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8Bit Box: Stadium thumbnail

8Bit Box: Stadium

Expansion for 8Bit Box

8Bit Box: Stadium Rulebook

Table of Contents

Table of Contents

  • Overview and Object of the Game
  • Components
  • Game Elements
    • Trial Tiles
    • Medal Boards
    • Athlete Boards
    • First Player Token
    • Neutral Cubes
    • Colored Cubes
    • Dice
    • Trial Tiles Descriptions Booklet
    • Basketball Token
  • Game Setup
  • Gameplay
    • 1. Reveal
    • 2. Trial and Medals
      • The 3 Medals Rule
    • End of the Game
  • Summary of the Symbols
    • Event Symbols
    • Participation Symbols
    • Gameplay Symbols
  • Quick Game Setup Reminder
  • Trial Tiles Descriptions
    • Standard Trial Tiles
      • Track Cycling
      • Equestrian
      • Golf
      • Team Gymnastics
      • Weightlifting
      • 4 x 100 Meter Relay
      • 4 x 100 Meter Medley Relay
      • Pole Vault
      • Archery
    • Rest Trial Tiles
      • 100 Meters

Overview and Object of the Game

Using your controller, decide the amount of Energy you would like to spend on the current Trial. Each Trial is different and you will have to be in sync with your teammates to go the distance and win the most Medals after 10 Trials. Each type of Medal is worth a different number of victory points. The Team with the most victory points at the end of the game wins.

Components

Game components

  • 16 Trial tiles
  • 2 Medal boards
  • 6 Athlete boards
  • 1 First Player token
  • 1 Basketball token

Console components

  • 1 controller per player
  • 2 cubes per player (the same colors as the controllers)
  • About a dozen neutral cubes
  • 1 white die, 1 blue die, 1 red die, 1 yellow die, 1 green die

Game Elements

Trial Tiles

Trial tiles come in three types: Standard Trial tiles, Rest Trial tiles and Final Trial tiles. The type of the tile can be recognized by the design on its back. The front of each tile is unique. When the Trials are set up they form a track. Gameplay for each tile is explained in detail in the Trial Tiles Descriptions booklet (see the final section of this rulebook).

  • Back of a Standard Trial tile (x9)
  • Back of a Rest Trial tile (x3)
  • Back of a Final Trial tile (x4)

The front of each Trial tile shows: an illustration; whether discussion is allowed or not (the communication symbol); this Trial's symbol; the type of Medals given; and a summary of the gameplay for the tile.

Medal Boards

Each Team has a Medal board. These boards are placed at each end of the 10 Trial tiles and allow players to keep track of the number of Medals won by each Team.

Athlete Boards

The Athlete boards are either blue or red and have two tracks. The Energy track shows the amount of Energy you have left. The Score track shows the points you have scored during the current Trial.

First Player Token

This token has a red face and a blue face, the same colors as the Teams. This token is used to show which player will start play when a Trial is not played simultaneously.

Neutral Cubes

These cubes are used in some Trials and elsewhere in the game. They are placed on the Trial tiles to indicate different things, such as the progression through the steps of that Trial.

Colored Cubes

These cubes are specific to each player. They indicate a player's remaining Energy and their Score for the current Trial on their Athlete boards.

Dice

Dice are used in some Trials. They allow you to randomly determine whether you succeed or fail at a Trial.

Trial Tiles Descriptions Booklet

This booklet describes the gameplay for each Trial in detail.

Basketball Token

The Basketball token is only used for the Basketball Trial. It shows which player has possession of the ball.

Game Setup

  1. Take the 9 Standard Trial tiles, mix them up, and place 6 randomly face-down as shown in the illustration. Put the remaining 3 tiles back in the box.
  2. In the same way, select and place 2 Rest Trial tiles as shown in the illustration. Put the third tile back in the box.
  3. In the same way, select and place 2 Final Trial tiles as shown in the illustration. Put the 2 remaining tiles back in the box.
  4. Place the 2 Medal boards face up on each end of the 10 Trial tiles. Place 1 neutral cube on all 3 "0" spaces of these boards.
  5. Place the Trial Tiles Descriptions booklet and the white, blue, red, yellow, and green dice on the table within reach.
  6. Form 2 Teams (one red and one blue) of 2 or 3 players each. Stadium can only be played with 4 or 6 players.
  7. Sit around the table so that the Teams alternate from one player to the next. Each player takes an Athlete board of their Team's color and places it face up in front of them.
  8. Each player chooses a color and takes the corresponding controller and colored cubes.
  9. Place a cube of the same color as your controller on the 25 Energy space of your Athlete board. Leave the second cube aside for the moment.
  10. The oldest player flips the First Player token. If it lands showing their Team's color, they keep the token. If it shows the other Team's color, they pass the token to the opposing player to their left. The player with the token is the first player.

The setup illustration labels the tile positions as follows. Top row, from the left: Final Trial, Final Trial, Rest Trial, Standard Trial, Standard Trial. Bottom row, from the left: Standard Trial, Standard Trial, Rest Trial, Standard Trial, Standard Trial. The Medal boards sit at each end of the row.

Gameplay

A game of Stadium is made up of 10 Trials. Each Trial is played in 2 phases: 1. Reveal and 2. Trial and Medals.

1. Reveal

In this phase, the first player reveals the next tile that is still face down, following the direction of play (shown by the arrow along the track in the rulebook).

The first player reads the description of the revealed Trial out loud. These descriptions are found in the Trial Tiles Descriptions booklet.

Move on to the 2. Trial and Medals phase.

2. Trial and Medals

In this phase, play through the current Trial as explained in the description read by the first player.

You can never program a number on your controller that is greater than the amount of Energy remaining on your Energy track. You can always program 0. The cube on your Energy track can never go higher than 30 or lower than 0.

If the Trial allows you to communicate with other players, all players must be able to hear everything you say. You can never show your controller to another player before the Trial tells you to reveal it.

When the Trial is over, award the appropriate Medal or Medals as explained in the Trial's description. There are two sorts of Trials:

  1. Trials awarding 1 Gold Medal. These Trials generally only reward one Team. The Team that wins the Trial receives a Gold Medal and immediately moves the corresponding cube on their Medal board up one space. If there is a tie between the Teams, each Team receives a Gold Medal.
  2. Trials awarding 3 Medals. Each Athlete is ranked individually at the end of the Trial. One Team can thus win multiple Medals. Each Team moves the corresponding cubes up on the Medal boards for each Medal awarded.

The 3 Medals Rule

Once players are ranked for a Trial awarding 3 Medals, proceed as follows:

  1. The highest ranked player or players each win a Gold Medal. Stop here if 3 or more Medals have been awarded.
  2. If only one Gold Medal was awarded, the player or players in second place each win a Silver Medal. Stop here if 3 or more Medals have been awarded in total.
  3. If two Gold Medals were awarded, the player or players in second each win a Bronze Medal. The awarding of Medals stops here.
  4. If only one Gold Medal and one Silver Medal were awarded, the player or players in third each win a Bronze Medal. The awarding of Medals stops here.
  5. If it is not possible to award at least 3 Medals because not enough players were ranked, the awarding of Medals can stop before 3 Medals are awarded.

The 3 Medals Rule: Examples

Example 1 (illustrated with six controllers): wagers of 4 (blue), 4 (red), 3 (green), 3 (yellow), 3 (magenta) and 1 (orange). The printed result is a Gold Medal for each 4, a Bronze Medal for each 3, and no Medal for the 1.

Example 2 (illustrated with six controllers): wagers of 4 (blue), 4 (red), 4 (green), 3 (yellow), 3 (magenta) and 1 (orange). The printed result is a Gold Medal for each 4, and no Medal for the 3s or the 1.

The example illustrations sit beside a sample Trial tile captioned: This Trial requires players to wager some amount of Energy on the central wheel, and rewards the biggest wagers.

If the Trial just completed includes one of the three pictograms shown on the rulebook's page 10, the player with the first player token passes it to the opposing player on their left. (The pictograms show the participating Athletes arranged by Team; their artwork is not reproduced here.)

If the Trial just completed was not the 10th one, start a new Trial beginning with the 1. Reveal phase. If you just completed the 10th Trial tile, move on to End of the Game.

End of the Game

The game ends when the Medal or Medals for the 10th Trial have been awarded. Each Team adds up their total victory points.

  • Each Gold Medal is worth 4 victory points.
  • Each Silver Medal is worth 2 victory points.
  • Each Bronze Medal is worth 1 victory point.

The Team with the most victory points wins. If there is a tie, the game ends in a draw.

Summary of the Symbols

Event Symbols

  • Players are allowed to communicate with each other.
  • Players are not allowed to communicate with each other.
  • This Trial ends once at least 3 Medals have been awarded.
  • This Trial ends once at least 1 Medal has been awarded.
  • This Trial is played in 3 identical phases, one for each type of Medal (1 Gold, 1 Silver, 1 Bronze).

Participation Symbols

  • This Trial is played over one round, with each Athlete taking one turn, starting with the first player.
  • The Athletes each take their turns, starting with the first player (the Trial may last several rounds).
  • Only the first player and the player to their left will participate in this Trial.
  • The first 2 players participate in this Trial, then the next 2 players. In a 6 player game, the final 2 players then participate.
  • This Trial is played without the controller.

Gameplay Symbols

  • Roll the indicated die.
  • You can re-roll the indicated die.
  • Move your colored cube as many spaces on your Energy track as indicated by the number in place of the X.
  • The gains or losses of Energy are shared between all of the members of the Team (as the Team members decide).
  • You do not act.
  • You will be ranked for the awarding of Medals.
  • This number is equal to the second highest wager.
  • Secretly program one of these symbols on the right-hand wheel of your controller. (The three symbols are a triangle, a green symbol and a blue C.)
  • Secretly wager a number of your choice on the central wheel of your controller.
  • Secretly choose a color on the central wheel of your controller that corresponds to another player's controller.
  • Place a cube on your Score track on the indicated number.
  • On your turn, announce out loud a weight to lift and an amount of Energy to spend.
  • Spend as much Energy as the number shown on the cube's space.
  • Spend the Energy that you wagered.
  • Move the cube on your Score track as many spaces as indicated by the number in place of the X.

Quick Game Setup Reminder

  • 1 Athlete board per player.
  • 1 controller and 2 colored cubes per player (with one placed on 25 Energy).
  • 6 Standard Trial tiles, 2 Rest Trial tiles and 2 Final Trial tiles.
  • 5 dice (white, blue, red, yellow and green).

Trial Tiles Descriptions

The following is the Trial Tiles Descriptions booklet, transcribed in full.

The pictograms used on the tiles always assume a 6-player game. For a 4-player game, the gameplay is the same except that you should generally ignore the symbols referring to the 5th and 6th players.

Standard Trial Tiles

Track Cycling

  • Communication between players is allowed during this Trial.
  • All players secretly wager a number on the middle wheel of their controller.
  • When all players have finished programming their wagers, all players simultaneously reveal their controllers.

Awarding Medals (each row is one step, applied in order):

  • Highest wager: The player or players with the highest wager spend an amount of Energy equal to the second highest wager. They each receive a Gold Medal. If no other player wagered less than them, they spend 0 Energy.
  • Second highest wager: Next, if 2 or fewer Medals have been awarded so far this Trial, the player or players with the second highest wager spend an amount of Energy equal to the third highest wager. If only 1 Gold Medal has been awarded so far this Trial, they each receive a Silver Medal. If 2 Gold Medals have been awarded so far this Trial, these players each receive a Bronze Medal instead. If no other player wagered less than them, they spend 0 Energy.
  • Third highest wager: Finally, if only 2 Medals have been awarded so far this Trial, the player or players with the third highest wager spend an amount of Energy equal to the fourth highest wager. They each receive a Bronze Medal. If no other players wagered less than them, they spend 0 Energy.
  • Fourth highest wager: If you do not win a Medal, do not spend Energy.
  • If, at any moment, 3 or more Medals have been awarded for this Trial, the Trial is over. No more Medals are awarded and no more players spend Energy.

Equestrian

  • Communication between players is allowed during this Trial.
  • This Trial lasts between 1 and 5 rounds. Each round, the players who have not yet been eliminated attempt to jump the next obstacle (from left to right). Using their controllers, all players secretly program and then simultaneously reveal a wager. The players then jump the current obstacle by each rolling the green die in turn, starting with the first player and going clockwise.
  • Place a neutral cube on the first obstacle. This cube shows which obstacle must be jumped this round.
  • All players secretly wager Energy. When all players have finished programming their wagers, all players simultaneously reveal their controllers.
  • Each player in turn rolls the green die. Spend your Energy wager and add it to the number showing on the die:
    • If this sum is greater than or equal to the obstacle's value, you succeed in jumping it. Example: For the second obstacle, the sum must be greater than or equal to 4.
    • If this sum is less than the value of the obstacle, you've failed your jump. Place your colored cube on the number of your Score track that matches the position of the neutral cube on the Trial tile (the number in the white square). You are eliminated from this Trial.
  • Move the neutral cube one space to the right. If there is at least one more obstacle to jump, and if there are any players that have not yet been eliminated, all non-eliminated players play another round trying to jump the next obstacle.
  • Once the final obstacle has been jumped or once all players have been eliminated, the Trial is over. The players are then ranked by the number of obstacles they successfully jumped and awarded Medals following the 3 Medals Rule (see rulebook page 9).

Golf

  • Communication between players is forbidden during this Trial.
  • All players secretly wager Energy by choosing a number on the middle wheel of their controller.
  • When all players have finished programming their wagers, all players simultaneously reveal their controllers.
  • Spend the Energy wagered, then place one of your colored cubes on the space of your Score track corresponding to the number you wagered.
  • Starting with the first player and moving clockwise, each player takes their turn.
  • On your turn, move the cube on your Score track back one space to roll the green die.
  • Place a neutral cube on your Team's space next to the hole that corresponds to the number you rolled on the green die. There can be no more than 2 cubes per hole (one per Team).
  • If a cube is already present on your Team's space at that hole, you may increase or decrease the number shown on the die by moving the cube on your Score track down as many spaces as you want. The number on the die is increased or decreased by that amount.
  • Your cube can never go below 0 on your Score track.
  • Once all players' cubes reach 0 on their Score tracks or when all hole spaces are filled by neutral cubes, the Trial is over. The Team that placed the most neutral cubes on the holes wins the Gold Medal. If there is a tie, both Teams win a Gold Medal.

Team Gymnastics

  • Communication between players is forbidden during this Trial, with the exception of announcing a number as required by the rules for this Trial.
  • The controllers are not used during this Trial.
  • First, play for the Gold Medal. When it has been awarded, play for the Silver and then the Bronze. After that, the Trial is over.
  • Starting with the first player and proceeding clockwise, each player chooses one of the following two options.
    • 1. A number: Announce a number out loud. This number is the total amount of Energy that your Team must spend if the other Team decides to Pass. The number must be higher than the last number announced, and cannot be higher than the total Energy of your Team. The first number announced can be 0.
    • 2. We Pass: The Athletes on the other Team spend Energy equal to the last number they announced, divided as they choose between the members of their Team. When you Pass, you are thus choosing to Pass for your entire Team.
  • The Team that did not Pass is awarded the next highest Medal (first Gold, then Silver, and finally Bronze).
  • After a Medal has been awarded, pass the first player token to the left.

Weightlifting

  • Communication between players is allowed during this Trial.
  • The controllers are not used during this Trial.
  • Starting with the first player and proceeding clockwise, each player takes their turn until all players have Passed.
  • On their turn, each player chooses one of the following two options.
    • 1. Lift: You attempt to lift the weights. Spend 1 Energy and announce out loud the weight that you hope to Lift, choosing from the table on the tile, and roll the green die. If the number on the die is within the range for the chosen weight shown on the table, you succeed in Lifting the weight. Place one of your colored cubes on the space on your Score track corresponding to the weight Lifted.
      • If your die roll is not successful, you can either Pass or spend another 1 Energy to re-roll the die. You may re-roll as many times as you wish, spending 1 Energy each time.
      • Once you have either Passed or succeeded in a Lift, the next player to your left who has not yet Passed takes a turn.
      • When it is your turn again (if you haven't Passed), you may attempt to Lift a heavier weight than the last one to try and improve your score.
    • 2. Pass: You remove yourself from the competition. The cube that you placed on your scoring track stays where it is. If you never placed your cube on the track because you never succeeded with a Lift, you are not ranked and will receive no Medals.
  • Once all players have Passed, the Trial is over. The players are ranked from heaviest to lightest weight Lifted and Medals are awarded following the 3 Medals rule (see rulebook page 9).

The weight table printed on the tile (the source prints the weights without units):

WeightGreen die range for success
2306
2105-6
1904-6
1703-6
1502-6

4 x 100 Meter Relay

  • Communication between players is forbidden during this Trial.
  • The first player and the player to their left both secretly wager by choosing a number on the central wheel of their controller, then reveal their choice simultaneously.
  • The next two players to the left then do the same thing.
  • Next (for a 6 player game) the final pair of players do the same thing.
  • Every player spends the Energy that they wagered.
  • Each Team adds up the Energy wagered by each of their Athletes. The Team with the greatest total wagered receives a Gold Medal. If there is a tie, both Teams receive a Gold Medal. The Trial is over.

4 x 100 Meter Medley Relay

  • Communication between players is forbidden during this Trial.
  • All players secretly wager by choosing a number on the middle wheel of their controller.
  • When all players have finished programming their wagers, all players simultaneously reveal their controllers.
  • Each Team multiplies the Energy wagered by each of their Athletes. Each player spends Energy equal to their own wager.
  • The Team with the highest score receives a Gold Medal. If there is a tie, both Teams receive a Gold Medal. The Trial is over.

Pole Vault

  • Communication between players is forbidden during this Trial.
  • Place a neutral cube on the space next to the 9 Energy on the Trial tile. The tile's rungs, from top to bottom, are 9, 7, 5, 3, 2 and 1 Energy.
  • All players secretly choose one of the following two options on the right-hand wheel of their controller. When all players have finished programming their choices, all players simultaneously reveal their controllers.
    • Jump (triangle symbol): Pay as much Energy as shown by the position of the neutral cube.
    • Wait (blue C symbol): You do nothing.
  • If nobody chooses Jump, move the neutral cube to the next rung down and all players program their choices again.
  • If one or more players Jump, they spend as much Energy as shown by the position of the neutral cube on the Trial tile and are awarded Medals based on the 3 Medals rule (see rulebook page 9). Next, if fewer than 3 Medals have been awarded, move the neutral cube down one rung. The players who have not yet received a Medal during this Trial program their choices once again.
  • If you program Wait while the neutral cube is on the lowest rung, you receive no Medals and the Trial is over. Once 3 or more Medals are awarded, the Trial is over.

Archery

  • Communication between players is allowed during this Trial.
  • The controllers are not used during this Trial.
  • Starting with the first player and moving clockwise, each player takes just one turn.
  • On your turn, roll the blue, yellow, red, and green dice.
  • Next, you can pay 1 Energy to re-roll a die of your choice. You may do this as many times as you like. When you don't want to or can't shoot (roll) anymore, place one of your colored cubes on your Score track in the space corresponding to the total of the values on all of the dice.
  • Pass the dice to the player to your left.
  • Once all players have shot (rolled), the Trial is over. The players are ranked from highest to lowest score and awarded Medals based on the 3 Medals rule (see rulebook page 9).

Rest Trial Tiles

The booklet prints this heading once, before 100 Meters. Anti Doping Test follows Beach Volleyball without its own heading, and is listed here as the third Rest tile (the box holds three Rest tiles).

100 Meters

  • Communication between players is allowed during this Trial.
  • All players secretly program one of the following two choices. When all players have finished programming their choices, all players simultaneously reveal their controllers.
    • Compete in the Trial (triangle symbol plus wager symbol): Secretly wager Energy.
    • Rest (blue C symbol): Don't compete in the Trial and gain up to 3 Energy. You are limited to a maximum of 30 Energy.
  • Once all players have finished programming their choices, all players simultaneously reveal their controllers. The players who chose to Compete in the Trial spend the Energy they wagered. They are then ranked from the highest to the lowest bet and awarded Medals based on the 3 Medals rule (see rulebook page 9). The Trial is over.

Beach Volleyball

  • Communication between players is forbidden during this Trial.
  • All players secretly program one of the following two choices. When all players have finished programming their choices, all players simultaneously reveal their controllers.
    • Compete in the Trial (triangle symbol plus wager symbol): Secretly wager Energy.
    • Rest (blue C symbol): Don't compete in the Trial and gain up to 3 Energy. You are limited to a maximum of 30 Energy.
  • Once all players have finished programming their choices, all players simultaneously reveal their controllers. The players who chose to Compete in the Trial spend the Energy they wagered. Each Team adds up their wagers and the Team with the highest total wager receives a Gold Medal. If there is a tie, both Teams receive a Gold Medal. The Trial is over.

Anti Doping Test

  • Communication between players is allowed during this Trial.
  • The first player and the player to their left are the only ones to participate in this Trial. The other players don't participate but are free to give advice.
  • These two players secretly program one of the following three choices on their controllers.
  • When both players have finished programming their choices, they both simultaneously reveal their controllers. Apply the effects of these choices and then the Trial ends.
    • Dope (blue C symbol): If the other Team did not choose to Accuse, distribute a total of 6 Energy among the players on your Team as you see fit. All players are limited to a maximum of 30 Energy.
    • Rest (green symbol): Distribute a total of 2 Energy among the players on your Team as you see fit.
    • Accuse (triangle symbol): If the other Team programmed Dope, they don't gain any Energy and lose one of their highest value Medals. If they did not choose Dope, there is no effect.

Final Trial Tiles

Basketball

  • Communication between players is forbidden during this Trial.
  • The First Player takes the Basketball token and places it in front of them.
  • Place a neutral cube on every 0 space in the upper right of the tile. This is each Team's score at the beginning of the Trial.
  • The player with the ball and all players on the opposing Team secretly program one of the following two choices. When all players have finished programming their choices, all players simultaneously reveal their controllers.
  • The player with the ball can either Shoot or Pass. The players on the opposing Team can attempt to Block the Shot or Intercept the Pass. The teammates of the player with the ball don't program anything this turn.
    • Shoot / Block (triangle symbol plus wager symbol): The player with the ball takes a Shot by rolling the green die and adding the result to the Energy they wagered. This is compared to the total Energy wagered by all of the players Blocking the shot. If the Shooter's total is at least 3 higher than the Blocker's, they score and their Team's neutral cube is moved 1 space to the right on the Trial tile. Otherwise, the Shot misses and nothing happens. All players spend the Energy that they wagered. Whatever the result of the Shot, give the Basketball token to the opposing player to the left of the Shooter.
    • Pass (blue C symbol, plus a chosen color) / Intercept: The player with the ball tries to Pass it to the player shown by the color they chose on the central wheel of their controller. The opposing players who programmed Intercept each roll the white die once, one after the other (starting with the closest player to the one with the ball and moving clockwise). The first player to get the Intercepts the ball symbol (the rulebook shows this as a die symbol) and the die rolling stops. The Intercepting player takes the Basketball token and puts it in front of them. If no player Intercepts the Pass, it succeeds. The player who was being Passed to receives the Basketball token and places it in front of them. Any opposing players who attempted to Block during a Pass still must spend the wagered Energy.

Fencing

  • Communication between players is forbidden during this Trial.
  • Place a neutral cube on the 0 space of the Trial tile.
  • All players secretly wager Energy by choosing a number on the middle wheel of their controller.
  • When all players have finished programming their wagers, all players simultaneously reveal their controllers.
  • Starting with the first player, each player spends the Energy that they wagered and then rolls a combination of dice depending on the size of their wager:
WagerDice rolled
0Green, red and yellow dice
1Green and red dice
2Green die
3Green and blue dice
4+Green and blue dice, with re-rolls (see below)
  • If you wagered 4 or more, you can re-roll one die for each above 3 that you wagered. You can make these re-rolls one by one, and you are not required to use all of them.
  • Once your roll or rolls are complete, add up the total values showing on the dice. Place one of your colored cubes on the corresponding space on your Score track.
  • Once all players have finished rolling, determine each Team's score by adding up the scores of its players. The Team with the highest score wins the round.
  • If your Team wins the round, move the neutral cube onto your Team's space. If it is already on your Team's space, move it onto the victory space. Play further rounds in the same way until the cube reaches the victory space. If there is a tie, the neutral cube stays where it is.
  • Once a Team has won two rounds in a row (regardless of ties), the Trial is over. That Team receives a Gold Medal.

Rugby

  • Communication between players is allowed during this Trial.
  • Place a neutral cube on the 0 space on the Trial tile. This Trial lasts as many rounds as needed. The Team that moves the cube onto their space wins this Trial.
  • All players secretly wager Energy by choosing a number on the middle wheel of their controller.
  • When all players have finished programming their wagers, all players simultaneously reveal their controllers. Each Team adds up the Energy wagered by their Athletes. The Team with the highest sum moves the cube one space toward their space on the Trial tile. If there is a tie, the cube stays where it is.
  • Each player spends the Energy that they wagered.
  • All players then program again and this continues until the neutral cube has reached a Team's space.
  • Once the cube reaches a Team's space on the Trial tile, the Trial is over. That Team receives a Gold Medal.

Taekwondo

  • Communication between players is forbidden during this Trial.
  • All players secretly wager Energy by choosing a number on the middle wheel of their controller. When all players have finished programming their wagers, all players simultaneously reveal their controllers.
  • Each player places one of their colored cubes on the space of their Score track that matches their wager, then advances their cube one space. Each player spends the Energy that they wagered.
  • Next, all players secretly program one of the following three choices on their controllers. When all players have finished programming their choices, all players simultaneously reveal their controllers and apply the effects.
    • Attack (triangle symbol plus a chosen color): The color you chose indicates which player you are attacking. That player must move the cube on their Score track down 2 spaces unless they chose Block.
    • Block (green symbol): All players attacking you move their cubes back 2 spaces on their Score tracks. If nobody attacked you, move your cube back 2 spaces on your own Score track.
    • Wait (blue C symbol): You do nothing.
  • A player is eliminated from the Trial if the cube on their Score track moves to 0 or lower.
  • The Athletes not yet eliminated program once again, as above, until all Athletes from one Team are eliminated.
  • Once all players from one Team have been eliminated, this Trial ends and the Team with players still standing wins. The winning Team receives a Gold Medal.
  • Beach Volleyball
  • Anti Doping Test
  • Final Trial Tiles
    • Basketball
    • Fencing
    • Rugby
    • Taekwondo
  • All concerned players then program again and this continues until a Team has scored twice.
  • Once a Team scores twice, the Trial is over. That Team receives a Gold Medal.