- players
- 2–5
- minutes
- 30
- years
- 7+
In the box
49 Rider cards: 7 colour teams, values 1 to 7 · 6 Baroudeur cards (Hares from 25 to 50) · 1 Distinctive Jersey card
Official rules (PDF, publisher's site)
Box details
- Designer
- Bruno Cathala
- Artwork
- Dominique Mertens
- Publisher
- Geronimo Games
- Mechanics
- Betting and BluffingLadder ClimbingTake That
- Expansions
- Velonimo: Legende · 2022
Where to buy it
Near you and online
In a shop
Within 50 km.
Online
Affiliate link: Marquoir may earn a commission, at no extra cost to you.
The basics
Empty your hand first to win the most cols, and finish the race wearing the Peas-and-Carrots Jersey. Launch an Attack with a single card or a combination of the same colour or value, then each player passes or counter-attacks with something higher, and when everyone passes, the Attack's author launches a new one. Whoever plays their last card scores the col's value multiplied by the number of opponents still in the race, and after the fifth col, the Jersey wearer wins.
The rules, step by step
Setup
11 cards each, Jersey set aside
- The deck has 56 cards: 49 Riders (7 coloured teams, values 1 to 7), 6 Breakaway riders (Hares, from 25 to 50) and 1 Distinctive Jersey.
- Set the Jersey aside: it is not used in the first col.
- Shuffle the other 55 cards and deal 11 to each player; the rest are set aside, face down.
- In the first col, the youngest player starts. After that, it is the player with the lowest total (in a tie, the one who scored least in the previous col).
How to play
Launch an Attack, Or counter-attack, Strictly higher
- The first player launches an Attack: they play a single card or a combination, and announce its value.
- A single card is worth the number printed on it.
- A combination brings together cards of the same colour or the same value. It is worth 10 points per card, plus the value of its lowest card: three cards 2, 3 and 7 of the same colour are worth 32.
- Hares are always played alone, never in a combination.
- Then, each in turn, clockwise: pass, or counter-attack with a card or combination of strictly higher value, placed on top.
- You may pass even if you could counter-attack, then play again later in the same Attack.
- When all the others pass in a row, the Attack is won: its author discards the cards in the centre and launches a new Attack.
- Leader Tortoises (the 1 cards): for each Leader played, draw a card at random from the hand of one opponent, then give them back as many cards of your choice.
Scoring
Col 1 to 5: 1 to 5 pts, × opponents in the race
- Col no. 1 is worth 1 point, no. 2 is worth 2… up to no. 5, worth 5.
- Whoever plays their last card immediately scores the col's value multiplied by the number of opponents still in the race.
- Example with four players, col no. 2: the first out scores 6, the second 4, the third 2; the last scores nothing.
- The col continues without them; if they played their last card and everyone passes, they choose who starts again.
- Each player records their points at every col, and adds them up.
End of the game
After the 5th col, Jersey wearer wins
- At the end of each col, the best total takes the Jersey (in a tie, the player who scored most in that col).
- After the fifth col, whoever wears the Jersey wins the game.
House rules and pitfalls
The Jersey is placed face up in front of its wearer, never in hand: a Leader cannot steal it.
- The Jersey is placed face up in front of its wearer, never in hand: a Leader cannot steal it.
- Once per col, its wearer may play it with a single card or a combination to add 10 points, never with a Hare.
- With two players: the undealt cards form a draw pile, whose top card is turned face up. Each Dromedary (the 2 cards) played forces a card to be drawn, even if it was the last one. Whoever wins an Attack takes the face-up card and keeps it, or forces it on the opponent; a new one is turned over.
- With two players, the first to 8 points wins, and the Jersey gives no bonus.
- You can change the number and difficulty of the cols for a shorter or longer game.
- In Marquoir, enter each player's points at every col: 0 for the last one in the race.
Going further
Variants · Frequently asked questions · In the same family
Variants
Number of players
3 to 5 players: five cols
2-player duel: first to 8 points
With two players, the game ends as soon as a player reaches 8 points.
choose them when you start a game: the scorer adapts
Frequently asked questions
How much is a combination of four 4s worth?
Four cards make 40, plus the lowest card, 4: the combination is worth 44.
Does the Jersey count as a card for going out?
No: it is not in your hand. You go out by playing the last card in your hand.
