time. Before drawing this card, the discard pile is shuffled.

A rider in the yellow jersey (the leader of the whole race, who has the best total time) gains 1 extra field of movement in any section of the stage. This bonus does not have to be used.

A rider in the red-and-white polka-dot jersey (the best climber, who has the highest total of mountain-prime points) gains 2 extra fields in any climbing section. This bonus does not have to be used.

A rider in the green jersey (the best sprinter, who has gained the most points from sprint primes) gains 2 extra fields whenever any Sprint/Escape card is used (including in the 2nd and 3rd round of an escape). This bonus does not have to be used.

4. Riders in Jerseys

4.1 Jerseys and Their Bonuses

A rider in the white jersey is the best rider under 25 years old (see chapter 1.1). Their advantage is that in the last continuing round of the stage they may play two full turns in a row, each with cards, base value and die roll.

5. End of the Stage

5.1 Winning the Stage

The game ends when the first rider crosses the finish line. The other riders complete their turn (the rider in the white jersey plays twice in a row).

Then the number of fields between the finish and each rider is counted, which determines their time behind the winner (one field = 1 second). The winner of the stage reaches the time given in the catalogue (05:05:04), and the time gaps of the other riders are added to that time. In addition, the first 3 riders in the given stage receive a time bonus of -20, -12 and -8 seconds (marked in red in the picture).

Riders riding one behind the other without a gap of one field receive the same time. This means the time of the first of these riders. Riders in the peloton or in a group, without a gap of one field, receive the same time. This means the time of the first rider of the peloton, or of the group.

5.2 Time Limit

If a rider does not reach the end of the stage within the time limit, they are eliminated from the tour. The time limit is marked graphically on the road. If a rider is eliminated from the race, their team has a reduced number of Sprint/Escape cards dealt in later stages (see chapter 1.2). In a single-stage race all riders of one team must cross the time limit, otherwise that team's results are void.

5.3 Unreached Primes

Riders who have not passed a prime by the end of the stage score points for it according to their finishing order.

5.4 Team Standings

To determine the overall team standings, the times of all three riders are added together. The team with the lowest resulting total time is the leading team of the race. If one rider from a team drops out, then in later stages that team's result equals the time of the last rider in the stage + 30 seconds of penalty bonus. If two riders from a team drop out during the race, the team's results can no longer be counted in the team competition and the team is eliminated from that competition.

5.5 Leading Team Bonus

The player who owns the leading team of the race receives one extra Sprint/Escape card at the start of the stage (drawn at random from the deck).

5.6 Winning the Whole Tour

During the tour the times of each rider from the individual stages are added together. The overall winner is the player whose rider achieved the lowest total time.

Extended Stage Rules

6. Falls, Punctures and Withdrawal from the Race

6.1 Falls and Punctures

There is a risk of a fall or a puncture if, after playing a Sprint/Escape card, the player rolls a 1 on the die (this applies only in the first round of an escape). In that case the player rolls once more:

  1. If the die shows 4–6, the rider continues the sprint or escape without limitation, with the value rolled as 1.
  2. If the die shows 3, the rider has a puncture in that round. The player turns the rider on that field around to face the opposite direction (this marks a rider with a puncture). From that moment the player stops controlling this rider and takes over the support vehicle. The support vehicle is placed 6 fields behind the rider with the puncture. In the following and later rounds the support vehicle moves only by die rolls (without a base value) until it reaches the same field as the turned rider. If the support vehicle rolls more than it needs to reach the field of the rider with the puncture, the vehicle stops on the field with the rider and does not finish the rest of its movement. The movement from the Sprint/Escape card no longer applies, and that card is placed in the discard pile.
  3. If the die shows 2, the rider falls and waits the whole next round before they can continue in the game. The movement from the Sprint/Escape card no longer applies, and that card is placed in the discard pile.
  4. If the die shows 1, the rider falls and drags down all riders on the same field. Riders on the field behind them also roll the die, and if they roll 3–6 they continue in the turn. If they roll 2, that rider falls and does not play for one round. If they roll 1, that rider drags down the other riders on the same field, and those behind them again roll the die, and so on. This is a mass fall. All fallen riders miss one round and then continue normally. The rider does not continue the sprint/escape, and the card is placed in the discard pile. A mass fall can be avoided by using a Sprint/Escape card to raise the rolled value of the die from 1 to a higher value. That card is then placed in the discard pile. The rider continues in the game without falling.

7. Injured Rider in the Stage

7.1 Rider Injury

If a rider who has fallen has waited one round and is again on turn, and rolls a 1 again, the player may choose to withdraw the rider from the stage because of the injury, or to continue as an injured rider. The player decides for themselves between these two options according to the situation.

7.2 Injured Rider Withdraws from the Stage

If the player decides that the rider withdraws from the stage, that rider does not continue further, and their time equals the time of the field where they fell and were injured (the number of fields from the finish converted to seconds, 1 field = 1 second). If a rider who fell before the time limit (printed as "see 9.2"; the time limit is described in chapter 5.2) withdraws from the stage, they drop out of the whole Tour, and their time in later stages equals the time of the last rider in the stage + 30 seconds of penalty bonus. If a rider fell after the time limit, their time is calculated in the same way as for the other riders.

7.3 Injured Rider Continues in the Stage

If the player decides to continue with an injured rider in the stage, that rider continues with the consequences of the injury and is marked with an injury token.

7.4 Movement of an Injured Rider

The movement of an injured rider is naturally limited, so their movement in each section in each turn is:

  • descent: –6 fields
  • flat: –3 fields
  • climb: –2 fields

An injured rider may not use a Sprint/Escape card, because the injury does not allow them to ride faster. An injured rider may take a refreshment from the support vehicle, even in a marked place on the course, but may not use the card obtained for themselves.

7.5 Helping an Injured Rider

The player may use another rider (a domestique) in the team to speed up the movement of the injured rider by slipstreaming. In this way the injured rider is brought, for example, at least within the time limit, and in the next stage the player uses them as a healthy rider. The helper rider has the right, at this moment, not to make their turn (or several turns) without using a card, and to wait on the given field for the injured rider. The injured rider does not have to use the full value of their turn/turns (again without using a slowdown card), so that they can attach themselves to the helper rider who was waiting for them (on the same field or one field behind). If the injured rider is slipstreaming with a rider in a jersey, they may not use that rider's specific advantages.

7.6 Slipstreaming of an Injured Rider

When slipstreaming, the injured rider moves without limitation (rule 7.4 does not apply) and so moves faster. Only a rider (domestique) from the same team has the right to help the injured rider by slipstreaming, including when crossing from one level of road to another, without limit. During slipstreaming with an injured rider, the domestique may not use a Sprint/Escape card. The player may end the slipstreaming of both riders at any time during the stage.

7.7 Injured Rider at the End of the Stage

An injured rider ends the stage in the same turn as the other riders, and there are two possible outcomes of the injury for the rider after the stage:

  1. The injured rider crosses the time limit. In this case the rider is counted normally as healthy and may enter the next stage without restriction.
  2. The injured rider does not cross the time limit. In this case the rider is removed from the game and does not continue in later stages.

7.8 Injured Rider in a Jersey

If the injured rider is a rider in a jersey, they lose all the advantages that their jersey gives them.

8. Refreshment

8.1 Support Vehicles

Support vehicles are put into play at the moment they are needed, that is, at a refreshment from the car, falls and punctures (see chapter 6.1). They are placed 6 fields behind the rider, and after their activity ends they are removed from play again.

8.2 Refreshment from the Support Vehicle

Another way to obtain a Sprint/Escape card during the stage is refreshment from the support vehicle. At the moment the player announces a refreshment from the support vehicle, they place their support vehicle 6 fields behind the rider who is on turn. In the following turns the player controls the support vehicle, which moves only according to the values rolled on the die (without adding the base value of the section). At the same time, in each turn the player moves the rider forward by one field further in the direction of the race. In the round in which the support vehicle reaches the field with the rider, the player draws one Sprint/Escape card from the pre-shuffled discard pile. In the next round the rider continues in the game and the support vehicle is removed from play. At each contact of the support vehicle with a rider in the stage (for example at a puncture or a fall ...), a refreshment may occur (the player takes a card). Refreshment from the support vehicle is forbidden after the time limit.

8.3 Repeated Refreshment

In a refreshment area one rider may stop only once during one stage. On the other hand, a rider can be refreshed repeatedly from the support vehicle (following the same principle as in 8.1).

9. Primes

9.1 Best Climber and Sprinter

Red (climbing) and green (sprint) prime tokens are placed along the course. By passing them, riders gain points and time bonuses. The points and bonuses are shown on the prime tokens. The total of points determines the best climber and the best sprinter. The best climber rides in the stage in the red-and-white polka-dot jersey, and the best sprinter in the green jersey.

9.2 Climbing Primes

Climbing primes are divided into 5 categories according to the difficulty of the climb. The difficulty of a climbing prime is always stated on the token (categories 1–4 and the hardest, HC).

Scoring of climbing primes:

  • Category 4 – the first three riders score 3-2-1 points.
  • Category 3 – the first four riders score 4-3-2-1 points.
  • Category 2 – the first 6 riders score 10-9-8-7-6-5 points.
  • Category 1 – the first 8 riders score 15-13-11-9-8-7-6-5 points.
  • HC category – the first 10 riders score 20-18-16-14-12-10-8-7-6-5 points.

Finish points – points gained at the end of the stage: according to the final order in the stage, riders gain points, which count towards the total of points for sprint primes. Sprint primes are divided into 4 categories according to the difficulty of the stages (time trials).

  1. Flat stages – the first 25 riders score 35-30-26-24-22-20-19 down to 1.
  2. Medium-hard mountain stages – the first 20 riders score 25-22-20-18-16-15 down to 1.
  3. Hard mountain stages – the first 15 riders score 20-17-15-13-12-10-9 down to 1.
  4. Time trial – the first 10 riders score 15-12-10-8-6-5 down to 1.

9.4 Time Bonus

The first 3 riders on all sprint primes each receive a time bonus to their total finishing time in the stage: -6, -4 and -2 seconds (shown on the tokens).

9.3 Sprint Primes

On each sprint prime the first three riders score 6-4-2 points.

10. Riders in Jerseys

10.1 Jerseys and Their Bonuses

A rider in the Rainbow Jersey of the World Champion (this rider won the stage of the World Championship) owns that jersey until the next World Championship is held. The player of this rider has the advantage that, every time they do not use a Sprint/Escape card, they may roll the die twice and freely choose the more advantageous of the two rolls. This jersey is worn only in stages.

A rider in the World Champion's Time Trial Jersey (this rider won the time trial at the World Championship) may, after each time section is passed, draw four Sprint/Escape cards from the deck and choose the best three from them, returning the fourth to the deck. This jersey is worn only in time trials.

10.2 Choice of Jersey

If a rider obtains two or more jerseys, they are entitled to wear only one of them, in this order: rainbow, yellow, polka-dot or green (the player may choose), and white. The other jerseys are shared by other riders in the order.

11. Further Profiles

11.1 Rules for Movement on Climbs and Cobblestones

Climbs are divided (marked graphically on the climbing section) into:

  1. Easy (light climb): die roll + 2 fields (3–8).
  2. Normal (normal climb): die roll + 1 field (2–7).
  3. Hard (difficult climb): die roll (1–6).
  4. Ultra (very difficult climb): die roll – 1 field (1–5).

Cobblestones – this surface slows riding, carries a greater risk of falls and punctures, Sprint/Escape cards cannot be used, and slipstreaming cannot be started or continued. The base value of the section on these roads is halved: flat +3, descent +6 and climb +0.

If a die roll of 1 is rolled (as well as after using a Sprint/Escape card in the stage), the player proceeds according to point 6.1.

12. Special Rules

12.1 Exchanging Cards

A player may at any time during their turn, for the whole duration of the stage, exchange any Sprint/Escape card for a slowdown card. The exchange cannot be made the other way round.

12.2 Protected Zone 1 km Before the Finish

The start of the protected zone is marked by a red triangular pennant on the road. A rider who, in the last turn of the stage, falls in this zone or has a puncture takes the time of the rider who was nearest to them at the start of the turn.

13. Individual Time Trial

13.1 Time Trial

A time trial is a special stage made up of four time sections. In the first section the die rolls are added together to determine the number of minutes the rider achieves in the time trial. In the second, for tens of seconds; in the third, for seconds; and in the final section, for tenths of a second. The time sections are marked graphically on the road. In a time trial the base values of the sections are not added.

13.2 Sprint/Escape Cards in the Time Trial

At the start of the time trial each player receives 6 Sprint/Escape cards (+2, +2 escape, +4, +4 escape, +6, +6 escape), and may use them freely for any rider in the team. Sprint/Escape cards have a different meaning in the time trial: they are not added to the roll, but multiply the roll by their sprint value (that is x2, x4, x6). Sprint/Escape cards are used in the time trial only after the die roll. When a Sprint/Escape card is used in the time trial, the rules on falls and punctures do not apply.

13.3 Start of the Time Trial

If the time trial is run as a separate race, riders leave the start individually on the course according to their race numbers (1, 4, 7, etc.). After a rider has passed the first time section of the time trial (the minutes section), the next rider leaves the start.

If the time trial is part of a Tour, riders start according to the overall standing achieved, from the worst to the best. Riders take turns according to the current order on the course.

13.4 Drawing Sprint/Escape Cards

After each time section and the finish has been passed by any rider of a given team, the player receives one Sprint/Escape card drawn at random from the shuffled deck. That card may then be freely used for any rider of their team.

13.5 Further Details for the Time Trial

Throughout the whole time trial, a rider's movement is determined only by the value rolled on the die, without adding any base value. In the time trial, as in the stage, the advantages apply to riders in the yellow jersey (+1 in each turn) and the green jersey (+2 when a Sprint/Escape card is used). For riders in the white and polka-dot jerseys the advantages do not apply.

13.6 Slipstreaming in the Time Trial

Slipstreaming is not allowed in the time trial.

13.7 Scoring the Time Trial

The winner of the time trial is the rider with the lowest final time. For the other riders, the minute and second gaps to the winner are calculated, which (if the time trial is part of a Tour) are carried into later stages.

Example: minutes section – 6 rolls = 6:00.0 minutes; tens-of-seconds section – 8 rolls = 80 seconds = 1:20.0; seconds section – 10 rolls = 0:10.0; tenths-of-seconds section – 16 rolls = 0:01.6. The sum of the times reached is 7:31.6.

13.8 Support Vehicles

Support vehicles are not used in the time trial.

14. Team Time Trial

14.1 Preparing the Game

Prepare your team, consisting of 3 riders, at the start. Each player receives 6 Sprint/Escape cards (+2, +2 escape, +4, +4 escape, +6, +6 escape). If the time trial is part of a Tour, teams start according to the team standing achieved, from the worst to the best.

14.2 Start of the Time Trial

The start of each team is represented by one roll of the die, which may be multiplied by the value of a Sprint/Escape card.

Example: a player rolls 2 and multiplies it by a green +4 card, resulting in a movement of 2 x 4 = 8 fields.

That card is placed on the common discard pile. The first rider in the chosen order is moved forward by the given number of fields (8), and the remaining two riders are moved 1 and 2 fields behind them. A group of 3 riders riding one behind the other is formed. The next team in order starts after the preceding team has passed the first time section (the minutes section).

14.3 Team Movement on the Course

Throughout the whole time trial the riders ride in a line one behind the other. They may never end their movement with two or three on the same field, nor may a gap of one or more empty fields arise between them. In each turn of the time trial every rider in the team must move forward by at least one field (they may not stay still).

14.4 Accelerating the Team in the Time Trial

In the team time trial, Sprint/Escape cards are used in two ways:

Multiplying the roll. If a player wants to accelerate their team in a given turn, they may multiply the die roll by one chosen Sprint/Escape card and move the riders forward by that many fields. The card is then placed on the common discard pile.

Example: a player rolls 4 and multiplies it by a green +4 card, 4 x 4 = 16 fields.

Adding to the roll. This way of accelerating the team serves mainly at the moment when the player needs to change riders and rolls a low number (1–3). If that happens, the player may add the value of any card to their low roll and so increase it and change riders (see 14.7).

Example: a player rolls 3 and adds a red +6 card, 3 + 6 = 9 fields.

Both ways, that is multiplying and adding, cannot be used together in one turn.

14.5 Change Tokens

Only the rider in the first position in the team may use a Sprint/Escape card. At the same time this rider may use a card only once, after which they must change. In this way the riders take turns in using cards. For better orientation on the board, the team is marked with a token.

If a 4–6 is rolled, a change is possible. The player moves the second rider in the order by the given number of fields (so that the second rider takes the lead), moves the third rider to the field behind them, and places the original first rider third, behind both of them. No other order for changing riders is possible.

If a 1–3 is rolled, a change cannot be made (1–3 is not a sufficient number of fields for a change, and the riders would have to stop, which is not permitted in the game). In this case a Sprint/Escape card may be used to change, by adding its value to the die roll. After the card is played, the change proceeds as in point 1. The card is placed on the discard pile. The player changes their team freely, that is they are not obliged to change in every turn, but then they move their team only by the value of the die roll.

14.6 Gaining Cards in the Team Time Trial

After passing the boundary of each time section, the player takes one card drawn at random from the deck. It is understood that all three riders of the given team must pass the boundary of the section.

14.7 Changing Riders

In order for the player to use another Sprint/Escape card, the rider at the front of the team must be changed. In the turn in which the player decides to change, they make a die roll, and the result is handled as described in 14.5 above.

14.8 Counting Times

The total time of the team is counted in the same way as in the individual time trial, by time sections and the number of rolls in them (see 13.7). The winner of the time trial is the team with the lowest time. The race for the team ends at the moment the last rider of the team passes the finish. The recorded time is the time of the whole team. If the team time trial is part of a tour (several stages), the time is transferred to each individual rider of the team.

14.9 Riders in Jerseys in the Team Time Trial

If the rider in the yellow jersey is at the front of the team, the whole team moves one field further in addition to the total roll value (if they are in second or third place in the team, this advantage does not apply). If the rider in the green jersey is at the front of the team, the whole team moves 2 fields further in addition to the total roll value whenever a Sprint/Escape card is played. For the other riders in jerseys (white and polka-dot) the advantages do not apply. If the rider at the front of the team is in the World Champion's time-trial jersey, the player may, after passing a time section, draw two cards from the deck and choose one of them for the team.

14.10 Slipstreaming

Slipstreaming in the team time trial is not allowed.

  • 8. Refreshment
    • 8.1 Support Vehicles
    • 8.2 Refreshment from the Support Vehicle
    • 8.3 Repeated Refreshment
  • 9. Primes
    • 9.1 Best Climber and Sprinter
    • 9.2 Climbing Primes
    • 9.4 Time Bonus
    • 9.3 Sprint Primes
    • 10. Riders in Jerseys
    • 10.1 Jerseys and Their Bonuses
    • 10.2 Choice of Jersey
  • 11. Further Profiles
    • 11.1 Rules for Movement on Climbs and Cobblestones
  • 12. Special Rules
    • 12.1 Exchanging Cards
    • 12.2 Protected Zone 1 km Before the Finish
  • 13. Individual Time Trial
    • 13.1 Time Trial
    • 13.2 Sprint/Escape Cards in the Time Trial
    • 13.3 Start of the Time Trial
    • 13.4 Drawing Sprint/Escape Cards
    • 13.5 Further Details for the Time Trial
    • 13.6 Slipstreaming in the Time Trial
    • 13.7 Scoring the Time Trial
    • 13.8 Support Vehicles
  • 14. Team Time Trial
    • 14.1 Preparing the Game
    • 14.2 Start of the Time Trial
    • 14.3 Team Movement on the Course
    • 14.4 Accelerating the Team in the Time Trial
    • 14.5 Change Tokens
    • 14.6 Gaining Cards in the Team Time Trial
    • 14.7 Changing Riders
    • 14.8 Counting Times
    • 14.9 Riders in Jerseys in the Team Time Trial
    • 14.10 Slipstreaming