CYBER CYCLES




INTRODUCTION
Futuristic Racing game for 2-4+ players. 

CYCLE TEAMS
Each player controls a team of 4 Super Fast Hover Cycles. 
Each player has a set of 4 models that share a unique team color and design. 
Each cycle within a team is numbered 1 through 4. 

THE TRACK
The track length is divided into 100 spaces. 
The track has a width of a single space. 
Each space needs to be big enough to hold 1 Tile and several cycles. 
Multiple cycles can occupy a single space. 
At the beginning of the track there should be a Start Zone. 

THE DECK
2 common decks of 52 cards each are shuffled together. 
This double deck is used and shared by all players. 

TRACK TERRAIN TILES
There are 5 Tiles for each Terrain Type: 
1. Clear: Open space with no special rules or restrictions. 
2. Red Spaces: A cycle on one of these spaces can only use a Red card.
3. Black Spaces: A cycle on one of these spaces can only use a Black card.
4. Face Spaces: A cycle on one of these spaces can only use a Face card.
5. Odd Spaces: A cycle on one of these spaces can only use an odd numbered card.
6. Even Spaces: A cycle on one of these spaces can only use an even numbered card.
7. Blocking Space: A cycle must stop when encountering this space.  It may move 
Off this space on its next move. 
8. Obstacle Space: Cycles are not allowed to land on these spaces. A player may not 
Play a card that would cause a cycle to do so.    
9. Jump Space: Double the value of the card played by a cycle on one of these spaces.
10. Speed Space: If you land on this space draw 1 card. 
11. Narrow Space: If you land on this space discard 1 card. 
12. Tactical Space: You may add 1,2, or 3 to the value of a card played at this space.
13. Steal Space: If you land on this space steal 1 Random card from an opponent. 
14. Burn Space: If you land on this space send an opponent’s cycle back 5 spaces. 
15. Team Space: If you land on this space, you may move one of your other 
Cycles forward 5 spaces. 
16. Free Space: A cycle that lands on this space may move an extra time this turn. 
17. Slowdown Space: You must subtract 1,2, or 3 from the value of a card 
Played at this space.
18. Slick Space: If a cycle lands on this space you must play a card and move it again. 
If you have no cards left, draw 1 card from the deck and use it to move the cycle. 
If you can only reach a Obstacle Space, discard the card, and draw another. 
19. Key space: You get +2 to your Bid card value next Speed Stage for each cycle you 
Have on a Key Space during that Speed Stage.   
20. Nexus space: A cycle on this space may discard any card to move to the next 
Closest Clear or Key space, whichever is closest. 

WINNING
Each of your Cycles gets points for their place: 
Place:		Points:
1		20
2		19
3		18
4		17
5		16
6		15
7		14
8		13
9		12
10		11
11		10
12		9
13		8
14		7
15		6
16		5
17		4
18		3
19		2
20		1

SETUP
Place 1 Random Terrain Tile on each space on the Track
Each player selects a Team. 

ROUND SEQUENCE
Each round is divided into stages: 
Start Stage
Speed Stage
Move Stage 1
Move Stage 2
Move Stage 3
Move Stage 4
End Stage

START STAGE
Each player draws 8 cards from the deck. 
If the deck runs out, shuffle the discard and draw from it. 

SPEED STAGE
Each player simultaneously plays (reveals) 1 card from their hand. 
This is the Bid card. 
You get +2 to your Bid card value for each cycle you have on a Key Space
The player with the highest value wins the bid. 
If tied, the tied players cut the deck for high card to break the tie. 
The winner gets Initiative, and is called the Leader. 
The Leader goes first in all Stages this Round. 
Other players take their turns going clockwise around the table. 
Face cards and Aces have a value of 1 in Speed Stage. 

MOVE STAGE 1
In Initiative order, Players take turns moving their number 1 cycles.
A cycle can be moved once, twice, or not at all. 
To move a cycle, discard a card and move a number of spaces 
Forward equal to the value of the card. 
Face cards can be used for a value of 1,2, or 3. 
Aces have a value of 1. 
Note: any number of cycles can occupy a single space. 

MOVE STAGE 2
In Initiative order, Players take turns moving their number 2 cycles. 

MOVE STAGE 3
In Initiative order, Players take turns moving their number 3 cycles. 

MOVE STAGE 4
In Initiative order, Players take turns moving their number 4 cycles. 

END STAGE
You must discard your hand down to 2 cards or less. 

CARD SPECIAL ABILITIES
Some cards can be played at various times for extra effects. 

ACE CARD
Once during each Start Phase, you may discard 1 Ace card to draw 2 cards. 

KING CARD
Once per game for each of your cycles, you may use a King card as a 10
For movement. Keep track of this usage for each cycle. 

QUEEN CARD
You may play a queen card on an opponents turn to prevent one 
Of his cycles from moving past one of yours on its current move. 
His cycle must stop in the same space as your blocking cycle. 
This cannot be done against a cycle that is starting its turn in the 
Same space as the blocking cycle. 

JACK CARD
After you have just moved one of your cycles, and it occupies a space 
With another cycle, you may play a Jack card to move the target
Opposing cycle backwards 5 spaces. 

THE FINISH LINE
You do not need an exact number to cross the finish line. 










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