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Tour: Cycle Free» Forums » Variants

Subject: Quick Play Variant for One-Day Classic Races rss

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John Weber
United States
Ellicott City
Maryland
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As a follow-up to the Quick Play rules (which have thus far worked fairly well for setting PBEM games) for stage races, here are -- and please treat these as very much of a WORK IN PROGRESS:

TCF QUICK PLAY RULES FOR ONE-DAY CLASSIC RACES: INSTRUCTIONS

The administrator of the race will provide the participants with a list of squad members (six per race) and a course profile. Generally, each course profile will consist of three main terrain types followed by a finishing section. Each of the three terrain types will be rated for likelihood of successful attacks, from a range of 0 (attacks most likely to succeed) to –3 (attacks less likely to succeed). Each team’s cyclists will be rated for the relevant terrain types and sprinting; generally, these will use the same ratings as in the most recent set in the basic game, but this information should be made available to the participants by the administrator at the start of each one-day race.

Each participant will then follow the following steps:

1. Select two of the squad members to be the team’s designated #1 and #2 contenders for this event.

2. Roll three-six sided dice. Record the results and continue with the following steps:

a. If all three dice are different, proceed to step three.
b. If all three dice are the same, re-roll two of them. NOTE: This is mandatory, not optional (even if the dice show the best possible results, i.e., three five’s, you must re-roll two of them). Also, at this point, you are considering the number on the face of the die, not the form points they will translate to, so for the purpose of determining whether or not a re-roll is mandatory or optional, a “3” is not the same as a “6.”
c. If two of the three dice are the same, you have the option of re-rolling one of the two that are the same, but this is OPTIONAL. Also, after a mandatory re-roll in step 2.b, you have the option of a second re-roll if at least two of the three dice are showing the same result.
d. There is a limit of one MANDATORY (on the first roll) and one OPTIONAL (on the first or second roll, whichever applies). Then record the results and proceed to step three.

3. Allocate the three dice as form points, remembering that a die roll of “6” is the same as 3 form points.

a. Allocate one die as form points to your designated #1 contender.
b. Allocate one die as form points to your designated #2 contender.
c. Allocated the remaining die result as team form points.
d. Report the results to the administrator.

Example: Adam rolls three dice, all three are fives. As much as he would like to keep, he must pick up two of the die and re-roll them. The two die (after the re-reroll) are a 3 and a 2. Adam then allocates 5 form points to his #1 rider, 2 form points to his #2 rider, and 3 form points to the team.

At this point, the administrator will use one of two methods to resolve the race, depending on the preference of the participants and the amount of time available:
METHOD 1 – SEQUENTIAL METHOD or METHOD 2 – SIMULTANEOUS METHOD.

Note: Method 1 inolves three separate decision-making points, Method 2 involves just one but with little feedback as to the results of the first three.

METHOD 1 – SEQUENTIAL METHOD

1. For the first section of the race ONLY, the participants will allocate form points from one of three pools: rider #1, rider #2, or the team pool, keeping in mind that the total allocation of points will cover all three segments of the race, plus the sprint finish. Form points placed in reserve can be carried forward into the future sections, used to save riders from incidents (see below), or used for sprint finishes.

2. Form points for the designated riders (#1 and #2) can be used for the following:

ATTACK (“A”): 1 to 3 points per section. (Note that only one designated rider per team can attack from each group in each section but, if a team’s designated riders are in different groups, then both can be named to attack in that section.)
LIFT PACE (“P”): 1 or 2 points per section to be used only when there are multiple groups at the start of the section. The purpose is to maintain, reduce or increase time gaps between groups on the course. A group consisting of a single rider cannot attack, but the rider could use this option.
RESERVE (“R”): Any number of points may be reserved for upcoming sections.
SPRINT: On the final section, 1 to 2 points can be allocated to sprinting from a group.
SPRINT HELP: On the final section, 1 point per cyclist, to assist a sprinting teammate in the same group.

3. Form points from the team bank of points can be used to defend (1 point per Section per cyclist), placed in reserve, or to sprint or offer sprint help (if applicable in the final section). When used to defend, the specific cyclist(s) allocated the form points should be designated. Defend (“D”) orders are used to limit the ability of other riders to attack from a group. Form points from the team bank CANNOT be used to Attack; thus, the only riders that can attack are the two designated riders from each team.

4. Each team manager should submit instructions for use of form points as necessary to “save” riders from adverse incidents. (I.e., save #1 and #2 designated riders only; save #3 – sprinter – from “out of race” results, etc.)
Such instructions may include designated which form point pool should be used to expend such saving form points (i.e., points to save designated #1 or #2 riders can come from either the respective rider’s pool or from the team pool).

Example of such instructions: Use form points from #1 rider to save him from all incidents; use form points from team to save #2 rider and sprinter (#3) from all incidents; do not use form points to save other riders.

RACE RESOLUTION PROCEDURE

For each section of the course, the race administrator shall undertake the following steps.

First, there will a die roll (D6, six-sided) to determine the number of incidents. Then, a random die roll (D10 to identify a team, D6 to identify a rider) will determine the rider subject to the incident. Riders adversely affected by an incident shall have any prior orders for that section cancelled. All riders suffering collarbone injuries are out of the race. Designated riders suffering hip injuries may continue, but lose the indicated time and two form points; designated riders suffring elbow and wrist injuries lose the designated time and form points, but these designated riders are eligible for selection in later sections By contrast, non designated riders suffering injuries suffer only the time penalty but cannot be selected for any purpose for the remainder of the race.

Working from the front to the back, for each group of cyclists on the course, the results of any attacks are resolved. First, a die shall be rolled for each point spent by attacking riders, compared to two die for each point spent by defending riders and one die for each point spent in lifting the pace for such group. The course modifier will be factored in, as will be the best rated attacker versus the best rated defender. The best dice rolled by the attackers will be compared to the best dice rolled for the defenders. NOTE: The maximum amount of dice that can be rolled by either the attackers or defenders shall be equal to the total number of teams participating in the race. For each die past the first “6,” that side shall have an additional point (positive for the attackers, negative for the defenders) in its favor. If the result is positive, the attack has succeeded and gained that amount in seconds. If the result is 0 or negative, the attack has not been successful and the attacking riders stay with the group, but any form points spent attacking have been lost.

TERRAIN EFFECTS ON ATTACKING: There can be time gaps formed among attacking riders in the event of successful attacks on mountainous and hilly terrain. The adjusted ratings (terrain plus form points spent) will be compared for all of the successful attacking riders. Each point of difference is one minute on mountainous terrain, while each two points of difference is one minute on hilly terrain, but in no event shall a successful attacking rider be credited with a worse time than that of the group from which the attack was launched.

Example: A three-man group of Evans, Contador and Wiggins escapes on a mountain section. All are rated 8, but Evans and Contador used two form points to attack, Wiggins just one. The attack gained three minutes on the Peleton. Evans and Contador will be three minutes ahead, while Wiggins (one minute behind Evans and Contador) will be one minute ahead heading into the next section.

Beginning with the second section of the race, it may be necessary to determine the relative time gaps between any groups of riders that were formed as a result of actions in earlier sections. This step involves comparing the pace of the respective groups. The pace of a group is equal to the appropriate terrain rating of the best rider in the group, including additional points for any form points spent on lifting the pace or any die rolls of “5” or “6” rolled on behalf of defenders in a group, up to a maximum possible of 10. The difference between the relative paces of the groups will lead to an adjustment in minutes of the gaps between the respective groups. However, in no event shall a group with a better pace pass a group ahead of it; it will be deemed to catch that group and continue at the leading group’s pace.

It is possible that a group of attacking riders will close to the gap to a previously leading group and still have unallocated time left over. If such an event occurs on the final section of the race, the attacking riders will pass the previously leading group, with the relevant time differences applied. If such an event occurs on a section that is not the final section of the race, the attacking riders will remain with the leading group and be credited with the difference in form points, and those form points will be available for use in later sections of the race.

FEEDBACK: In providing feedback using the Sequential Method, the race administrator shall provide all the participants with information about the relative positions of all cyclists after each section of the race. Information about form point usage, however, shall not be provided for all teams until after the conclusion of the race, so team managers will be “in the dark” about the amount of form points expended and remaining by other teams in the race.

After resolving the results for the third section, a final sprint shall determine the top 10 final positions. Normal rules for resolving sprints, starting with any cyclists or groups of cyclists that finished ahead of the Peleton, will apply until the top 10 positions are filled. Relevant ratings (depending on the final section of the stage profile) are compared, plus any form points allocated. In bunch sprint situations, any riders allocated form points for sprinting shall fill the top positions, then any remaining spots shall go to the top rated sprinters (i.e. the #3 man on the six-man squad) with a die roll added to the sprint ability to add some random variety to the results. Base sprint ratings will be used to break any ties, with further ties being broken as needed by a die roll among the tied riders.

METHOD 2 – SIMULTANEOUS METHOD

Details to be developed later, as the current test will use the sequential method, but the basic concept would be to have team managers to submit moves for all three sections of the race in advance, without intermittent feedback from the first two sections. Two situations where the simultaneous method might be preferred are: (1) if time is a consideration, one move for the entire race could be processed quicker and (2) if the administrator was managing a team, then the concerns about access to secret information would be lessened since their would not be the feedback loops present with the sequential method.

SOLITAIRE TEAMS

Right now, these are a work in progress. Check back later.
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Kenneth Sheffield
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Aberdeen
North Carolina
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Another good job John. I don't see any time I'd use the simultaneous method. If you don't trust the moderator, it's best not to play.
 
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