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Um Reifenbreite

Um Reifenbreite Rulebook

Table of Contents

Table of Contents

  • The Basic Game
  • Components
    • Basic Game Materials
    • Game Pieces for the Professional Rules
  • Preparation for the Game
    • The Race Organizer
    • The Teams
    • Energy Cards
  • Running a Race
    • The Initial Setup
  • Moving a Rider
    • Moving by Rolling Dice
    • Moving by Drafting
    • Moving Fewer Spaces
  • Using Energy Cards
    • Breakaway
  • The Chance Cards
    • Falls
    • Chance Card Texts
  • The Finish
    • The Score Sheet
    • Alternate Race Courses
  • Part II: The Advanced Rules
    • The Effects of Road Surfaces
    • Drafting and Road Surfaces
    • Riding Uphill
    • Riding Downhill
    • Riding on Cobblestones
    • Energy Cards and Road Surfaces
  • Part III: The Professional Rules
    • Preparation for the Professional Game
    • Choosing the Course
    • The Teams (Professional Rules)
    • Setting Up the Start (Professional Rules)
  • Cheating
  • Sprints and the Yellow Jersey
    • The Yellow Jersey
  • Switching the Lead
  • A Stage Race
  • The Score Sheet (Professional Rules)

The Basic Game

Um Reifenbreite is not a very difficult game, although it does have many rules. The important rules are marked with sidebars in the original manual. The game mechanics are also explained by examples and illustrations. Tip: set up the examples yourself to try the different possibilities.

You should always start off with the basic game. This makes it easy to learn the game mechanics. The advanced game is more realistic. When you wish you can also add the professional rules.

Components

Basic Game Materials

  • 1 Game Board
  • 16 riders (4 teams of 4 riders)
  • 56 Energy Cards
  • 22 Chance Cards
  • 2 Dice
  • 1 Scoring Pad

Insert the riders of teams into the plastic holders of the same color.

Game Pieces for the Professional Rules

  • 1 Game Board
  • 20 Riders (4 teams with 4 riders per team and 4 riders with yellow jerseys)
  • 56 Energy Cards
  • 6 Photo Cards
  • 2 Dice
  • 1 Score Pad

Preparation for the Game

The types of road surfaces. In the basic game the different types of road surfaces are ignored. The colors and numbers have no effect.

Separating the Chance Cards. Remove the photo-card chance card. Photo-cards are a professional rule.

The Race Organizer

One player will act as race organizer. He is responsible for making sure the riders are moved properly. He also has some special duties:

  • He shuffles the chance cards and stacks them face down on the board.
  • He collects the Energy cards as they are played.
  • He makes sure that every time a player rolls a 7 the player takes a chance card.
  • At the end of the game he fills out the score sheet.

The Teams

Each player plays as the manager of a bike race team. Each player chooses a team of 4 riders of a single color.

The 4 teams are:

  • the stunt team (red) — Numbers: 21, 22, 23, 24
  • the iron team (blue) — Numbers: 31, 32, 33, 34
  • the kicking team (black) — Numbers: 41, 42, 43, 44
  • the racketeer team (green) — Numbers: 51, 52, 53, 54

Rider 1 on each team is the team's best rider, its star.

Energy Cards

Every team manager gets the 14 energy cards with their team's colors on the back.

Ten cards have riders' numbers. Numbered energy cards may only be used by the rider with the same number. Four cards have a joker. Those cards may be used by any rider. The mountain shield (M) has no effect in the basic game.

Suggestion: If you race on a short track, like "Paris to Roubaix" or "Lüttich to Bastenaken to Lüttich", then only use the upper 7 energy cards.

Running a Race

The game is played in rounds. The rider who is farthest ahead goes first. If riders are tied then the rider on the right (from the rider's perspective) goes first. Riders may draft the rider in front of them. If a rider does not draft then the next most forward, on the right hand side, rider goes next. The same applies to all following riders. The round ends after each rider has moved.

After each round is complete the next round starts. The race ends after all riders have finished the race.

The Initial Setup

As an example, use the "Paris-Roubaix" race. The race starts at Start 2. The riders start facing towards Finish C. They go counter clockwise around the board. The race finishes at Finish A.

  • Each team manager rolls 2 dice.
  • The highest roller places one rider on a start position.
  • Then, going clockwise from the first team manager, each team manager places one rider at a time.
  • Continue placing riders until each team manager has placed all four riders.
  • Each rider must be placed on a starting dot. No team may have more than one rider in the same lane.

Example: assume riders 21, 22, and 23 are already placed. Rider 24 may not be placed in lanes 1, 2 or 3 since other riders on his team are already in those lanes (riders 21, 22, and 23).

Moving a Rider

The game is played as a series of rounds. In each round each rider must be moved exactly once. A round is over after each team manager has moved all four of his riders.

The order of play is determined by the position of the riders on the course. It does not depend on the location of the team managers. The rider who is furthest ahead always moves first. If 2 or more riders are tied then the rider who is on the far right in the direction the riders are moving goes first.

Every rider may be moved in one of two ways:

  • By rolling 2 dice.
  • By drafting the rider directly ahead of him (instead of rolling dice).

Moving by Rolling Dice

The team manager with the rider who is furthest ahead on the right rolls 2 dice, and moves the rider forward the number of spaces he rolled.

A rider may only move forward:

  • straight ahead (to the next space in the same lane),
  • diagonally forward (to the next space in an adjacent lane), never to the same space in an adjacent lane,
  • and never backwards.

Thick lines (lane boundaries in curves) may never be crossed.

Example: Rider 51 goes first, since he is on the front right space. His manager rolls a '7'. The rider naturally wants the shortest route, so he rides diagonally to the inner curve.

Additional rules for moving riders:

  • A rider may move fewer spaces than he rolled.
  • There may only be one rider on a space at any time. A rider may not move through an occupied space.
  • If the course is blocked then the rider must stop. He loses the rest of his move.
  • A rider may move diagonally between two riders.

Example: Rider 51 would like to move to the inner curve, but he cannot. To do so he must cross a thick line, which is not allowed. Narrow lines may be crossed freely. Rider 41, however, may move diagonally between the other riders.

Moving by Drafting

If 2 or more riders are directly behind each other in a single lane, then the following riders may elect to draft the leader instead of rolling the dice themselves.

Important: each rider decides whether to follow the rider who is directly in front of him. A rider may only draft the rider who is directly in front of him.

The drafting rider must:

  • end his move directly behind the rider he drafts,
  • not move more spaces than the rider he is following,
  • and follow the normal movement rules.

Riders in an unbroken line in the same lane may draft.

Example: If the first rider moves then the rider on the space directly behind him may move with him (draft) without rolling himself — for instance rider 31 drafting rider 51. If rider 31 drafts rider 51, then rider 42 may draft rider 31. However, if rider 31 does not draft rider 51 then rider 42 may not draft rider 51 (he may, of course, draft 31 when rider 31 moves).

Riders may not draft when:

  • the drafting rider cannot end up in the same lane as the leading rider,
  • the rider must move more spaces than the rider in front of him,
  • the space the rider must move to is already occupied or not accessible,
  • the rider who is trying to draft must cross a thick black line,
  • the riders do not end up in an unbroken line.

Example: Rider 41 rolls a 10. He moves inward and then through the curve as wide as possible to space C (if he had taken the outer curve he could only have gotten to D). There are two reasons why rider 41 went as wide as possible to the right to space C: first, if riders are starting next to each other then the rider who is furthest right moves first; second, riders 22 and 54 cannot draft. If 22 rides the same path as 41 he lands on E, but he needs to get to space D (he must end up directly behind the rider he is drafting). If 22 tries to ride outside the thick line through the curve he needs 11 moves to reach D, but he can only use 10. Since 22 cannot draft, rider 55 cannot draft rider 41 either.

Now it is rider 21's turn and he rolls a 12. Naturally the riders behind him would like to draft him. Rider 21 can prevent this by moving to A — regardless of how rider 52 moves he cannot get to space B with only 12 moves, he cannot use space C since it is already occupied by rider 41, and if 52 takes the outer curve he misses it by 1 space, and if he goes straight ahead he must cross the thick line.

It is then rider 53's turn. He rolls a '5' and moves forward. Riders 52, 34 and 44 cannot draft. Rider 51 moves to the space behind 42, hoping that 51 will roll high and be able to draft behind 31 and 42. Rider 33 decides not to draft (5 is too low for him) so rider 23 cannot draft.

Moving Fewer Spaces

Sometimes it is better to move fewer spaces than you rolled.

Example: Rider 51 rolls a 10 and could move next to 33 with that roll. However he moves directly behind 33 (moving 1 space less than he rolled) so he has a chance to draft 33. Riders 42 and 32 naturally draft 51.

Every rider is allowed to move fewer spaces than he rolled. Exception: if a rider crosses the finish line then he must move his full move.

Using Energy Cards

Each team manager has 14 (7 in a short course, see Components above) energy cards he can use to influence the abilities of his riders.

  • Energy cards with the number of a rider may only be used by that rider. Joker cards may be used by any rider on the team.
  • Energy cards may not be used in the first round.
  • Energy cards replace dice: every energy card replaces 1 die.
  • A maximum of 2 energy cards may be used for a rider on a turn. If one energy card is used then only roll 1 die. If two cards are used then do not roll any dice.
  • Energy cards are worth their number (5 or 6 points).

Breakaway

A rider may breakaway to escape from the pack. To do this he may prevent the riders behind him from drafting him.

If a rider wants to breakaway then the team manager must first announce this. Then the manager gives the rider 1 or 2 energy cards. The riders behind him may not draft him.

Example: Rider 21 has fallen behind the pack. He uses an energy card (a 6-point card) and rolls 1 die (a 4). He now moves 6+4=10 spaces forward behind his teammate, rider 22. Rider 21 can now draft 22 when it is 22's turn.

Rider 54 uses 2 energy cards (for example 5+6=11 points). In the interest of his teammates 52 and 51 he does not announce a breakaway, since it is very likely that 41 and 31 will also draft him so that 52 and 51 can also draft.

Rider 32 uses 1 energy card and announces a breakaway. He adds the roll of 1 die to the number on his energy card and moves forward that number of spaces. No one may draft him (none of his teammates are behind him).

The Chance Cards

If a rider rolls a 7 then he must take a chance card. Exception: chance cards are never drawn in the first round.

If a rider plays an energy card he must still pick a chance card if his move is 7 (6+1 or 5+2).

First, the instructions on the card are followed. Then the card is placed next to the stack. If the stack is used up then the cards are reshuffled and put face down. With some chance cards a rider either gets or loses energy cards. Riders only get energy cards associated with their number (either played or lost). If a player must discard an energy card and he has no more with his number then he must discard a joker energy card. If he has no joker cards left then he does not have to discard a card. If a rider does not lose his turn because of the card then he moves normally.

Falls

Some chance cards cause a fall. The rider who picks the chance card falls. A rider who falls cannot move this round. (Fallen riders are left on the board — they block other riders moving forward.)

A rider who is directly behind a falling rider also falls. A rider who is adjacent to a falling rider also falls. Exception: a rider to the right of the rider who caused the fall does not fall (he is ahead of the falling rider). A rider to the right of a following falling rider also falls.

Example: Rider 31 pulls a mass fall. As a result the following riders also fall: 21, 52, 34, 42, 33 and 54 (because they are adjacent to falling riders). Riders 51 and 41 do not fall because they are ahead of 31 (those on the right of the active rider have a lead on their left hand neighbor). Riders 32, 53, and 23 are safe because they are not adjacent to a falling rider.

Chance Card Texts

The following card texts and translated titles are supplied from the companion Game Cabinet translation "Homas Tour => Um Reifenbreite / Demarrage" (David Fristrom, 1993), since the base rulebook references the Chance Cards without printing them.

  • Der Asphalt ist nass... — The road is wet and slippery. Your rider takes precautions. Roll again — but this time with only 1 die — and the rider only moves that number forward.
  • Ein Furunkel plagt... — You are plagued with a boil. Roll again — but with only 1 die — and the rider only moves that amount.
  • Ein Reifen ist platt und... — A tire is flat and the repair van is nowhere in sight. The player must sit out this turn.
  • Für dieses Rennen haben Sie... — For this race you have trained like no other — it pays off. The rider receives a new Energy Card.
  • Ihre Familie winkt... — Your family waves from the curb. The result: the rider moves 3 additional spaces forward.
  • Ihr neuer Sturzhelm ist leicht... — Your new crash helmet is light and secure. That sets your strength free. The rider receives a new Energy Card.
  • Ihre Vertragsverhandlungen sind... — Your contract talks are difficult. They now prey on your mind. The rider must discard one of his Energy Cards.
  • Im Windschatten haben Sie Ihre... — You have gathered your strength in the slipstream — now you take off. The rider goes two additional spaces forward. No other riders may follow.
  • Sie fahren Ihre Heimatstadt!... — You go through your home country! The rider goes 3 additional spaces forward.
  • Sie fahren mühelos... — You go effortlessly in high gear. The rider receives a new Energy Card.
  • Sie haben die Strecke genau... — You have studied the course precisely, and your cleverness pays off. Roll again — with 1 die — and then your rider advances the sum of the two rolls.
  • Sie haben sich von einem Begleitfahrzeug... — A witness maintains that you have had an assist from an accompanying vehicle. All protests are in vain. The rider must draw a Photo Card, and note the number on the score card. (If not using the Photo Card rules, ignore this card and draw again.)
  • Sie machen Tempo... — You make time and no one can follow! The rider moves two additional spaces forward. No other riders may follow.
  • Sie schalten in einen höheren Gang!... — You shift into high gear! The rider moves 4 additional spaces forward.
  • Sie spurten davon... — You make haste. The rider moves 4 additional spaces forward. No other riders may follow.
  • Sie überschätzen Ihre Drafte!... — You overestimate your strength. The rider goes 4 additional spaces forward — but he must discard an Energy Card.
  • Sie verursachen einen Massensturz!... — You cause a mass fall! The rider falls and doesn't move this round. Because the fall costs strength, he must discard one of his Energy Cards. All riders who haven't moved yet also fall and must sit this turn.
  • Sie verursachen einen Sturz!... — You cause a fall! All riders who fall can't move this turn.
  • Weich wie Pudding... — Today your legs are soft as cream. You are always slow. This rider must discard one of his Energy Cards.
  • Wie eine Wand... — You have hit the wall. You are totally exhausted. The rider cannot move in this round.

The Finish

A rider who finishes must use his entire roll. He moves to the space he landed on with his move. This is important because other riders may finish by drafting him.

Example: Rider 31 is farthest right and goes first in the round. If he uses an energy card he can breakaway and finish without the 3 riders behind him. His teammate rider 33 is on his left and could possibly finish second and earn more points. However rider 31 has no more energy cards and he rolls a 9. He moves 3 spaces past the finish line. Naturally riders 43 and 52 draft him. Rider 24 also drafts him although he does not finish the race this turn — it is possible for the 7 remaining riders in this example to finish before 24.

Next is rider 33's turn. He rolls a 5. He could simply move straight ahead to B. However it is better for him to move to A. When 24 moves first in the next round (since he is the farthest right of all riders) rider 33 can draft 24 and maybe even finish 5th for 30 points.

The Score Sheet

The race organizer fills out the score sheet at the end of the race as follows: as each rider finishes he records the rider number (under "Fahrer Nr.") on the left side of the sheet. He copies the score for each rider to the section at the bottom of the sheet. Then he adds the points for each team. The team with the most points wins.

Alternate Race Courses

You are always free to pick any course to race on. The game map can represent a complete series of different race courses. The Professional Rules (see below) include a list of possible race courses. You may also design your own race course on the game board — just specify the start, the sprint finishes, and the finish line.

Part II: The Advanced Rules

The advanced rules add the effects of road surfaces to the game. This makes the game more complicated. There are just a few rules in this section, but they have a large effect on the game. Therefore we recommend that players race with these rules only after they have played with the basic rules.

The Effects of Road Surfaces

The different road surfaces change the race. Different colors represent different types of road surfaces:

  • Cream — Asphalt
  • Aqua — Cobblestone
  • Red — Uphill
  • Yellow — Downhill

(In the German edition, the level roads are cream, the roads with bad conditions/cobblestones are blue-green, the ascents are red, and the descents are yellow.)

Drafting and Road Surfaces

A rider may only draft if he starts the turn on the same type of road surface (same color) as the rider directly in front of him. The road surface type is the only factor — different numbers on spaces of the same type do not prevent drafting.

Example: Rider 51 rolls an 8. Rider 33 cannot draft him since 33 is on asphalt (cream space) and 51 is on cobblestone (aqua space). Rider 41 rolls a 9. Riders 32 and 23 can draft him since they are all on asphalt (cream). Rider 44 cannot draft because he is a space behind the group.

Drafting is allowed in the mountains. The lead rider and the drafting riders must be on spaces of the same color. If riders start the round on different types of roads then drafting is not allowed.

Riding Uphill

The red spaces are mountain spaces which the riders work to climb. Riders slow down significantly going uphill.

Every rider who begins his move on an uphill (red) space must subtract the number on his space from his roll.

Example: a rider rolls a 6. He is on a red space with the number 3. He may only move 6-3=3 spaces forward.

A rider on a red space who rolls so low that the result after subtraction is 0 or less must dismount. His marker is moved off of the race course and placed next to the space he started on. After all riders in the round have moved he is placed back on the track. If another rider is on his original space then he is moved backwards to the next empty space in that lane.

Example: rider 43 is on a space with the number 6. He rolls a 6 or less, so his move is 0 or less. Rider 43 is removed from the course and placed next to it. If more than one rider dismounts then they are replaced in the same order. After all other riders have moved, they must try to return to the spaces they started in. If another rider occupies the space the dismounted rider came from, then the dismounted rider is placed in another space either parallel to or behind his original empty space. The dismounted rider may lose ground if other riders move into his space.

Riding Downhill

On the downhill (yellow) sections of the course the riders increase their speed. A rider who starts his turn on a downhill space (yellow) adds the number on his space to his roll.

Example: a rider starts on a downhill (yellow) space with the number 4. He rolls a 6 and can move 6+4=10 spaces forward.

Riders going downhill may still be drafted. Remember that drafting riders must start on the same type (color) of road.

Riding on Cobblestones

On the Paris-Roubaix course and the classical course in Belgium riders have learned that cobblestones can be a difficult road surface. These sections are colored aqua.

A rider who starts on a cobblestone (aqua) space must subtract the number on the square from his roll.

Example: a rider starts on a cobblestone (aqua) space with the number 3. He rolls a 5. He can move 5-3=2 spaces forward. The cobblestone section includes a small piece of asphalt (cream) road — riders who start here do not have to subtract anything from their roll.

Riders who start on another road surface (color) may not draft. A rider on cobblestone who rolls so low that his move is 0 or less must dismount for that turn. For dismounting and returning to the course, use the rules for climbing above.

Energy Cards and Road Surfaces

Energy cards are restricted by road surface. Energy cards with a mountain shield may not be played on a mountain climb. On cobblestones a rider may only use 1 energy card a turn (never 2).

  • Asphalt (cream): 1 or 2 Energy Cards
  • Climb (red): 1 or 2 Energy Cards without the mountain shield
  • Descent (yellow): 1 or 2 Energy Cards
  • Cobblestone (aqua): 1 Energy Card

Part III: The Professional Rules

Um Reifenbreite is a game with lots of variation. For those who understand the advanced game there is yet another level you can play at. You can have even more fun if you play with the professional rules. Feel free to choose which professional rules to play with and which to ignore. The game is complete with the basic and advanced rules — the professional rules are optional.

Preparation for the Professional Game

The Race Organizer's duties:

  • He records the results of the sprints and the finish of the riders on the score card, then computes the final score for the race.
  • He shuffles the chance cards and stacks them face down on the board. He keeps the Photo Cards.
  • He collects the Energy cards as they are played.
  • He makes sure that every time a player rolls a 7 the player takes a chance card.
  • He decides (with help from the other players) which course to race, where to start and finish, which mountains to race over, and where the sprints are.

Choosing the Course

The game board represents many different race courses, both long and short. The players must decide which course to use. This is a list of the "standard" courses to use (game length 3/4 to 2 hours) along with their sprints and sprint points.

A. Paris-Roubaix

  • Starting Location: Start 2
  • Road Type: Cobblestone/Asphalt
  • Course Route: Start 2 to Finish C, D, A
  • Sprint: Finish D
  • Finish: Finish A
  • Sprint D Points: 1st = 11, 2nd = 8, 3rd = 5

B. Lüttich-Bastenaken-Lüttich

  • Starting Location: Start 1
  • Road Type: Asphalt/Mountains
  • Course Route: Start 1 to Finish A, B, C
  • Sprint: Finish B
  • Finish: Finish C
  • Sprint B Points: 1st = 11, 2nd = 8, 3rd = 5

C. Giro d'Italia

  • Starting Location: Start 2
  • Road Type: Cobblestone/Asphalt/Mountains
  • Course Route: Start 2 to Finish C, D, A, B, C
  • Sprints: Finish D, Finish A, Finish B
  • Finish: Finish C
  • Sprint D Points: 1st = 11, 2nd = 8, 3rd = 5
  • Sprint A Points: 1st = 7, 2nd = 5, 3rd = 3
  • Sprint B Points: 1st = 5, 2nd = 4, 3rd = 2

D. Tour de France

  • Starting Location: Start 1
  • Road Type: Mountains/Cobblestone/Mountains
  • Course Route: Start 1 to Finish A, B, C, E, A
  • Sprints: Finish B, Finish C, Finish E
  • Finish: Finish A
  • Sprint B Points: 1st = 11, 2nd = 8, 3rd = 5
  • Sprint C Points: 1st = 7, 2nd = 5, 3rd = 3
  • Sprint E Points: 1st = 5, 2nd = 4, 3rd = 2

The course is always determined by the players based on the type of race they want and the time they have for the race.

The Teams (Professional Rules)

Each player acts as a team manager. He gets a team consisting of 4 riders along with a single rider with a yellow jersey. Each team manager receives 7 or 14 energy cards based on the race course.

Setting Up the Start (Professional Rules)

Place the riders on the course using the rules from the Initial Setup section above. The riders start facing the first Finish line.

Cheating

A rider can cheat by hanging onto the chase car during his turn. However, if he is photographed doing this then he is disqualified. There are two levels of cheating:

  • A rider may cheat by rolling just 1 die and adding 6 to it. Then he draws a single photo-card. The race organizer notes the number on the card along with the rider's number on the score sheet. The photo-card is returned to the deck and the deck is reshuffled.
  • A rider may also cheat by moving 12 without rolling. In this case the rider must draw 2 photo-cards. The photo-card deck is reshuffled for each pick.

A rider may cheat (hang onto the chase car) multiple times, but the more he does it the greater his chance of getting caught (being photographed doing it). A rider may only cheat 4 times in a race. Every time he cheats he must draw 1 or 2 photo-cards.

After the race is done and the points are calculated, the race organizer draws two photo-cards. Every rider who has cheated and drawn one of these numbers is disqualified since he was photographed cheating. All points earned by a disqualified rider are forfeit and are subtracted from the team's total. This does not affect the points for other riders.

Sprints and the Yellow Jersey

The races may include sprints. The number of sprints (1, 2, or 3) is determined by the length of the race. The race courses described above list all sprints along with the sprint point values.

During the race the race organizer notes the first 3 riders across each sprint finish line. These riders receive additional points as noted on the score sheet. These points are added to the team's points. The yellow jersey is worth even more points to the leading rider at the sprints.

The Yellow Jersey

The rider who crosses the first sprint finish first gets the yellow jersey. Each round he keeps the yellow jersey he earns 2 points.

The piece of the rider with the yellow jersey is replaced by the team's yellow jersey piece. The normal piece is placed next to the board.

If the wearer of the yellow jersey wins the next sprint then he keeps the yellow jersey. If another rider wins the sprint then the race organizer calculates the sprint points that each rider has earned (only count actual sprint points, do not count yellow jersey bonus points). If another rider has more sprint points then that rider gets the yellow jersey. Return the old yellow jersey rider's piece to the board, then replace the new leading rider's marker with his team's yellow jersey holder, and place his marker next to the board.

Example: Rider 21 won the first sprint, so he earns 11 points and receives the yellow jersey. Rider 42 won the second sprint for 7 points. In the first sprint rider 42 earned 5 points (third place) so he has a total of 12 sprint points. Rider 21 only has 11 sprint points (since yellow jersey points do not count for this comparison), so rider 42 now gets the yellow jersey.

During the race team managers can easily determine which rider is wearing the yellow jersey — it is the rider who is placed next to the board.

Hint: sprint finishes occur during normal moves. They do not interrupt the normal flow of the game. The race organizer must record the finish order during the move.

Switching the Lead

There are limits to the strength of the lead rider. It is therefore difficult for a single leader to remain out in front of a breakaway for a long time. This rule makes breakaways easier by making it easier to switch lead riders, and thereby spread the load.

Riders who are riding in an unbroken line may change places with the lead rider. All lines of riders may do this, regardless of their current position.

When it is his turn, the rider who is at the front of the line may ask the rider directly behind him whether he would like to switch places. If the rider agrees then the two riders switch places. If the rider refuses to switch then the leader may ask the following rider, and so on down the line.

This rule gives the team managers the chance to agree on how to use energy cards to prevent the pack from catching up. A team manager is never required to use energy cards. He may also trick the riders who are behind him by playing an energy card to break away from that group.

Example: Riders 51, 21 and 41 have broken away from the pack, forming a breakaway. If they exchange the lead among themselves (51 exchanging with 21, or if 21 does not want the lead, with 41), then they may escape from the pack led by rider 32. To successfully break away they must play their energy cards when they are in the lead. If rider 51 changes places with rider 41 then rider 41 moves first — this change does not cost rider 41 anything.

The groups following the pack may also change positions. Riders 31 and 32 may change places since they are teammates. Rider 43 will not try to catch the leaders since his teammate, rider 41, is in the breakaway group — he may even try to slow down the pack.

A Stage Race

Rather than just race a single race, the players may run several races as a stage race. Stage races take place over several days on different tracks. On each "day" another race is run on another course. The race courses described above may be used for this purpose.

The final score for a stage race is calculated as follows:

  • Fill out a separate score sheet for each race. Calculate the results for each stage and add the total team points together.
  • Calculate the bonus points for each team and add them to the team's total: for each team, determine the rider who has earned the most overall points, multiply that rider's total by the number of stages raced, and add this total to the team's total score.

The team with the most points wins.

Example: Rider 41 has earned the following points in 5 races.

StagePoints for Rider 41Team Points
11846
25568
34092
42266
52647
Total161319

Rider 41 has the highest point total for his team, 161. The final score is calculated with the following formula: # of stages × final score of the best rider + team points = final score. So: 5×161+319=1124. Final team score = 1124.

This scoring system shows the importance of both support riders and the stars. The support riders help the stars score more points, which increases the bonus the star adds to the team.

The Score Sheet (Professional Rules)

The race organizer fills in the score sheet as follows:

  • Write the numbers of the first 3 riders across the first sprint line. (In the example: riders 21, 33 and 42.) From then on the yellow jersey points are added in.
  • Write the numbers of the first 3 riders across the second sprint line. (In the example: riders 42, 51 and 43.) Note the change in the yellow jersey.
  • Write the numbers of the first 3 riders across the third sprint line, assuming there are 3 sprints in this race.
  • Record the riders' numbers from top to bottom in order as they finish the race. (In the example, rider 31 is first, 43 second, and so on.)
  • Record the total sprint and yellow jersey points for each rider.
  • Add the place, sprint and yellow jersey points together to get the total points for each rider.
  • Calculate the final team score: copy the final score for each rider, then add the scores for each rider together to get the final team score.
  • Record riders who hang onto the chase car, along with the rider number and the photo-card number(s) he drew.