A 5000 metre race where you have to employ the best strategy to conserve your stamina.
Each runner starts with 60 stamina points. There can be any number of runners.
The game is split into 5 x 1000 metre sections. A standard 1k will take 5 minutes.
This time is adjusted by the number of stamina points played, strategy employed and game events.
Each stamina point used deducts 1 second from the standard time.
Each turn you can play any amount of your remaining stamina or can opt for one of the following strategies:
- Track - If you are level or within 5 seconds of an opponent, you can select this option.
You will run at the same pace, but only use half the stamina points used by the runner you are tracking.
- Relax - Run at the same pace as your previous 1000 metres, but only use half the stamina points previously used.
- Target - You may target any runner that is within 15 seconds ahead of you. You use the same stamina as them, but catch them up.
If any option fails (i.e. insufficient stamina points), it will not be used and you would then run a 5-minute 1k.
You cannot play the same strategy twice in a row.
- If you are overtaken at any point 1 stamina point is deducted from your total.
- If you are in the lead, you gain 5 stamina, second 3 stamina, third 1 stamina.
- If you are last you lose 5 stamina, second last 3 stamina, third last 1 stamina.
- If at the end of a turn you have negative stamina, 1 second will be added to your time for every negative point until you have zero stamina.
NMR rule, D6 is rolled
- you play D6 stamina points
- you play 2xD6 stamina points
- you roll another D6 which is added to your 5-minute pace, e.g. a roll of 5 means a 5.05 1k.
- you play relax
- you play track, tracking the closest runner to you with the most stamina points
- you play target, targeting the runner furthest away within 15 seconds, with the most stamina points.
After the fourth 1000 metres, the last 1000 will be run using all of your remaining stamina points.
by John Walker 2022