01 · What you do
This is a team-management game.
You are the manager (the directeur sportif — the person in the team car). You do not steer a rider with your thumbs. You decide who is in the squad, how they train, which races they enter, and what job they have on race day.
Once every day, the game plays that day for everyone in the league at the same time. You set your plans, walk away, and come back to results.
02 · How a day works
Every day has a simulation for the race and a day tick — the moment the clock strikes midnight in game.
You do not have to be online. If there is a race on that day, the game simulates it, pays prize money, updates how tired riders are, and moves the calendar on.
If you miss a day, the peloton does not wait. Your last saved orders are what get used.
- Days 1–4
- Pre-season. No racing. Build the squad, set training, plan the first races.
- Day 5 onward
- Racing starts. The main season runs through day 71. The calendar goes to day 75.
- This alpha
- Continental Pro league only, modeling the CNP one-day and short-tour calendar.
03 · Your riders
A team is limited to a minimum of 12 and maximum of 16 riders.
Most races you send 6 to 8 riders. Later, a three-week tour will need 9. Hire a mix so you can cover sprint finishes, hills, cobbles and time trials.
- Sprinter
- Fast in a bunch finish on flat roads.
- Climber
- Strong on long mountains.
- Puncheur
- Good on short, steep hills and punchy finishes.
- Rouleur
- A strong engine on the flat. Useful for making the pace or a breakaway.
- Cobbles rider
- Handles rough, wet stone roads (Flanders-style classics).
- Domestique
- A helper. Fetches bottles, shelters a leader, works on the front.
04 · Form and tiredness
Each rider has a form line and a fatigue line.
Form is how good their legs are that day. Fatigue is how tired they are. When fatigue rises above form, the rider is cooked — they will race poorly until you rest them.
You set a peak plan for the season, day by day, from level 1 (easy) to level 7 (perfect). You cannot jump a level. Days that have already happened are locked.
- Level 4
- A normal working day. A rider can live here for most of the season.
- Level 6
- A real target. Use it for the races you care about.
- Level 7
- Rare. A handful of days in a career, not a weekly habit.

05 · Training
Hard work raises a skill.
Training improves sprint, climbing, time trial, cobbles or engine — and it also adds fatigue. Rest days bring fatigue back down. Riders also improve when racing, building experience from the terrain they ride.
Press Save. If the page has not written to the server, assume the change is not stored yet.
06 · What the stage code means
Each race has a type. Send the right riders.
A tour (stage race) is several days in a row. If you enter one stage, you are in the whole race. You cannot dip in for one day.
Opening week of this alpha:
Choose your riders wisely.
07 · The start list
Open the planner before the tick and name 6 to 8 riders.
For each coming race you choose who starts. Look at the profile (flat, hills, cobbles) and who still has energy left.
If you leave a race empty, the game will fill it for you — first with riders who have raced the fewest days. That is a safety net, but you are left at the cycling gods’ mercy.

08 · Race orders
Tell the team what job to do. Then save it.
- Auto tactics
- Name three jobs only: a sprinter (for the finish), a leader (the rider you will try to win with), and a captain (the organiser on the road).
- Advanced tactics
- One bar for the whole race, with three handles that split the day into sectors. You cannot drag the last sector into the final 2 km — the finale stays the finale.
Orders are stored on the server. If they disappear after a refresh, that is a bug — tell us on the forum.
09 · After the race
Watch the replay, check the result, read the review.
When a race has been run you get a results sheet and a replay. The replay shows the course profile, the weather, who is on the front, and your riders highlighted so you can find them.
Watch once for the story. Watch again to see the mistake you will not make tomorrow. You cannot change yesterday.
10 · What you are racing for
Points go on the ranking. Money goes in the bank.
Every one-day race uses the same tables. Tours use the same money scale, with extra rules below.
- One-day rider points
- 1st 50, then 35, 25, 20, 16, 12, 10, 8, 6, 5 — down through 20th place.
- Team points (one-day)
- The winning team takes a team win and points (about 20 / 12 / 8 for the first three teams, from the best three riders).
- Prize money
- A one-day win is €20,000, then it steps down. The first three teams also take a squad bonus. Money arrives as one line: “race name winnings”.
- Tours
- A stage win is 5 league points plus the day’s purse. Mountain and sprint primes that day are money only. Wearing a jersey for a day scores 1 point (2 for the race lead). Final overall and jersey standings score like a classic.
11 · Money
Wages leave the account. Prize money comes in.
Each rider has a season wage. That is deducted from your opening balance. Prize money from races is added after the result is official. The budget page is the ledger — if it is not written there, it did not happen.

12 · First week
Six things to do before the next day turn.
Prefer a short video? Open Beginner's guide above for a ~2 min walkthrough.
Finish a mixed squad of 12–16. Do not hire eight sprinters.
Look at the race calendar to confirm your first race.
Set peaks on purpose. Level 6 and 7 are for a rider’s target races, not every Tuesday.
Change the start list before the race sim runs. Etruschi and Cholet can share a sprint group. Cobbles cannot.
On tactics, name a sprinter, a leader and a captain. Press Save and wait for “saved to server”.
After the race, watch the replay. Change tomorrow. Yesterday is closed.
13 · Please read this
This is alpha. We are still pinning numbers on.
Ticks can run late or be accelerated. A figure may be corrected. Your work is meant to live on the server — if a save does not stick, come to the forum and tell us.
The point of the game is still to be racing in week ten, not to win day 5 and disappear.
The next day starts at nine o’clock in Beijing.