Magical Athlete
Magical Athlete Rulebook
Table of Contents
Table of Contents
Setup
- Put the racetrack in the middle of the table, Mild Mile side up.
- Dump out the bag of point chips. Stack the gold trophy and silver rosette point chips in order, biggest on the bottom.
- Keep the shuffled racer deck nearby!
- Dump out the bag of racers.
- Give everyone a die.
Recruit Your Team
To start, everyone drafts a team of 4 racers that they'll use for the entire game, one racer per race.
Flip up twice as many racer cards as there are players and put them in a line in the middle of the table.
| Players | Cards flipped |
|---|---|
| 3 players | 6 cards |
| 4 players | 8 cards |
| 5 players | 10 cards |
| 6 players | 12 cards |
Racing with only 2 players? See 2 Player Variant.
Now roll off! Everyone rolls their die. Whoever rolls highest drafts first! If there's a tie, the player with the next highest roll drafts first. If everyone ties, reroll.
Going clockwise, everyone picks a racer. When the last player picks, reverse the draft order: the last player picks a second racer, and now go counterclockwise until everyone has two racers.
That's right, it's a snake draft!
Repeat this process, starting with the player to the left of the start player. That's right, it's a second snake draft! Now everybody has 4 racers total.
For example, in a 4-player game: Player A picks 1st, Player B picks 2nd, Player C picks 3rd, Player D picks 4th, then Player D picks 5th, Player C picks 6th, Player B picks 7th, and Player A picks 8th.
Race!
Before the first race, roll off exactly like you did for the draft. Whoever wins goes first. Everyone picks a racer card from their hand and reveals it at the same time. You can only use each racer once, and later races are worth more points, so you might want to save your best racers for the end. Everyone takes their racer token from the pile and puts it onto the Start space.
Races are simple: players take turns rolling their dice, moving their racers, and watching the chaos unfold as powers trigger!
On your turn, roll your die and move that many spaces on the track. That's called your main move. That's a concept that's so important that we put it in bold and underlined it. A lot of powers trigger off the main move specifically, so keep an eye out for that wording, since racers can move in lots of other ways than their main moves.
After a player finishes their turn, the next player goes in clockwise order. Keep going until two racers cross the finish line. The first across takes 1st place, and when the second across takes 2nd place, the race ends immediately.
If a power ever says you CAN use it, it's optional. All other powers are mandatory!
A racer's power can take effect when a player chooses to use it, when a trigger occurs, or just passively. If multiple powers need to take effect at the same time, they activate in this order:
- Racetrack spaces
- Current player
- Other players (going clockwise)
Example
It's the Romantic's turn, and they roll a 5 for their main move. While they move 5 spaces, they pass Scoocher and Banana.
Banana's power is to trip any racer that passes them, so after the Romantic finishes their full main move, they trip! That means they skip their next main move.
Scoocher is thrilled, because their power is moving 1 whenever anyone's ability happens. So they move 1 and stop on the same space as Banana.
Now the Romantic is thrilled, because their ability is that when exactly 2 racers are stopped on a space, they get to move 2. Even though they're tripped, they can still use their power.
Of course, since another power is triggered, Scoocher moves another 1.
After the Race
As soon as the 2nd place racer finishes, the race ends! The 1st place racer takes the top gold chip from the pile. The 2nd place racer takes the top silver. Then...
- Take all the cards and racer tokens from the race and put them out of play.
- Flip the track over to the other side. (You'll race on each track twice per game: Mild, Wild, Mild, Wild.) If you prefer, you can race all on a single track, or change the schedule to your liking. Just decide before you start the game so you can strategize around it.
- Everyone simultaneously reveals a new racer card and puts that racer token on the Start space. The player with the farthest behind (or first eliminated) racer in the last race goes first in the next race.
Final Scoring
When the fourth race ends, the game is over. Whoever has the most points wins!
If there's a tie, there's a tie: celebrate together!
Fiddly Details
Magical Athlete is a simple game, but the interactions can get wild! It helps to know a few key concepts. But don't stress—most of this will come up naturally as you play.
Below, you'll find a quick guide to important terms, what happens on the track, and how certain racers work. If something unexpected happens, check here or just roll with it. Embrace the chaos and rules discussions—it's all part of the fun!
And if you're ever completely stumped, roll off to decide who's right.
Terms
Ahead/Behind: Racers are ahead of another racer if they're stopped on a space closer to the finish line. Racers are behind another racer if they are stopped on a space closer to the Start space. If racers share a space, they're neither ahead nor behind each other.
Alone: When a racer isn't sharing their space.
Last place: The racer(s) currently closest to the Start space.
Lead: The racer(s) currently closest to the finish line. This doesn't count racers who have already crossed the finish line.
Main move: The action you always get on your turn, where you roll your die and move that many spaces.
Move: When a racer changes spaces from their main move, powers, or any other situation that specifically uses the word "move." If a racer ever needs to "move 0," that doesn't count as moving for the purposes of triggering other powers based on movement.
Passing: When a racer starts a move behind a racer and ends the same move ahead of them.
Sharing a space: Racers are "on" a space with another racer when both are currently stopped on that space. In other words, if racers temporarily occupy the same space over the course of moving, warping, etc.—that doesn't count!
Space: The squares beginning with the Start space and ending at the finish line. The Start space counts as a space! Anything past the finish line doesn't.
Stopping on a space: Racers are stopped on a space after they've finished moving onto it, or otherwise arriving there by other means, like through Flip Flop's warping power.
Trip: A tripped racer skips their next main move! You don't even roll your die, though your powers can still trigger and you can still move in other ways. When you trip, finish your move completely, then lay your racer token face down. On your next turn, put your token back upright to indicate you've recovered. And remember: tripping doesn't end your current move prematurely!
Warp: When a racer warps, put their token on the new space, but don't count it as "moving" for triggering powers, passing racers, etc.
Wild Wilds Track
Arrows: When you stop on a space with an arrow, move the number of spaces shown in the arrow's direction. This counts as a separate move than how you got there, and never part of your main move, if it matters.
Trip: When you stop on a space with a rock, you trip!
Star: When you stop on a space with a star, take a bronze 1 point chip.
Fiddly Details List
- If you reroll for any reason, treat the previous roll as if it never happened. It doesn't have any effect on the game, like triggering powers.
- The Start space is a space!
- Powers related to stopping on a space together still trigger if racers arrive at the same time.
- "Moving 0" doesn't count as moving!
- Racer powers that happen at a specific time, like "Before my main move," only happen once per turn.
- Racer powers deactivate after they win or otherwise leave a race, unless otherwise stated.
- If anything says you can reroll a die, that's only the most recent die you've rolled.
- If you run into an infinite loop—for example, Scoocher stopping on the Huge Baby—complete the loop once in the order it takes place, then end it. Note that some powers can interact many times, like Scoocher and Suckerfish, which doesn't count as a loop. You can keep doing those!
Racer Info
Alchemist — Forever seeking the ancient secret of turning This into That. When I roll a 1 or 2 for my main move, I can move 4 instead. (Transmute 'N' Scoot)
Blimp — Built to fly, born to explode. When I start my turn before the second corner of the track, I get +3 to my main move. On or after that corner, I get -1. (Blow It)
Coach — Believing in yourself is even more important when you are some kind of lizard. Remember that I get my power's benefit too! Everyone on my space gets +1 to their main move, including me. (Good Hustle)
Baba Yaga — This property is going fast. If I share a space with the Duelist, we can duel, but the Duelist will still trip. The Hypnotist can cast their spell on me, but they still trip. Trip any racer that stops on my space, or when I stop on theirs. (Leg It)
Centaur — Here's the kicker. A racer can't be hoofwhacked any farther back than the Start space. When I pass a racer, they move -2. (Hoofwhack)
Copycat — Very similar to another, different cat. I persistently have the power of the lead racer, not just on my turn. If there's ever a contradiction between me and the racer I'm copying—like with Huge Baby—their power takes priority. I never copy "before my race" powers. I have the power of the racer currently in the lead. If there's a tie, I pick. (Copy That)
Banana — No more edible than you or I. I trip any racer that passes me. (The Slip)
Cheerleader — A being of pure pep. If there is more than one racer in last place, you have to cheer for all of them. You only move +1 regardless of how many racers are in last. If you cheer yourself, those are two separate moves: move 2 then move 1. Before my main move, I can make the racer(s) in last place move 2. If I do, I move 1. (Rah Rah)
Dicemonger — He picked his career from a d100 table. Anyone can reroll their main move once per turn. When another racer does it, I move 1. (Dicey Deals)
Duelist — When you've got a rapier, everything looks like a duel. I can duel multiple times in a turn, including when it's not my turn. I just need to be sharing a space to immediately declare a duel. I can't interrupt actions in progress, like between a roll and a move. Whenever a racer shares my space, I can shout DUEL! We roll our dice and whoever rolls highest moves 2. I win ties. (Duel!)
Genius — And yet a fool in the ways of love. I can predict what number I'll roll for my main move. If I'm right, I take another turn after this one. (Think Good)
Heckler — It's constructive criticism. My power works for racers recovering from tripping. When a racer ends their turn within 1 space of where they started, I move 2. (Schadenfreude)
Egg — You should see the chicken. You should still use my racer token! I still get any "before race" powers. Before my race, draw 3 new racers from the deck and pick one. I have its powers. (Scramble)
Gunk — A bit of a hugger. My goop reduces the move amount, not the die roll number. So it doesn't make a 6 into a 5 and keep the Lackey from doing their job. Other racers get -1 to their main move. (Goop 'Em)
Huge Baby — She's 30. I'm a unique case: when other racers are put behind me because of my power, that doesn't count as a move: it's like they just stopped on that space instead. No one can ever be on my space, besides the Start. Whenever that would happen, put the racer on the space behind me instead. (Really Huge)
Flip Flop — Ever searching for its lost twin. My flop flip is a warp: it doesn't count as a move and I don't roll. I never occupy the same space as a racer I switch places with. I can skip rolling for my main move and swap spaces with another racer instead. We flop flip simultaneously. (Flop Flip)
Hare — The only thing he can't outrun is hubris. I get +2 to my main move. When I start my turn alone in the lead, I skip my main move. (Hubris)
Hypnotist — Implanted this false bio himself. Before my main move, I can warp a racer to my space. (Hssssst)
Inchworm — Give her an inch and she'll take an inch. When another racer rolls a 1 for their main move, they skip that move and I move 1. If another racer rolls a 1 and the Skipper is also on the track with me, I wriggle 1 and then the Skipper takes their turn. (Wriggle)
Legs — Has arms, too, but who cares. My power counts as my main move, so can be gooped by Gunk or get the hustle bonus from Coach. I can skip rolling for my main move and move 5 instead. (Jog)
Mastermind — The one scheme he can't pull off is getting his parents back together. If I predict myself, I can win both 1st and 2nd. At the start of my first turn, I predict which racer will win the race. If I'm right, the race ends immediately and I finish 2nd. (Know-It-All)
Lackey — If you're happy, he's happy. When another racer rolls a 6 for their main move, I move 2 before they move. (Very Good Sire)
Lovable Loser — Top of her class at Loser Academy. Which is bad. Before my main move, I get 1 point chip if I'm alone in last place. (D'Aww)
M.O.U.T.H. — Mastication Orifice Utilized Toward Hunger. If I chomp so many racers that no one crosses the finish line second, no one gets those points and you can discard that race's silver rosette. When I stop on a space with exactly one other racer, they're eliminated from the race. (Chomp)
Leaptoad — Frequently seen from below. While moving, I skip spaces with other racers on them. (Jumpfrog)
Magician — He can also cast fireball. I must use whatever my last roll is. I can reroll my main move up to two times. (Poof)
Party Animal — They put a hat on an animal and this happened. If Huge Baby parties onto my space, everyone there gets put 1 space back. Before my main move, all racers move 1 space towards me. Each other racer on my space gives me +1 to my main move. (Animal Magnetism)
Rocket Scientist — Moonlights as a brain surgeon. When I roll for my main move, I can move double that number. If I do, I trip after moving. (Kablooey)
Sisyphus — Stays humble, keeps grinding. I still get my main move after warping. Before my race, I take 4 point chips. When I roll a 6 for my main move, instead of moving, I warp to the Start and lose 1 point chip. If I roll more than 4 sixes, I continue to lose points, assuming I have any. (Keep Rollin')
Suckerfish — Has abandonment issues. I can cross the finish line using my power. If I start moving with a racer, I can't stop until they finish that move. When a racer on my space moves, I can also move to their new space. (Sucker!)
Romantic — The last of her species. When anyone stops on a space with exactly one other racer, I move 2. If two racers move together, like with the Suckerfish, my power triggers twice, once for each racer. (Ah, Love!)
Skipper — The wheel is fake, he just goes forward like everyone else. When anyone rolls a 1 for their main move, I go next in turn order. After I go, turn order continues to my left. (Unless I roll a 1 and go again!) (Salty Dog)
Third Wheel — Searching for her throther half. I still get my main move after warping. Before my main move, I can warp to any space with exactly 2 racers on it. (Roll Through)
Scoocher — Ope, just gonna scooch by you there. When another racer's power happens, I move 1. When Gunk is on the board, you scooch 1 for every -1 that affects a racer's main move. With Dicemonger, you move for each reroll. With Leaptoad, you move for each space skipped. If they jumpfrog over 2 consecutive occupied spaces, you move 1 twice. I scooch 1 on each Magician reroll, even if it's not used. (Scooch Scooch)
Stickler — Proofread this rulebook without asking. This includes any movement from main moves, powers, etc. For example, if the Duelist wins a duel on the final space before the finish line, they don't cross. Other racers can only cross the finish line by moving the exact amount they need. If they overshoot, they don't move. (Actually...)
Twin — Not related to anyone, just identical to everyone. You should still use my racer token! I still get any "before race" powers. Before my race, I can pick a racer who won a previous race and race with their powers. (Double Dip)
2 Player Variant
The rules are the same, except…
Recruiting: Make a line of 8 faceup racers from the deck and snake draft them (Players A and B would have a draft order like this: ABBAABBA). Do it again with 8 more racers from the deck, in reverse order, until both players have 8 racers (16 total between both of you).
Preparing: Both players simultaneously pick 2 different racers for each race, so 4 racers will be on the track to start. Each player also takes two dice to use for their different racers.
Racing: On each player's first turn, they pick one racer to use. Then in all subsequent turns, you use each of your racers in the order you want, making sure to fully complete one racer before moving onto the next. After the first race, the player who received the lower number of points in the last race goes first. If tied, roll off! If you have racer powers that trigger when "other racers" do something, that includes your second racer.
3 Player Double Racer Variant
The rules are the same, except…
Recruiting: Make a line of 6 faceup racers from the deck and snake draft them like normal. Do that 4 times, rotating who drafts first. Everyone should have 8 racers after this.
Preparing: All players simultaneously pick 2 different racers for each race, so 6 racers will be on the track to start. Each player also takes two dice to use for their different racers.
Racing: During your turn, you move both of your racers in the order you want, making sure to fully complete one racer before moving onto the next. If you have racer powers that trigger when "other racers" do something, that includes your second racer.
Contents & Credits
Contents:
- 1 double sided racetrack
- 36 racers
- 36 racer cards
- 6 dice
- 4 gold 1st place chips
- 4 silver 2nd place chips
- 9 bronze 3 point chips
- 16 bronze 1 point chips
- 1 rulebook
Credits:
- Original Game Design: Takashi Ishida
- Updated Game Design: Richard Garfield
- Creative Director: Alex Hague
- Art: Angela Kirkwood
- Graphic Design: Elizabeth Goodspeed, Janet Delavan
- Additional Design and Development: Skaff Elias, James Nathan Spencer, Justin Vickers
- Lead Writer: Sophie Abromowitz
- Publisher: CMYK
- Manufacturer: Strom MFG
- Thanks: Maisy Hatchard, Bryan Bornmueller, Ted Werner, and the Magical Athlete playtesting community