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Ludexv2026.11.01-65114139Leader 1: Hell of the NorthOfficial rulebook ↗

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Race Events

Slipstreaming, cracks and falls, the risk line, punctures, cobbles and weather in Leader 1: Hell of the North.

Slipstreaming

A cyclist who ends their move exactly behind another cyclist, before that cyclist moves, gets 1 extra free square on their next move.

Slipstreaming is often what makes a breakaway work.

Risks: crack and fall

A player may let a cyclist take a risk where one can happen: a crack on a climb or a fall on treacherous asphalt. Each risk is settled with the peloton die after the move.

The risk line

Every risk a cyclist takes crosses the next box of their risk line on the energy table, whatever the roll, and each one is harder to pass:

RiskTo pass, roll
1sthigher than 3
2ndhigher than 4
3rd and laterthe orange 4 or the blue 4

A cyclist may only risk a crack if they have the energy to pay for it.

Crack

mountain climb category The climb category token at the start of a mountain (1 to 4) is the most paid squares a rider may ride on that mountain in one move without risk. Ride more and you roll after the move.

Fall

Treacherous asphalt (the blackened squares) can make a rider fall.

Puncture

When the peloton die shows the red face, every cyclist — in a breakaway, in the peloton and dropped — risks a puncture.

  1. First the peloton moves, by the die value (or more).
  2. Then every cyclist rolls in race order: the leading rider’s player first, then the second, and so on; riders in the peloton roll in support-rider order. A red 4 is a puncture.

Cobblestones

On cobbles the normal rules apply, with one change: a rider who crosses treacherous cobbled squares with paid squares risks a fall or a puncture.

Weather

weather token When preparing the race, agree on a number of weather tokens and place them face down along the course, at most one per hexagon.

PictureWeather
Rain tokenRain — blackened squares of this hexagon cause a fall risk even when crossed with free squares. The fighter keeps their quality. On normal asphalt, roll once per move regardless of how many blackened squares the paid movement crosses. FAQ
Heat tokenHeat — a rider who moves 6 or more squares on this hexagon must reveal one of their feed zone tiles and add it now. No tile: nothing happens.
Headwind token showing 1Headwind 1 — a rider moving on this hexagon without slipstream pays 1 more energy.
Headwind token showing 2Headwind 2 — as above, 2 more energy.
Tailwind token showing 1Tailwind 1 — a rider moving on this hexagon pays 1 energy less.
Tailwind token showing 2Tailwind 2 — as above, 2 energy less.

A move “on” a weather hexagon includes moves that end there, start there or cross it.

Rules

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