MOUNTAIN BIKE MAZE GAMES

Last updated 2/5/2011
Looking for something new to do with you bike when you can't do you can't ride your favorite haunts?

We have about 20 different games that we play on mountain bikes.  It's a great way to get a workout and have a lot of fun.

If you have any kind of mountain bike games you play, send them to me and I'll add them to this site.

There is a group of us that meets almost every weekday at noon.  If you would like to join us contact me. 
We ride at an area known as "The Maze" and Daisy Maze,  with ~ 25 miles of single track with all levels of difficulty.
 

IMPORTANT - PLEASE READ THIS!
To maintain the integrity of the maze, we ask that you strictly follow the following quidelines.
1.  Ride only on the trails.  DO NOT RIDE BETWEEN TRAILS.
2.  Treat the trails like railroad tracks.  i.e. don't turn on the 90s or crossings.  Don't go the wrong way on a fork.
3.  If you make a track outside of the trail, please go back and clean it up.
4.  Some of the sections may be way beyond your ability.  If you need to you may CARRY you bike to another trail.  There are many trials sections.  If you find a section to difficult, work up to it with easier sections.  Don't modify sections that were intended to be difficult.
5.  Please do not publish the directions to the maze on the web.  If you don't know how to get there, contact me for directions.
6.  If you take someone new to the maze, please explain these guidelines to them.

"The Maze" has existed for over 15 years and is currently in very good condition.  Please help us keep it that way.
These games are played on bikes with two or more riders on a maze type trail system.  A maze could also be marked on a parking lot or in snow.


General Maze Game Rule

Bikes must remain on the trail at all times.  Riding between trails is never permitted.
Creating and maintaining a maze is a significant amount of work.  It is important that everyone help maintain its integrity.

CAPTURE - Catch an opponent head-on or touch the opponets wheel from behind.  (If that’s too intimidating, players may agree that getting within one foot constitutes a capture.)  Capture is never permitted from a cross trail. Bikes must be on the same trail to affect a capture.
PASSING - when passing, lean to the right keeping both bikes on the trail.

RULES:
All bikes must stay on the trail at all times.  Short cutting between trails is never permitted.

Treat the trails as railroad tracks.  Right angle turns are not permitted at crossing intersections and U-turns are not permitted at trail forks.  (See exemptions below.)

When passing another rider, both riders should attempt to stay on the trail.  Always lean to your right.

All riders must be on their bikes during the games, except for emergencies, with the exceptions noted in Pied Piper and Basket Bottle.  No hiding or resting.  Track stands are allowed without time limit.

Riders must be on the same trail  when tagging the fox.  Tagging is not permitted from a crossing intersection.

If a player does not know the maze well and finds he is on a trail that is taking him significantly away from the rest of the group, he may stop and turn his bike around on the trail, returning the way he came.

In a standoff (both riders in a track-stand) the first rider to dab (put a foot down) must proceed immediately.
All bikes must stay on the trail at all times.  Short cutting between trails is never permitted.

EXEMPTIONS
At forks it is permissible to hop the front wheel to the other fork of the trail even though it is past the fork.  However, the wheel must not touch anywhere except in the trail.
 


THE GAMES
The descriptions for the games without links will be added when I get a chance.
Chase Games
    FOX and HOUND
    FOX and GEESE
    COYOTES and ROAD RUNNERS
    ONLY 5 MINUTES MORE
    BEAT CHA THERE
    BEAT CHA W/ A TWIST

"Ball Games"
    PIED PIPER
    PIED PIPER with POINTS
    BASKET BOTTLE
    BASKET BOTTLE with teams
    BACKCOURT BASKET BOTTLE

<>Race to a Point Games
    SCAVANGER HUNT
    MR. GOOGLES
    CATS AND A PACK RAT

Trial Games
   FOLLOW THE LEADER TRIALS
    SCOTT TRIALS
    NICKLE TRIALS

Misc. Games
    BLACKJACK
    Flag blocking game
    STEADY AS SHE GOES


MAZE CRITERIA

NODE MARKERS


FOX and HOUND

This is a fast paced game (usually) with lots of sprints and excitement.  Can be like chess on wheels, a challenge mentally as well as physically.

PLAYERS:
    FOX
    The fox is the one who is "it".  The primary goal of the fox is to avoid being caught by the hounds.  The role of the fox can be very demanding but it is the most fun role to play.

    HOUNDS
    The hounds include everyone else.   Their goal is to catch the fox.

OBJECTIVE:
The fox attempts to outsmart, elude or out run the hounds for as long as possible without getting caught.

CAPTURE:
To capture the fox, a hound must catch the fox head-on or touch the fox’s wheel from behind.  (If that’s too intimidating, players may agree that getting within one foot constitutes a capture.)  Capture is not permitted from a cross trail.  The hound that catches the fox becomes the new fox.

RULES:
Follow all the general maze rules above.  Stay on the trail.

The hound must be on the same trail as the fox when tagging the fox.  Tagging is not permitted at a crossing intersection.

If a hound finds he is on a trail that is taking him significantly away from the rest of the group, he may stop and turn his bike around on the trail, returning the way he came.

In the event of two hounds catching the fox at the same time (a sandwich) the one coming head on wins.

In a standoff (both riders in a track-stand) the first rider to dab (put a foot down) must proceed immediately.

STARTING:
Whenever a new fox starts, he can dictate the direction that each hound must start, usually in a direction that will take them the farthest away from him giving the fox the best lead for escape.

HANDICAPS:
If a  rider(s) is significantly better than the rest, he is handicapped by only being able to catch the fox head on.  When the better rider is the fox, he tries to see how close he can get without being caught.

VARIATIONS:
TEAMS - Depending upon the complexity of the maze or trail system, new players may have a severe disadvantage playing against those players who know the maze.  The best solution is to play as teams.  Pair off in teams of two, starting with the best experienced player with the newest or least experienced player and so on.  If there is an odd number one team can have three players.  The two players on a team should ride as much together as possible.  To catch the fox, both hounds on a team must be within one bike length of each of each other at the time that they catch either fox of the fox team.  The hounds can catch either player of the team to affect a capture.

TWO FOXES - When playing with a large group you can play with two foxes.  Any hound can catch either fox.

FOX and GEESE
Use the same rules as Fox and Hound except one fox tries to catch any goose.

TECHNIQUES:
The most fun is had when the coyote tries to see how close he can get to the hounds without getting caught.
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COYOTES and ROADRUNNERS

This game is played on mountain bikes on a maze.

This is a fast paced game (usually) with lots of sprints and excitement.  Things can change quickly.

PLAYERS:
    COYOTES
    The coyote(s) are the predators.  Their goal is to catch any roadrunner, head-on or from behind.

    ROADRUNNERS
    The roadrunners try to keep from getting caught.

THE PLAY:
The play starts with one coyote and 2 or more roadrunners.  When the coyote catches a roadrunner, the roadrunner becomes a coyote and they both go to catch more roadrunners.  When the last roadrunner is caught he becomes a solo coyote and all the other coyotes become roadrunners.  The whole process repeats.
When a coyote gets within about 20 feet of catching a road runner, he is obliged to howl and let the road runner know what he really is.  Howling on capture goes well too.

CAPTURE:
To capture the roadrunner, the coyote must catch the roadrunner head-on or touch his wheel from behind.  (If that’s too intimidating, players may agree that getting within one foot constitutes a capture.)  Capture is not permitted from a cross trail.

RULES:
Follow all the general maze rules above.  Stay on the trail.

Coyote must howl when he gets within 20 feet of capturing a roadrunner.
HANDICAPS:
If a rider(s) is significantly better than the rest, he is handicapped by only being able to catch the roadrunners head on.

TECHNIQUES:
Roadrunners really like to harass the coyotes by seeing how close they can get without getting caught.
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Basket Bottle

Basket Bottle is a game played on mountain bikes, that is similar to basketball.
A water bottle is used instead of a basketball. A bright one is preferable.
There various forms of the game, based on the number of players.
Object:
    The object is to capture the water bottle and take it to the goal to score point.
Rules:
    All bikes must remain on the trail at all times.
    You may not ride between the trails.
    You may not turn on the crossings.
    You may not reverse on the frogs.
    All maze rules apply.
    You may leave the bike and go on foot to recover a lost bottle.
    When passing, stay on the trail but always lean to your right.

Two player version:
Select a goal at an intersection anywhere in the maze.
Toss the water bottle anywhere in the maze.
It will belong to the first person to capture it. If it's off the trail, leave the bike and go on foot to get it.
When getting the bottle on foot you must leave from the closest trail. You may not cross any other trail to get it.
Before you can score, you must 'pass' or set down the bottle.
Set Down: Set down means leaving the bottle anywhere along the trail or on an intersection.
While the bottle is on the ground, anyone can pick it up.
The person setting down the bottle must go away before he can pick it up again.
Capture: any player may capture the bottle from the person who has it by a tag.
A tag is a wheel contact from behind or head-on.
Capture Option: If the players are inexperienced. It may be declared at the beginning of the game that a capture is coming within 1 foot of each other .
When one captures the person with the bottle. He takes the bottle from him.
He must do a set down before being able to score.
Scoring: To score, the bottle is placed at the designated goal. It may be dropped or thrown. It must be within the designated distance of the goal.
One point is given for each score.
The other player must go to the goal to retrieve the bottle and begin the next round.

Multiplayer Version (set down)
The game is played the same way as the two player version.
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Basket Bottle with Teams

The players choose teams.
There may be two or more teams.
The teams should be equally matched.
In this version, the player with the bottle must pass the bottle to teammate before a score can be made.
Passing:
    Passing means giving the bottle to a teammate.
    The bottle may be handed off or thrown.
    If the bottle is contacted and dropped the bottle must remain where it falls. It may be picked up by any player riding by it after leaving immediate vicinity.
    If the bottle is not touched and dropped it may only be picked up by someone on another team.
    Translation: You can't throw the bottle away to avoid it being captured.
Multiple Goal Version.
In this version there will be two or more goals determined before play started.
This is helpful when there is a large number of players.

Backcourt Basket Bottle
This version  Is played the same as the other versions with the exception that all players must go backcourt before they can become active.
This is another way to make the game harder, especially when there are lots of players.
Backcourt is determined before the game begins. It is generally defined as crossing a physical feature such as a particular trail, road or an arroyo.    

Play safely and avoid starting any fights. This game can be very aggressive. It is a total blast!
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PIED PIPER

This is a game of dodge ball on bikes for two or more riders on a maze type trail system.  Loads of fun and laughs.  Can be played without knowledge of the maze.

PLAYERS:
    PIPER
    The piper is the one who is ‘it’.  The goal of the piper is to get rid of the tennis ball he carries.

     EVERYBODY ELSE
    The goal of everyone else is to avoid getting hit with the ball while harassing the piper.

OBJECTIVE:
The piper attempts to get rid of the tennis ball by hitting any other player or their bike with the ball.

THE BALL:
Use a brightly colored tennis ball.

TIP:
You can carry the ball in your hand, tuck it under you shorts on top of your thigh, put it in a pocket, or use a couple pieces of Velcro between the top tube and down tube of your frame stick it between.

RULES:
Follow all the general maze rules above.  Stay on the trail.

The piper must be on his bike and may not have his feet on the ground when throwing the ball.

The piper must hit any other player or their bike with the ball.

It is ok for the ball to hit he ground or anything else first.

If the ball is caught, the piper is still it, unless  …

If the ball bounces and hits any other player; the last player or bike hit by the ball is it.

If the last person to contact the ball catches it, the previous person is it.
A ball caught in the spokes is a catch.  Capture of the ball in anyway that it does not touch the ground is a catch.

Whenever any player other than the piper comes to an intersection, he must take the turn which at the instant of turning is the closest straight line to the piper.  This is the most important rule of the game and is essential for the game to work (thus the name pied piper).  Track standing is allowed to let a player control his choice of trail.  If the piper and a player are at a standoff (both in a track stand), the first one to dab is then the piper.

If, as a player approaches an intersection and the piper is behind him (not within his peripheral vision while looking straight ahead) he may take the trail of his choice.

When the piper throws the ball and misses he has to retrieve it.  This can be done by getting off of his bike and running to pick up the ball or by riding on the trail until closer to the ball before getting it.  The piper may never ride off trail to retrieve the ball.
NOTE:  Whenever the piper’s feet are on the ground, the other players may take the trail of their choice at intersections.

All bikes must stay on the trail at all times.  Short cutting between trails is never permitted.

Treat the trails as railroad tracks.  Right angle turns are not permitted at intersections and U-turns are not permitted at trail forks.  (See exemptions below.)

When passing another rider, both riders should attempt to stay on the trail.  Always lean to your right.

All riders must be on their bikes at all times, except for emergencies.  No hiding or resting.  Track stands are allowed without time limit.

If a player finds he is on a trail that is taking him significantly away from the rest of the group, he may stop and turn his bike around on the trail, returning the way he came.

CAUTIONS:
Use caution when attempting to throw the ball while riding downhill.  Braking hard with one hand on the front brake can have dramatic results.

VARIATIONS:
When playing with a large group you can play with two pipers and two balls.
It is helpful for the pipers to wear something to signify their status.  The other players must take the intersection in the direction of the piper that is closest to them.

TIPS & TECHNIQUES:
To avoid being hit, stop quickly, sprint, stand still, or duck.
When a head on approach is eminent, charging often works.
Track-stand before an intersection until the piper is positioned to allow you to take the trail you want.
Remember; it is hard for the piper to throw while he is climbing or descending.
For the piper:
If you miss when there is a drop off behind the other guy may leave you hinting for the ball while everybody else splits.
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PIED PIPER WITH POINTS:

Same as Pied Piper but points counted as follows:

Piper
 Hit – 1 pt
 Long shot (50 ft. or more) – 3 pts
 Multiple bounce – 1pt per rider hit

Riders
 Near miss ( < 1 ft.) – 3pts
 Catch – 5 pts
 Failure to turn toward the Piper – Loose all pts
 Multiple bounce – 1pt per rider hit after themself

Standoff (track-stand) winner – 1 pt
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ONLY 5 MINUTES MORE

This game of chase is a great workout for two players.
See additional rules below for playing with three players.

OBJECT:
1st rider tries to get 2nd rider to make a wrong turn in the maze within 5minutes, without getting caught by 2nd rider.

2nd rider tries to catch 1st rider within 5 minutes without making a wrong turn

RULES:
Follow all the general maze rules above.  Stay on the trail.

1st rider gets a 5 second head start.  (This can be adjusted as a handicap.)

If 2nd rider takes any wrong turn in the maze, 1st rider stops while 2nd rider catches up.  Play starts again with 1st rider in the lead.  Clock starts over 2nd rider waits 5 seconds to start.

If 5 minutes elapses without 2nd rider making a wrong turn and 2nd rider hasn’t caught 1st rider, 2nd rider takes the lead.

If 2nd rider catches 1st rider, he gets the lead.

THIRD PLAYER
If there is a 3rd rider, he is called a roamer.  His goal is to intercept 1st rider by coming in behind 1st rider at an intersection.  If he is successful without being caught by 2nd rider, he becomes 1st rider and the original 1st rider becomes the roamer.

If 2nd rider does not catch 1st rider by the end of the 5 minutes, the roamer swaps places with 1st rider.
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Scavenger Hunt
This game involved the node markers on the old maze. The purpose of it was to help people learn the maze. It's also a lot of fun.
OBJECT:
First rider to ride to all of the nodes and get back to the final goal, wins.

RULES:
At the beginning of each round each player picks a trail marker that's on the maze.
The point of the final goal is agreed upon.
Each rider will race to go by all of the points and try to be the first to return to the final goal.
Never move or remove the markers. They stay where they are.
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MR. GOOGLES
This game is a variation on Scavenger Hunt.  The object is to go to all the items (Node Markers), in any order, without going to any item more than once, then be the first to the final goal.

See trail markers
Pick an ending goal.  (It can change for each round if you choose.)

Pick a number and type of items to go for.
You must have the exact number of items when you reach the goal.
Points needed equal the number of items.  You get 1 point for each item found.  If you go past any item you have already counted you lose one point.  If you go past more items than the number needed, subtract one point.  First one to the goal wins the round.  At that point, all other players return to the goal.  Winner decides next group and number of items.

Examples of picking the items:  4 shoes,  5 car parts,  4 toys, 3 things that could hold water, 4 blue items, 3 items with a round face,  4 items with a round surface
Descriptions can be general or very specific, just be sure everybody agrees.
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Black Jack
I don't remember the exact rules for this since we lost our dominos and haven't played it in years.
We used dominos instead of cards.
Objective: The first player to get to 21 (or closest to 21) without going over and get to a preset goal first wins.
If another player gets to the goal after the first  and has the higher total , he wins.
Before starting dominos are placed at several intersections. (I don't remember how many)
They are placed face down without being looked at.
Each player picks 2 dominos out of the can with out looking at them.
You will never have more than 2 dominos at a time.
When you encounter another player, if the tag is from behind, the captured player shows his dominos and the player who captured gets his choice of one of them and trades one of his.
When you encounter another player head-on the players exchange 1 domino without showing them.
When you come to domoinos on the ground, you must stop and exchange. (I don't remember if  that is must or can) If you touch a domino that is upside down you must exchange with one of yours. The domoino you put down is placed right side up.
I remember there being a rule about blanks and I think double 6s., But don't remember it for sure. I think that it was that blanks trumped double 6s.
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STEADY AS SHE GOES
This isn't really a game, but something to do, especially when riding the maze alone.
A trip computer with the Avereage Speed function is required.
Pick an average speed that you want to try to maintain and how long you wish to hold it.
Of course, this will be different for everyone. I find maintaining 10 mph for one hour in the maze is a good challenge for me. That may not sound very fast. Don't knock it until you've tried it. Remember to stay on and within the trails at all times.
Daisy Maze is well-suited for doing this.

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NODE MARKERS
To facilitate learning the maze, most of the intersections are marked  with a variety of small objects (usually procured from deposits left by unsruppulous people dumping trash in the vacinity.)  The objects should be less than 6", though we do have some exceptions.  Here is a sampling of the markers we have by category.
car parts:   tachometer, various carburetors, distributor cap, spark plug, fan blade, gears, bearings, starter, etc.
toys:  train station, caboose, backhoe, jeep, volkswagon (matchbox), various wheels, batman head, doll leg, tractor trailer,
kitchen items:  stove burners, large spoon, salt shaker, parts of a chair, pots and pans
misc:  a varitey of shoes, horseshoe, various bottles, light fixtures, faucets
The markers aquire names that make them unique.  Some of our favorites include: "Tres Amigos" - 3 budwieser bottles, "fire in the hole" - a large oven burner by a big wash-out in a trail, "lights out" - a 3 bulb light fixture (minus the bulbs) by a near vertical trail section, "a little Dap 'll do ya'  " - a gallon can of Dap, "cool it"- a radiator fan, "qwack up" - a small duck near a tricky section, "no pain" -  a bottle of aspirin near another hard section.
At one time, most of the intersections in the 'Old Maze' had markers.  Daisy Maze only has a few.

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