# Raleigh Burner BMX Game ## General Info - **Year Published**: 1985 - **BGG Rating**: 5.3 - **BGG Rank**: — - **Players**: 2-4 - **Duration**: 30 min - **Weight**: — - **Designers**: (Uncredited) - **Publishers**: Waddingtons - **Categories**: Dice, Racing, Transportation, Travel - **Mechanics**: Area Movement, Roll / Spin and Move ## Verdict If you love fast‑paced races and want a taste of BMX park action, this game gives instant fun.Dynamic area movementCards that shift outcomesThematic miniaturesLimited strategyShallow tactical depthRECOMMENDED ## Description Raleigh Burner BMX Game drops you into the seat of a BMX rider ready to tackle the most radical track of the 80s. Each player controls a tiny BMX mini‑figure and aims to be the first to completely cross the finish line, using a mix of dice luck and Race Card tactics. The board is divided into distinct zones – dirt ramps, berms and jumps – giving the feel of a skate park on paper. Movement works via Area Movement: you choose which zone to advance into rather than counting individual spaces, opening tactical choices about when to take a risky jump or stay in a safe zone. Dice (or a spinner) tell you how many zones you move, but Race Cards let you tweak that result, swap positions, or even block opponents. The rules are easy to pick up, yet timing your cards can swing the race in an instant. A typical game lasts about 30 minutes, perfect for 2‑4 players who enjoy fast, adrenaline‑filled rounds. Components are straightforward – board, dice, cards and the charming BMX miniatures – but the retro 80s artwork adds extra flair. While there isn’t deep strategic depth, anyone looking for a light, fun race will love it; heavy‑tactic gamers might find it a bit shallow. In the end, Raleigh Burner captures the thrill of a BMX competition, with plenty of laughs, imagined crashes, and that "vroom" of tires on the track. It’s a promotional classic that still makes noise at tables that enjoy quick, thematic play. ## How to Play Game Objective In BMX Championship, players take on the role of cyclists in an exciting race. The main objective is to be the first player to have their bike completely cross the finish line. Setup Attach the obstacles to the board. Each obstacle has its own designated spot for installation. Once installed, the set of obstacles should appear as shown in figure 2 (ramp, start, double, pro, table, step). Shuffle the cards. Deal four cards, face down, to each player. The remaining cards will be placed in a face-down pile. This will be the draw pile. Each player rolls both dice to choose their bike and starting position on the start ramp. The player with the highest result chooses first; then the others choose in order, clockwise. Gameplay Flow The game progresses in turns, where each player takes their turn. The game continues in this manner until one of the players crosses the finish line. Player's Turn The player holds their cards so that others cannot see them. The first player chooses one of their cards and discards it face up, starting the discard pile. Then, they move their bike the number of spaces indicated on the discarded card. To end their turn, they draw a new card from the draw pile. Once the first player's turn is over, it's the next player's turn to the left, and so on. Actions and How to Play Each bike always occupies two track spaces (one wheel in each), except when it is in a jump space. When a bike moves forward, it moves with one wheel in each space. Bikes can also move laterally, changing lanes on the track. On obstacles, the rear wheel is placed between two pegs. Card Types and Movement The cards provide options for bike movement on the track: Move one, Move two, Move three, Move four: The bike moves forward the indicated number of spaces, but only if there are no opposing bikes obstructing the path, i.e., in the same lane. Change lane and move one, Change lane and move two, Change lane and move three, Change lane and move four: The bike moves as shown in figures 6 and 7, but only if there are no opposing bikes obstructing. Move one and change lane, Move two and change lane, Move three and change lane, Move four and change lane: The bike moves as shown in figures 6 and 7, but only if there are no opposing bikes obstructing. Roll a die and move: The bike moves forward the number of spaces indicated on the die and does not change lanes. If the roll leads the bike to a space occupied by another bike, the turn is lost. Overtake an opponent in the same lane: The bike moves forward until it jumps over the first opposing bike in the same lane, but only if the two spaces following the opposing bike are clear. Overtake an opponent in the other lane: The bike moves forward until it reaches a space ahead of the first opposing bike in the other lane, but only if the overtaking lane is clear. Crash! Take opponent off the track: The player who discards this card must, instead of moving their own bike, place an opponent's bike off the track. If the opponent was on a flat part of the track, their bike is placed on one of the two sides of the space it occupied before the crash. If the opponent was on an obstacle, they are placed off the track, immediately before the respective obstacle. The crashed bike loses a turn and returns to the track on any of the lanes, provided the spaces are vacant. Otherwise, another turn is lost. To return to the track, the player can play normally, discarding a card as usual. Important Notes If no card can be discarded without causing a collision with another bike, then the turn is considered lost. If a bike is taken off the track while still on the start ramp, it must be placed in any vacant starting space on the ramp. Jumps The player whose bike lands on a jump space (marked with "S") should not discard a card on the next turn. Instead, they will roll two dice and advance their bike the total obtained. In this case, the bike occupies only the rear wheel space, and therefore, counting should start from the first space ahead. In a jump move, a bike can jump over others in front of it. However, if the jump move leads to an already occupied space, the player must ignore the dice and, instead, discard normally. If, even then, no discard is possible, the player must roll the dice again on their next turn. Crash Spaces If the rear wheel of your bike lands on a crash space of one of the obstacles, it will not stop balanced. In this case, the bike must be placed off the track, in the spaces immediately before the start of the obstacle. It returns to the race in the same way already explained. Turns If a player wishes to change lanes on a turn and the spaces are not aligned, the bike changes lanes by moving to the space diagonally ahead. "Pro" Obstacle This obstacle has a special characteristic in the game: all bikes must stop on at least one space of it before proceeding. If any bike passes it in one go, the same action must be taken as if a "Crash" card had been discarded. End of Game and Scoring The game ends when a player's bike completely crosses the finish line. The winner is the one whose bike completely crosses the finish line first. Tips for Winning "Crash" cards are most effective when the opponent is on an obstacle or far ahead of the others. Overtake cards are most effective when the bike to be overtaken is ahead. Lane change cards can be used to block opponents' paths. It is often a good tactic to discard cards that lead you to jump spaces, especially at the end of the race. On a turn, spaces are saved by riding on the inside lane. ## FAQ ### How many players can join? 2 to 4 players. ### How long does a game last? About 30 minutes. ### What is the game’s complexity? Very low – simple rules that are easy to pick up. ### What components are included? Board, dice/spinner, Race Cards and BMX bike miniatures. ### Is it suitable for kids? Yes, recommended for ages 8+, but adults enjoy it too. ### Is there deep strategy involved? Strategy is light; most fun comes from luck and the cards. ### Can players act simultaneously? No, the game uses sequential turns.