document updated 15 years ago, on Aug 26, 2009
As opposed to balance exercises, which are done by one person by themselves, these are games that are played between multiple players.
Bicycle — Follow the leader, Slowly
This game incorporates aspects of the following games:
- Follow-the-leader — One person is the leader, they get to choose the "course" and challenges, on-the-fly, as the game progresses. The other person (the follower) has to try to mimic what the leader does, and the leader tries to best the follower by doing things that the follower is unable to do.
- Trials — The ultimate rule is to never put your foot down.
- "Trackstand lite" — The main part of the game is played while going very slow. The game is fast enough (~2mph) that players don't need to be able to do actual trackstands. However, in the course of playing the game, they'll get a lot of practice in being able to balance while going very slow. (thus, it's helpful practice to be able to do a variety of balancing tricks — trackstands, )
- Soaring — It's not just pedaling that's discouraged, braking is discouraged too. The goal is to preserve energy. By doing this, the rider becomes much more aware of minute altitude changes, and kinetic⇔potential energy exchanges. (eg. trading altitude for speed, as with airplane flying)
The rules are:
- The follower should stay "near" the leader. (not more than 2 bikelengths ahead or 10 bikelengths behind) Getting too far behind or too far ahead results in the leader scoring. (the follower may be required to pedal once or twice to catch up, so this doesn't have to be a separate rule)
- Either person "scores" whenever the other person:
- puts their foot down
- has to pedal more times than the other person (each person counts the number of times they have to pedal, and when these counts differ, the person with the fewer pedals scores)
- When doing the actual competition, the two people move very slowly. To allow for traversing longer distances during the middle of a game (eg. so the leader can move from one obstacle to another, as well as to allow the game to be played while the two are en route to an actual destination), the game can be in one of two states. The states change whenever the leader decides to, and the leader must call out the state change, so the follower knows whether they can pedal or not.
- Handlebar pedaling
"Handlebar pedaling" is prohibited. For the purposes of enforcement, "handlebar pedaling" is defined as rapidly switching the direction of the handlebars consecutively four times or more. (eg. left,right,left,right is enough to be penalized) Enforcement should be lax, since when doing trackstands, riders frequently move their handlebars rapidly. "Handlebar pedaling" is typified by more extreme and more constant-frequency movements.
Simplified ruleset
- There are two "faults" that allow the other person to score: 1) putting your foot down, and 2) pedaling more times than the other person.
- The follower must stay close to the leader (no points awarded for this — if the follower has to pedal to catch up, that's the penalty) [TODO: what about if the follower is able to outpace the leader by more judicious pedaling?]
- The leader can temporarily suspend competition to allow the pair to travel some distance. When the leader calls "FAST", all rules are suspended. The leader calls "SLOW" to indicate that the rules are resumed.
- (minor) The leader isn't allowed to exploit the fact that they decide exactly when to switch SLOW⇔FAST. In particular, if they quickly go SLOW⇒FAST⇒SLOW, then follower is allowed to pedal as much as they want for 5 seconds.
Very simplified ruleset
- Follow the leader, don't get ahead of them.
- Don't put your foot down.
- Don't pedal more times than the other person. (where "one pedal" means one full revolution)
- If the leader says "FAST", all rules are suspended, and you can bike as fast as you want. If the leader says "SLOW", then the rules are resumed.