by Allan Stagg
For all variants the normal rules of Breaking Away apply, except where modified as stated.
The race is run over a 40-space circular track, i.e. square 40 is followed by square 1. The normal sprint bonus points are awarded to the first eight riders to pass square 40, and each rider passing this square begins a new lap. Cyclists losing contact with the pack are not dropped. The race ends when the leading cyclist catches the rearmost cyclist. Final victory points are awarded to the first eight cyclists at the end of the turn when this first happens.
Comment: The owner of the leading rider may wish to delay catching the last cyclist in order to better the positions of his other team riders.
the race is run over the normal track, but there is a checkpoint every 20th square. Players are informed of their individual cards, but this information is not made public. The GM publishes the positions of cyclists relative to each other, but not the square they are at. The GM does show which was the last checkpoint that cyclist has passed, e.g.
A, B, (40), C, D, E, F, (20), G, H, I etc.
Comments: This involves a little more work for the GM, and is probably less interesting for those not involved in the game, but could give the players more to do, trying to work out where the opposition is. One for deep thinkers.
As above, with the addition that each cyclist that has not been dropped can see one card of another cyclist. Players nominate up to four other cyclists when they send in their orders, and they can make multiple nominations for the same cyclist. Each nomination reveals one of that cyclist's cards, highest first. When the adjudication is printed, the GM prints for each cyclist the values of the cards that have been revealed that turn.
Comments: for those who don't want to be completely in the dark. Some opportunities for diplomacy in co-ordinating spy orders.
As per the standard game, except that each turn is a double turn, where a player plays two cards for each cyclist. Each cyclist gets a replenishment card after the first card is played, and another replenishment card after the second card is played. A player may play as the second card the replenishment card he anticipates the cyclist will receive after the first turn. If he guesses wrong, and the cyclist does not have the card the player has nominated, the cyclist does not move, and does not pick up a card for that turn.
Comments: This will probably make for a quicker game. The players who correctly guess the value of the first replenishment card and use it on the second turn will probably have the advantage.
Each cyclist that passes the sprint post outside of the points gets a special card. These cards are:
(P)uncture Nominate another cyclist within 10 spaces (ahead or behind) of the cyclist playing this card. That cyclist does not move this turn, and any cards played that would move the cyclist (special cards and movement cards) have no effect.
(C)atch Up If the cyclist playing this card is alone on a square, and the next cyclist is within 10 spaces, the cyclist playing this card immediately catches up with the next cyclist.
(T)ow The cyclist playing this card moves the same number of squares as a nominated cyclist who has started the turn on the same square.
(B)oost All 3 point movement cards held by the cyclist become 6 point cards.
The cards may be distributed as the GM wishes.
Special cards may be played at the start of any game turn. All Puncture cards are played first, then all Catch Up cards, all Tow cards and finally all Boost cards. A cyclist may hold up to 2 cards although they may only play 1 card per turn. Cyclists adrift from the pack are not dropped.
Comments: This is intended as a fun variant. The cards should have the effect of bunching the field, and should give hope to the last cyclist.
At regular intervals along the track, groups of 3 squares are mountains (e.g. squares 4,5,6, followed by 14,15,16 etc.) The first square is the Climb, the second is the Peak, and the third is the Descent. These squares have the following effects on the cyclists who end their turn there.
Climb - If there are an even number of cyclists on the square, all these cyclists move back one square.
Descent - If there are an odd number of cyclists on the square at the end of the turn, they all move forward one square.
Peak - If there are an even number of cyclists on the square at the end of the turn, the square has no effect. If there are 1, 5 or 9 cyclists on the square at the end of the turn, the cyclists move forward 1 square. If there are 3, 7 or 11 cyclists on the square, they all move back one square.
The effect of each square is determined in the above order (so the movement of cyclists from the Peak will not affect the movement or non-movement of cyclists from the Climb or Descent squares.
Comment: This will probably slow the game down by preventing a large extended pack forming.
All the normal rules of Breaking Away apply, with the following additional rules:
1. Each rider start with a set number of stamina points. A riders will start with 8, B riders with 7, C riders with 6 and D riders with 5.
2. When a rider plays a card he may use up stamina points. Playing cards valued 13 - 15 will cost 2 stamina points, cards 9 - 12 will cost 1 stamina point, cards 5 - 8 will cost no stamina point and cards 1 - 4 will gain the player a stamina point (they were obviously saving energy!).
3. If a rider plays a card without having sufficient stamina points they will move 1 space less if they are 1 point short and 3 spaces left if they are 2 stamina points short.
All the normal rules of Breaking Away apply, with the following additional rules:
1. A pacemaker rider will ride ahead of the riders for the first three turns. Riders must not play cards that will take them level with or ahead of the pacemaker.
2. The pacemaker will be on space 11 on the first turn, space 24 on the second turn, and space 39 on the third turn.
3. The pacemaker will count as 2 riders when calculating the value of replacement cards for those riders on the space behind.
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