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LEADER 1 Team Manager

The document outlines solitaire rules for a cycling game called Leader 1, allowing one player to compete against AI teams using standard game mechanics with some modifications. Players need a ten-sided die and a six-sided die to determine cyclist characteristics and positions, while AI teams follow specific movement and pursuit rules. The document also includes performance ratings for the player's team based on their cyclists' finishing positions.
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0% found this document useful (0 votes)
28 views9 pages

LEADER 1 Team Manager

The document outlines solitaire rules for a cycling game called Leader 1, allowing one player to compete against AI teams using standard game mechanics with some modifications. Players need a ten-sided die and a six-sided die to determine cyclist characteristics and positions, while AI teams follow specific movement and pursuit rules. The document also includes performance ratings for the player's team based on their cyclists' finishing positions.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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(Hell of the North)

SOLITAIRE RULES
(Team Manager)
Leader 1
Solitaire Rules
Created By: Matt Hiske
(2011)
Leader 1 is one of my favorite games and being such, I felt the need to create
solitaire rules in which you can play anytime. I am happy to share with you these
rules as I find it fun and challenging and I hope you will to. To play you will need
a ten-sided die and a six-sided die and everything else is found in the base game
and this rules package. You will play as the human player team with two or three
cyclists and you will be racing against two or three AI teams, Artificial
Intelligence. You will use all the standard rules and energy documentation as
normal except for a couple exceptions regarding the peloton as noted in these
rules. The AI teams will strictly play by these rules and they do not keep track of
energy points as they use pure energy.

The following are suggestions to play your first game or two.


* I suggest creating a track that is thirty-five to forty-five energy points for your
route. Remember to record the total energy for your own team on the standard
log sheet as you play by the normal rules.
* Try to keep a balanced route for the first couple races using all the various
terrain types, because you will usually be using all the cyclist for each AI team.
* I suggest only playing with two AI teams of all three cyclists per team until you
get the hang of the system.
* I usually use the orange team as my own and I filled out the log sheet for the
other three colors as the AI teams.

You will first need to give the AI team cyclists their characteristics using the
following table and recording them on the log sheet provided, and in the
corresponding column. Setup is the only time you will use the six-sided die. You
can decide on your own team’s characteristics or roll on this chart for what might
be a fun challenge.

Die Roll (Six-Sided Die) Characteristic


1-2 Descender
3-4 Fighter
5-6 Sprinter (Re-roll if you have a mountain pass at
the end of the race as you can’t have a
sprinter in this case.)

(1)
You will now need to place the AI cyclists in the peloton using the following table
and rolling for each cyclist. You may place your own team in the peloton as you
see fit. Even though the AI teams don’t expend energy they will move around the
peloton as you could imagine in a real race.

Die Roll (Six-Sided Die) Peloton Position


1-3 Front
4-6 Back

You will now determine the initial placement of the pursuit tokens for every team,
INCLUDING your own. Roll a D-10 for every team and the highest roll will get
control of the peloton…the second highest will get second position and so on.
The new pursuit rules will be discussed in section 4 of the game turns.
You Are Now Ready to Begin the Race!!

Game Turns
1) Movement of the cyclists who broke away

AI cyclists will be using the AI Movement Chart provided in these rules. The
human player will use the standard rules using your best judgment as you do in a
multi-player game. When you reference the chart, you will see I have rider type
and position on the left and terrain type along the top. You will be cross
referencing the rider type/position to the type of terrain the cyclist is positioned at
the start of its move, standard rule, and then rolling a D-10 on the given set in the
square to find the outcome. You should always make beneficial moves with the
AI cyclist, taking the shortest route…etc., and try to avoid movement that will help
your own team. At the same time, they will avoid treacherous asphalt whenever
possible. There may be circumstances when they can’t expend all their
movement points because of blocking and in this instance, they lose any
remaining. After the first cyclist crosses the finish line you will continue to use
the 2-12 position on the chart.

Note:
I decided it wasn’t necessary breaking down the cyclist positions and
circumstances more than I did, so I kept it as simple as possible. You will see
that a cyclist being in first will struggle a little more due to breaking the wind. This
does not mean that a cyclist in a position from two to twelve, twelve if you have
every team and cyclist, won’t be riding alone and breaking his/her own wind.

(2)
2) Breaking Away

Starting with the pursuit token that is in the First position, not second, you will roll
a D-10 die for each cyclist in the front portion of the peloton. You should first roll
for the cyclist, if any, which is in its preferred terrain type: Rouleur in the flatland,
Climber in the mountains, and the Leader will roll first in both the hills and
downhills. After the preferred cyclist rolls, I usually roll in this order if needed:
Rouluer, Leader, and then the Climber. Your team will not roll as you will decide
for yourself on your turn what cyclists will break away, if any, and what order they
will do so. Refer to the corresponding charts for the AI teams provided with these
rules.

3) Moving in the Peloton

The AI teams will use the chart provided with these rules for every cyclist that is
within the peloton. You can come up with your own preferred order for rolling for
each cyclist. The peloton is divided into a top half and bottom half and I use it to
keep track of each cyclist I have rolled for. I will keep all cyclists on either the top
or bottom and move them to the opposite half for the next turn as I roll for them.
The human player team will not roll as you decide if you want to be in the front or
back. Remember that energy is only spent on the human player team in the
peloton and you need to decrease your energy on your log sheet as needed. The
AI teams don’t expend energy and still move around in the peloton as you could
imagine in a real race.

4) Notification of the peloton’s’ pursuit and the peloton’s movement


Pursuit:

Each team still gets 6 pursuits for each race as standard rules. I have changed
some things about this section which works better for solitaire rules. The AI
teams will use the chart provided with these rules, and the human player team
will decide for yourself if you wish to spend a pursuit to move into first position.
Keep track of pursuit actions spent on the provided the sheets.

4A) Peloton Token Position

AI teams will use the Chart 4A to see if it wins first position for the pursuit. The
human team will decide for yourself if you wish to win it over. The pursuit token in
the second position will roll first to see if it wins the first pursuit position. This will
be followed by the third position, fourth position, and finally the first position will
try to win it BACK if lost.

(3)
4B) Peloton’s Movement:

Refer to the Chart 4B provided with these rules when and only if an AI team is in
control of the peloton. When your team is in control you will decide for yourself if
you wish to add a +1 to the peloton movement.

5) Cyclists dropped by the peloton

Nothing has changed here from the standard rules as I will just give you a
reminder to roll for events: crack and fall along with punctures.
EVENTS:
1) Slipstreaming: I just want to mention that you need to remember the 5, 6, and
8
movement rule when breaking away in a line. I also want to mention that I usually
play where the AI teams will try to position their movement to help ALL AI teams
if possible.
2) Crack: Since AI teams run on pure energy and you do not track it I
recommend that they lose a turn when they crack. Place the cyclist on the
shoulder next to the place it finished its movement. I guess you could look at it as
a very….very slow pace as the cyclist is inching along.
3) Fall: this is played differently as the cyclist doesn’t lose a turn as in the
standard rules.
You place the cyclist backwards on the place it finishes its movement and then it
will move last in classification order. All AI cyclists can pass through more than
one treacherous space per turn and you will roll for each such space. The Fighter
characteristic can pass through the first space without testing its skill. On its next
turn you will subtract one off of the movement die roll and then find the
movement result. No
slipstreaming after a fall!!
4) Punctures- Stays the same as the standard rules.
5) Feed Zone (AI Teams)- They choose a bottle as normal and then they take
an immediate movement. The bonus movement is taking the number and
dividing by two and rounding up if necessary and this is added on to the end of
the cyclist’s movement.
A Gratitude of Thanks!!
I have room here to give my thanks to the designer, Allain Ollier, for creating
such a wonderful game. I will also throw out a thanks to Ghenos Games for doing
such an outstanding job on the components with this game and all the other
great race games they publish.

(4)
Contact me if you have any questions or suggestions to improve upon this s
system.
ENJOY & RACE ON and BUST IT LOOSE!!

Team Manager Performance Rating


Top Three Cyclist Challenge:
Heavy Training Needed
1) If you didn’t have any of your cyclists finish in the top
three I would suggest a lot more training.
Teammates Need Training

2) If one of your cyclists placed first with your teammates


falling out of the top three I would suggest that your
teammates need a bit more training.

Novice Performance

1) You have managed a novice cycling team if your team only has one cyclist in
the top three.

Semi-Pro Performance

2) You have managed a semi-pro cycling team if your team has two cyclists in
the top three.

Professional Cycling Team

3) You have managed a professional cycling team if your team has all three
cyclists in the top three. What are you doing playing games as you should be
managing a real professional cycling team.

(5)
Leader 1 Solitaire Rules
AI Movement Chart
Note: FM refers to free movement and the plus+ movement as paid movement. The paid movement is important to
remember for treacherous asphalt and cracking on the mountains. Use a D10 die for the table. You will see free
movement minus 1 in rare circumstances-highlighted in red.
Rider Type / Flatland / Hill / Ground Mountains Downhill
Position Plains Rise
Die Roll= FM + Die Roll= FM + Die Roll= FM + Die Roll= FM +
Paid Move Paid Move Paid Move Paid Move
Rouleur 1-3 = FM Only 1 = FM -1 1-2 = FM Only 1-2 = FM Only
Sprinter 4-5 = FM +1 2 = FM Only 3-6 = FM +1 3-6 = FM +1
6-8 = FM +2 3-5 = FM +1 7-9 = FM +2 7-8 = FM +2
1 st
9 = FM +3 6-9 = FM +2 9 = FM +3
10 = FM +3
Position 10 = FM +4 10 = FM +3 10 = FM +4

Leader 1-3 = FM Only 1 = FM -1 1 = FM -1 1-2 = FM Only


4-5 = FM +1 2 = FM Only 2-3 = FM Only 3-6 = FM +1
6-8 = FM +2 3-5 = FM +1 4-7 = FM +1 7-8 = FM +2
1st 9 = FM +3 6-9 = FM +2 8-9 = FM +2 9 = FM +3
Position 10 = FM +4 10 = FM +3 10 = FM +3 10 = FM +4

Climber 1-2 = FM Only 1 = FM -1 1-3 = FM Only 1-2 = FM Only


3-6 = FM +1 2-5 = FM Only 4-5 = FM +1 3-6 = FM +1
7-9 = FM +2 3-5 = FM +1 6-8 = FM +2 7-8 = FM +2
1st 6-9 = FM +2 9 = FM +3 9 = FM +3
10 = FM +3
Position 10 = FM +3 10 = FM +4 10 = FM +4
Rouleur 1 = FM Only 1 = FM Only 1 = FM Only 1 = FM Only
Sprinter 2 = FM +1 2-3 = FM +1 2-4 = FM +1 2-4 = FM +1
3-5 = FM +2 4-8 = FM +2 5-6 = FM +2
2nd thru 12th 5-9 = FM +2
6-8 = FM +3 9 = FM +3 7-8 = FM +3
Position 9 = FM +4 10 = FM +3 9 = FM +4
10 = FM +4
10 = FM +5 10 = FM +5
Leader 1 = FM Only 1 = FM Only 1 = FM Only 1 = FM Only
2-3 = FM +1 2-3 = FM +1 2-5 = FM +1 2-4 = FM +1
4-5 = FM +2 4-8 = FM +2 5-6 = FM +2
2nd thru 12th 6-9 = FM +2
6-8 = FM +3 9 = FM +3 7-8 = FM +3
Position 10 = FM +3 9 = FM +4
9-10 = FM +4 10 = FM +4
10 = FM +5
Climber 1 = FM Only 1 = FM Only 1 = FM Only 1 = FM Only
2-4 = FM +1 2-3 = FM +1 2 = FM +1 2-4 = FM +1
4-8 = FM +2 3-5 = FM +2 5-6 = FM +2
2nd thru 12th 5-9 = FM +2
9 = FM +3 6-8 = FM +3 7-8 = FM +3
Position 10 = FM +3 9 = FM +4 9 = FM +4
10 = FM +4
10 = FM +5 10 = FM +5
Note: You will probably think at looking at this table that the AI teams receive a lot of bonus movement; However, you will
realize that they will not slipstream as often as your own team. This table tries to balance this and creates a challenging race.
2A) Breakaway Chart (AI ONLY)
Roll D10 Die Outcome
1-5 Cyclist Stays In Peloton
6-10 Cyclists Breaks Away . Roll on the next chart for movement

2B) Breakaway Movement Chart (AI ONLY)


Roll D10 Die Movement
1 Free Movement +2
2-7 Free Movement +3
8-9 Free Movement +4
10 Free Movement +5
Note: It may happen that a cyclist breaks away and doesn’t receive the minimum of
four. In this case, you can leave the cyclist in the peloton. This is a rare circumstance
and will only happen, for example, with a climber in the flatlands, or a
rouleur/sprinter in the mountains.
3) Cyclist Moving in Peloton
Roll D10 Die Outcome
1-6 Stays in Position
7-10 Move forward or backwards depending on the position
of the cyclist.
Note: Add a +2 to the die roll if the cyclist is in the back of the peloton and it is in its
preferred terrain type.
4A) Pursuit Token Position (AI ONLY)
Roll D10 Die Outcome
1-6 No Pursuit Action
7-10 Wins Pursuit for first position
4B) Peloton’s Movement (AI Control Only)
Roll D10 Die Outcome
1-6 No +1 on Pursuit
7-10 Add a +1 to Pursuit Die Roll

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