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

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The Game Turn

The five steps of a Leader 1: Hell of the North turn: breakaway riders, breaking away, moving inside the peloton, pursuit and the peloton's move, dropped riders — with free and paying squares and energy recovery.

Turn order

  1. Breakaway riders move
  2. Breaking away
  3. Moving inside the peloton
  4. Pursuit and peloton movement
  5. Dropped riders move

Breakaway riders move

Riders on the course ahead of the peloton move first, in race order — the leader first. A rider who has broken away is placed on the course and from then on moves by their own type and quality.

Free movement

Each move starts with free squares. Their number depends on the rider type and on the terrain of the square where the move starts:

RiderFlatlandHillMountainDownhill
Rouleur (green base)3214
Leader (yellow base)2224
Climber (red base)1234

Add +1 for a descender starting downhill, +1 for a sprinter starting in a sprint zone, and +1 for slipstreaming.

Paying movement

After the free squares, a rider may ride extra squares, paid at once from their energy:

Extra squares123456
Energy13581115

Allowed moves

Riders move only straight ahead or diagonally forward. They may not stand still or step sideways — except on a bend, where a sideways square that ends further ahead is allowed.

Blocked road

When every square across the road is taken, a rider may ride through occupied squares. They must take the longest path and pay 1 extra energy for each occupied square crossed.

Caught by the peloton

Compare the front of the peloton with the front of the rider:

Energy recovery

Feed zone. feed zone When a cyclist passes a feed zone token — in a breakaway or in the peloton — their player draws a feed zone tile of the rider’s colour: green for a rouleur, yellow for a leader, red for a climber. It is worth 2 to 5 energy. Add it at once, or keep it face down and add it later (recommended). A tile you forget to draw is lost once the next cyclist has moved, even if that cyclist is yours.

Unused free squares. A rider who moves fewer squares than their free total (base + slipstream + quality) gets back 1 energy per unused free square at once.

Breaking away

Starting with the team second in the support-rider order, then third, fourth and finally first, each player may send one or more of their cyclists out of the peloton.

Moving inside the peloton

Now riders still in the peloton may change place:

Pursuit and peloton movement

Pursuit

Each team’s support riders start with 6 pursuits (right-hand column of the energy table). A pursuit speeds the peloton up.

Peloton movement

The peloton covers 2 squares lengthways and moves along the dotted squares where the road has them.

  1. The team leading the peloton rolls the peloton die peloton die (values 3, 4 and 5). The peloton moves that many squares.
  2. +1 square if a pursuit was declared.
  3. +1 square if no cyclist is left in the peloton.

Then every cyclist in the peloton pays energy by position:

Peloton moveBackFront
3 or 401
5 or more12

Dropped riders

A rider is dropped if they cannot pay for the peloton’s move, if they puncture, or if they choose to drop back.

Rules

↑↓ to move · Enter to open · Esc to close

Drag to move · tap to close