Racing and Terrain
Card selection, movement, drafting, fatigue, and terrain rules.
The race structure
Each race repeats Energy, Movement, and End phases until riders cross the finish.
Energy phase
Choose one rider and draw the top four cards of that rider’s deck. Play one face down, then place the other three face up underneath the draw deck. Repeat for the other rider. You must choose and commit the first rider’s card before drawing for the second. Do not shuffle the face-up recycle cards in until the draw deck is empty.
A rider’s played Energy cards are removed from the game during the End phase. Exhaustion cards are never removed this way; they cycle through that rider’s deck. If a rider has no Energy cards left to play, use the designer-confirmed rule: draw and play a value-2 Exhaustion card instead.
Movement phase
Reveal the selected cards. Move riders in order from the one nearest the finish to the one furthest behind. A rider must use the exact movement allowed by the card and terrain, stopping short only when the road ahead is blocked. Riders cannot pass one another. If both lanes of a destination space are open, use the right lane; if one is occupied, use the other.
Movement cards resolve against the space where a rider starts and every space it enters. A rider may change lanes without spending movement, subject to space capacity.
Slipstreaming
After played cards leave the race, look for a one-space gap between groups. The rear group moves forward one space to join the group ahead, using the available lane. Resolve from the back of the course toward the front; repeat if that creates another one-space gap. Riders on an Ascent neither give nor receive a slipstream. Special track shapes can change how a pack approaches the end of a two-lane section; follow the route rules for that module.
Exhaustion
After slipstreaming, a rider takes one value-2 Exhaustion card if there is a complete empty square directly ahead. An empty lane beside a rider does not count when the other lane in that square is occupied. Exhaustion cards stay with that rider’s deck and reduce the chance of drawing strong Energy later.
Terrain
| Terrain | Movement and pack effect |
|---|---|
| Flat | Use the card’s value. |
| Ascent | Movement through an ascent is capped at 5; excess card value is lost. No slipstreaming to or from a rider on an ascent. |
| Descent | A card below 5 has movement value 5 when the descent rule applies. |
| Cobblestones | Use the special narrow-road movement and blocking rules in Peloton. |
| Weather | Apply the token in the affected spaces using Meteo. |
Building a route
Select a stage card and match its printed letters to the track tiles. The first game uses the lower-case side of the introductory stage, Avenue Corso Paseo. The tile orientation and terrain shown on the route card determine the course; the curves themselves do not impose a movement penalty.
First stage and tie clarifications
If multiple riders cross during a round, compare their movement past the finish; a rider cannot keep moving onto a space beyond the track. The finishing-time variant replaces this simple finish comparison with a fan-made timing table and is optional.