The concept of 'group' is very important in the game, and it, therefore, necessary to understand it well.
Groups are determined at the beginning of every game turn.
A 'group' is defined as a set of riders on adjacent spaces (front, back, side). If there is an empty space between two riders, and there is no chain of adjacent riders connecting them, they belong to two different groups. Groups can consist of only one rider.
There are three groups here. The first only consists of Red-3; the second of Red-2, Blue-1, Blue-3, Red-1, Blue-2, and Red-4; the third of Red-5, Blue-4, and Blue-5.
Group 1 (Red-3) moves first. Because Red-3 is alone, he cannot use 'extra speed counters' (demarrage or sprint).
Next, all members of Group 2 move. First they have a chance to try to escape (breakaway: demarrage or sprint); then players can exchange positions of riders of the same team; then they move in order from closest to the finish to furthest away.
'Closest to the finish' means (1) least spaces; (2) least centimeters (or inches) on the game board. The latter serves as a tie breaker and its effect is that the middle lane spaces are considered to be 'before' the outer lane spaces even though they are the same number of spaces away from the finish line.
If no one tries to escape from group 2, and no positions are changed, then they move in this order: Red-2, Blue-1, Blue-3, Red-1, Blue-2, and Red-4.
After all members of Group 2 have moved, all members of Group 3 move. And so forth, until all cyclists/riders have moved. When all have moved, the game turn ends and a new game turn starts with the identification of the groups on the track.
Repeat until all cyclists/riders have finished.
See also: RCT picture tutorial : movement
There is a (geek-) list of all RCT picture tutorials here.
- Last edited Thu Jul 29, 2010 3:32 am (Total Number of Edits: 2)
- Posted Thu Jul 29, 2010 2:17 am