UNPUBLISHED GAMES

There are lots of unpublished cycling games, of course, including some of my own. The first thing we must say is that the word "unpublished" does not mean the same for everyone. As I see it, "unpublished" means a game of which there is only one or a few prototypes. To me, a self-made edition of 50 copies is an edition. (But then again, I come from the world of experimental music...)

 

TABLE OF CONTENTS

BAROUDEUR
BIKBIK
CHILDREN'S VARIATIONS
CRITERIUM DE FIGUERES
CYCLING LEGENDS
CYCLISME MANAGER
CYCLO, the story behind, by Dirk Donvil
CYCLO PRESTIGE
HOMAS GAMES
HOMAS TOUR, early designs
HOMAS TOUR PRO
"HOW IT BEGAN", by Ludo Nauws

KEIRIN

MAILLOT ARC-EN-CIEL, first drafts
MERCKX & GIMONDI
THE PERFECT CYCLING GAME
PISTARD, an open game project

REALSTATT CYCLING
ROULEUR
SPRINT / L'AUTOBUS

SPRINTER 3D
TAKTIK TOUR

TARKA CYCLE TRAIL
THE TOUR
TOUR DE TÊTE
TOUR DE DUCK
TOUR DE FRANCE DICE GAME
TOUR DU CYCLISME
TOUR GAME
TOUR MALA'S
TRIATHLON TIME CHALLENGE
VELODROMO
VELOX
 

    

BAROUDEUR

Baroudeur is an abandonned project form my friend Yann (from Paris). Baroudeur, actually, was an unfinished but playable set of rules to be played in almost any board. (even in a game-of-goose's board). However, Yann changed his mind and devoted his energies to his fantastic PBEM Tour de France game (http://fr.groups.yahoo.com/group/jeutdf/).

I am not really sure if Yann wants his rules posted here, so I keep them to myself for the moment  :-(

 

BIKBIK: by Jaime Munárriz and Esther Berdión

An unfinished game by the creators of La Serpiente Multicolor. Very good ideas in here, but quite unlikely to be developped in the next few years :-(

   

      

 

CHILDREN'S VARIATIONS

Children tend to modify or create games. (Well, at least some do). I wish I could find some of my childhood designs, but I am afraid most of them are lost forever.

If you look closely at these Montaplex cyclists, you will see words written on some of them .I can read "llano" (flat) and "sprint" on the picture, but I still have the cyclists at home and there is also a "Mont" (Montaña=uphill) and some riders marked "*" and "+". This is my own handwriting (I must have been 12 years old when I marked them) but I can't remember how the game went.

 

 

This one was in the box of a game I purchased (Mattel's Il Giro d'Italia). If you recognise it (if you made it or know who did), drop me a line ;-)

 

CRITERIUM DE FIGUERES, by Oriol Comas & Anki Toner (2007)

This is a fast new game created for the PEDALANT PEL TAULER exhibition. We will probably put a downloadable version online pretty soon.
 

CYCLING LEGENDS, by Giovannini-Giusti-Baldazzi

Francesco Giovannini sent these pics. Unfortunately, he has not sent the rules yet, but the game looks fantastic!!!

 

 

 


CYCLISME MANAGER

Emmanuel Bechet is developping an interesting game based on peloton movement (rather than on individual riders' movement). He told me he based his game on the computer game "pro cycling manager", which is quite an interesting idea.

 

 

CYCLO: The story behind, by Dirk Donvil

The game my producer made is not what I had in mind, but it was better to have the game produced, than having nothing at all.  First of all, I had to redesign it all, due to the box and board format. The route could only have some curves if it wasn't very large. My original game was with the big 1/32 scale riders, and you could put 6 riders side by side, so you can imagine how big that board is.  

The original idea comes from my father, who did play it as a young boy (30's-40's) using pictures of the cyclists. It's very simple, flat route 2 dice, climbing 1 die, descending and sprint 3 dice, no tactics. In my youth the 60's and early 70's, we played it with the 1/32 scale cyclist figures.

In the 80's,  I did want to make the game look more like a real race.  The taking the wheel is an obvious introduction.  Diferences between rider types also. Brick road to do the classics. To give riders the possibility to attack, extra dice throwing of course. But here comes the difference with the game publiced. In my game every rider receives a number of extra dice throws(more for the team leader), but to attack, a rider must use 2 extra dicesa once (not while climbing, then only a climber can use 1 extra dice, limited to 1 per mountain.) A rider can use 1 extra dice to accelarate, giving the possibility to the rider who follows, to stay in the wheel, not whit an attack.  Also riders can trade plces while beeing in the wheel (and in hte same route type). Your rider does not have to use al the points thrown.

Still very simple.

Now, you have a race: helpers are used to bring your team leader, climber or sprinter in a good postion, they even can wait for him, if he didn't pas wellthe start,  a mountain or brick road. If your favorite rider has still some extra dice throws left in the final boad, he can make the ultimate attack, or jump to the wright wheel. Riders who escaped can alternate to use extra dice throws to stay in the lead.  Those who missed the escape have to organise the persute, or decied to make the jump.  But you can't win without organising the team.

Now you have the ultimate cycling game, simple but you need to think a lot about tactics.

 

CYCLO PRESTIGE, a cyclo cross game by Jan Moerman from Gent

I played this one in the fall of 2004 at Geert Lagrou's place. Though the game was in a quite embrionary state, and I had to struggle with the Dutch-only tactical cards' text, I can remember that I won the race!

As you can see, the prototype had cardboard riders (well, if you see one made of plastic... it was a substitute since we were more players than cyclists), fences, even a ramp!

  

   

 

HOMAS GAMES, a letter from Harry Hommes

Dear reader, you can not begin to understand how proud I am to find the game that my father developed way back when I was a boy. The name of my father is John Hommes, he was the son of my grandfather who founded the Homas factory. Homas stands for Hommes (our familyname) and Assen (our hometown). I can easily recognize his design in the graphics since I have watched him drawing and sketching for decades. He passed away in 1999, the firm went broke around 1980. Got to show this to my mum who is turning 80 this year.
Greetings, Harry Hommes, Assen, Holland.

   
Left: Hendrikus Hommes. Right: his son John Hommes (behind the camera)

A small history about the family background concerning the factory. It was founded by my grandfather Hendrikus Hommes (1894-1973) in 1923 in his hometown Assen, situated in the north of Holland. In those early years they manufactured "sjoelbakken" (a typical  Dutch familygame, a kind of wooden shuffleboard) and meter-sticks that people could use to measure fabric. Another polular game in those days were the yo-yo's. During the war there was a shortage of wood and because of that my grandfather switched  to repairing wooden shoes. After the war the factory bloomed: brochures from the fifties and sixties showed an extensive array of games like puzzles, chess-sets, billiards, table tennis, bowling sets and other (board) games. Some were imported, some were self invented like the Homas-tour.My father,John Hommes (1926-1999) worked almost his entire life in his fathers company. During summerholidays it was an ideal place for me to earn some cash. In 1983 is was "game over", the company went broke, families stopped playing games together and electronic games stepped in.

   

The Homas building  in Assen and a picture of the game (brochure 1963-1964)

By the way, according to Harry Hommes  there is a small secret mystery hidden in the game, in the face of the first cyclist portrayed in the box. See the box, concentrate on the face of the cyclist up front and tell me if there is anything that strikes you as odd.....please do and let me know. There is a small secret there...

 

HOMAS TOUR, Rob Bontenbal's early designs

Some years later Homas released another cycling game, designed by Rob Bontenbal, HOMAS TOUR (later released as "Um Reifenbreite" by Jumbo), which happens to the best-selling cycling game ever. I had the pleasure of meeting Rob, who showed me some early designs of the game. This is not Bob's first design, but it is the one he used to play with for a long time. The board is HUGE (160 x 120 cm, on 12 40 x 40 cms wooden panels), as you can see by the chair on the background.

 

  

Here are some of the teams he used.

  


 

HOMAS TOUR PRO, by Ruben in t' Groen

Since Homas Tour was so popular in the Netherlands (even before the "Um Reifenbreite" release), it is normal that it had different home made variations. But this is not a simple variation, but a whole new game, different enough from the original. Ruben in t' Groen (tha's his real name!) has developped a fantastic set of rules which take Homas Tour quite far. I have had the pleasure and honour to play it against Ruben, Jürgen (who stole the win from me in the last minute... congratulations!) and Rob Bontenbal himself.

The game is quite complex, and I must admit that without Ruben I would not have been able to play all the rules. But maybe that was because the English translation of the rules was uncomplete (as far as I know, it still is). The best idea is that there are some neutral (not driven by any player) teams in the race, and they behave quite well. I hope to be able to offer more information on this one soon.

Ludo Nauws also likes Homas Tour Pro, and he has developped new boards (and self-made cyclists) to play some classic races. So far he has Ronde Van Vlaanderen and Paris-Roubaix.


Ludo and his son Tom playing in one of their Home made boards.

  

  
Ludo's riders

 

    
Looks like there's quite a lot of people playing Homas Tour Pro. This is Pieter's huge self made board.

 

        
Rules of the original Homas Tour and Homas Tour Pro, signed by their designers

 

"HOW IT BEGAN", by Ludo Nauws

This is the translation of Ludo's account. The Dutch original is on his website.

I think I was about 12 when I got a box of plastic cyclist figures. Cycling was part of the family since my father was also is entire life in cycling and we followed the actions of our heroes live and on TV .

While playing with the miniature cyclist I made all the famous stages and classics all over again. I made tracks of playing cards and beer-spills. The beer-spills were the broad, flat asphalt sections. The playing cards were either small coblestone sections or uphills. Using the card and spills in different ways I built always other races.

My own peloton grew soon to 40-50 cyclists. I invented some simple rules to simulate the races. A brief summary:

On the beer-spills there was space for 5 cyclist  next to each other, on the playing cards there was only room foor 3. The order to roll the dice was the order of the cyclists in the race.  Cyclists couldn’t jump over each other, so when on a narrow section 3 riders were next to eachother, no other could pass.  On the flat sections cyclist could roll a 3,4 5 or 6 (when rolling a 1 or 2, there was a re-roll). On the uphill sections the value of the dice was divided by 2. So cyclist could only move 1, 2 or 3.

When there were coblestone sections in the race, I had a system to simulate punctures. I used a small casino roulette.  Before starting a new turn (rolling the dice for the first cyclist), I rolled the roulette and the figure where the ball stopped was the position of the cyclist who would have a puncture (not every turn there was a puncture because the cyclist who was marked by the roulette had to be on a coblestone section).  When the cyclist had a puncture, there was again a roll of the dice to derteminate how many turns it should take to get another wheel. Here the value of the dice was again divided by 2.

A cyclist who had moved was aligned to the right of the track, when there were cyclists next to each other on the same track-section, the leftmost went first.

In intermediate sprints and at the finish there were points to gain for the green jersey and also bonus seconds for the yellow jersey.  On the hills there were points for the mountain-classification.  

At the finish there was a system to make a classification in time. For every gap behind the finish line there was a time delay counted (5 seconds for every track section).  So when there was a gap of 3 track sections between  2 cyclists there was a gap of 15 seconds. All cyclists that arrived whitout a gap between them got the same time. The time-counting at the finish with intervals of 5 seconds, combined with  the bonus seconds at the intermediate sprints and at the finish made up really realistic time classification.

When playing the years after that I painted the riders by myself to give them some jerseys of that saison. Unfortunately my painting skills were at that time lesser than today. I should make some repainting one of these days.  I think I will keep the retro-jerseys since the are a lot easier to paint than the flashy jerseys of today...

   

 

MAILLOT ARC-EN-CIEL, first drafts

Click here to see the finished game. One of these days I am going to write a longer "how I made it" article. For the moment, I will let you know that the first working title of the game was "Cyclopoly" (look at the first drafts of the board and you will know why)

 

     
 

After a while, with the great help of Carmen, the board started to get better...

Though we were not very sure about the colours...

  

Carmen worked hard with the drawings

It was almost that...

When I thought that maybe it woulf be better to make the board in four pannels:

We had to start all over again!

Carmen made new drawings

And some that were finally discarded for no particular reason...

Not to mention the hard time we had until we found the right boxes to fit the game in. Finally the boxes were made to measure by Pere Masmitjà (thanks!), who was suggested by Pau (thanks, too). Pau has one of the finest wine stores in Barcelona (Verema i Collita). So the moral of this story could be: drink good wine and you will make good games!

Click here to see the finished game

 

MERCKX & GIMONDI  by Donato Pompei

A very nice project by my good friend Donato. You can click here to see the current state of the project.

    

THE PERFECT CYCLING GAME

The perfect cycling game doen not exist, fortunately. Some of my favorite games are in the LISTS section, though.

Nevertheless, a lot of people seem to be looking for it, or (what's worse) trying to make it.

I am also trying. I have it all in my mind.  ;-)

REALSTATT CYCLING, by Robert G. Fray, USA

This one is NOT an unpublished game, but rather a replay game. I wonder in what format it was originally published. It is copyrighted in 1994 (looks like there is a 2005 edition) and is just a set of statistics and tables and some simple rules: You chose as many riders as you like, grab some dice, make yourself some stages, throw the dice and look in the tables what was your position in the race. I don't see where the interest lies, though stats sports replay games are fairly popular in the US.


Welcome to the world of International Cycling. You can create your own courses with sprints, time trials, flat and mountain stages. The basic game comes with the top 8 cyclers from each Tour de France race from 1971-2005. Ratings for cyclers for other major races may be published in the future. To play: You need three 6-sided dice and a calculator/spreadsheet program, and scratch paper for making calculations before writing the final time on the race sheet for each stage. A typical Tour de France race is made up of 20-23 stages in the following categories. 1 Prologue Time Trial (choose between 5-9 km stages) 3 Time Trials (choose between 35-70 km stages) 5 to 7 Flat Stages-1 (120-180 km each) 5 to 7 Flat Stages-2 (190-250 km each) 5-7 Mountain stages (140-260 km each) You can mix and match stages how ever you want. You can even use the same distance stage more than once in a race. Choose the racers for your race and design your course and enter the stage distances and racers on a score sheet. Look at the Stage Distance / Time charts. At the bottom of each column, you will see a 3x, 4x or 5x. This is the number of times you roll the dice and accumulate the time for each stage. For example – First stage is a 7km Prologue Time Trial. I’m racing 2005 Lance Armstrong. I will roll three 6-sided dice three times and add up the total time. My first roll is 13 – 164 seconds. Second dice roll is 8 – 159 seconds. Third roll is 17 – 168 seconds. The grand total is 491 seconds. Next you roll two sided dice for a random adjustment to the cyclers rating. You can do this once per stage, once per race or once per type of stage. There are three types of stages – Time Trials, Flat stages and Mountain stages. The adjustment chart is included when you buy the game. This adds some random variation to every cycler’s rating each race. For my example, I roll a 10. I am adding the adjustment for the whole race. I will add .0002 to Lance’s rating of 0.9984 to come to a final rating of 0.9986. I multiply this rating x his time of 491 seconds to get an adjusted time for the first stage of 490.31 seconds. Write this on the race sheet and repeat for the others cyclers. Future Cycler rating sets may have individual ratings for each of the three types of stages for each ‘Year/Race’ of each Cycler. For the winner of each stage, subtract 5 seconds from the time of that stage. When you done with all the stages, total the times for all the cyclers and divide each total by 3600. This will give you the hours, let’s say our total is 364567 seconds. Divided by 3600, you get 101.269 hrs. Take the decimal remainder (.269) and multiply by 60 to get the minutes = 16.14 = 16 minutes. Then take this decimal remainder (.14) and multiply by 60 to get seconds = 8.4 seconds. Total Time is 101:16:08.4

 

ROULEUR

Posted 17/07/2005 (as "Routard").
Corrected and renamed 21/07/2005.

Another of my games. This is just a set of rules for advancing a bunch of riders. They work quite well, which does not mean I ever try to make a complete game out of it. Here is what I have:

     

This is a game for any (reasonable) number of players. You can play alone, as long as you don't mind running time-trials all the time. You can play a single race, but these rules are ment to care about energy, and about the energy left after the day for the following day. This rules are meant to represent a multi-stage race. What I do not have are mountain or sprint rules, but probably they could/should be included.

Elements of the game:

Teams of 5 cyclists, numbered 1 to 5. (Take it from any other game. You can even use the ones in PISTARD). Each team has one control board like the one on the rightmost picture. The color of the pins matches the color of the team, in case you wondered. (Of course they don't need to be pins. Anything will do).

Energy cards. A deck of cards numbered 1 to 5. In fact, the number of cards is not that important, as long as there are enough of them. I used around 200 cards. The proportions were:

                      - 35 per cent of the cards are number "1"
                      - 25 per cent of the cards are number "2"
                      - 16 per cent of the cards are number "3"
                      - 12 per cent of the cards are number "4"
                      - 12 per cent of the cards are number "5"

But now I think the easiest way is to get four regular card decks and read them like that:

                      - A,K,Q,J mean "1"
                      - 10,9,8 mean "2"
                      - 7,6 mean "3"
                      - 5,4 mean "4"
                      - 3,2 mean "5"

(I admit it's not the same proportion, but as I said the game was on the testing stage). Jokers can be adscribed to "1", or may be used as jokers, or may be used for such things as the mountain rule or the sprint rule (see end of text).

The dice. That's the important part of this game mechanics (along with the cards). We have four different dice (see leftmost picture), and I am afraid you will have to paint your own (at least that's what I did):

                        - 1 YELLOW die with the faces marked  2 2 2 2 3 3
                      
 - 1 ORANGE die with the faces marked  2 2 3 3 4 X
                     
  - 1 RED die with the faces marked  3 3 4 4 X X
                      
 - 1 BLACK die with the faces marked  0 0 1 1 2 2

The road. Since I have not implemented rules for mountain, sprint, &c you can use the board of any other game as long as the cyclists fit in. You do not need lanes.

The game went like this:

You decide the lenght of the stage (around 60-70 squares worked, if I remember well). Every team receives the same number of cards (That I don't remeber. Maybe I never reached a number. You can experiment by yourself. I would say 20).

One important rule of the game is that, in general, a rider is able to follow the pace of the peloton he is in. If the first rider of the peloton id fast enough, everyone may follow him without throwing their dices. (That part of the rules is not finished, there might be more exceptions. At the moment the only exception is the use of the black die).

All the riders start the game with the YELLOW die and therefore mark the square "O" on their pin board for all the riders. (The "X" square is for the ORANGE die and the "XX" square is for the the RED die; the BLACK die is not included on the pin board).

The first rider in the order of the race (ok, just put the riders in any order, this is just a test). Throws his die. At this point he can decide to keep the current die or change to another die). Let's examine the three coloured dice:

The YELLOW die (2-2-2-2-3-3) is quite slow, but safe. With it you advance an average of 2.33 squares. It may take long to reach the finish line, but you do not spend energy cards. If you want to run faster, you have to pay an energy card with the number of the rider and this rider will use the orange die. If you do, you change the position of the pin in the pinboard to "X", and you will use the orange die for that rider until this changes.

Of course, since there are more ones than fives in the deck, the rider 1 is generally your stonger rider. But you cannot really tell if how your rivals' riders "feel". Maybe they have a hand filled with fives and their rider 5 will give us all a surprise!

The ORANGE die (2-2-3-3-4-X) is a little faster than the yellow die, but has an X on it. The average advance is 2.8 squares but every time you throw an "X" you must decide between paying another energy card (with the number of the rider on it, of course) or shifting down to the yellow die (and keeping it until you change again). If you pay the energy card, you throw the orange die again to advance the rider. (Of course you could throw another "X" and still have to decide whether you pay ANOTHER energy card or shift down to the yellow die).

But of course you may want to run faster. Before you throw the orange dice, you can pay another energy  ard and shift to the RED die. You change your pin on the pinboard and grab the fast but exhausting RED die (3-3-4-4-X-X), which has and average advance of 3.5 but two "X". Well, you can imagine how it works, you will advance 3 or 4 fields in every throw, as long as you are lucky not to get an "X". If you do you will have to spend an energy card to keep the red die or shift down to the orange die (which still has ans "X" on it).

If you still want to go faster, and you have the energy cards to do it, after throwing any coloured die you can pay one extra energy card and throw the BLACK (0-0-1-1-2-2) die ONCE. If you are lucky you will advance two fields, if you are not you might even stay where you are. The black die is not marked on the pinboard, so you do not keep it. A rider can't use it more than one time per turn (even if he threw a "0", aven if he has a lot of energy cards...). On the other hand, the black die can be used after any coloured dice, including yellow (although it does not make much sense, probably). It can even be used after following another rider (without throwing a coloured die).

Since the use of the black die is a sudden burst of energy, the follow-the-peloton rule does not apply to a rider using the black die (even if he throws a "0"!). A rider using the black die is supposed to try a breakaway.

-------------------------------------------------------------

Well, that's all I have (or can remember) about this one. The rest of the rules can be quite similar to those in many games. The game is meant for a multi-stage race (maybe 5 or 6 stages, including a time trial, either a team or an individual one). The second day the players receive new energy cards (maybe less than the first day) but keep the ones they have. So the big issue of the game is about when you should use your energy. The weakest riders of the team can still do a very useful work since they can lead a peloton and spend all their energy on a red die. As a result, a peloton can ride much faster than a single rider (much more energy to spend) as long as there is a good cooperation between the riders. (though the rules for shifting places inside a peloton aren't clear either, I know).

The development of this one stopped when I started thinking about TAKTIK TOUR. Then I discovered that TAKTIK TOUR would take too long and I shifted to ARC-EN-CIEL, and even did PISTARD. So ROULEUR has been in the limbo for a while, and might stay there quite a long time, though I think these mechanics are quite strong for a cycling game. Needless to say, I'll be glad to cooperate with anyone who wishes to use these ideas (or part of them).

---------------------------------------------------

Possible mountain or sprint rules: Let's assume cyclist "2" is a climber and cyclist "3" is a sprinter. The mountain rule would be something like "the joker cards can be used by the climber only in mountain sections, otherwise they will be used by the team leader" (of course, mountain sections should be marked on the road). Moreover, no aspiration rule in the mountain sections. Possible sprint rule: "near the finish line, a joker can be used by a sprinter to get an additional throw of the black die".

 

SPRINT / L'AUTOBUS, by Tony Reeves

Click here for more info on this one: Smiffy's Rules Bank

Someone called Tony Reeves wrote the rules for these two for a games fanzine. I find these rules quite interesting, but (a) "Sprint" does not really work (the second player always wins if he plays the correct strategy - a very easy one to find); and (b) "L'Autobus" looks better but this set of rules is not complete (for instance, how many cards are dealt to each player?).

I tried to contact Mr. Reeves but I could not make it. Can anyone help?


Sprint - a game of nip and tuck

A game for 2 players 5 to 8 turns

This game has been in my head for some time now and I think it’s worth a playtesting. It is very loosely based on Sprint Cycling. When I was young this always struck me as a daft name because they don’t (sprint, that is) at least not until the final 200 metres or so. The bulk of the contest is taken up by an elaborate battle of wits in an attempt to hang behind the opposing cyclist until the last possible moment.

1.Each player has 6 cards, three 2’s, two 4’s and a 6.
2.One player starts on square 1, the other on square zero
3.Cards are revealed simultaneously and the players move the stated number of squares. Those cards are then lost with the exception described in Rule 4.
4. Any player who commences a turn exactly one square behind his opponent and plays exactly the same card as his opponent retains that card. The leading player can never retain a chosen card
5. The winner is the player who moves the furthest when all cards are discarded.

I’m really not sure that the game will work but would be grateful to anybody who can playtest it or is willing to sign up and give it a go. I would run 2 games between opponents simultaneously, swapping the positions on the starting grid.

If it does work, I’d like to extend the idea to cover more cyclists. There would be a real Prisoner’s Dilemma element to the idea of mutual co-operation. We’ll see.


L’autobus - Sprint grows up

L’autobus a multi-player game which has evolved from the 2 player game of Sprint. In practice, Sprint has been found wanting in terms of strategical and tactical options but I think that the basic "conservation of energy/movement cards" mechanism is interesting and is worth persevering with. Thus the element of taking back into the hand a card which is the same as that played by a cyclist on a space immediately in front (ie the next space ahead) is retained. The crucial difference comes from the increased number of cyclists and the effect of playing a card that would bring a cyclist into a group. The term L’autobus, I am lead to believe, is used for the group of cyclists who have no great aspirations in the mountain stages other than to stay within the qualifying times and therefore form a safe bunch in which they can all "travel".

The rules:

0. The object of the game is to travel as far as possible given limited resources.

1. There are 5 teams of cyclists per game.

2. Each player manages a team of 5 cyclists.

3. The cyclists start in 5 groups, each group separated by one space from the preceeding group. This means that the last cyclist in group E starts at space 1, the last cyclist in group D starts at space 7 and so on. The leading cyclist starts at space 31.

4. Players simultaneously reveal their card choices for each of their 5 cyclists.

5. If a cyclist is not in a space immediately behind another cyclist then the card is discaded and cannot be used again.

6. If the cyclist is immediately behind another cyclist and the card matches that played by the cyclist immediately ahead then the card is retained for future use. The trailing cyclist is assumed to have slipstreamed the leading one and saved his energy for later use.

7. In carrying out movement, the cyclists are moved in race position order. Note that two or more cyclists can never occupy the same space.

8. If a cyclist’s movement takes him to an empty space then he simply advances to that space.

9. If a cyclist’s movement takes him to a space where he would land on the same place as another cyclist then he moves to the next available forward space. It is therefore possible to overtake a continuous group of cyclists by playing a movement crd that would place a cyclist on the same space as a cyclist at the back of the group. This (sort of) simulates a rider moving up to join a group but being forced to move to the front of the group (taking the bulk of the wind resistance) for his audacity.

10. Their are 2 "Special" cards which can be played at any time except turn one. They can only be played ONCE and cannot be recouped into the hand as in rule 6 even if the conditions for doing so are otherwise satisfied. They are: (a) a ZERO card (b) a SPRINT card. The ZERO card results in no movement for the cyclist in question and may be useful in allowing another cyclist to pass by. It can only be used ONCE, even if the cyclist immediately in front plays a zero. The SPRINT card results in that cyclist playing ALL their remaining cards in one move to give an aggregate movement equal to the sum of the remaining cards. A cyclist may want to do this to break away from the remainder of a group, particularly towards the end of the race.

11. If a cyclist plays all his remaining cards before the SPRINT card then the SPRINT card turns into a movement card of value 1. This movement card behaves as a normal movement card as outlined in rules 4 to 9.

12. The race ends when all cyclists are void of cards.

13. At the end of the race, the 3 leading cyclists receive movement bonuses as follows, prior to the calculations of team scores:

1st - moves forward 3 spaces
2nd - moves forward 2 spaces
3rd - moves forward 1 space

14. The (penalty) scores for each cyclist are calculated as follows:  One penalty point for every empty (i.e. unoccupied by cyclists) space between that cyclist and the winning cyclist. Thus, all cyclists in a group are judged to have the "same time" as there will be no additional empty spaces between the front and back of a continuous group. The bonuses in Rule 13 are intended to reward the 3 leading cyclists and to emphasise the difference between them.

Note that the winning cyclist will always have a penalty score of zero, the 2nd place cyclist a minimum of one, the third a minimum of two. It is possibly, but very unlikely for the remaining cyclists to all have a score of three.

15. The winning team is the team with the lowest aggregate of penalty points for its 5 cyclists.

16. Variant rules for mountainous terrain are in the alpha playtesting stage.

 

SPRINTER 3D (Sprinter 3D INPI 2007)

 

This game is supposed to be released in more versions, included Paris-Roubaix and track cycling. The first version contains the Alpe d'Huez climb. What you get are 12 big unstable Cofalu riders (2 per team, though the rules mention 3 or 4 per team), 4 A3 pannels and a rule set.

 

    

 

 

When you receive the game, you have to find three dice and to change them (by your own means) to 122223 (or maybe 122222, a variant suggested "for more tactical play"). You also have to paint the numbers on the riders, and probably photocopy some extra team book sheets (which, by the way, provide space for three riders per team)

The rules are not so bad, although you will have to decide what happens if you throw only two dice uphill and you thwow a one and a two? (My guess: you must throw a third die). Also being a peloton -based game, I would have likes a mention to what happens when the head of the peloton is descending and the back of the peloton is still uphill (ok, maybe there is no need of a special rule for this, but it should be mentionned nevertheless).

Basically, you secretly distribute a given number of energy points between your team. This distribution remains secret during all the race. In every rider's turn, he choses to  throw one, two or three dice (remember,  the dice are 122223) and crosses the same number of energy points. All the riders in a group  can follow the leader of the group at no cost. Furthermore, the leader of the peloton advancess less than te thow of the dice (depending on the type of terrain). Every rider must advance at least once, can chose the dide of the road. Since the right side of the road plays frst, the rider in front of the pack will try to move to the left side of the road.

I have not played the game, but my guess is that, among adult gamers trying to play the right strategy, the game becomes a bluffing game. Mybe not the first time you play it, but it is the only solution.

Since a breakaway rider also gets an advance penalty in every turn, once you break away you have to throw three dice at a time, to minimize the number of turns (i.e. of lost pips). So, I think that the race will move very slowly until there is the first serious breakaway, which is better accomplished from second or third place of the peloton. So we probably will find some struggle for a good position and, from a certain point in the race, an all-the-way attack. Probably the most interesting thing is how to get the right riders to the right position of the pack at the right moment in the race.

Nevertheless, the game mechanics, although interesting, are probably  weak, in the sense that a time-trial canot be implemented . Similarly, the designers, maybe wisely, have not tried to implement a stage race and have not devised a way to keep track of time.

Finally, not having tried the game, I cannot tell if the fact that tere is no limit to the point distribution in the game is a weakness or an advantage. The Alpe D'Huez race, for instance, is 138 squares long (and mostly uphill, which means -3 for a breakaway rider in everyturn) and you have 60 energy poins per player. In a breakaway at full speed, at an average advance of 3 squares per turn, you need 26 turns to reach the finish line, which means 78 energy points. So anyrider with, say 80 energy points can safely think of climbing the whole race atfull speed (quite less, in fact, since not all the race is uphill).

Since there is no team classiffication, what need is there to care for the third rider. You can probably give 90 points each to a couple of riders and race atfull speed all the race. Who cares id other riders save energy by drafting from you, when everybody has enough energy to reach the top?

I would suggest a geometric progression in the energy spending. ! energy point (EP) if you throe one die, 3 EPs if you throw 2 dice, 6 Eps if you throw 3 dice.

Anyway, I am waiting for the next boards to see how the game evolves.

 

TAKTIK TOUR

This will be the best cycling game ever, if I ever am able finish it! I have the idea (though there's not much I can disclose about it) and I have the name. You will have to wait for the rest.

 

TARKA CYCLE TRAIL

This one is by Peter Davis from Exeter, Devon. Not exactly pro cycling.

   

 

 

THE TOUR (Mike Clifford, Lionel Games)

This one is not exactly an unpublished game, but since it is not a board game either, I keep it in the "unpublished games" section for now. It is another replay game. I never saw the interenst of replay games, but at least this one can be downloaded for free.

Download it here.

 

TOUR DE FRANCE DICE GAME (Bernd Brucker, 2005)

In his book Die schönsten Würfelspiele (Heyne, München, 2005), Bernd Brucker describes a game called "Tour de France". I would hardly classify it as a cycling game, but... I am sure there must be more cycling-oriented dice games.
 

TOUR DE TÊTE

An unfinished project form my friend Michael Glanzer, from New York. He worked quite hard on it, as you can see from the cards.

1st version:

 

2nd version:

Last time Michael mentionned the game he looked quite disappointed about it not being such a good game as he had thought.(which iss good: game inventors tend to think their game is the best game in the world, and even reality won't make them change their minds).

I hope Michel resumes working on this one. For the moment, here is a draft of the rules. If you feel you have something to bring to the game, drop a line and I will put you in contact with Richard.

 

TOUR  DE DUCK

Simple little game made available by German on-line magazine "Page 42". You can download it here: http://www.seite42.de/82_43e.htm

Peer Sylvester remarks that "Tour de Duck" is not really unpublished. It was originally featured in a German Micky Maus Magazine (No. 43 of 1982). The website Seite42.de is featuring scans of the games from the Micky Maus magazines.



TOUR DU CYCLISME

Not really a game but an idea from the Dutch online magazine SPELMAGAZIJN to play the different stages of  a race with different games. If my Dutch does not betray me, the mountain stages were played with HOMAS TOUR, the flat stages with DESR AUSSREISER and the time trial with some computer game. A nice idea!

 

TOUR GAME

This one has a website: http://www.tour-game.com

 

   

 

TOUR MALA'S (Joachim Haack, 2003)

Another supposedly published game... if you can find it (?)

The picture was taken from boardgamegeek, where you can find more info about this one.

 

TRIATHLON TIME CHALLENGE

US Patents are freely available on-line. This game has Patent number 4,634,128. By the way, I seldom include Triathlon games on the website, I have to draw the limit somewhere...


 

VELODROMO

I have recently purchased this one in Italy. It's a plywood board with some Salza riders on it. It did not have any rules, of course.

  

 

 

VELOX

John Weber mentions this one on BGG: "Another one I have seen and actually played that was pretty good was a game called Velo or Velox that was an unpublished prototype. If I recall correctly, the game was designed by a Swiss and I was shown it by a Frenchman who happened to be in the USA for the World Diplomacy championships."

On a private email, he added: "Each stage was broken down into a number of turns, that could be flat, sprint, high mountains, or lesser mountains, then you had the peleton working at a particular rate of speed, breakaways, cyclists falling off the back, etc.  It had a fairly realistic feel to it -- and hey, I won the race! -- and a cool feature was you could slip the yellow jersey on the cyclist's back (these were paper cyclists printed out on a desktop -- nothing fancy) -- but the game was pretty good, sorry not to see it make it into production."

Thanks, John!

 

 

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