Miles Galore is a game where teams of 2 face off in a bicycle race and board game simultaneously.
The rules for Miles Galore are below. Contestants are responsible for verifying the accuracy of photographic proof and are encouraged to be generous. The race organizer may intervene in case of rules disputes.
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.
How to Play
Forming a team
A team consists of two people: one who plays cards in the shop and one who races on the streets.
Teammates must be able to communicate using a cell phone.
How to win
The teams who builds the most bicycle lanes wins. Teams earn bike lane distance by playing distance cards on the game table.
The rider’s job in Miles Galore is to take photos of their bicycle at various checkpoints. Photos create opportunities for their teammate to earn or erase distance and to resolve hazards.
The rider's bicycle must appear in every photo. Teams judge each other’s photos for accuracy. Teams are encouraged to be generous. There are no retroactive corrections.
At the beginning of the race, riders receive a card pack. For certain photos to have value, a rider must visit a checkpoint AND hand off a specific card from the pack to their teammate.
500ft Circuit Checkpoints (Hand Off)
1. Hing Hay Arch
2. Daejon Park Statue
3. Soul Pole
4. Kobe Terrace Pagoda
Once a rider has photographed their bicycle at all four 500ft Circuit checkpoints, the rider must return to the shop and hand off a 500ft distance card to their teammate.
The card player may lay down the 500ft card at any time during their turn as long as there are no hazards in their play space.
After handing off a 500ft distance card to their teammate, a rider is provided with a card containing the location of four Circuit+ Checkpoints. Each photo of a Circuit+ checkpoint creates an opportunity for a team to earn 100ft.
Circuit+ checkpoints photos must be posted online, with the target of the checkpoint and C4BR tagged in the photo, prior to the end of the game.
Circuit+ distance will be tallied at the end of the game.
Hazard Resolution Checkpoints
There are four types of hazards that disrupt a card player's ability to earn distance: bonks, flats, delays and tickets.
Each hazard card contains a description of a generic item or setting that must be photographed in order to resolve the particular hazard.
For example, a Bonk hazard card may also have "Gas Station" written on it. In that case, any gas station will serve as a checkpoint. The rider must be able to find one and capture a photo of their bicycle there in order to create an opportunity to remove the Bonk hazard.
Immunity Addresses (Hand Off)
When a team has immunity, it is protected against all future hazards of a certain type. A team may only benefit from one type of immunity, the first they apply.
In order to play an immunity card, a rider must photograph their bicycle at an immunity address and hand off the corresponding immunity card to their teammate.
Pike Place for flat immunity (Tubeless)
Beacon Hill LR Station for ticket immunity (Lawyer)
Capitol Hill LR Station for Bonk immunity (Ketones)
Judkins Skatepark for Delay immunity (Organizer)
Once a card player is in possession of an immunity card, they may play it at any time during their turn.
Getting Durkan’d (Hand Off)
Like in real life, Miles Galore bike lanes can be both built and erased. When a team is Durkan'd, they see 200ft of already-built bicycle lanes erased.
A photograph of a rider's bicycle at City Hall creates an opportunity for a team to erase 200ft of an opponent’s earned distance.
In order for a team to make use of a Durkan'd card, riders must photograph their bicycle at city hall and hand off the Durkan'd card to their teammate in the shop.
Once a card player has the Durkan'd card and corresponding photo, they may remove a 200ft distance card from an opponent’s play space at any time during their turn.
Miles Galore for Players
The card players mission is to earn bicycle land distance by laying down distance cards. If a hazard is present in a play space, then no 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.
The rider whose birthday is closest to the date of the shop’s birthday (October 31st) gets to play first.
Draw to start, play to end
At the beginning of each turn, a player draws either the last card discarded or one card from either the shared pile.
A player has two minutes to draw one card and lay down one card.
Before playing a card to end their turn, a player may be able to use photos or hand-off cards to earn distance, erase distance or remove hazards.
Starting and resolving events
To start an event, a player lays a hazard card into an opponent’s play space.
There are four types of events one player may impose on their opponent: Bonk, Flat, Delay and Ticket. A Sprint card is a special event, explained below.
Resolving an event may happen in turn or out of turn.
In turn, a player resolves an event by showing opponents a photograph of the relevant hazard resolution checkpoint, plays an immunity card or lays down a New Bike Day card.
A valid immunity card may be laid down at any time during a player's turn.
Out of turn, a card player must have two things: a photograph of the relevant hazard resolution checkpoint AND the correct corresponding event resolution card.
If a player has both these elements, they may interrupt play, display the relevant hazard resolution card as well as the relevant hazard resolution checkpoint photo, then remove the hazard and immediately draw another card.
Swaps and Steals
Playing a swap or steal card ends a player's turn.
When a swap card is played, a player is allowed to swap their own hazard card with another, unresolved hazard card present in an opponent's play space.
When a steal card is played, a player is allowed to steal one card from an opponent's hand of six. The same player then selects a card from their own hand to replace the opponent's stolen card.
Maximum one hazard
There may only be one unresolved hazard card in a player’s space at a time.
Playing a sprint card, bonus 500ft
A player may choose to play a sprint card during their turn. In that case, the next rider to cross the threshold of the shop door earns 500ft for their team.
Only one sprint card may be in play on the table at a time. The Sprint card may remain unresolved until the conclusion of the race!
Any player may cancel a Sprint by playing a Rain Delay card.