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ADVANCED 6-TAGE RENNEN

by ALAN MOON

The following rules turn a great game into an even greater game, if that's possible. The start will be slower and fairer for the last few players. Players will be forced to use one move to set up the next move more often and there will be more turns where several moves will seem equally advantageous, which will make the game far more strategic. The Fahrerwechsel space also becomes more meaningful, as players will change riders or not by choice rather than necessity. The playing time will be increased, however, so the game may need to be changed to 3-TAGE RENNEN.


Numbering and Colouring the Board and Pieces:

You will have to number each space on the board and colour quite a few, either by actually marking the board itself or by some non-permanent method.

The first space (which contains the word ``Ziel'') is space number 1. The 1. Sprint is space number 23. The Fahrerwechsel is space number 40. The 2. Sprint is space number 49. The Sturz is space number 65. The last space (which contains the word ``Start'') is space number 80.

The following spaces should be coloured BLACK: 3, 4, 5, 8, 10, 24, 25, 26, 27, 29, 30, 31, 32, 43, 44, 50, 51, 53, 56, 60, 74, 75, 76, 77.

The following spaces should be coloured GREEN: 45, 54, 64.

The following spaces should be coloured GREY: 55, 58, 62.

Space 47 should be coloured RED.

Space 20 should be coloured BLUE.


Effects of Coloured Spaces:

BLACK SPACES: No slipstreaming is allowed on any of these spaces.

GREEN SPACES: A player landing on a GREEN space who still has Green Cards (he has not changed cards on the Fahrerwechsel space) may exchange one of his cards. First, the player must discard any card. Then he can take a replacement as follows: on space 45, he may take any card valued 5 or less from the cards he has already played; on spaces 54 and 64, he may take any card valued 4 or less. The player may not take back the card he played to reach the space.

GREY SPACES: A player landing on a GREY space who has Grey Cards (he has changed riders) may discard two cards valued 3 or less and draw one card from the 4/5/6 deck.

RED SPACE: A player landing on the RED space who has Grey Cards may draw one card from the 4/5/6 deck or two cards from the 1/2/3 deck.

BLUE SPACE: A player landing on the BLUE space may take any card of his choice from all the cards he has played during the race so far or any two cards valued 4 or less. A player may not take back the card he played to reach this space.


A player always has the choice between drawing/exchanging cards on GREEN, GREY, RED and BLUE spaces OR slipstreaming on the space he lands on initially. He may not do both. If he chooses to slipstream and ends his move on another GREEN, GREY, RED or BLUE space, he may not then draw/exchange cards on this space.


On any Orange Space, a player who has Green Cards may always choose to miss his turn and take any card valued 3 or less from the cards he has already played. A player with Grey Cards may always choose to miss his turn and draw two cards from the 1/2/3 deck.


Alan Moon



next up previous
Next: FURTHER THOUGHTS FROM THE Up: Sumo 20 index Previous: FAKIRS, WALIS, & ARYANS,
Stuart Dagger
1998-05-26