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Who, What, Where

Miles Galore is a competition where teams of 2 face off in a bicycle race and board game simultaneously

Registration for racing opens at 12pm on Saturday, May 20th, at 1019 S Jackson Street.  Racers may register as teams or as individuals.

The first race will begin at 1pm. A second race will begin at 3pm. It takes about 1 hour to complete Miles Galore.

The rules for Miles Galore are laid out below. Players also act as judges in this game and are encouraged to be generous. 

The shop cannot be liable for competitors once they leave the shop's door. It is recommended that riders wear a helmet, ride within their comfort zone and have insurance.  


Forming a team

A team consists of two people: a player who will sit at the game table in the shop and a rider who will race on the streets. Teammates must be able to communicate, most likely using a cell phone.


How to win

Teams in Miles Galore compete to build the most bicycle lanes in Seattle. Teams earn bike lane distance by laying distance cards on the game table. Distance cards exist in 25ft, 50ft, 100ft, 200ft and 500ft increments. 


The team that wins will have the most distance cards on the table at the end of the allotted game time. 


Miles Galore for Riders

The rider’s job in Miles Galore is to photograph checkpoint cards at  checkpoints. This photo proof creates opportunities for teams to earn distance and resolve hazards. Riders can also help to erase distance from opponents (see “Getting Durkan’d”). 

Checkpoint cards are provided to riders before riders leave the shop. They are playing cards with the names of different types of checkpoints written on them. 

When a rider arrives at a checkpoint, they take a photo with  the checkpoint in the background, checkpoint card in the foreground. Then they send the photo to their teammate.

Teams judge each other’s photos for accuracy. Teams are encouraged to be generous. There are no retroactive corrections. 


When is best to visit the checkpoints depends on what’s happening in the moment. Riders may decide on their own what checkpoints to visit, send pictures at random to their teammate and hope for the best. 


500ft Circuit Checkpoints

1. Hing Hay Arch

2. Daejon Park Statue

3. Soul Pole 

4. Kobe Terrace Pagoda

The 500ft circuit is made up of four checkpoints. Once a rider has visited all four, they creates an opportunity for a team to earn 500ft of distance. With proof their rider visited all four 500ft Circuit checkpoints, the player may lay down the 500ft distance card at any time during their turn as long as there are no hazards in their play space.  


Circuit+ Checkpoints

1. Donnie Chin Dragon

2. Jose Rizal Dog Park

3. Yesler Spray Park

4. Pratt Fine Arts Center

Circuit+ checkpoints may be visited at any time. Each photo of a Circuit+ checkpoint creates an opportunity for a team to earn 75ft, in the same was as for 500ft Circuit checkpoints. BUT the player must have successfully laid down 500ft of distance before earning Circuit+ distance.


Remedy Checkpoints

1. Peloton (resolves Flat)

2. Back Alley (resolves Crash)

3. Shell Station on 12th (resolves Bonk)

4. The Bikery (resolves Ticket)


Proof that a rider has visited a remedy address gives their teammate the opportunity to resolve a hazard at any time, not necessarily during a turn. Once the player removes the hazard, the player may immediately draw and play another card. 


Invulnerability Addresses

1. Tubeless: Seattle Central Library (Flat invulnerability)

2. Lawyer: Beacon Station (Ticket and Permit Delay invulnerability)

3. Ketones: Goodweather (Bonk Invulnerability)

4. Wheelmaster: Judkins Skatepark (Crash and Work Delay invulnerability)


Visiting an invulnerability address creates the opportunity for a team to protect itself against all future hazards. Riders may visit  as many invulnerability addresses as they care to visit but a team may only lay down one invulnerability card.


Once an invulnerability card has been laid down, no other team may lay down the same invulnerability card. 


A player may play the invulnerability card at any time during their turn once they have proof their rider visited an invulnerability address. If a rider is impeded by a hazard that would be resolved by the invulnerability card, when the player lays down their invulnerability, they remove the hazard card at the same time. 


Getting Durkan’d

1. City Hall


If you have followed cycling news for long, you know that bike lanes can be both built and erased. Punching a manifest at

City Hall address creates an opportunity for a team to erase 200ft of an opponent’s earned distance. 


Once a player has proof their rider has punched the manifest at the SDT Traffic Signs and Signals address, at any time during their turn, they may remove a 200ft distance card from an opponent’s play space. The player must state “you’ve been Durkan’d” when removing the 200ft card, or else the action is invalidated and the 200ft card returned. 


Miles Galore for Players

The player’s main goal is to earn bicycle land distance by laying down distance cards. It may however be in a team’s best interest to create a hazard for an opponent. If a hazard is present in a play space, then not distance cards may be laid down until the hazard is remedied.


Picking up a hand

Once it’s time to distribute cards to players, first, shuffle the cards, then distribute 6 to each player. Players should always begin and end their turn with six cards in their hand. 


The rest of the cards are placed, face down, into a shared pile. Invulnerability cards, 500ft cards and a set of 75ft cards are set aside, face up. 


The rider whose birthday is closest to the date of the shop’s birthday (October 31st) gets to play first. 


Draw a card to start a turn

Players have 2 minutes to complete a turn. At the beginning of their turn, a player draws one card from the shared pile, or the last card discarded. 


Lay down a card to finish a turn

After drawing a card, a player may make several plays:

1. Discard a card face up into the discard pile

2. If no hazards are present, play a distance card 

3. Engage with an event


A player may lay down a maximum of two 200ft cards. 


Events for most the part involve one team playing a hazard card in an opponent’s play space. There are also Sprint event cards, which teams may have agreed to remove from the deck.


Sprint events are discussed below.


Starting and resolving events

To start an event, a player lays a hazard card into an opponent’s play space. There are six types of events one player may impose on their opponent:

1. Bonk (resolved by Yummy)

2. Permit Delay (resolved by Protest)

3. Crash (resolved by First Aid)

4. Work Delay (resolved by Subsidies)

5. Flat Tire (resolved by Spare)

6. Ticket (resolved by Lawyer)

7. Sprint*


Resolving an event may happen in turn or out of turn. 


Resolving an event in turn

In turn, a player resolves an event by laying down an appropriate resolution card, a New Bike Day card, or an invulnerability card, which ends their turn.


Resolving an event out of turn

Out of turn, a player must prove their rider has punched their manifest at a resolution address by displaying a photo of the rider’s manifest.


The player who produces the resolution photo is allowed to immediately draw one card and lay down one card, out of turn. Once that player has laid down a card, play returns to the previous player whose turn was interrupted. The resolved hazard card is burned to the bottom of the discard pile. 



How riders participate in events

There are three ways riders may engage in events. 


Riders may punch their manifest at a resolution address.

Or a rider may choose to visit an invulnerability address. For example, let’s say the rider visits the Seattle Central Library Fountain and sends a photo of the checkpoint card to their partner. If the partner resolves the event using a photo of an invulnerability manifest, the player resolves the event. Once invulnerability to played, a team is no longer vulnerable to certain types of events. 


Maximum one unresolved event card 

There may only be one unresolved event card in a player’s space at a time. 


Playing a sprint card, bonus 500’

A table player may choose to play a sprint card. In that case, the rider who reaches the shop first earns 500’ for their team. 


Only one sprint card may be laid down at a time, and it may remain unresolved until the conclusion of the race!

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