Three
ways to
settle it
The same walking, the same stamps, the same road. Whoever sets it up picks the argument before anybody starts.
Free to join, whichever one you are put in.
Pick the fight
you want
One road.
Everybody
on it.
Beaten,
not out.
Win a week.
Take a card.
The cup and
the pass
No card
takes back
a mile.
It counts fewer of the next ones, in whole days, starting tomorrow. Walk harder and you walk it off, and a team that has gone quiet loses next to nothing to it.
Cards only ever aim up the board, the team in front cannot play one at all until somebody overtakes them, and nothing anybody plays touches your own total, your place on the road, or a stamp you have struck.
Three cards,
and that is all
No rarities, no packs, nothing to buy. On the fantasy routes the same three take that world's own names, so a headwind on the pilgrim's road is the Slough of Despond.
Tailwind
Your team's next two days count for a third more. It lands on your own lot and harms nobody, and it is the first one the ladder hands over, so nobody's first taste of the game is being hit by something they had not seen yet.
Toll
Five miles off one rival, once. The only flat one, and the only one that does not care how far anybody walks next. Aimed at a team above you, and your team votes on which.
Headwind
A rival's next three days count for less. Play a second one at a team already carrying one and it lengthens their bad weather rather than deepening it, so no amount of cards can make a headwind impossible to walk out of.
Land's End to John o' Groats
874 miles end to end. 11 stamps to collect.
Be first
up the hill
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