djfrank's challenges for 2015
Dennis Frank
United States
Bradford
Pennsylvania
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I've looked at annual challenges in the past and thought about the 10 x 10, but it just seems too imposing. This year I've looked further and found a couple of challenges to give a try.

First, is the2x2x12 Get 'Em on the Table Challenge. I'm almost sure I can complete this one, and it will get some of the many unplayed items off the shelf and "on the Table". This will be all bicycle racing games. I'm listing a tentative sequence, but the order may shift around a bit as the year goes by.

January
Leader 1
Cycling Party
February
Peleton
Windschatten
March
Maillot Arc-en-Ciel
First to the Line
April
2Ruote
Yellow Jersey
May
Le Tour/Maillot Jaune
Pistard
June
6-Tage Rennen
Arrivee
July
Table Tour
La Serpiente Multicolor
August
Il Giro d'Italia
Tour Mala!s
September
Tour
Tourspel
October
L'Echappee du Tour
L'Echappee Infernale
November
El Juego de los Ciclistas
Die Tour
December
Attaque
El Juego de la Vuelta Ciclista

Second, is the 33 x 3 Challenge. This one is a big stretch, since getting in 99 games in a year is close to double what I'm usually able to do. But I do like the idea of going for a broader approach. I have over 60 unplayed bicycle racing games on the shelf, let alone the hundreds of others that haven't been open for years, if ever. This gives me a chance to make at least a dent in that pile. And if I complete the 2 X 2 X 12 challenge, I'll be at least part of the way towards this one, too! whistle There are a few games that may not have rules in a language I can work with, so there may be an update, or two, during the year. Any replacements will be from the same genre.

1. Leader 1
2. DBA |
3. Cycling Party
4. Peleton
5. Windschatten
6. Flash Point
7. Maillot Arc-en-Ciel
8. First to the Line
9. Um Reifenbreite
10. 2Ruote
11. Yellow Jersey
12. Istanbul
13. Le Tour/Maillot Jaune
14. Pistard
15. Battle Cry
16. 6-Tage Rennen
17. Arrivee
18. Breaking Away
19. Table Tour
20. La Serpiente Multicolor
21. Wings of War
22. Il Giro d'Italia
23. Tour Mala!s
24. Splut!
25. Tour
26. Tourspel
27. Road Cycling Tour
28. L'Echappee du Tour
29. L'Echappee Infernale
30. El Juego de los Ciclistas
31. Die Tour
32. Attaque
33. El Juego de la Vuelta Ciclista

Just to keep track of the big picture, I'll add extra games beyond 3 after a "|" above, and any not on the challenge lists here:

[WIP] Cadence
Pocket Sports Test Cricket
Ticket to Ride
Star Fluxx
Pocket Sports Baseball
Warhammer 40K (6th)
Pandemic Legacy: Season 1
Freedom: The Underground Railroad
Warhammer 40K (7th)
Pocket Sports Cycling
Risk
Axis and Allies: WWI 1914
The Great War
Israeli Independence
Castles of Mad King Ludwig


Total plays to date for 2015:
66666
66663
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1. Board Game: Leader 1 [Average Rating:6.99 Overall Rank:1665]
Dennis Frank
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Bradford
Pennsylvania
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Has it been six years since this came out!? I've read the rules several times but never had it on the table. This January it sees action!

1/3--1st game played towards the 2 x 2 x 12 Get 'Em On the Table Challenge. This first play through showed that this game deserves its good reputation. A couple of glitches along the way as I missed a couple of subtleties in the rules, but nothing major.shake Looking forward to my next two plays.

1/4--Completing the first of the 2 x 2 x 12 items! Fewer errors this time out, too. Next game will be on a different course.

1/4--I played this game on a flatter course and it was instructive to see the tactics change as one would hope under those circumstances. It's also interesting to see some of the weaknesses in the game, reflecting comments on BGG. Still a great game, but not quite the "perfect" cycling game. It appears that its revised version "Hell of the North" addresses some of these issues.
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2. Board Game: De Bellis Antiquitatis [Average Rating:7.16 Overall Rank:1843]
Dennis Frank
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My all-time most played game. It will probably also be the first one I get three plays in this year. So why did I put it second?

Jan. 2--As expected, this was the first to be completed. We're learning the new version (3.0) of the rules and teaching a newbie as we go. The only game I would have been sure of completing in a 10 x 10 challenge.

[3/12] This is the first game on my BGG Games Played list to pass 100 plays. No surprise there. I wonder how many times I played it before joining BGG? I was actually gaming more then, so I suspect it may be triple that number. In any case, I'm adding plays to the chart above to get the big picture for the year. We're still trying to grasp the many details of the changes in this new edition of a favorite game. 6 more plays this session.
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3. Board Game: Cycling Party [Average Rating:6.82 Overall Rank:7323]
Dennis Frank
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Bradford
Pennsylvania
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This game is so new I don't have a copy yet. It looks very promising!
12/25/14 edit: Yay! It arrived yesterday!

1/10--1st play with the "Junior Version". The game is set up with increasingly more complex levels. The Junior Version starts out with a "roll and move" mechanic and then adds some flavor. It uses a system I haven't encountered before which adds power to groups of riders. This encourages small groups to stay together, but also keeps the main body, the peloton, moving at a steady pace. It was fascinating to watch the ebb and flow of the group as riders were swept up and dropped. Sprinters have special capabilities in this version, anticipating the Senior Version, and three of the six came in the top ten of thirty-six riders, just as one would hope given the course I designed.

I don't think I'd want to play this version very often, but it's really meant for younger gamers, and as an introduction to the basic movement rules. I look forward to the Senior Version, which adds much more detail to the game, differentiating all the riders on a team from each other. More to keep track of, but definitely a more interesting game to play.

The English translation of the rules leaves a lot to be desired. On the other hand, there are many descriptive diagrams so I felt I was able to play as the designers intended. Without the images it would have been tough to accomplish.

[1/12] Finished up the Senior Version tonight and realized that I'd flipped one flat section with a mountain. I must be reading the symbols backwards!blush Anyhow, I just moved a 1st category mountain to the finish which was something I wanted to check out anyway. Once again the game resulted in a way that one would hope, with the climbers doing better than average, though it was a sprinter from the strongest team that won the race.

This version adds a lot to the game play. The various roles of the different riders give each player many decisions to make, and different ones as the race moves along.

I will say that playing all the teams with 5 riders in each has left my dice rolling wrist a bit tired!

I'm looking forward to the Master Version which adds several more variables and hope that I can keep a handle on what I'm doing this time.laugh

[1/25] Another entertaining run through with this game, and I managed to stay on top of the rules this time out! I continue to be impressed with the game's flow. Within the "roll and move" mechanic, the designers have come up with rules that capture much of the subtlety of bicycle road racing. The variation among the different roles adds lots of tactical consideration and a stage race "campaign" will encourage use of these riders in appropriate ways.

The rules issues disappear once you've gone through the game a couple of times. They are mostly language rather than design issues. There are one or two things I'd like to see adjusted in the rule mechanics, but then don't we feel that way about many of the games we play. We want them to be even better!
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4. Board Game: Peloton [Average Rating:6.85 Overall Rank:9517]
Dennis Frank
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Bradford
Pennsylvania
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There are going to be a lot of these--bicycle racing games where I've read the rules but never got them on the table. This was an early addition to the collection, so it moves to the top of this list.

[2/6] Like many first plays, this was a an experience in realizing half-way through that I'd misinterpreted a critical rule. There are still a few mechanical issues I need to look at, but the game is quick playing and gives an interesting interpretation of bicycle road racing. I'm looking forward to a couple more plays to see where it ranks on this year's list of cycling games.

[2/7] A second play through, on a longer course, went more smoothly. My understanding of the basic mechanics is clearer and now I'm beginning to see the tactical play available with this no luck system. It plays quite quickly, even when I'm controlling all twelve riders. Now I need to refine my use of energy over the whole race more effectively.

[2/8] My third play of Peloton is making realize that I'm going to have to do a 10 x 10 challenge with these games to really learn their deeper strengths and weaknesses. I should have a short list by the end of the year to work with, so that may be a real possibility for 2016.

Meanwhile, a longer course showed the strengths of this game's basic mechanic for using energy and the tactical nuances that are possible. The game's designers suggest that it is a good base for adding in specialized riders and other modifications, which was exactly my thought as I was playing it. With strong fundamentals, this could easily morph into a top ten contender on my list, particularly with a little tweaking, which turns out to be one of the things I like to do best with cycling games.
 
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5. Board Game: Windschatten [Average Rating:6.15 Overall Rank:10494]
Dennis Frank
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Bradford
Pennsylvania
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This one has actually seen time on the table, but not for 5 years or more. I'm planning on adding in a few simpler games along the way to give me some hope of actually getting to the end of at least one of these challenges and Windschatten fits that standard. However, I do recall it as a game that took more thought than you'd imagine at first glance.

[2/14] As noted in the review on the game's page, Windschatten has similarities to Um Reifenbreite, but in a much smaller package. The size is a bit of an issue as the counters are easy to move accidentally out of place and the cards which make up the course tend to slip around. But those are minor issues to contend with in the case of an otherwise fine little game.

The rules provide for up to half the course not appearing until after the race has begun. This has significant implications for set up as the differences between the three riders each team has are important. The course, as one would hope, varies the likelihood of success of each. It's an interesting difference from other bicycle racing games, but one that can certainly be ignored if one is interested in playing out specific types of race courses.

The use of energy, a common feature in many of these games is handled well and provides another area for a player to pay close attention to. Slipstreaming/drafting is a bit different here as it includes a die roll and can end up costing more energy than it saves if a rider is unlucky. The relative benefits of attempting to draft adds an interesting twist to the decisions the player must make.

Overall, Windschatten looks like a successful effort to capture the essence of the sport in a package the size of two decks of cards. I'm looking forward to the next couple of plays.

[2/15] My second play confirms my initial reaction to this game. It takes a very small format and provides an entertaining and thoughtful experience. And the small size does hamper things a bit with my old eyes.

[2/21] This play demonstrated the variability caused by choosing the second half of the course after the riders have left the starting card. The previous two games both ended up with the full length course. This one only added the finish line. It changed my whole strategy for the game. I'd intended to experiment with keeping teams together to see if that would work with this game's simple scoring system. Instead, I ended up charging ahead with the lead riders who were unexpectedly close to the finish. This play also demonstrated that the game mechanics actually do accommodate some of the flavor of bicycle racing as a peloton developed naturally. It will be interesting to experiment with different courses a bit more to see if it justifies spending time working on a solitaire variant.
 
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6. Board Game: Flash Point: Fire Rescue [Average Rating:7.26 Overall Rank:255]
Dennis Frank
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Bradford
Pennsylvania
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Great game! I'm looking forward to getting it on the table and adding some of the updates that are unplayed.

[2/1] It had been a couple of years since I played Flash Point, and, boy did it show! I played to the house collapsed, but had already lost 5 civilians. 2 more went in the final collapse. I'd decided to focus on rediscovering the mechanics of the game and kept the firefighters I'd begun with, rather than changing roles, just to see how the game would play out. At least that's my story. I actually had more success than I remembered with the big hose on the engine, so I seem to have moved ahead with that, but overall it was a humiliating affair. Still, I'm looking forward to the next game and adding one of the expansions.

[2/22] A bit better this time out. Still lost the house, but only one POI and saved two. I played at the Veteran level, one step up from last time, so I'll use that as my excuse. I did have some bad luck with the dice as one section of the house saw one explosion after another near the beginning of the game. It proved controllable from the truck, but the damage had already been done. wow
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7. Board Game: Maillot Arc-en-Ciel [Average Rating:5.29 Unranked]
Dennis Frank
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As we move into March (I must be confident about getting at least this far) bicycle road racing season begins on actual roads. All the games this month will be from the genre, with Maillot Arc-en-Ciel taking the lead. A game I played a number of times some years ago, but didn't have a chance to explore. This game was created by the premier bicycle racing game collector Anki Toner. See his site at: http://www.cyclingboardgames.net/

[3/8] I didn't realize that it had been 7 years since the last time I played this game. It's a creation of one of the premiere bicycle racing game collectors in the world, Anki Toner. He's given much thought to the ways that the sport can be translated to the table top and this game reveals some of his conclusions. He doesn't feel that the game is very successful, but I think that it may not be far off. I'll be playing a more recent game of his later in the year, and am looking forward to getting the most recent version of Pistard on the table.

This play was a re-learning experience and once again demonstrated that I have difficulty interpreting rulebooks on my first play through a game. At least I tend to miss bits. This time out I kept my normal pattern in place, but didn't miss anything that would have affected the game results significantly. Since my first plays are really just efforts to get comfortable with the play, that works out fine.

Maillot Arc-en-Ciel has a number of interesting features. Most obviously, it separates the peloton from the active breakaway rider by providing separate tracks for the two elements. I haven't encountered another game that handles the relationship quite like that, though a number of games use a peloton counter to represent the main group and individual cyclists for breakaway and laggard riders.

This game's most creative element is the way it treats the supporting riders, the domestiques, of the peloton. Their roles are to occupy strategic points on the outer circuit over which the peloton moves as the race progresses. These points are auctioned off with players spending energy to purchase them. Over the course of the game they aid players by saving them energy spent, assisting with opportunities to gain victory points, and providing opportunities to escape into, or build a stronger, breakaway. It's a fascinating puzzle to determine which points are most valuable over the course of a race and exactly what that value is in terms of energy points. These choices early in the game can set the stage for victory if the tactics used later are effective.

One of the difficulties of playing multi-player games solo is that they feel longer than they might be with a group. While I'm pretty good at playing "fair", it means that I have to look at each player's next move fresh every turn. When playing with a group, each player may consider their move while others are taking their turns which speeds things up. So it's hard to judge how long a 6 player game will take in "real life." As you might guess, I felt this one ran a bit long. One of the things I'll be looking at in the next play throughs is whether that's the case, and if there are ways to help move it along. I've already thought of a couple of rules tweaks that I may try out in my third game.

The game presents a system unique in my experience with bicycle racing games and I'm looking forward its next time on the table.

[3/22] My second play of Maillot Arc-en-Ciel confirmed my belief that the basic system is not only interesting but fundamentally sound.

As I noted in the last entry, my main quibble with the game is its apparent length. This time it took roughly 3.5-4 hours to get to a conclusion. I suspect that not playing solo would knock off at least an hour from that, but still longer than I'd like for a game of this sort. What I looked for was a way to accelerate reaching the game's end without disrupting the designers basic design choices. I've come up with three possible variations that might achieve my objective.

It seems that the mechanic that produces the, for me, overly long game is the time it takes to accumulate the jerseys needed to reach a win. The Rainbow Jerseys only show up when the peloton's rider lands exactly on the one space noted for that function or the two times a chance card randomly shows up during the game. Since it takes three of these jerseys to win, that seems a bit parsimonious.

Of course, teams may also earn the Rainbow Jersey by turning in Green or Mountain jerseys they've accumulated, but those demand the peloton rider landing exactly on one of three spaces on the main course multiple times for any team trying to do this. Again, it will happen, eventually, but the odds favor it taking quite a while for any given team.

Part of the strategy of the game is to place domestiques in critical places on the circuit and this does help with acquiring all three types of jerseys. What I've looked at are ways of accelerating that process. All of these ideas increase the likelihood of one or two types of jerseys being acquired more quickly.

The first, and simplest, thought was to increase the appearance of the Rainbow jersey. The easiest method that occurs to me is to add more to the Chance deck. This could be accomplished by adding the appearance of the Rainbow jersey to the effects of an existing type of card(s). Adding five more to the deck would dramatically increase the likelihood of their appearance and should speed up the game without major changes to the rules or tactics of play.

My second thought was to make the other two jerseys easier to acquire during Rainbow jersey circuits. If a Rainbow jersey is on the line, the other jerseys are also available to the peloton's controlling team in the same manner as the Rainbow jersey. They may be taken simply by passing over the space rather than by landing directly on it. Again, this uses an existing game mechanic but adjusts its use a bit. It would add some tactical nuance to the game's play as breakaways would become more useful at different parts of the circuit as teams attempt to win the specialized jerseys.

The third idea is more complicated but I don't believe it is too foreign to the spirit of the base game. It also introduces additional urgency to placement of domestiques on the circuit and would really concentrate thinking about the value of the spaces preceding the Green and Mountain jersey spaces. The basic concept is to allow the controlling team to pay energy points to get to the jersey spaces if they land on one of the two immediately preceding spaces. The cost would be that of the one or two spaces they needed to move from. This works out easily for the Mountain jerseys where the 2 jersey space would cost 4 or 8 to reach and the 3 jersey space coming 5 or 11. The Green jersey spaces would have to be adjusted to balance out the cost, at least as I see it. I would leave the underlying cost to the other riders the same (at 2 on each space) but would make them cost 7 or 12 for a team that wanted to sprint for the jersey.

I think that I would limit the opportunity to do this to the teams with domestiques in place or with breakaways in progress. Players would really have to consider the value of these six spaces during auctions as the race got underway as their possession would likely be critical to a chance of winning. This seem most faithful to the existing game, but some play testing might demonstrate that it is too much of an advantage so that other teams would need the option, but I do like the way the idea keeps to the basic game mechanics in most ways with the variant as it is. Another element this adds to the game is another consideration for managing available energy at different parts of the race.

This also adds a bit of tactical control for the players in a game that has a bias towards random factors. I'm not sure whether it deviates too much from the ideas Anki was expressing in the design, but it would give the players some more hands on control of their team's choices.

I'll be getting in one more play of this game to satisfy the 33x 3 Challenge I'm working on, and will play around with at least one of these ideas. I'll note my impressions here at that point.

[3/28] I introduced two of my variations in this play. I added five more Rainbow Jersey cards to the Chance deck. This did present a couple more opportunities during the game. I also added in my more complicated variant which allowed players to spend energy points to "sprint" to mountain and sprint lines.

This changed the value of the two spaces preceding each of those points, but also made breaking away a more attractive option. As it turned out, owning those spaces did aid in acquiring points, but not as much as I thought it might. Players who successfully broke away, could still grab those jersey points if they were able to maintain their breakaway position, a matter of chance, and also able and willing to pay the energy cost to advance to the points space. The player who won had only one of those spaces and it didn't make a difference in the win. Instead, the team's domestiques were placed in positions that allowed breakaways to begin and then be maintained, with a bit of dice rolling luck.

I do like this game's basic design and I'd like to get in some more play with my variants to see if they've unbalanced the play. It did seem that a couple of players had made very little progress by the end of the game compared to the two leaders. That may simply be a result of the decrease in the overall time the game took. It may also be a case of my not understanding all the implications of the changes in the earlier stages of the game and leaving them in weaker positions.

The variants did accomplish my main object, which was to cut down the total time to play the game. It took about an hour less this time through. Again, a very small sample, but I think indicative of what is likely to play out in future games.
 
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8. Board Game: First to the Line [Average Rating:7.30 Unranked]
Dennis Frank
United States
Bradford
Pennsylvania
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A game which hasn't seen the table yet.

[3/15] This was one I put in as a time saver and it should help me keep on track with my challenges during this busy time of the year. It looked like an entertaining game and so it's proving to be.

I just played a 2-player scenario first time out to get a feel for the rules which are generally clear. There is a feel of a bicycle race as you try to send out breakaway riders and the break ebbs and flows due to terrain (which pops up randomly) and your opponent(s) do their best to aid or sabotage your efforts. Riders may be "dropped" if they run up against terrain they are ill equipped to deal with or other obstacles tossed their way by other players.

I'm looking forward to testing this as with 4 or 5 "players" in action. That should add many more involved tactical decisions.

[3/24] Played with four "players" on the table tonight. As I expected, the tactical choices got much more complicated when the number of teams doubled. The other major feature that changed was the possibility of the teams ending up with wide variations in the number of riders. Having enough riders gives a player a variety of options for using them; having too many can take away other options available for actions the player might want to take.

Since the game provides opportunities for players to affect each other negatively, more than two players changes the dynamics of the game as choices as to who provides the greatest threat have to be calculated. This game was fought out to a tie-break situation where I had to go to a second level to resolve it. It went back and forth among all the teams to make an exciting race.

There are a few card combinations and rules that I'm hoping will become more clear with further play, but the system is pretty clean. It makes a good filler game, but I think it might shine as a stage race game with several games put together. This would help balance out the luck of the draw where one player just gets a bad run of cards. That did have an effect on this run through, though not enough to ruin the game.

I'm looking forward to another game with the add-on package for the Northern Classics. The cards in the set look like they'll add a lot of flavor and some interesting options to the basic set.

[3/28] A third play with the Northern Classics cards added to the mix did provide a flavor topical to the season. Those very races are in progress in the Low Countries over the next several weeks and so the addition was very timely. Some of the cards were tough to interpret, at least on this first pass through with them. Unfortunately, the web site for the game company appears to have disappeared which makes it more difficult to check on rule/card interpretations. Nonetheless, it's easy not hard to come up with a usable answer and to move on.

The game plays quickly and it would be interesting to get in some multiplayer action. This is not a game which lends itself to solo play, though I feel that I did get a reasonable sense of the game's basic flow and enjoyed the decision making process as I moved from one player position to another. Like many games where there's a lot of hidden information, it's necessary to do one's best to clear the mind when moving from one spot to the next. After year's of solo wargaming, I'm pretty good at it and often surprised at which "player" wins.wow
 
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9. Board Game: Um Reifenbreite [Average Rating:6.85 Overall Rank:1133]
Dennis Frank
United States
Bradford
Pennsylvania
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This is another one that will likely see a number of plays challenge or not. One of the most popular of the genre, I generally play the Homas Tour Pro variant. This is one of my top five most played games since I started recording here on BGG and one of my favorite bicycle racing games in all its guises.

[3/29] A quick play through of a basic race scenario to refamiliarize myself with the advanced rules of the original game. I've been playing the Homas Tour Pro version of the rules for a while and will use these plays to get back to the basics of Um Reifenbreite.

[3/30] This time out I remembered to use the Chance cards and added the optional rule for changing leaders. I normally don't use the Chance cards, but they really didn't seem to take away from the enjoyment of the game. The "fall" cards seem to be about right in their number and effect. Most of the others aren't too intrusive in their effects and just add or subtract a bit to make life more "interesting". I think I've avoided them in the past because the dice rolling nature of the game seemed to add enough randomness, but the falls, in particular, seem quite appropriate. Hmm, maybe just ignoring the other cards as they turn up would be a worthwhile experiment.

I do very much like the optional rule for changing leaders. This allows a player to husband energy cards, either within a team or by cooperating between teams. There's also room for pulling a fast one on the other teams. It adds considerably to the tactical choices and possibilities in the game.

I do like the upgrade of the game made with Homas Tour Pro. It takes the best of Homas Tour/Um Reifenbreite then adds a lot of chrome which really takes it to a leading role among bicycle racing games. On the other hand, if I want to play with non race game players, this is a better choice to start with.
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10. Board Game: 2Ruote [Average Rating:6.25 Unranked]
Dennis Frank
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Bradford
Pennsylvania
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Another I've wanted to try out but never gotten to. [3/29] It's a print and play game which it turns out I haven't completely printed, so that's the first item on the agenda for April's challenge's.
[4/30] A first play through of the basics to get a feel for the game.
[4/30] Testing the pretty straightforward time trial rules.

This feels like a game I'll want to revisit--I rushed a bit with these plays to fit into the challenge. The manipulation of energy is more precise than many other games and appropriate racing tactics flow naturally out of the rules. The English language rules need a major rewrite, but there are enough examples and description that I believe I understood them.
 
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11. Board Game: Yellow Jersey [Average Rating:6.74 Unranked]
Dennis Frank
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Bradford
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Quite a new game in my collection. It's certainly one of the most unique in its construction.

[4/5] I spent this morning cutting out and gluing up 2Ruote, the previous game on this list, so I thought it would be a good thing to get in a play of this one. It's a fast, fun and challenging take on the bicycle racing theme. It's also handcrafted and very attractive.

I was very impressed with the rules. They are well done with few lingering questions for the first time player. The game they deliver is interesting, with up- and down-hills making a difference, slipstreaming an important factor, and a water/feed zone. The latter is only available to first four riders to land on it, so it acts as a secondary goal. There are choke points spread throughout the game which add to the likelihood of crashes as riders bunch up. Since the game plays so quickly, I can see it getting quite a bit of table time.

The downside is that it is less solo friendly than many of the other games. Movement is determined by players choosing tokens and then revealing them all at once. Since I was just learning the system this time through, I was able to make somewhat informed choices while trying to ignore the choices I'd made for other riders. Given my short term memory, that's not as tough as it may sound.blush
[4/30] A second entertaining game. A real revelation, this one!
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12. Board Game: Istanbul [Average Rating:7.62 Overall Rank:91]
Dennis Frank
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I gave this one to my wife recently and we're planning on it hitting the table Jan. 1. From what I've seen of the reviews, I suspect it will be one we revisit this year.

Jan. 1st. And we're off! First play of this game and we found it pretty easy to play. Shouldn't be a problem getting in three of this one.
 
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13. Board Game: Maillot Jaune [Average Rating:6.94 Unranked]
Dennis Frank
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This is one of the rarer items in the collection. I'm eager to find out if its reputation is deserved.
 
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14. Board Game: Pistard [Average Rating:7.38 Unranked]
 
Dennis Frank
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This is game I enjoyed some years ago, but I haven't played its most recent update. It's a Print and Play production; the board is a door mat I had printed up by Artscow. Another of Anki Toner's works. http://www.cyclingboardgames.net/
 
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15. Board Game: Battle Cry [Average Rating:7.16 Overall Rank:626]
Dennis Frank
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I haven't had this one on the table for a long time. I think the minis I painted up for the game are lonely.
 
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16. Board Game: 6-Tage Rennen [Average Rating:6.88 Overall Rank:3713]
Dennis Frank
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Another classic game that's never actually made it to the table. Hmm, sounds like we have a trend building.
 
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17. Board Game: Arrivée [Average Rating:8.00 Unranked]
Dennis Frank
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This one has been on the table before, but not since the year it came out.
 
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18. Board Game: Breaking Away [Average Rating:7.39 Overall Rank:1978]
 
Dennis Frank
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Another of my favorites. I've made some optional rules that combine some ideas from other games to spice up this one, but I enjoy the original as it was created, too.
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19. Board Game: Tafel Tour [Average Rating:6.17 Unranked]
 
Dennis Frank
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One of the classics in the bicycle racing genre.
 
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20. Board Game: La Serpiente Multicolor [Average Rating:5.50 Unranked]
 
Dennis Frank
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An absolutely gorgeous game. Fortunately it was released as a Print and Play game so I won't have to cut it out of the original magazine it came in.
 
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21. Board Game: Wings of War: Famous Aces [Average Rating:6.87 Overall Rank:794] [Average Rating:6.87 Unranked]
Dennis Frank
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Lots of cool miniatures which haven't been on the table yet.
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22. Board Game: Giro Binaca [Average Rating:5.25 Unranked]
 
Dennis Frank
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This may just be a place holder, though I could use it. It is a fun little game. I'm going to have to add another game of the same title to the BGG database before getting it here on the list.
 
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23. Board Game: Tour Mala!s [Average Rating:0.00 Unranked]
Dennis Frank
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Another rare item.
 
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24. Board Game: Splut! [Average Rating:6.81 Overall Rank:6960]
Dennis Frank
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Another Print and Play item. I got a little carried away with this:
 
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25. Board Game: Tour [Average Rating:7.08 Unranked]
Dennis Frank
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I've played Tour: Cycle Free, at least a web version of it, but never had this earlier of Luke's designs out to play.
 
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