Table feel
Moderate interaction with a mix of direct and strategic confrontation, requiring frequent attention to other players' actions. Limited emphasis on cooperation.
Cycling Party is a game for 2 to 6 players, which reflects the essential features of road cycling. Each player will select a cycling team and take responsibility for managing the movements of 5-6 riders in their team. The aim of each team will be to secure victory at the end of e...
Players
2-6
Time
?-?
Age
10+
Weight
2.1
Rating
6.70
Should this hit the table?
Moderate interaction with a mix of direct and strategic confrontation, requiring frequent attention to other players' actions. Limited emphasis on cooperation.
Teaching signal
High replayability
Low interaction
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a mix of direct and strategic confrontation, requiring frequent attention to other players' actions. Limited emphasis on cooperation.
Cycling Party has a high replayability score due to its high variability gameboard, strategic depth, and scalability. The game offers different experiences each time it is played, allowing players to discover new tactics and strategies. The presence of expansions adds new content and gameplay elements, further enhancing the replay value. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Cycling Party has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While players have some ability to mitigate randomness through strategic decisions and planning, the game still relies on a balanced mix of luck and strategy. Overall, luck plays a significant role in determining the game outcome.
Overview
Cycling Party is a game for 2 to 6 players, which reflects the essential features of road cycling. Each player will select a cycling team and take responsibility for managing the movements of 5-6 riders in their team. The aim of each team will be to secure victory at the end of each stage or in the general classification. The course is built from hexagonal tiles. Each hexagon tile is divided in turn into three spaces, with each space representing a kilometre of the race. Mountain sections, intermediate sprints and the finish line are shown using indicator tokens placed at the kilometre points agreed upon by the players at the beginning of the race. This game comes in three versions: Junior, Senior and Master. Each version builds on the rules of previous versions. In the Junior version each rider is moved by rolling two six-sided dice. Riders in a peloton (at least five riders in the same space) may choose not to roll and instead move five spaces. A rider in the peloton may choose to roll in the hope of raising its pace or of breaking away (roll of 10-12). The difficulty of the mountain sections is represented by rolling just one dice. Each team has five water bottles that can be spent to move a rider an extra space (cost of one bottle on the flat, 2 bottles in mountains). The rider furthest across the finish line at the end of a turn is the winner. The Senior version introduces different categories of climb and gives each team member a role (climber, sprinter, rouleur, domestique (flat or mountain), and lantern rouge). Each role has particular abilities. Each team may launch one attack by rolling four dice instead of the normal two. Falls, fast descents and falling back to join a team-mate are also represented. The Master version makes use of software accessed through the publisher’s website to enable whole tours to be run.
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