Brief summary of the rules to Breaking Away 1. You control a team of 4 cyclists of varying ability. Your team competes against 5 other teams (controlled by the computer) in an attempt to score the most points in the sprint stages. 2. There are three sprint stages. The first two sprint stages score points as follows: 1st cyclist gets 10 points, 2nd gets 8, 3rd gets 6, 4th gets 5, 5th gets 4, 6th gets 3, 7th gets gets 2 and 8th gets 1 point. In the third (and final) sprint stage the points for the first 8 cyclists are doubled (i.e. first gets 20 points instead of 10, 2nd gets 16 points instead of 8, etc.) 3. Points are allocated to riders as they cross the line. In other words, the game uses a "first past the post" scoring system, not a "furthest past the post" scoring system. 4. Sprint finish lines can be found on square 33, square 73 and square 100. (You have to pass these squares to score points) 5. Each turn, each cyclist (starting with the leader and working back through the field) gets to play one "card" from his hand to determine how many squares he moves. 6. At the end of the turn, each cyclist’s hand is replenished with a replacement card, the value of which is determined by how many cyclists he is slipstreaming. To work out how many cyclists your man is slipstreaming, count up (starting with the square directly in front of your rider) how many cyclists there are in front of him and STOP counting when you come to an empty square (i.e. an empty square breaks the slipstream). 7. Except in the case of leaders (see below), the replacement card always has a minimum value of 3, to which is added the number of cyclists the rider is slipstreaming. So, if your rider is slipstreaming behind 7 cyclists he gets a basic value of 3 plus 7 for the slipstreaming bonus, for a replacement card of 10 (7 + 3). 8. There is a special rule for the leader. If he is on his own in the lead he is said to have broken away and instead replenishes his hand with a card equal to his lead over the second placed cyclist. ** END OF FILE **