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8Bit Box

8Bit Box Rulebook

Table of Contents

Table of Contents

  • Pixoid
    • Components
    • Overview and Object of the Game
    • Game Elements
    • Setup
    • Gameplay
      • 1. Secret Programming
      • 2. Movement
      • 3. Scoring
    • End of the Round
    • End of the Game
    • Short Game Variant
    • 3 Player Variant
  • Outspeed
    • Components
    • Overview and Object of the Game
    • Game Elements
    • Setup
    • Gameplay
      • 1. Bonus
      • 2. Programming
      • 3. Resolution
      • 4. Reveal
    • End of the Game
    • Bonus Token Effects
  • Stadium
    • Components
    • Overview and Object of the Game
    • Game Elements
    • Setup
    • Gameplay
      • 1. Reveal
      • 2. Trial and Medals
    • End of the Game
    • Summary of the Symbols
    • Trial Tiles Descriptions
      • Standard Trial Tiles
      • Rest Trial Tiles
      • Final Trial Tiles

Pixoid

Become Pixoid, the little cube of energy! Flee along the circuits to avoid getting caught by the evil Bugs!

3-4 players. Age: 6+. Duration: 15 min.

Components

Game components: 4 Circuit Board tiles, 8 Screen Edge tiles, 6 Character tiles (Pixoid on the front, a Bug on the back).

Console components: 1 controller per player, 2 cubes per player (the same colors as the controllers), 16 neutral cubes.

Overview and Object of the Game

Move around the Circuit Board using your controller. Playing as Pixoid? Try to escape the Bugs for as long as you can! Playing as a Bug? Do your best to coordinate your moves with the other Bugs to catch Pixoid as fast as possible!

Each round, Pixoid is played by a different player. Once each player has played as Pixoid, whoever has the most victory points wins.

Game Elements

Circuit Board Tiles. The Circuit Board tiles represent the maze that the players will move through. Here you'll find two things: Pix and walls. Pix are the little white dots (sometimes red). They represent the spaces where the players can move. The Bonus cube Pix show where the Bonus cubes will be placed, and the red Pix are the possible player starting spaces. Walls cannot be crossed.

Screen Edge Tiles. Screen Edge tiles serve as the border for the Circuit Board tiles. A victory point track runs along these tiles, allowing players to keep score.

Neutral Cubes. Neutral cubes represent the number of turns that the player playing as Pixoid has survived. 4 Bonus neutral cubes are also placed on the Circuit Board at the beginning of the game.

Colored Cubes. Every player has two cubes of their color. One is for keeping score on the victory point track, the other is for showing their position on the Circuit Board.

Character Tiles. These tiles are used to show which player is playing Pixoid and which players are playing Bugs in a given round.

Setup

This setup is for a 4 player game. For the 3 player setup, see the 3 Player Variant below.

  1. Put the Screen Edge tiles together as shown in the picture, making sure that the numbers are in order.
  2. Place the 4 Circuit Board tiles together to form a square. Be sure to orient them to form a continuous blue border around the 4 tiles. (Note: these tiles are double-sided, allowing for many different game configurations. Set up the game board so that each player is facing an edge of the board.)
  3. Place 1 neutral cube on each of the Bonus cube Pix.
  4. Place the 12 remaining neutral cubes near the Circuit Board. This will be the reserve.
  5. Each player chooses a color, and takes the corresponding controller and colored cubes.
  6. The oldest player plays as Pixoid for the first round. The other players play the Bugs. Each player takes their color's Character tile and places it in front of them with the correct role showing.
  7. Each player places one of their colored cubes onto the 0 space on the victory point track.
  8. Pixoid places his second cube on the Starting Pix of his choice. Then, one after another in clockwise order, the Bugs place their second cubes on any empty Starting Pix.

Gameplay

The following rules (this section) describe how to play a standard game. For a shorter version of the game, see the Short Game Variant below. Each player will play the role of Pixoid for one round. Therefore, a standard game has as many rounds as it has players.

Each round is played over a maximum of 12 turns.

Each turn is divided into 3 phases: Secret Programming, Movement, Scoring.

1. Secret Programming

On their controller, each player secretly selects the direction that they wish to move as well as the distance in that direction that they wish to move.

  • Use the left-hand wheel to select the direction you will move (up, down, left, or right). The arrow that you leave showing indicates the direction you will move this turn.
  • Use the central wheel to select the number of Pix that you will move.

Now move on to the Movement phase.

Pixoid must flee and the Bugs must chase him. They are always moving. That is why you can't choose the number 0 on the central wheel. You can't either select a direction of a wall you are already next to.

The right-hand wheel isn't used in this game.

The Bugs are not allowed to communicate with each other to coordinate their movement. They must stay silent.

Bonus Neutral Cubes. As their name suggests, the Bonus neutral cubes on the Circuit Board are cubes that give a bonus. Only Pixoid can pick them up. When Pixoid picks up a Bonus neutral cube, he immediately adds it to the cubes he collected on previous turns.

To get a Bonus neutral cube, Pixoid must move over or onto the Pix that the cube is on. He then picks up the cube and puts it in front of him. Moving over this Pix again won't provide another bonus, since the cube has already been picked up.

The Bugs can move over or onto a Pix with a Bonus neutral cube on it. If this happens, just leave the Bonus neutral cube in place. If a Bug finishes their movement on another cube, just stack the cubes.

2. Movement

When all of the players have finished programming their moves, reveal your controller by placing it along your side of the game board. Each player moves their colored player cube according to what they programmed.

Pixoid always moves first, completing the entirety of his movement if possible. Next, the Bugs move simultaneously, completing the entirety of their movement if possible. If a wall prevents a player from completing the entirety of their movement, the player stops their cube on the Pix next to the wall.

  • If Pixoid moves onto or over a Pix with a Bug on it, move on to the End of the Round.
  • If a Bug moves onto or over the Pix with Pixoid on it, move on to the End of the Round.
  • If multiple Bugs end their movement on the same Pix, stack those Bugs on top of each other on that Pix.

3. Scoring

  • Once all players have finished their movement, if Pixoid has not been caught, he takes a neutral cube from the reserve. If he takes the last neutral cube from the reserve (the 12th one), move on to the End of the Round.
  • If Pixoid has not yet been caught and the neutral cube reserve is not empty, a new turn begins. Pick up your controllers and begin a new Secret Programming phase.

End of the Round

There are two conditions that end the round:

Pixoid picks up the 12th neutral cube from the reserve.

  • Pixoid scores 12 points, plus one point for each Bonus neutral cube picked up.
  • The Bugs score 0 points.

A Bug succeeds in catching Pixoid.

  • Pixoid scores 1 point per neutral cube that he took from the reserve during the round, plus one point for each Bonus neutral cube picked up.
  • The Bugs each score points equal to the number of neutral cubes left in the reserve.

Pixoid is caught after having collected 9 cubes from the reserve and 1 Bonus cube. Therefore, he scores 10 points and the Bugs each score 3 (12 - 9).

Advance your cube on the victory point track the number of points you scored during the round. The Pixoid player becomes a Bug, and the player to his left becomes the next Pixoid. Those players turn their Character tiles over to change their roles. Return the 4 Bonus neutral cubes to the Bonus cube Pix and the rest of the neutral cubes to the reserve. Every player takes back their colored cube from the maze. Now, re-do Step 8 of Game Setup.

At the end of 4 rounds (for 4 players) or 3 rounds (for 3 players), each player has played as Pixoid once. Move on to the End of the Game.

End of the Game

The game ends once each player has played as Pixoid one time.

The player with the most victory points wins. If there is a tie for first place between one or more players, those players share the victory.

Short Game Variant

In a short game, you only play one round. Use the standard rules with the following modifications:

  • During Game Setup, ignore Step 7. Put the cube in question back into the box. The victory point track will not be used.
  • The game ends at the end of the first round, and only one player plays as Pixoid during the game:
    • Pixoid must succeed in collecting 12 neutral cubes, either by picking up Bonus neutral cubes or from the reserve at the end of each turn. If he manages to get his 12th neutral cube, he wins immediately. The Bugs have lost.
    • If a Bug catches Pixoid before he gets his 12th neutral cube, the Bugs win all together.

3 Player Variant

To play a 3 player game, play with the standard rules, with the following modifications:

During game set up, include the following step:

  1. The player to the left of Pixoid takes a second controller from the unused ones, as well as a cube of the matching color. That player places the cube on the last available Starting Pix.

During the Secret Programming phase, take into account the following changes:

  1. The player who has two controllers programs the movements of two Bugs on their corresponding controllers.
  2. The Movement phase is played just as in the standard rules.
  3. At the end of the Scoring phase, the player who has two controllers passes their second one to the other Bug player.
  4. On the next turn, that player will be the one to control the Bug that matches the color of the controller. And so, each turn the third Bug will be controlled by one of the two players playing as Bugs, in alternating fashion.

Outspeed

Every year, the best pilots in the galaxy meet to compete in Ultima, a race that's as dangerous as it is illegal. In the depths of a burning desert, between steep cliffs and unstable technological installations, they take any and all risks to be the first across the finish line. If you manage to survive the hairpin turns, the sudden landslides, and the dirty tricks of your opponents, you may just have a chance of joining the elite ranks of the winners of Ultima.

3-6 players. Age: 8+. Duration: 30 min.

Components

Game components: 6 Ships, 3 Progression boards, 12 Track tiles, 4 Finish Line tiles, 32 Bonus tokens, 7 Forcefield tokens.

Console materials: 1 controller per player, 12 neutral cubes per player (plus about 10 extra cubes as a reserve), 1 yellow die and 1 blue die.

Overview and Object of the Game

Using your controller, choose the route you'll take for the next leg of the race. There are many possible strategies, and you'll need to be cunning to be the first across the finish line. Managing your fuel level, accelerating at just the right time, and hindering your opponents will be the keys to success. Be in the lead at the end of the final tile to be declared the winner!

Game Elements

Ships. The Ships are composed of two separate pieces of the same color, assembled at the beginning of each game. They move on the Progression boards throughout the game to show each player's position in the race.

Progression Boards. The Progression boards show the current order and relative positions of the players throughout the race as the Ships move along them. Only the white lines shown on these boards are important. The other elements are purely decorative. Each board is split into 7 zones. Any number of Ships can occupy a given zone.

Track Tiles. Track tiles represent the different legs of the race that the players will traverse over the course of the game. They show the inside of a cockpit, indicating the different routes that the players can take. The tiles are two sided: one side is for 3 or 4 player games, the other for 5 or 6 player games. They are numbered from 1 to 12.

Finish Line Tiles. Finish Line tiles are similar to Track tiles, but show a finish line in the upper half. They are numbered 13 to 16. In each game, only one of these tiles will be used, and it will be the last tile played.

Bonus Tokens. There are 6 different types of Bonus that you can pick up during the race. These tokens allow you to improve your own situation or hinder the other players. Two of them are rare: Electromagnet (2 copies), Ion Cannon (2 copies), Flamethrower (7 copies), Forcefield (7 copies), Nitro (7 copies), Fuel Tank (7 copies).

Fuel Tank. The neutral cubes, also known as Fuel cubes, represent the amount of energy you have left to run your Ship. 1 large neutral cube equals 5 regular sized neutral cubes.

Yellow Die and Blue Die. These dice are sometimes used to provide random values. The yellow die will let you know how much Fuel you have to spend, while the blue die will show how many zones you move forward.

Forcefield Tokens. These tokens are used to show the placement of Forcefields on the Progression boards.

Setup

  1. Place two Progression boards touching each other as shown below. Set the third one aside for the moment.
  2. Take the 12 Track tiles and make sure that they all have the correct side for the number of players facing up. Shuffle them and place them in a stack next to the Progression board.
  3. Shuffle the 4 Finish Line tiles, take one at random, and place it under the stack of 12 Track tiles without looking at it. Make sure it has the correct side for the number of players facing up. Return the other 3 tiles to the box without looking at them.
  4. Place the yellow and blue dice next to the Track tiles.
  5. Shuffle the 32 Bonus tokens and place them on the table in a face-down stack within reach of all players. Place the stack of Forcefield tokens next to them.
  6. Each player takes 12 Fuel cubes and places them in front of themselves, visible to everyone.
  7. Each player chooses a color, and takes the corresponding controller and Ship. The remaining Ships are returned to the box.
  8. Place several extra Fuel cubes next to the Progression boards. This will be the reserve.
  9. Place your Ship on the third zone of the track on the Progression board, as shown below.

For your first game: Don't follow steps 2 and 3. Instead, take the tiles numbered 1 to 13 (with the correct side facing up), sort them into ascending order, and place them in a stack. Return the remaining 3 tiles to the box.

Gameplay

A game of Outspeed takes place over 13 turns (12 Track tiles and one Finish Line tile). Each turn is composed of four phases, always played in the following order: 1. Bonus, 2. Programming, 3. Resolution, 4. Reveal.

The first time you read this rulebook, it is highly recommended that you first read the pages on Programming, Resolution, and Reveal and then come back to Bonus. This order better corresponds to the way that the first turn will play out, since no Bonus can be played that turn.

1. Bonus

During this phase, each player has the opportunity to play one of their Bonus tokens and apply its effects.

Starting with the player in the furthest forward zone and moving back from there, each player announces out loud in turn whether they would like to use a Bonus token or not. If multiple Ships are on the same zone, those players can decide whether to play a Bonus in whatever order they like. This is because Bonuses have no effect on other players on the same zone as you. If you wish to play a Bonus, place it face down in front of you. You may only play one Bonus token per turn.

After all players have decided to play a Bonus or not, reveal the tokens that are being played. Starting with the furthest forward occupied zone and moving back from there, apply the effects of the Bonuses being played. If multiple Bonuses are played from the same zone, their effects are resolved simultaneously and may be cumulative. Bonuses that hit other players always hit an entire zone.

Next, discard all used Bonus tokens. Move on to the Programming phase. If all players have been eliminated or only one remains, move on immediately to the End of the Game.

Example: Green decides to play a Nitro token to move forward one zone for free. Yellow decides to play a Flamethrower token, hitting the next occupied zone in front of him, to make his opponents move back 2 zones. Blue, being in last position, decides to play an Electromagnet. This hits the zone occupied by the player in the lead and makes them move back 3 zones, and hits the other players' zones making them all move back 2 zones.

Proceeding from the player whose Ship is in the lead to the player whose Ship is in last place, the consequences are as follows: Green moves forward one zone for free. Simultaneously with Green's movement, Yellow's Flamethrower hits all of the players present on the next occupied zone. Purple thus moves back 2 zones. Green is not hit by the Flamethrower, since Green and Yellow were on the same zone when its effect was applied. The Electromagnet played by Blue makes Green move backwards 3 zones, as Green is alone in the lead. Purple, Yellow, and Red each move back 2 zones.

2. Programming

During this phase, you'll choose the best route for your strategy. Try to anticipate the movements of the other players to take advantage of the situation.

Simultaneously and secretly, each player chooses which route they wish to take on their right-hand wheel. Feel free to tell other players what you plan to do if you like, but nothing prevents you from bluffing!

The left-hand wheel will not be used. The central wheel is only used for one of the Finish Line tiles. The right-hand wheel is used every turn.

The routes that you can take are indicated by the colored indicator lights on the Track tile currently visible on top of the stack (red, yellow, green).

Certain tiles offer only two possible routes and so the indicator lights for the third route are off. In this case, you cannot choose that route.

Track tiles can sometimes leave you no choice at all. It is also possible that you will be forced to program a route that will put you at 0 Fuel cubes and eliminate you from the game (see Resolution). In this case, you may not choose a different path that requires you to spend more Fuel cubes than you have. However, you may choose a route with a random outcome (like a roll of the dice, for example), as long as the best possible result would cause you to spend no more Fuel cubes than you have.

Now move on to the Resolution phase.

3. Resolution

Once each player has programmed their choice, all players reveal their controllers. Resolve all costs simultaneously. Next, resolve all benefits simultaneously.

Structure of a Track Tile. Track tiles are (almost) always structured in the same way:

  • The 1st line shows any conditions required for one or more routes. This line may be empty.
  • The 2nd line shows the costs of that route.
  • The 3rd line shows the benefits of that route.

Exception: Tile 11 is not set up in quite the same way. See Special Rules Concerning Certain Tiles below.

Track Tile Symbols:

  • Player Silhouette icon(s): The number of Player Silhouettes on this line shows the number of spaces available on the route in question. When you reveal your controller, if the number of players having chosen this route is less than or equal to the number of silhouettes, these players pay the cost and gain the benefits of this route as normal. If the number of players is greater than the number of silhouettes, all players having chosen this route lose their turn. They pay nothing and they gain nothing. They are still counted as having made that choice, however, in case other routes take that into account.
  • A number followed by the "move forward" arrow icon: shows how many zones your Ship moves forward. Bonuses can cause your Ship to move forward if the number is positive or backward if the number is negative. The resolution of a Track tile can never cause you to move backward. Each zone can have any number of Ships on it.
  • A number followed by the Fuel cube icon: shows the number of Fuel cubes you lose if the symbol is on the second line (Cost line) or that you gain if the symbol is on the third line (Benefit line). Bonuses can also make you gain or lose cubes. These Fuel cubes are taken from or put into the reserve. You are not limited to 12 Fuel cubes.
  • Each time you gain a Bonus token (shown by a "1" and a star icon), take the top two from the stack, look at them, and keep one of them face-down in front of you. Put the other one on the bottom of the stack. You may have as many Bonuses as you like in front of you, but you can only play a maximum of one per turn. If the Bonus token stack runs out, shuffle the discarded Bonus tokens and form a new stack.
  • The red, yellow, or green route-color symbols can appear in front of the move-forward or Fuel icons. The number that they replace is variable, and equal to the number of players that programmed that symbol on this turn (whether they succeeded in taking the route or not).
  • The yellow die icon or blue die icon can appear in front of the move-forward or Fuel icons. When you apply the effects of Track tiles during the Resolution phase, roll the die in question to determine the value. Each player affected by this symbol must roll the die for themselves. When you roll the yellow die to determine the cost of a route, the die always indicates the number of Fuel cubes you pay. Tile 14 can require you to roll the die multiple times and add the results together.
  • The wheel-with-X symbol indicates that you must choose a number using the central wheel on your controller during the Resolution phase. You spend as much Fuel as the number of zones you chose to move forward.

If you move forward more zones than the number of zones left in front of your Ship, place the third Progression board such that it continues the racetrack in the direction of the race. You then move onto this new board. Once all costs have been paid and the movements of all players are complete, remove the furthest back Progression board. If there are Ships on this board when it is taken away, they are removed from the game and their owners are eliminated. If you must move backward further than the last available zone, you are eliminated (no Progression board is ever added to the back of the racetrack).

If your stock of Fuel cubes reaches 0, you are eliminated. Remove your Ship from the Progression board.

Exception: During the resolution of the Finish Line tile, you may fall to exactly 0 Fuel cubes without being eliminated: you don't need any more Fuel since the race is now over. However, you are still eliminated if you are required to spend more Fuel cubes than you have left.

During a 5 or 6 player game, if there are only 4 or less players left in the game after an elimination, turn over all of the Track and Finish Line tiles without changing their order.

Now move on to the Reveal phase.

If all players have been eliminated or only one remains, proceed to the End of the Game.

4. Reveal

During this phase, take the top Track tile and put it back into the box to reveal the next tile. Now start a new turn with the newly revealed tile, starting with the Bonus phase.

When you put the Finish Line tile back into the box, the game is over. Proceed immediately to the End of the Game.

Special Rules Concerning Certain Tiles

Tile 11: The 3-4 player side of this tile requires you to be the only person to take a given route to gain the benefit without paying any cost. If more than one player takes this route, you all pay the cost without receiving any benefit. Example: If you are the only player to choose this route, move your Ship forward 3 zones without spending anything. If you aren't alone in taking this route, spend 1 Fuel cube and gain nothing.

Tile 12: The green route requires you to pay 1 Fuel plus the number given by rolling the yellow die. Example: You roll the yellow die and get a -3. You must pay a total of 4 Fuel.

End of the Game

The game can end in one of three ways:

  • After finishing the Reveal phase with the Finish Line tile. The player who is currently the furthest ahead in the race wins. If there are multiple players in the lead on the same zone, the tied player with the most Fuel cubes wins. If there is still a tie, the one with the most Bonus tokens in front of them wins. If there is still a tie, those players share the victory.
  • If there is only one player left at any moment, that player wins.
  • If all players have been eliminated, there is no winner. Start a new game immediately.

Bonus Token Effects

Ion Cannon: Your Ship must be on the furthest back occupied zone when you play this Bonus. All Ships on zones in front of yours when this Bonus is applied lose 2 Fuel, or all of their Fuel cubes if they have 2 or fewer.

Electromagnet: Your Ship must be on the furthest back occupied zone when you play this bonus. All Ships on the furthest forward occupied zone when this bonus is applied immediately move backward 3 zones. And, simultaneously, Ships on zones between yours and the furthest forward occupied zone when this bonus is applied move backward 2 zones.

Flamethrower: You can play this Bonus no matter what position your Ship is in. All Ships on the next occupied zone in front of yours when this Bonus is applied immediately move backwards 2 zones.

Forcefield: You cannot play this Bonus while the Finish Line tile is visible. Place a Forcefield token on your zone next to your Ship on the Progression board. If a Ship enters a zone with one or more Forcefields on it (moving either forward or backward), the Ship stops on that zone. At the end of the Reveal phase, if at least one Ship entered a zone with one or more Forcefield tokens on it during this turn, remove all tokens from that zone.

Fuel Tank: You immediately gain 2 Fuel cubes from the reserve.

Nitro: Your Ship immediately moves forward one zone.

Tip: Bonuses can create many different interactions when played at the right time. Don't overlook them. For example, a Nitro token can allow you to enter a zone containing a Forcefield token during the Bonus phase, allowing you to move forward normally during the Resolution phase, since these are two distinct movements.

Stadium

Now calling the athletes of the Blue Starz and the Red Sunz to the field! You have trained your entire life for this event. Now it's time to show the world what you're made of, but keep in mind that you're always stronger as a Team. Manage your Energy throughout the Trials to win the most Medals and bring honor to your country!

4 or 6 players. Age: 10+. Duration: 40 min.

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.

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.

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. Each tile shows: an illustration; whether discussion is allowed or not; the Trial's symbol; the type of Medals given; and a summary of the gameplay for the tile.

There are 9 Standard Trial tiles, 3 Rest Trial tiles, and 4 Final Trial tiles.

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.

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.

Gameplay

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

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.

If the Trial just completed includes one of the first-player pictograms printed on the tile, the player with the first player token passes it to the opposing player on their left.

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

  • Megaphone icon: Players are allowed to communicate with each other.
  • Megaphone-with-X icon: Players are not allowed to communicate with each other.
  • Gold/Silver/Bronze medal icons together: This Trial ends once at least 3 Medals have been awarded.
  • Single Gold medal icon: This Trial ends once at least 1 Medal has been awarded.
  • "1x Gold, 1x Silver, 1x Bronze" icon: This Trial is played in 3 identical phases, one for each type of Medal.

Participation Symbols

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

Gameplay Symbols

  • Die icon: Roll the indicated die.
  • Die-with-arrow icon: You can re-roll the indicated die.
  • Number + Energy icon: Move your colored cube as many spaces on your Energy track as indicated by the number in place of the X.
  • Team icon: The gains or losses of Energy are shared between all of the members of the Team (as the Team members decide).
  • Circle-with-slash icon: You do not act.
  • Podium icon: You will be ranked for the awarding of Medals.
  • Number-with-podium-2 icon: This number is equal to the second highest wager.
  • Route-color wheel icons (yellow triangle, green circle, blue crescent): Secretly program one of these symbols on the right-hand wheel of your controller.
  • Wheel-with-X icon: Secretly wager a number of your choice on the central wheel of your controller.
  • Rainbow-colored icon: Secretly choose a color on the central wheel of your controller that corresponds to another player's controller.
  • Number-to-track icon: Place a cube on your Score track on the indicated number.
  • Speech bubble icon: On your turn, announce out loud a weight to lift and an amount of Energy to spend.
  • Cube-minus-Energy icon: Spend as much Energy as the number shown on the cube's space.
  • "Wager = -X Energy" icon: Spend the Energy that you wagered.
  • Minus-X-to-score icon: Move the cube on your Score track as many spaces as indicated by the number in place of the X.

Trial Tiles Descriptions

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.

This section transcribes the Trial Tiles Descriptions booklet, which explains the gameplay for each of the 16 Trial tiles (9 Standard, 3 Rest, 4 Final) referenced during the Reveal phase.

Standard Trial Tiles

Track Cycling

Communication between players is allowed 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.

  1. 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.
  2. 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.
  3. 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.

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 that obstacle's printed value.)
  • 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.

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.

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 Energy 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 Energy 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 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 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 marker on the Trial tile.

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. Pay as much Energy as shown by the position of the neutral cube.
  • Wait. 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. 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.

Rest Trial 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. Secretly wager Energy.
  • Rest. 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. 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. Secretly wager Energy.
  • Rest. 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. 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. Distribute a total of 2 Energy among the players on your Team as you see fit.
  • Accuse. 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 (choose a number). 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 (+ 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 an Intercept result Intercepts the ball 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.

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.

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: a wager of 0 Energy rolls a red die and a yellow die; a wager of 1 Energy rolls a green die and a red die; a wager of 2 Energy rolls a single green die; a wager of 3 Energy rolls a green die and a blue die; a wager of 4 or more Energy rolls a green die and a blue die, with re-rolls as described below.

If you wagered 4 or more, you can re-roll one die for each Energy 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 (+ 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. 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. 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.