Extended rules 2.0
| Extended rules version 2.0 |
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Joint team: You can choose to move your team jointly. You roll the 1-6 dice one time per rider, 4 times max, and the highest number is what you move. When you move your team, you move the front rider the number of eyes on the dice and let the other riders follow in the tactical order you have chosen. The rule can be used throughout the race/stage. Split team: You can choose to split your team, e.g. 2 and 2 riders. Then you roll the 1-6 dice twice per group. Attack: If you attack with a rider from your joint team you can continue with the other riders as a joint team and roll the 1-6 dice one time per rider. If your team catches up with a rider that has been attacking, you can rejoin the team and again roll the 1-6 dice once per rider, still 4 times max. Your team is rejoined when the riders are coherent and/or are placed on the same road piece. If you attack with a rider in the middle of the team a hole will occur. When that happens, you move the back riders and close the hole. If you attack with the front rider, you continue with the other riders as a joint team. Rolling the dice: 5 riders = 4 times 1-6 dice / 4 riders = 4 times 1-6 dice / 3 riders = 3 times 1-6 dice / 2 riders = 2 times 1-6 dice The Devil: The whole team has to wait one round when the front rider lands on the devil. E.g. if the second or third rider lands on the devil nothing happens. This also goes for the small groups if you have chosen to split your team. |
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Helping rules: Here are some tactical helping rules, giving the opportunity to plan brilliant and tactical attacks. 2 riders only: You can only use this rule when you have 2 riders. If you have split your team and have 2 joint riders, e.g. a mountain rider and a tempo rider on a mountain piece, you can let the mountain rider pull the tempo rider along with the black 1-10 dice. E.g. if you roll 8 with the dice you move the mountain rider and let the tempo rider follow. When the terrain changes, you can choose to either let the riders roll their dice each or roll the 1-6 dice twice as a joint team. They can’t take turns on pulling one another with their respective 1-10 dice. If they each roll their dice and are joined later on, this rule applies again. Waiting for a rider: If one of your riders catches up and passes a team mate in attack, you can choose to let him wait for the team mate by placing him on the same road piece or the road piece in front of or behind the team mate. Then you can choose to let one of them pull the other. This can sometimes be an advantage and be of great benefit it the battle of seconds. A Captain can only pull another rider with the 1-6 dice as he normally always uses the same dice; the blue 1-8 dice. |
| IMPORTANT – Penalty seconds: In the extended rules a mountain road piece counts as 2 penalty seconds. |