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World Cycling Game v2.0
[WCG_v2.0]
47.00EUR
World Cycling Game v2.0
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World Cycling Game v2.0
Click to enlarge
World Cycling Game v2.0
Click to enlarge
World Cycling Game v2.0
Click to enlarge
World Cycling Game v2.0
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What makes World Cycling Game 2.0 to a unique board game is the realism of the game and the tactical possibilities in the races. With this game, the possibilities endless and each game will always be different ... and why is that? Well firstly, you can even build the routes, which is shown when there are hills, sprints and descents, but it is you who decides on the route to go right or left. Next comes the choice of teams where there is 7 riders in each team, but where you often only need 4-5 riders, therefore select the composition of tempo riders, mountain riders, sprinters and captains. This is done mostly by looking at the race / stage profile. Mountains and Downhill: When you are building a stage it is the flat road, mountains and downhill that makes the realism. On flat road speed is normal and to move one field you need only 1 dice eye. The hills are low speed and it is governed by the need 2 dice eyes to move a field. On the downhill the speed is very high and therefore, will one dice eye make you move 2 fields and two dice let you move 4 fields. Riders: There are 4 different types of rider in the World Cycling Game and they each have their own force. There are 4 dice in play 1-6h, 1-8t, 1-10h, 1-12t A captain is allround and must therefore always beat the 1-8 dice as a medium dice. A tempo rider contrast is good at flat road and therefore beat with 1-10 dice on flat road, but only 1-6 dice in mountains and on the downhill. A mountain rider is good in the mountains here are the reverse, he hits the high 1-10 dice in the mountains and only 1-6 dice everywhere else. Sprinter is a bit special and lightning quick in the sprints and in the finals. A sprinter must beat the 1-12 dice in sprints and in the finals. You will often see the sprinters come from behind and win the flat stages. It all helped along with the colors on the dice, road pieces, plastfeed and the numbers on the riders, which gives a quick understanding of the system. It only takes a few minutes then all participants understand the rules. Tactics: There are many opportunities to develop a tactic similar to reality, of course we must remember that it is a dice game, but the tactical cards in the game gives the opportunity to influence the development of a suitably so that it really pays to think about . The game is 9 out of 10 times not decided on luck. The three tactical cards: Attacks card-This card gives 4 road field more when you move your raider. First play your turn, then use your attack card (maybe some of the other opponents use a defense cards and follow your raider) One trick is to use the card in the mountains since the 4 street field in the mountains really gives you 8 dice eyes because the mountains counts 2 eyes per road field. Short-defense is the most valuable cards in the game because it allows you to go into another opponent's attack. You can use it if your rider is at the same road field or the road field just behind the attacking rider you can use a defense card even if it´s not your turn. It gives you an extra round and when it is your turn, you can counter-attack on the rider you've just followed. If this rider did not have a defense card. . . he has a big problem .... Help Short-Is often an overlooked cards, but it proves time and again that the players who know how to use it, often winning stage races. If you for example. have a rider who is more than 10 road fields after the leading rider you can use the card. It requires that you have a rider between the leader and the rider you want to help. The card provides you to give half of the dice eyes from the rider in front to the rider behind that you want to help. If you get 5 dice eyes you have to decide who will have 2 and who should have 3 eyes. Tour de France points, time and seconds: Back of the rule book is an extended part of the rules used to stage races. Here comes World Cycling Game really in character towards the hardcore bicycle fans. Here are all the riders valuable and none can be dispensed in the battle for second. All riders are important, none of the riders are dispensable in the battle for points and tactical cards. All riders will perform on a stage and play an important role for the team. precisely what makes world cycling game to a totally unique board game. Point - in Tour de France is a leading yellow jersey, a mountain jersey and a green sprinter´s jersey to compete for. Besides fighting the participants on stage wins and overall victory. You get some tactical short-handed before you start, but they are quickly spent. To get new cards you must collect 10 points in the embedded sprints, winning one of the jerseys or get one, two or three at one stage. Alliances-If one of the participants have many cards, it is permissible to make alliances across. Time and seconds - the rider who has the fewest penalty seconds gets the yellow jersey as a symbol that he is leading the race. Penalty seconds are given through road fields, one road field is one second. The game is very realistic and rules about second makes the game extremely exciting. Tactics: There are many opportunities to develop a tactic similar to reality, of course we must remember that it is a dice game, but the tactical cards in the game

Product Information available for download:
WCG Roads : TDF09 Stages 1 to 5
WCG Roads : TDF09 Stages 6 to 10
WCG Roads : TDF09 Stages 11 to 15
WCG Roads : TDF09 Stages 16 to 20
WCG Roads : TDF09 Stages 21
WCG Roads : Classica San Sebastian
WCG Roads : De Ronde van Vlaanderen
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This product was added to our catalog on Thursday 17 December, 2009.

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