Converted to HTML by Dan Blum

[Translator's Note: This translation is an attempt at a literal translation. Each paragraph has its corresponding paragraph in the original rules. Translator's notes are enclosed in []'s.]

You can experience that great race with your own team of 4 riders. Experience duels between leading riders, and see how the team works together for its star. Experience amazing breakaways, difficult mountain climbs, and frantic starts. See how they react to dangerous cobblestones. You are the team manager who determines how your riders ride the race.

Begin the game with the __basic rules__. That way you can become
familiar with the important rules first. The examples will help you
understand the rules since they illustrate important points.

After a few races you will be ready to play the advanced rules. They introduce different types of roads, which add a whole new dimension to the game.

When you master the basic game then you will enjoy an excellent bike
race game. The advanced rules add a new dimension to the game. Finally
the __professional rules__ add yet another level of realism and fun
to the game.

You will see how realistic and exciting this game is. You will see what you can do to lead your team to victory.

You should always start off with the basic game. This makes it easy to learn the game mechanics.

The advanced game is more realistic. When you wish you can also add the professional rules.

[Um Reifenbreite is a simple game. I started off playing the advanced game, with sprint points and trading off (no chase car or yellow jersey).]

With Um Reifenbreite the goal is not just to win with a single rider. It is to be the best team, the team with the most points.

- 1 Game Board
- 16 riders (4 teams of 4 riders)
- 56 Energy Cards
- 22 Chance Cards
- 2 Dice
- 1 Scoring Pad

He also has some special duties:

- He shuffles the chance cards and stacks them face down on the board.
- He collects the Energy cards as they are played.
- He makes sure that every time a player rolls a 7 the player takes a chance card
- At the end of the game he fills out the score sheet.

The 4 teams are:

- the stunt team (red), Numbers: 21, 22, 23, 24
- the iron team (blue), Numbers: 31, 32, 33, 34
- the kicking team (black), Numbers: 41, 42, 43, 44
- the racketeer team (green), Numbers: 51, 52, 53, 54

Rider 1 on each team is the team's best rider, its star.

The cards have these numbers:

21-6M | 21-5 | 22-6M | 23-6M | 24-5 | J-6M | J-5 |

21-6M | 21-5 | 22-5 | 23-6M | 24-5 | J-6M | J-5 |

- Ten cards have riders' numbers. Numbered energy cards may only be used by the rider with the same number.
- Four cards have a joker. Those cards may be used by any rider.
- The mountain shield (M) has no effect in the basic game.

Suggestion: If you race on a short track, like "Paris to Roubaix" or "Lüttich to Bastenaken to Lüttich", then only use the upper 7 energy cards.

- The game is played in rounds.
- The rider who is farthest ahead goes first. If riders are tied then the rider on the right (from the rider's perspective) goes first.
- Riders may draft the rider in front of them. If a rider does not draft then the next most forward, on the right hand side, rider goes next.
- The same applies to all following riders.
- The round ends after each rider has moved.

After each round is complete the next round starts. The race ends after all riders have finished the race.

Each team manager rolls 2 dice.

The highest roller places one rider on a start position.

Then, going clockwise from the first team manager, each team manager places one rider at a time.

Continue placing riders until each team manager has placed all four riders.

Each rider must be placed on a starting dot. No team may have more than one rider in the same lane, see example 3.

In each round each rider must be moved exactly once.

A round is over after each team manager has moved all four of his riders.

The order of play is determined by the position of the riders on the course.

It does not depend on the location of the team managers.

The rider who is furthest ahead always moves first.

If 2 or more riders are tied then the rider who is on the far right in the direction the riders are moving goes first.

__Every rider may be moved in one of two ways.__

- By rolling 2 dice.
- By drafting the rider directly ahead of him (instead of rolling dice).

In this case the team manager of rider 51 moves the rider forward the number of spaces he rolled.

A rider may only move forward:

- straight ahead (to the next space in the same lane),
- diagonally forward (to the next space in an adjacent lane),
- never to the same space in an adjacent lane, and
- never backwards.

Thick lines (lane boundaries in curves) may never be crossed.

There may only be one rider on a space at any time. A rider may not move through an occupied space.

If the course is blocked then the rider must stop. He loses the rest of his move.

A rider may move diagonally between two riders.

Important: Each rider decides whether to follow the rider who is directly in front of him.

A rider may only draft the rider who is directly in front of him.

The drafting rider must:

- end his move directly behind the rider he drafts,
- not move more spaces than the rider he is following, and
- follow the normal movement rules.

Riders in an unbroken line in the same lane may draft.

- If the first rider moves then the rider on the space directly behind him may move with him, draft, without rolling himself (in Figure 6 rider 31 is drafting rider 51).
- If rider 31 drafts (which he would if the first rider rolls a high number) then he moves to the space directly behind rider 51.
- If rider 31 drafts rider 51, then rider 42 may draft rider 31.
- However if rider 31 does not draft rider 51 then rider 42 may not draft rider 51. (He may, of course, draft 31 when rider 31 moves.)

Riders may not draft.

- If the drafting rider cannot end up in the same lane as the leading rider.
- If the rider must move more spaces than the rider in front of him.
- If the space the rider must move to is already occupied or not accessible.
- If the rider who is trying to draft must cross a thick black line.
- If the riders do not end up in an unbroken line.

Tip: The examples in Figure 7 illustrate these rules.

- First, if riders are starting next to each other then the rider who is furthest right moves first.
- Second, riders 22 and 54 cannot draft.
- If 22 rides the same path as 41 he lands on E, however he needs to get to space D. (He must end up directly behind the rider he is drafting.)
- If 22 tries to ride outside the thick line through the curve he needs 11 moves to reach D, but he can only use 10.
- Since 22 cannot draft then rider 55 cannot draft rider 41.

Naturally the riders behind him would like to draft him.

Rider 21 can prevent this by moving to A. Regardless of how rider 52 moves he cannot get to space B with only 12 moves. He cannot use space C since it is already occupied by rider 41.

If 52 takes the outer curve he misses it by 1 space. If he goes straight ahead he must cross the thick line. If he takes the same route as 21 then he moves through rider 41, which is not allowed.

- Rider 51 moves to the space behind 42. He hopes that rider 51 will roll high and he will be able to draft behind 31 and 42.
- Rider 33 decides not to draft (5 is too low for him) so rider 23 cannot draft. Now it is rider 32's turn.

*Rider 51 rolls a 10 and could move next to 33 with that roll. However he moves directly behind 33 (moving 1 space less than he rolled) so he has a chance to draft 33. Riders 42 and 32 naturally draft 51.*

Every rider is allowed to move fewer spaces than he rolled.

Exception: If a rider crosses the finish line then he must move his full move.

Energy cards with the number of a rider may only be used by that rider. Joker cards may be used by any rider on the team. Energy cards may not be used in the first round.

Every energy card replaces 1 die.

A maximum of 2 energy cards may be used for a rider on a turn. If one energy card is used then only roll 1 die. If two cards are used then do not roll any dice.

Energy cards are worth their number (5 or 6 points).

If a rider wants to breakaway then the team manager must first announce this. Then the manager gives the rider 1 or 2 energy cards. The riders behind him may not draft him (see figure 7).

- Rider 21 has fallen behind the pack. Therefore he uses an energy card (a 6 point card) and rolls 1 die (a 4). He now moves 6+4=10 spaces forward behind his teammate, rider 22. 21 can now draft 22 when it is 22's turn.
- Rider 54 uses 2 energy cards (for example 5+6=11 points). In the interest of his teammates 52 and 51 he does not announce a breakaway, since it is very likely that 41 and 31 will also draft him so that 52 and 51 can also draft.
- Rider 32 uses 1 energy card and announces a breakaway. He adds the roll of 1 die to the number on his energy card and moves forward that number of spaces. No one may draft him (none of his teammates are behind him).

Exception: Chance cards are never drawn in the first round.

If a rider plays an energy card he must still pick an chance card if his move is 7 (6+1 or 5+2).

- First, the instructions on the card are followed. Then the card is placed next to the stack. If the stack is used up then the cards are reshuffled and put face down.
- With some chance cards a rider either gets or loses energy cards. Riders only get energy cards associated with their number (either played or lost). If a player must discard an energy card and he has no more with his number then he must discard a joker energy card. If he has no joker cards left then he does not have to discard a card.
- If a rider does not lose his turn because of the card then he moves normally.

[Fallen riders are left on the board. They block other riders moving forward.]

- A rider who is directly behind a falling rider also falls.
- A rider who is adjacent to a falling rider also falls. Exception: A rider to the right of the rider who caused the fall does not fall (he is ahead of the falling rider).
- A rider to the right of a following falling rider also falls.

- As a result the following riders also fall: 21, 52, 34, 42, 33 and 54 (because they are adjacent to falling riders).
- Riders 51 and 41 do not fall because they are ahead of 31. (Rule: Those on the right of the active rider have a lead on their left hand neighbor.)
- Riders 32, 53, and 23 are safe because they are not adjacent to a falling rider.

However rider 31 has no more energy cards and he rolls a 9. He moves 3 spaces past the finish line. Naturally riders 43, and 52 draft him. Rider 24 also drafts him although he does not finish the race this turn. It is possible for the 7 remaining riders in this example to finish before 24.

Next is rider 33's turn. He rolls a 5. He could simply move straight ahead to B. However it is better for him to move to A. When 24 moves first in the next round (since he is the farthest right of all riders) rider 33 can draft 24 and maybe even finish 5th for 30 points.

- As each rider finishes he records the rider number (under "Fahrer Nr.") on the left side of the sheet.
- He copies the score for each rider to the section at the bottom of the sheet.
- Then he adds the points for each team. The team with the most points wins.

Section 13.2 (Professional rules) includes a list of possible race courses.You may also design your own race course on the game board. Just specify the start, the sprint finishes along with the finish line.

There are just a few rules in this section, but they have a large effect on the game. Therefore we recommend that players race with these rules only after they have played with the basic rules.

Cream | Asphalt |

Aqua | Cobblestone |

Red | Uphill |

Yellow | Downhill |

Rider 41 rolls a 9. Riders 32 and 23 can draft him since they are all on asphalt (cream). Rider 44 cannot draft because he is a space behind the group.

Drafting is allowed in the mountains. The lead rider and the drafting riders must be on spaces of the same color.

If riders start the round on different types of roads then drafting is not allowed.

Every rider who begins his move on an uphill (red) space must subtract the number on his space from his roll.

**Example:** *A rider rolls a 6. He is on a red space with the number 3. He may only move 6-3=3 spaces forward.*

A rider on a red space who rolls so low that the result after subtraction is 0 or less must dismount. His marker is moved off of the race course and placed next to the space he started on.

After all riders in the round have moved he is placed back on the track. If another rider is on his original space then he is moved backwards to the next empty space in that lane.

If more than one rider dismounts then they are replaced in the same order. After all other riders have moved, they must try to return to the spaces they started in.

If another rider occupies the space the dismounted rider came from, then the dismounted rider is placed in another space either parallel to or behind his original empty space. The dismounted rider may lose ground if other riders move into his space.

A rider who starts his turn on a downhill space (yellow) adds the number on his space to his roll.

**Example:** *A rider starts on a downhill (yellow) space with the number 4. He rolls a 6 and can move 6+4=10 spaces forward.*

Riders going downhill may still be drafted. Remember that drafting riders must start on the same type (color) of road.

A rider who starts on a cobblestone (aqua) space, must subtract the number on the square from his roll.

**Example:** *A rider starts on a cobblestone (aqua) space with the number 3. He rolls a 5. He can move 5-3=2 spaces forward. The cobblestone section includes a small piece of asphalt (cream) road. Riders who start here do not have subtract anything from their roll.*

Riders who start on another road surface (color) may not draft.

A rider on cobblestone that rolls so low that his move is 0 or less must dismount for that turn. For dismounting and returning to the course use the rules for climbing (section 9.2).

Energy cards with a mountain shield may not be played on a mountain climb. On cobblestones a rider may only use 1 energy card a turn (never 2).

Asphalt (cream) | 1 or 2 Energy Cards |

Climb (red) | 1 or 2 Energy Cards without the mountain shield |

Descent (yellow) | 1 or 2 Energy Cards |

Cobblestone (aqua) | 1 Energy Card |

You can have even more fun if you play with the professional rules. Feel free to choose which professional rules to play with and which to ignore.

The game is complete with the basic and advanced rules. The professional rules are optional, their use is optional.

- 1 Game Board
- 20 Riders (4 teams with 4 riders per team and 4 riders with yellow jerseys)
- 56 Energy Cards
- 6 Photo Cards
- 2 Dice
- 1 Score Pad

- He records the results of the sprints and the finish of the riders on the score card. Then he computes the final score for the race.
- He shuffles the chance cards and stacks them face down on the board.
- He keeps the Photo Cards.
- He collects the Energy cards as they are played.
- He makes sure that every time a player rolls a 7 the player takes a chance card
- He decides (with help from the other players) which course to race, where to start and finish, which mountains to race over, and where the sprints are.

**A. Paris-Roubaix**

Starting Location | Start 2 |

Road Type | Cobblestone/Asphalt |

Course Route | Start 2 to Finish C, D, A |

Sprint | Finish D |

Finish | Finish A |

Sprint D Points | 1st=11, 2nd=8, 3rd=5 |

**B. Lüttich-Bastenaken-Lüttich**

Starting Location | Start 1 |

Road Type | Asphalt/Mountains |

Course Route | Start 1 to Finish A, B, C |

Sprint | Finish B |

Finish | Finish C |

Sprint B Points | 1st=11, 2nd=8, 3rd=5 |

**C. Giro d'Italia**

Starting Location | Start 2 |

Road Type | Cobblestone/Asphalt/Mountains |

Course Route | Start 2 to Finish C, D, A, B, C |

Sprints | Finish D, Finish A, Finish B |

Finish | Finish C |

Sprint D Points | 1st=11, 2nd=8, 3rd=5 |

Sprint A Points | 1st=7, 2nd=5, 3rd=3 |

Sprint B Points | 1st=5, 2nd=4, 3rd=2 |

**D. Tour de France**

Starting Location | Start 1 |

Road Type | Mountains/Cobblestone/Mountains |

Course Route | Start 1 to Finish A, B, C, E, A |

Sprints | Finish B, Finish C, Finish E |

Finish | Finish A |

Sprint B Points | 1st=11, 2nd=8, 3rd=5 |

Sprint C Points | 1st=7, 2nd=5, 3rd=3 |

Sprint E Points | 1st=5, 2nd=4, 3rd=2 |

The course is always determined by the players based on the type of race they want and the time they have for the race.

- Each player acts as a team manager. He gets a team consisting of 4 riders along with a single rider with a yellow jersey.
- Each team manager receives 7 or 14 energy cards based on the race course.

A rider may cheat by rolling just 1 die and adding 6 to it. Then he draws a single photo-card. The race organizer notes the number on the card along with the rider's number on the score sheet. The photo-card is returned to the deck and the deck is reshuffled.

A rider may cheat (hang onto the chase car) multiple times, but the more he does it the greater his chance of getting caught (being photographed doing it).

A rider may also cheat by moving 12 without rolling. In this case the rider must draw 2 photo-cards. The photo-card deck is reshuffled for each pick.

A rider may only cheat 4 times in a race. Every time he cheats he must draw 1 or 2 photo-cards.

After the race is done and the points are calculated the race organizer draws two photo-cards. Every rider who has cheated and drawn one of these numbers is disqualified since he was photographed cheating. All points earned by a disqualified rider are forfeit and are subtracted from the team's total. This does not affect the points for other riders.

During the race the race organizer notes the first 3 riders across each sprint finish line. These riders receive additional points as noted on the score sheet. These points are added to the team's points.

The yellow jersey is worth even more points to the leading rider at the sprints.

- The piece of the rider with the yellow jersey is replaced by the team's yellow jersey piece. The normal piece is placed next to the board.

If the wearer of the yellow jersey wins the next sprint then he keeps the yellow jersey. If another rider wins the sprint then the race organizer calculates the sprint points that each rider has earned. (Only count actual sprint points, do not count yellow jersey bonus points.)

If another rider has more sprint points then that rider gets the yellow jersey. Return the old yellow jersey rider's piece to the board. Then replace the new leading rider's marker with his team's yellow jersey holder. Place his marker next to the board.

**Example** *(see score sheet, section 18) Rider 21 won the first sprint, so he earns 11 points and receives the yellow jersey. Rider 42 won the second sprint for 7 points. In the first race rider 42 earned 5 points (third place) so he has a total of 12 sprint points. Rider 21 only has 11 sprint points (since yellow jersey points do not count for this comparison) rider 42 now gets the yellow jersey.*

During the race team managers can easily determine which rider is wearing the yellow jersey. It is the rider who is placed next to the board.

**Hint:** Sprint finishes occur during normal moves. They do not interrupt the normal flow of the game. The race organizer must record the finish order during the move.

Riders who are riding in an unbroken line may change places with the lead rider. All lines of riders may do this, regardless of their current position.

When it is his turn the rider who is at the front of the line may ask the rider directly behind him whether he would like to switch places.

- If the rider agrees then the two riders switch places.
- If the rider refuses to switch then the leader may ask the following rider, and so on down the line.

This rule gives the team managers the chance to agree on how to use energy cards to prevent the pack from catching up.

A team manager is never required to use energy cards. He may also trick the riders who are behind him by playing an energy card to break away from that group (see figure 14).

**Example 14:** *Riders 51, 21 and 41 have broken away from the pack. They form a breakaway. If they exchange the lead among themselves (51 exchanging with 21, or if 21 does not want the lead, with 41), then they may escape from the pack lead by rider 32. To successfully break away they must play their energy cards when they are in the lead. If in the example rider 51 changes places with rider 41 then rider 41 moves first. This change does not cost rider 41 anything.*

*
The groups following the pack may also change positions. Riders 31 and 32 may change places since they are teammates. Rider 43 will not try to catch the leaders since his teammate, rider 41 is in the break away group. He may even try to slow down the pack.*

Stage races take place over several days on different tracks. On each "day" another race is run on another course. The race courses from section 13.2 may be used for this purpose.

The final score for a stage race is calculated as follows:

- Fill out a separate score sheet for each race. Calculate the results for each stage and add the total team points together.
- Calculate the bonus points for each team and add them to the team's total.
- For each team determine the rider who has earned the most overall points.
- Multiply that rider's total by the number of stages raced.
- Add this total to the team's total score.
- The team with the most points wins.

Stage | Points for Rider 41 | Team Points |

1 | 18 | 46 |

2 | 55 | 68 |

3 | 40 | 92 |

4 | 22 | 66 |

5 | 26 | 47 |

Total | 161 | 319 |

*Rider 41 has the highest point total for his team, 161. The final score is calculated with the following formula:
*

*# of stages * final score of the best rider + team points = final score *

* So: 5*161+319=1124
*

* Final team score = 1124*

This scoring system shows the importance of both support riders and the stars. The support riders help the stars score the more points. This increases the bonus the star adds to the team.

- Write the numbers of the first 3 riders across the first sprint line here. In our example they are riders 21, 33 and 42. From then on the yellow jersey points are added in.
- Write the numbers of the first 3 riders across the second sprint line here (in our example riders 42, 51 and 43). Note the change in the yellow jersey.
- Write the numbers of the first 3 riders across the third sprint line here (assuming there are 3 sprints in this race).
- Record the rider's numbers from top to bottom in this column as they finish the race. In our example rider 31 is first, 43 second and so on.
- Record the total sprint and yellow jersey points for each rider in this column.
- Add the place, sprint and yellow jersey points together to get the total points for each rider in this column.
- Calculate the final team score in this section. Copy the final score for each rider here. Then add the scores for each rider together to get the final team score.
- Record riders who hang onto the chase car here. Record the rider number along with the photo-card number(s) he drew.