Order the game €39

What makes the game unique

Nothing here is left to chance. What decides is the wind, another rider’s wheel and the bottle you save for the right moment. Here is how the rules replace luck, who the game suits, and who it will not.

A train: the rouleur, at the front, takes the wind; his teammates ride on his wheel, at his speed.

What replaces the dice

In a classic racing game, the die tells you how far to move. In Mind Cycling, you decide, within limits everyone can see. Here is what moves the riders.

  • In other racing games: The die tells you how far to move.

    The memo card, normal move: squares per rider, blue, green or yellow helmet, on the flat, in the sprint and on the climb

    In Mind Cycling: The memo card

    Each rider has his own speed, depending on the section: 7 squares for the rouleur on the flat, for the sprinter in the sprint, for the climber on the climb. You choose how many you take, up to that maximum.

  • In other racing games: One bad roll, and you are dropped.

    A wind token: the red and white windsock on a white disc

    In Mind Cycling: The wind token

    With nobody on the square just ahead of him, a rider takes the wind: one square less. The token goes down before the turn, and everyone can see who is about to pay.

  • In other racing games: One lucky draw, and the slowest rider gets back on.

    Three riders one behind the other on the board, a Belgian rider at the front

    In Mind Cycling: The train

    On another rider’s wheel, a rider moves at the speed of the one he follows. A climber limited to 5 squares on the flat can do 6 or 7 on a rouleur’s wheel.

  • In other racing games: Your trump card stays hidden in your hand.

    A rouleur standing on a blue base
    Blue base: a bottle
    A climber standing on a black base
    Black base: no bottle

    In Mind Cycling: The bottle

    It shows on the base: blue, the rider has a bottle; black, he has none. A bottle is an attack of three extra squares, once only. Everyone can see who can still attack.

The rules, square by square

  • Each rider’s speed

    Each rider’s speed

    There are three types of rider, told apart by helmet colour: the sprinter (green), the climber (yellow) and the rouleur (blue), the team’s domestique. Each has a top speed, in squares, which depends on the section he is in when he moves.

    Riders move straight ahead or diagonally, onto free squares, never sideways or backwards. You can move fewer squares than the maximum, but at least one if the road allows. Holding a rider back, to stay behind another or to keep out of the wind, is part of the game.

    Maximum squares per turn
    RiderFlatSprintClimb
    Sprinter, green helmet573
    Rouleur, blue helmet755
    Climber, yellow helmet537
  • The wind

    The wind

    In the basic game, the wind is a headwind. A rider with nobody on the square directly in front of him rides into the wind and loses one square that turn. A rider diagonally ahead gives no shelter.

    Before each turn, a wind token goes in front of every exposed rider. Everyone can see who is about to pay.

    In the expert version, players choose the wind direction, for example a three-quarter headwind from the left. Shelter is then taken diagonally, as in an echelon, and a rider in the wind can no longer take the wheel or the relay.

    Two tokens: one for the rider alone at the front, one for the rider with only a rider diagonally ahead of him. The third, just behind, is sheltered.
  • The wheel and the relay

    The wheel and the relay

    Two or more riders in single file, one behind the other, form a train. When a rider in the train has moved, the rider directly behind him may move straight away, before the rest of the bunch: take the wheel (onto the square just behind him) or take the relay (onto the square just in front of him). He may also decline and make his normal move.

    In the train, a rider’s own speed no longer counts: he moves as far as the rider he follows. A climber limited to 5 squares on the flat can do 6 or 7 on a rouleur’s wheel. That is the heart of the game.

    A few limits. The relay is only possible if the train has no more than three riders; from the fourth rider on, you can only take the wheel. On the climb, the sprinter can take neither the wheel nor the relay. And nobody can take the wheel or the relay of a rider who attacks or crosses the finish line.

    The opposing rouleur has moved 6 squares. The rider who was following him moves straight away: the wheel, just behind him, or the relay, just in front.
  • The bottle

    The bottle

    Energy shows on the base: blue, the rider has a bottle; black, he has none. At the start, only the rouleurs have one. A rouleur can hand his bottle to a teammate directly behind him: they swap bases.

    A bottle is an attack: three squares more than the normal move, once, and only in his speciality. The sprinter attacks in the sprint, the climber on the climb, the rouleur on the flat. Nobody can take an attacker’s wheel: the attack breaks the train.

    The price: a rouleur without a bottle, whether he attacked or gave it away, has done his job as a domestique. He loses one square every turn and can no longer take the wheel or the relay, until he picks up a bottle at the feed zone, if the players have put one on the course. He is the only rider who can refuel.

    The rouleur, on a blue base, hands his bottle to the teammate just behind him: they swap bases. One can now attack, the other is tired.
  • Who moves when

    Who moves when

    You do not play player by player but rider by rider, in race order: the rider at the front moves first, then the second, and so on. When two riders are level, the one on the left, facing the direction of the race, goes first. The only exception: in a train, a rider who takes the wheel or the relay moves straight after the rider he follows.

    So before each turn, everything is on the table: each rider’s section, the wind, the possible trains, the bottles left. Nothing to roll, everything to read.

    The rider furthest ahead moves first. When two are level, the one on the left, facing the race: 1 before 2, 4 before 5.

All the rules, with the rulebook’s diagrams

A race, not an abstract game

Without dice, a racing game can easily turn into a game of pawns. Here, every rule mirrors something riders go through on the road.

A race on the board, nearing the finish arch: riders on blue and black bases, and the supporters drawn by the roadside
In the game Alone in front, you lose a square.
On the road The rider on the front takes the wind for everyone behind.
In the game On a wheel, you move at the speed of the rider you follow.
On the road Sheltered, a climber can hold a rouleur’s wheel on the flat.
In the game Taking the relay means going to the front, and into the wind next turn.
On the road In a breakaway, everyone takes a turn on the front, and pays for it.
In the game A rouleur who gives away his bottle loses a square until he picks up a bottle at the feed zone.
On the road The rouleur domestique sacrifices himself for his leader, but he is the only one who can refuel.
In the game A rider can only attack in his speciality.
On the road The sprinter waits for the sprint, the climber for the climb.
In the game Nobody can take an attacker’s wheel.
On the road An attack is meant to drop the group, not to tow it.
In the game Four medals: winner, sprinter, climber, team. The trophy goes to the player who wins the most.
On the road A team can race for the sprint or the climb rather than for the stage win.

Play a move on the home page

Like chess? Almost

Philippe Scheinok compares his game to chess and draughts. The comparison holds on two points. On three others, it does not.

Detail of the board illustration: a winding road cut into numbered squares, between mountains, fir trees and supporters
The board in detail: even through the hairpins, the road is cut into squares.
Chess and draughts compared with Mind Cycling
CriterionChess, draughtsMind Cycling
LuckNoneNone: no dice, no cards
Hidden informationNoneNone: everything is on the board
Players22 to 6
BoardAlways the sameA course you build for each game
Who movesEach player in turnThe rider in front first

What is the same: nothing is hidden. You can see who still has a bottle (blue base), who is about to take the wind (the token in front of him), where the sprint starts. The only unknown is what the others will do.

What changes: with three players or more, you cannot calculate everything. The uncertainty comes from the other players’ choices, never from luck. And riding on an opponent’s wheel is allowed, and often clever: as long as he stays in front, he is working for you.

The course changes every game, too. You place the flat, sprint, climb and finish tabs wherever you like, and you can narrow the road with the six rocky mountains. No openings to learn by heart.

Finally, it is lighter: a game lasts 20 to 60 minutes. On Board Game Arena, the game’s page shows 0 out of 5 for luck and 2 out of 5 for complexity.

Made for you

What the box says

  • 2 to 6 players

  • 20 to 60 minutes

  • 10+ years

  • You like winning because you played well, and losing without being able to blame the dice.
  • You enjoy games without luck, such as chess or draughts, and cycling means something to you.
  • You follow racing and you know why a rider stays on a wheel until the last kilometre.
  • You know nothing about cycling but you like to think: the rules are enough.
  • There are 3 or 4 of you round the table, children included, from age 10. On BoardGameGeek, that is the player count the community recommends.
  • You want a one-day race that fits in an evening: a game lasts 20 to 60 minutes.

What players hold against it

Mind Cycling has its harsh reviews on BoardGameGeek too, often from players who found it on their own, online, with nobody to explain it. Here are the criticisms that come up, and what the rules have to say.

The rulebook cover

The rulebook, as a PDFPDF, 3.9 MB

  • The right move is always obvious.

    The right move is always obvious.

    If you play the most obvious move, you will lose.

    A few tactical tips to shine at Mind Cycling

    As in every sport where strategy counts, there is no single way to win. It is up to you to find the tactics that best suit your style and your abilities! Even so, here are a few tips to optimise your chances of winning:

    1. Do not ride into the wind too early in the race.
    2. Do not take the relay of a faster rider too early.
    3. Position yourself cleverly: try to be in places where your opponents cannot take the relay from you.
    4. Try to form a group of 4 riders: it is often the ideal size for moving forward efficiently.
    5. Put two riders from your team in the same group of 4, one of them with a blue helmet: he can protect or support his teammate at the key moments.
    6. Favour the left-hand lane: it lets you go first on a tie.
  • It is monotonous.

    It is monotonous.

    Without dice, there is no twist out of nowhere. The tension comes from elsewhere: waiting for the right moment to attack, with a single bottle, knowing an opponent may be waiting for the same moment. If you need the thrill of luck, this game is not for you, and we would rather say so.

  • With four players or more, the board jams.

    With four players or more, the board jams.

    Blocking is part of the rules: with no free square in front of him, a rider cannot get through, and the rocky mountains are there precisely to narrow the road. It all depends on the number of riders. The author recommends 4 riders per team with 3 or 4 players, and 3 riders per team with 5 or 6 players: never more than 20 riders on the road.

  • It is an abstract game.

    It is an abstract game.

    Every rule matches something real in a race: shelter, the relay, the domestique who sacrifices himself, the attack in the right place. Further up, each rule is set against the real thing. The simplest way to judge is to play a move.

  • There is no stage race.

    There is no stage race.

    True: the rulebook covers a one-day race, with no general classification. But nothing stops you from adapting the rules to create your own grand tour. By changing the layout of the sections (flat, sprint, climb) from one stage to the next, you can work out the time gaps for the yellow jersey (each turn behind counting as one minute, and each square as ten seconds), while keeping count of the points for the green jersey and the best climber. The customisable white team lets you create a yellow jersey, a green jersey and a polka-dot jersey.

  • Online, the game is thinner.

    Online, the game is thinner.

    On Board Game Arena, the wind is always a headwind and the courses are preset: short, medium or long. The expert version, with a three-quarter wind, is only played at the table. For a first game online, take 3 or 4 players and the long course.

Judge for yourself

The honest thing is to try it. A move on the home page takes a minute, a game online about ten. And if you like it, the box is just below.

A hand about to move a Belgian rider on the board, with other riders waiting behind him.

The box

The Mind Cycling box

Mind Cycling, the game

Recommended price in shops: €45

€39Our price
VAT included

Free delivery to a parcel point: Belgium, France, Netherlands, Luxembourg, Spain, Portugal.

Options

To write the dedication, Philippe opens the box’s plastic film. A dedication to a first name makes the copy personalised: it can then no longer be returned under the right of withdrawal. One dedication per box: for different first names, add each box separately.

In the game, the “Best Mind Cycling Manager” trophy goes to the player who has won the most medals. The gift set slips it into the box with the signed game: one parcel to wrap.

From 3 boxes, 10% off, applied automatically.

The game

Total VAT included€39

Ages 10 and up. Small parts: not suitable for children under 36 months.

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Delivery, payment and returns

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2 years

of legal guarantee of conformity.

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