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Step by step
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.
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.
Rules manual
Official PDF file
Frequently Asked Questions
Quick answers about the rules
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