Last updated 12/28/2000
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. MountainTom@surfbest.net
We ride at an area known as "The Maze",
with over 12 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 Please do not publish the directions to the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.
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 at all times, except for emergencies. 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.
"Ball Games"
PIED PIPER
PIED PIPER with POINTS
BASKET BOTTLE
BASKET BOTTLE- 1 on 1
BACK COURT 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
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.
BACK
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.
BACK
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.
BACK
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
BACK
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.
BACK
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.
BACK
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.
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