Reviews

Classic cycling game which provides a much better game than the first impression gives upon opening the box. Minimal contents are a board on which is depicted an oval racing track; a deck of 'cards' in 2 distinct packs; 8 plastic cyclists and a small scoring pad. A race consists of one lap round the track and points are awarded for those finishing in the first 4. The beauty of this game lies in not what cards you are dealt, because you all get the same distribution, but
A player's turn consists of simply playing a card from their hand and moving their cyclist that number of spaces. However if they end their move on a space where there is 1 or more other cyclists then 'slipstreaming' comes into effect and they move a number of extra spaces equivalent to the number of the card they just played multiplied by the number of cyclists on the space they landed. An example of play will illustrate this more clearly. Player A plays a 2 and moves to space 2. Player B plays a 2 also and as he has landed on space 2 with 1 cyclist already occupying it he moves a further 2 x 1 spaces, i.e. to space 4. This means that Player C can play a 4, move alongside player B and then slipstream a further 4 spaces forward, landing on space 8. Player D plays a 4 also and with the same slipstreaming moves alongside player C on space 8. In the next round, because there are no 6's in this deck, player A cannot take advantage of slipstreaming players C & D so he plays a 2 instead to move alongside player B and moves up a further 2 spaces. However player B is only 4 spaces behind the front 2 so plays a 4 card and moves alongside C & D and then slipstreams a further 4 x 2 spaces, i.e. 8 spaces ahead. C & D cannot bridge this gap with the cards in their hand so B has slipped the field (for now) ! Hopefully you can see how important it is to work with the other players to maximise the movement obtained from playing a card. Another consideration is Now to the introduction of the second card deck. Towards the end of the back straight there is a space marked "Fahrewechesel" and if a cyclist lands exactly on this space they immediately discard any cards remaining in their hands and select 11 cards only from the deck in the centre of the board, in the distribution of 7 from the 1-3 range and 4 from the 4-6 range, but as these are face down you don't know what combination of cards you are going to get and performing this action counts as your move this time. However the deck does include some 6's and that may be vital in getting some slipstreaming in the final dash to the finishing line. If you've been able to slipstream a lot in the early part of the race and managed to keep some of your higher cards back as a result you may feel that you can last out to the finish without changing your cards. Just to add a final twist, at the entrance to the final straight there is a square marked "Sturz!" and players landing on this square have to miss their next turn, which is very frustrating when you are moving up to challenge for the lead. For the next and subsequent races the starting order is the reverse of the finishing order for the race just completed. Once the agreed number of races have been completed the winner is the one with the fewest laps down. In the event of a tie the number of bonus points gained is the determining factor. As each race takes about 20 minutes to complete a 6-race programme can be completed in 2 hours and I'm sure you will find it time well spent.
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