Skate Legend
Skate Legend Rulebook
Table of Contents
Table of Contents
Objective
Over 4 rounds, chain Tricks (cards) together without falling, in order to accumulate Prestige Points (the game's victory points).
The skater with the most Prestige Points becomes the new Skate Legend!
Components
- 120 Trick cards
- 10 shiny Legendary Trick cards, including 1 Perfect Landing card
- 6 Helmet tokens
A card can be blue, yellow, green, or red. A Legendary Trick can also be colorless (gray), in which case it cannot make you fall by color.
Setup
- Take the "Perfect Landing" Legendary Trick card and place it face up within reach of everyone.
- Shuffle the Legendary Trick cards. Place 3 of them, chosen at random, face up on top of the Perfect Landing card to form the Reward pile. Return the remaining Legendary Trick cards to the box.
- Shuffle the 120 Trick cards, deal one to each skater, who adds it to their hand, then split the remaining cards into two piles to form 2 face-down draw piles.
- Place the 6 Helmet tokens in the center of the table, between the two draw piles.
- Randomly determine who plays first.
The discard pile can be placed anywhere on the table, face up, as long as it does not block access to the two draw piles.
Taking Your Turn
During each round, skaters take turns in clockwise order. Your goal is to chain Tricks together: you play Trick cards in front of you, one after another, forming your combo. But be careful not to fall!
On your turn, you have a choice between 2 actions: Do a Trick or Stop.
Once you have taken your action, the turn passes to the next skater, who then chooses one of the two actions in turn.
There is no limit to the number of cards you may hold in hand.
Do a Trick
Play a Trick card by placing it face up in front of you, either to start your combo (only at the beginning of a round) or to continue it, by placing cards one after another.
A. From a draw pile : Choose one of the two draw piles, take the top card of the pile, and play it immediately.
B. From your hand : Choose a card from your hand and play it immediately.
By choosing this action, you take the risk of falling and losing your cards. You fall if your combo meets one of the following conditions:
- You accumulate 3 Broken Skateboard symbols across all the cards in your combo.
- You accumulate 3 cards of the same color. This type of fall can be avoided with a Helmet token.
If you do not fall : You remain standing for this turn. If the card you just added has an effect, apply it immediately (see Card Effects).
If you fall : Discard all the cards you played during this round: they will not earn you any points. Cards validated during previous rounds are not discarded. Then, take a Helmet token and place it near you. You will not play again for the rest of this round.
To remember: A fall is resolved immediately, and prevents any effect on the card just played from being applied. You cannot place a Helmet token in reaction to a fall.
Stop
You may also choose to stop taking risks, by not adding any more cards to your combo. By stopping there, you avoid falling and validate this combo: its cards will earn you Prestige Points at the end of the game.
- Gather the cards of your combo into a pile that you place beside you.
- If you placed one or more Legendary Trick cards in your combo, check whether their condition is met. If not, discard them.
- If you played a Helmet token, discard it.
You will not play again for the rest of this round.
Example: It's Anthony's turn. He already has 2 green cards in his combo. He chooses to "Do a Trick" by playing the top card of the left-hand pile. The drawn card is green, giving him 3 cards of the same color, which makes him fall for this round. He discards the cards of his combo. Play continues after Anthony's fall — he does not play again until the next round. It's Marie's turn: she does the "Stop" action to validate her combo. Corentin, the last skater still standing, ends the round and takes the top card of the Reward pile. He will start the next round.
End of Round
If you are the last skater still standing (because everyone else has fallen or done the "Stop" action), you immediately end the round.
Resolve the "Stop" action, then add to your hand the top Legendary Trick card of the Reward pile, revealing the one for the next round.
The next round begins, starting with the skater who ended the previous round.
End of the Game
The skater who ends the 4th and final round immediately adds the last Reward card, Perfect Landing (worth 5 Prestige Points), to their pile of validated cards. The game ends.
Calculate all the Prestige Points on your validated cards. The value of each card is printed on it: a Trick card is worth 1 point in the vast majority of cases, 2 points for a few of them. Legendary Tricks are worth 2 to 5 points.
Each Helmet token still in your possession earns you 2 additional points.
The skater with the most Prestige Points wins the game. In case of a tie, the skaters concerned share the victory.
Helmet Token
When you fall, take a Helmet token as compensation.
On a later round, on your turn, you may decide to place it on the card you just played. In that case, that card's color can no longer make you fall, for all cards of that same color in your combo.
- You may only play one Helmet per combo.
- Each Helmet token not used by the end of the game is worth 2 Prestige Points.
To remember: The Helmet does not cancel the danger of the "Broken Skateboard" symbol, even if the card it is placed on bears one.
If there is no Helmet token left available in the supply when you need to take one, replace it with any small object.
Legendary Tricks
If you end a round, you receive a Legendary Trick card. These cards will help you hope to win, because they are worth a lot of points.
When you perform the "Do a Trick" action by playing a card from your hand, you may play a Legendary Trick card. They work exactly like a Trick card, except that some of them have a condition, printed at the bottom of the card, to score their points at the end of the game.
To meet a condition, you must gather a certain combination of cards within the combo in which the Legendary Trick was played. The condition states a minimum number of cards to be met.
Note: A Legendary Trick card can contribute to meeting its own condition. It can also contribute to meeting the conditions of other Legendary Trick cards present in the combo.
Watch out for its color! A Legendary Trick can be blue, yellow, green, or red (and can therefore make you fall), or colorless/gray (in which case it cannot).
The conditions for scoring points are listed in the table below.
| Card | Points | Condition to meet within the combo |
|---|---|---|
| Perfect Landing | 5 | None: it goes to the skater who ends the 4th round |
| Kick Flip | 5 | None, but it carries a mandatory effect (see below) |
| 180° | 4 | 4 cards of any color |
| 360° | 4 | 2 red cards |
| 720° | 4 | 5 cards of any color |
| 900° | 4 | 1 green card and 1 yellow card |
| 1080° | 4 | 3 cards of different colors |
| Airwalk Grab | 4 | 2 cards bearing the "Broken Skateboard" symbol |
| Casper Slide | 4 | 2 cards of identical color |
| Hippy Jump | 2 | None, but it carries a mandatory effect (see below) |
Seven of the ten Legendary Tricks carry only a condition, with no effect at all. The other two do the opposite: no condition to meet, but an effect that you must resolve when you play them.
Kick Flip: 5 points : You must replay the "Do a Trick" action twice in a row. It is the highest-paying card in the game, but it forces you to take two additional risks of falling, and if you fall, you lose it along with the rest of the combo.
Hippy Jump: 2 points : You draw 2 cards and add them to your hand. It earns little, but it gives you options for the rest of the round, with no immediate risk.
To remember: Watch out for the color of a Legendary Trick: it can be blue, yellow, green, or red (and can therefore make you fall), or colorless and gray, in which case it cannot.
To remember: If you fall while your combo contains a Legendary Trick, you discard it just like the other cards and do not score its points, even if you had already met its condition.
Card Effects
When you play a card that has an effect, you must resolve it immediately when you place it.
- Draw: add a card to your hand from the draw pile of your choice.
- Reveal: turn face up the top card of one of the draw piles. If both piles already have their top card face up, nothing happens.
- Replay: immediately replay the "Do a Trick" action. If the newly played card has an effect, apply it immediately.
To remember: An effect does not activate if the card played causes you to fall.
Two Legendary Tricks carry a stronger version of these effects: Kick Flip makes you replay twice in a row, Hippy Jump makes you draw two cards.
If a draw pile becomes completely empty during the game, split the remaining draw pile in two to form two draw piles again. If both draw piles are empty, reshuffle the discard pile and form two new draw piles from it.
Two-Player Game
With two players, the game plays out the same way, with one exception.
At the end of a round, as soon as you are the only one still standing (because your opponent has fallen or has done the "Stop" action), you have two choices:
Stop : Validate your combo and end the round, drawing the top card of the Reward pile.
Continue : Perform the "Do a Trick" action as many times as you wish, at the risk of falling and ending the round without taking the top card of the Reward pile. You may then do the "Stop" action at any time.
As soon as the last skater has done the "Stop" action or has fallen, the current round ends. If they stopped, they validate the cards of their combo and take the top Legendary Trick card of the Reward pile. If they fell, they discard the cards of their combo and discard the visible Legendary Trick card.
A new round then begins, starting with the last skater to have played during the previous round.
Frequently Asked Questions
A question mid-game? The short answer is in bold, with detail just below.
What makes me fall?
Three "Broken Skateboard" symbols accumulated in your combo, and/or three cards of the same color.
The two conditions are independent: either one is enough. Only a fall by color can be avoided, thanks to a Helmet token.
What happens when I fall?
You discard all the cards played during this round, you take a Helmet token, and you do not play again until the next round.
Cards validated during previous rounds are not discarded: they remain yours.
Can I place a Helmet at the moment I fall, to avoid the fall?
No. You cannot place a Helmet token in reaction to a fall.
The Helmet is placed on the card you just played, at the moment you play it — so before you know what comes next.
Does the Helmet protect against the "Broken Skateboard" symbol?
No. It only neutralizes the color.
Even if the card on which you place the Helmet bears a "Broken Skateboard" symbol, that symbol still counts.
How many Helmets can I play within a single combo?
Only one.
A played Helmet is discarded when you validate your combo. Only unused Helmets earn 2 points at the end of the game.
Does a card's effect apply if it makes me fall?
No. The fall is resolved immediately and prevents the effect.
Can I play a Legendary Trick from a draw pile?
No, only from your hand.
You obtain Legendary Tricks by ending a round: they go directly into your hand.
Can a Legendary Trick meet its own condition?
Yes. It counts among the cards of the combo.
It can also help meet the condition of another Legendary Trick present in the same combo.
I fall with a Legendary Trick whose condition was met — do I keep its points?
No. It is discarded like the other cards and earns nothing.
What if a draw pile runs out?
Split the remaining draw pile in two to reform two draw piles.
If both draw piles are empty, reshuffle the discard pile and form two new draw piles from it.
There are no more Helmet tokens in the supply — what do I do?
Replace it with any small object.
Who starts the next round?
The skater who ended the previous round.
How many rounds does a game last?
Four.
The skater who ends the 4th round takes the Perfect Landing card, worth 5 Prestige Points.
How is a tie broken?
It isn't: the skaters concerned share the victory.
Do all Legendary Tricks have an effect?
No. Only Kick Flip and Hippy Jump have one. The other seven carry only a condition to meet.
Perfect Landing has neither a condition nor an effect: it automatically goes to the skater who ends the 4th round.
How many points does a card earn?
A Trick card earns 1 point in the vast majority of cases, 2 points for a few of them. Legendary Tricks are worth 2 to 5 points.
The exact value is printed on each card. The details of the Legendary Tricks are in the table in the Legendary Tricks section.
Kick Flip is worth 5 points with no condition — where's the catch?
It forces you to replay the "Do a Trick" action twice in a row. That's the only catch, but it's a big one.
Two more cards in your combo means two more risks of falling. And if you fall, you lose Kick Flip along with everything else. By contrast, Hippy Jump only earns 2 points but makes you draw 2 cards, with no risk at all.
Is there a limit to the number of cards I can hold in hand?
No, none.
What changes with two players?
Only one thing: when you are left alone standing, you may keep doing tricks instead of ending the round right away.
If you fall while continuing, the round ends without you taking the Reward card — it is even discarded. See Two-Player Game.
Errata
No errata to date. Any corrections made to the rules after the booklet was printed will be published here.