Playing Cyclo The Game
Experience the thrill of playing Cyclo The Game, a modular board game allowing you to simulate any cycling race, whether on track or road. Assemble your team with a sprinter, climber, and helpers, each strategically maneuvering through various race conditions. Compete for the leader's jersey in mountain or time trial stages, recreate classic races or even the Olympic cycling events and World Championships on track and road.
1) Introduction

Preparing the Game
Create a race course by arranging the track tiles in your desired order. Yellow arrows indicate the direction of travel. The start is always on tile A1. Once the course is set, place your riders at the start, with each team consisting of a Sprinter, Climber, and 2 helpers. The front wheel of your rider indicates the exact space they occupy.
The Game Boards
Each track type indicates the number of dice to roll, adjustments for specific rider types, and potential penalties.

1) START: Position riders as far left as possible
2) CLIMB: 1 die, climber moves 1 extra space than rolled value.
3) NORMAL FLAT ROAD: end of decent: 2 dice
4) MOUNTAIN TOP- Start descent: 3 dice. Points for the Red jersey in a round are earned here.

5) COBBLED ROAD: French classics: 2 dice and 3 spaces back on dark spaces.
6) COBBLED SLOPE: Flemish classics: 1 die and 1 space back on dark spaces
7) END OF COBBLE: Flat road, 2 dice.

8) LAST KM: 2 dice, but sprinter rolls 3 dice.
9) FINISH: Winner is the rider furthest past the finish line after all riders have completed their turn.
10) INTERMEDIATE SPRINT: Applicable for rounds only; points for the Green jersey.
2) Cyclo Starter
Gameplay
• Choose game boards (e.g., A1 to E1) to create a race.
• Start according to age; the youngest player begins and rolls for all riders of their team, followed by other players.
• The front wheel indicates the space where the rider stands.
• From the 2nd turn, the first placed rider goes first, then the second, etc.
• Dice determine movement according to course rules.
• Riders on the same space: leftmost rider goes first.
• No room for a full move? The rider joins at the back.
At the finish, the rider furthest past the finish line after all riders have completed their turn is the winner.

The first game round is complete, and Rider X is best placed.
In the second round, start with X, who then moves forward. Then roll for F, followed by riders G, C, M, L, E, Y, etc., and finally for Z.
Until the end of the race, the rider in first place rolls first, then second, etc. If multiple riders are on the same field, the leftmost rider goes first.
3) Cyclo Pro

Extra Powers – Tokens
Each rider and team receive tokens based on the number of boards (1 token per board, maximum 5 per rider). For example, 3 boards = 3 tokens per rider and 3 per team (15 in total). The token color corresponds with the type. With the yellow token, you can choose a rider.
- 1 token = accelerate: move 6 spaces forward.
- 2 tokens = attack: move 12 spaces forward.

Panels at each track type indicate which and how many tokens you can use per turn.
Drafting, Holding Back, Position Swap
Tactic
Description
Constraints
Tacking the wheel
Rider follows without rolling
- Maximum 1 rider
- Not on CLIMB or COBBLED ROAD/COBBLED SLOPE
- Cannot follow a rider who attacks (2 tokens)
- Can follow a rider who accelerates (1 token)
Position Swap
Two riders swap places, not necessarily from the same team.
- Maximum 1x per turn per rider
- Not on CLIMB or COBBLED ROAD/COBBLED SLOPE
Holding Back
Move fewer spaces than rolled
- Not on COBBLED ROAD/COBBLED SLOPE

Taking The Wheel
Cyclist A rolls 6. Cyclist B follows without using dice. If B is on an CLIMB or COBBLED ROAD/COBBLED SLOPE, B cannot follow.

Position Swap Example
Riders A and B have escaped and still have tokens left. The players of A and B agree that the riders use tokens alternately to move 6 extra spaces forward while the other rider follows. B just used a token the previous turn. Now they swap positions, A takes the lead, and plans to use a token. This strategy helps A and B stay ahead until the finale to decide who wins. (Note! The agreement is not binding!)

Holding Back Example
Rider A is lagging due to misfortune but can catch up with rider B. However, an 8 is rolled for A, which would place him next to B, not in the slipstream. The player decides to move rider A only 7 spaces forward, allowing him to draft behind rider B and utilize B's tokens to catch up to the race leaders.
4) Race types
Classic races

Simulate classics with different tracks:
- A Italian or Spanish classic race:
- 4 boards, viz. A1-C2-B2-E1 or
- 5 boards, viz. A1-D2-C2-B2-E1
- A Flemish classic race:
- 4 boards, viz. A1-C1-F2-E1 or
- 5 boards, viz. A1-C1-A2-F2-E1
- A French classic race:
- 4 boards, viz. A1-C1-A2-E2 or
- 5 boards, viz. A1-D2-C1-A2-E2
These are just examples.
Event cards for classic races
Positive Cards
Meaning - Effect
Limit
Negative Cards
Meaning - Effect
Limit

Good recovery:
- 1 extra token
- Cyclo Starter: 6 spaces forward
“Bidon Collé ”:
- 2 extra squares forward
Returning between the team cars:
- Join the previous group at the back
- Maximum 8 squares forward
In the wake of the television motorcycle:
- 4 squares forward
Not on board A1
Not on COBBLED ROAD/ COBBLED SLOPE
Not on CLIMB or COBBLED ROAD/ COBBLED SLOPE
Not on CLIMB or COBBLED ROAD/ COBBLED SLOPE

Hunger knock:
- Redeem 1 token
- Cyclo Starter 2 turns with 1 die instead of 2
Flat tire:
- Skip 1 turn
Technical problem:
- Roll 1 die less and use no token
Fall:
- Select 1 to 3 riders within 3 consecutive squares
- Skip 1 turn
No
No
Not in LAST KM
No
Leg races or rounds
- Time classification plus points classifications for the best sprinters and climbers.
- Select a race commissioner who will record the results and classifications on the results board.
- A round consists of time trials and regular legs.
Time trials
Select a course, e.g. for a prologue the LAST KM of board E1.
Individual time trial:
- Each rider completes the course.
- The race commissioner notes the number of turns times 10 minus the squares past the FINISH (maximum 9 squares).
Example: Rider 1 needs 7 turns and finishes 3 squares past the FINISH. Time: 70 (7x10) - 3 = 67 seconds.
Team time trial:
- The entire team completes the course.
- The time of the third rider is the time for the entire team.
Regular rides
Timekeeping is also done here at the finish line, as soon as the first rider(s) have arrived.
But first an important concept: Arriving in a Group.
Group arrival:
- There is no free space between the rider who finishes and the riders who follow.
- These riders will get the same time as the first rider.
Example:
A group of riders (A, B, C, D and E) finishes and has a small lead over Riders G and H. There is no free square between Riders A and E, so Riders B, C, D and E are given the same time as A. The riders in the group are removed from the game board and play must continue for Riders G and H.

Time notation:
The winner will receive a time of “0”, as will all riders who finish in this turn.
Play continues for all other riders, and the race commissioner records the times.
Example:
Rider X wins and gets a time of “0”.
Rider Y finishes the next turn with 3 squares past the FINISH: (1x10) – 3 = 7 seconds.
However, rider Z needs 3 turns and finishes 5 squares past the FINISH: (3x10) – 5 = 25 seconds.
Cyclo Pro during a round
Tokens:
- As with classics.
- Unused tokens are saved for the next legs (maximum 5).
- Note on the results board.
- Team tokens cannot be saved.
Making the classification
Yellow Jersey
Rider with the lowest time.
Green Jersey
Rider with the most points scored in intermediate sprints and finishes.
Red Jersey
Rider with the most points scored on mountain tops (see table for categories).
Climbing category | Points |
---|---|
3rd category | 3, 2, 1 |
2nd category | 5, 3, 2, 1 |
1st category | 7, 5, 3, 2, 1 |
Out of category | 10, 7, 5, 3, 2, 1 |
Example of leg 4 with 8 riders
(No saved tokens when playing Cyclo Starter)


Rider # 6 wins ahead of #1 and #5, with the same time (“0”).
Rider #2 arrives in turn 1, with 8 spaces left over the FINISH: time = 2 seconds.
Rider #3 arrives in turn 1, with 3 spaces left over the FINISH: time = 7 seconds.
Riders #4 and #8 arrive in group in turn 2 with 6 spaces past the FINISH: time = 14 seconds.
Rider #7 arrives with a time of 21 seconds. (3 turns x10 – 9 squares past the FINISH)
Wipe away the “Ride position N°3” and replace with the new positions from “Ride arrival N°4”.

Bonuses
If you want to work with bonus seconds, use the Green Jersey points as bonuses.
5) Track competitions

On course E2, the game is played with 2 dice.
Cyclo Pro: 3 tokens per race, per rider.
Individual Sprint:
- 2 riders.
- 2 rounds, 2nd round with 3 dice.
- Whoever wins 2 sprints is the winner of the duel.
- Then duels with riders from other teams.
Team sprint:
- Two teams of 3 riders.
- Separate departures on either side of the track.
- Over 3 rounds.
- Then duels with other teams.
Keirin:
- Use the television motorcycle as a derny/pacer.
- 2 rounds.
- In the 1st round the riders stay behind the motorcycle which moves forward 7 squares per turn.
- 2nd round without motorcycle, each rider has 3 dice.
Individual pursuit:
- Two riders start on either side of the track.
- Two laps with timings. Then a ranking is drawn up.
- The two riders with the best time ride the final.
Team pursuit
- Is a team time trial with 4 riders per team, with the same rules as the Individual pursuit.
- The time of the third rider is the time that counts for the entire team.
Omnium:
Omnium is an all-round competition (you can save tokens at Cyclo Pro).
Except for the points race, the winner of each discipline receives 15 points, second 10 points, third 5 points, fourth 3 points, fifth 2 points, sixth 1 point.
Omnium consists of:
- A Scratch race: Competition over 3 rounds. Last round 3 dice.
- An Elimination race: All riders start together. Every half lap the last one is eliminated. This continues until the last 2 remaining sprint for the win.
- A Tempo race: 5 laps. Each half lap, the first rider receives 2 points, the second 1 point.
- A Points race: Race over 6 rounds. Each round the first gets 5 points, second 3 points, third 2 points, fourth 1 point. In the third round these points are doubled. In the final round the points are tripled (15,9,6,3)
The result of the points race is added to the previously earned points. The winner of the omnium is of course the rider with the most points. In case of a tie, the rider with the best result in the last sprint in the points race is the winner.
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