Basic movement is by two custom dice (for results of 0,1,1,2,2,3). Players also use fixed-value movement tokens that come in two categories. One category has normal movement values that can substitute for one die. The special tokens of the second category are used in a movement phase that determines whether riders of a group are successful in a burst of energy to pull ahead of others, or perhaps complete a sprint to the finish line.
The individual movement tokens are restricted to particular types of terrain, as identified on each. Players are given a set of tokens at the start of the game and assign them to specific riders. This effectively lets players create riders with a specialty or skill tailored to different terrains.
Additional rules simulate slipstreaming in a phase that allows riders of a group to close up gaps of one or more spaces that may have opened during normal movement. The exact distance allowable varies with the difficulty of the terrain. In some instances a rider may fall and be injured, possibly affecting riders who follow.
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A comment by the game's designer:
"RCT is a road cycling simulation intended to be flexible enough to simulate any multi-stage road cycling event. With the track/road tiles any stage can be built (I recommend a 20km/tile scale with the exception of mountains which may need more tiles (1=hill; 2=small mountain; 3=big mountain)). It can be used to simulate single stage events as well. In fact there is no reason why that would be impossible, but I prefer the multi-stage races because those offer much more possibilities for team tactics and rider specialisation. Which brings us the next level of flexibility: the riders. The characteristics or qualities of the riders are represented with speed counters that can be used to replace dice. Movement is basically roll-and-move with some additional rules for closing gaps (as a simulation of slipstreaming) and breakaways. Riders in a team can be highly specialised and in multi-stage races it generally pays of to have a rider who excels in mountains and time trials for the overall classification, another to back him up (in case the first one falls badly); a sprinter; and a number of riders who can be used as helpers or for other purposes (specialised riders for stages that aren't appropriate for either sprinters or climbers, for example). The rules are intended to facilitate many standard team tactics in real road cycling. Finally, there are special rules for time trials and team time trials; two types of advanced rules for even more flexibility; and a card game version (to bring on holiday) that is based on the advanced rules but adds some extra twists."