The game is played in 4 rounds (Day 1 to 4).
Players take turns clockwise. On your turn, choose one of the following
actions: Walk, Rest or Play a Gladiola.
Walk
Play 1 card from your hand. It must be of higher value
than the top card of the walk pile and cannot be a
Gladiola. Place it face up on top of the walk pile.
The more you push yourself (the bigger the difference),
the more cards you have to draw. Moving too far is not
allowed. The table below shows the ranges:
| Up to +5 |
Safe pace |
Draw no card |
| +6 to +10 |
Pushed too far |
Draw 1 card |
| +11 to +15 |
Overexerted |
Draw 2 cards |
| +16 or more |
Too far |
Not allowed |
If you play a FINISH card (50 km), the day ends immediately.
Take the START card for the next day and place it in the centre of
the table to begin a new walk pile.
Rest
Draw 1 card from the draw pile. Sometimes resting is better
than pushing yourself too far.
Play a Gladiola
Play 1 Gladiola card from your hand
(only during Day 4). Place it beside the
walk pile. Gladiolas do not affect the walk
pile. Playing a Gladiola is a good way to
skip your turn without drawing a card.
You may only play Gladiola cards during
Day 4, the final day of the game.
Empty Draw Pile
If the draw pile runs out, take all cards from the
oldest completed day (starting with Day 1), except the
START card (0 km). Shuffle these cards to form a
new draw pile. If the draw pile runs out again later,
repeat this with the next oldest day (Day 2, then Day 3).