Magical Athlete
At the table · 30 min
Score the most points across four races.
Draft racers, enter one per team each race, then choose how to use their powers.
The first two finishers score each race; highest total wins.
Draft your team
Play four races with a different racer each time. Draft from two face-up batches in snake order: clockwise, then back again. Each player ends with four racers. The starting drafter shifts one seat for the second batch.
Before every race, secretly choose one unused racer. All choices reveal together. The races alternate between the Mild Mile and Wild Wilds.
Roll, move, make mischief
On your turn, roll one die and move that many spaces. Each racer’s power changes the rules. Powers are automatic unless they say “may.” The table asks you whenever you have a choice.
Being tripped skips your next main roll and movement; your power still works. Trips do not stack. A warp changes your position without passing anyone. Moving zero spaces is not a move.
On the wild track, stars award 1 point, footprints trip you, and numbered arrows move you again. Resolve board spaces before powers, then the current player’s powers and the others clockwise. A true repeating loop stops after one cycle.
Finish and score
A race ends as soon as two racers finish. First place earns 3 / 4 / 4 / 5 points across the four races; second earns 1 / 2 / 2 / 3. Powers and wild stars can earn extra points. Finishers and eliminated racers lose their powers.
The farthest-behind racer starts the next race; an eliminated racer starts instead, with the first eliminated taking priority. If only one racer remains, it takes the remaining place. After race four, the highest total wins. Tied teams share victory.
Two-player teams
Each player drafts eight racers and secretly picks two per race. On your first turn, move only one of your racers. On later turns, move both in the order you choose. A teammate counts as an “other racer” for powers. The team that scored fewer points in the last race starts the next; tied teams roll off.
Your online table
Choose 1–4 races before starting; four is the standard game. Shorter games use fewer draft picks and finish after the selected race, with the usual prize schedule.
2–6 seats with bots. Solo waits for you; friends have 75 seconds for each choice before a bot handles it. Refresh in the same browser to reconnect. Rooms expire 12 hours after creation.
For interactions the booklet leaves open, this table uses these conventions: placing racers on Start is setup, not an arrival; Copycat has no borrowed power when alone in the lead; Twin borrows the resolved power of a previous winner; tied last-place starters use seating order. In two-player races, Skipper starts a fresh team turn, beginning with Skipper; any unfinished opposing racer activation is skipped. Genius takes its extra activation before a waiting teammate or Skipper. Sisyphus’s roll of 6 skips main movement, following the publisher’s clarified French rules.
All 36 racer powers
AlchemistOn a final roll of 1 or 2, you may use 4 instead.
Baba YagaTrip racers when you land together, in either direction.
BananaA racer that passes you trips after completing its move.
BlimpStart your turn before space 15: +3 main movement. From 15 onward: −1.
CentaurEach racer you pass moves back 2 spaces.
CheerleaderBefore moving, you may advance every last-place racer 2, then yourself 1.
CoachRacers starting their main move on your space get +1, including you.
CopycatBorrow the leader’s power. Choose between tied leaders; no before-race powers.
DicemongerEveryone may reroll once. When another racer uses your reroll, advance 1.
DuelistWhen sharing a space, you may duel. Highest die advances 2; you win ties.
EggBefore racing, choose a power from 3 new cards.
Flip FlopYou may replace your main move with a position swap. Swapping is a warp.
GeniusPredict your main die. Get an extra turn if your prediction is correct.
GunkEvery other racer loses 1 from its main movement.
HareMain movement +2. Skip it if you begin your turn alone in the lead.
HecklerAdvance 2 when a racer ends its turn within 1 space of where it began.
Huge BabyNobody may share your space except Start. Put them one space behind you.
HypnotistBefore your main move, you may warp another racer onto your space.
InchwormAnother racer’s final main roll of 1 cancels its move and advances you 1.
LackeyWhen another racer’s final main roll is 6, move 2 before it moves.
LeaptoadOccupied spaces do not use up your movement, in either direction.
LegsYou may use 5 main movement instead of rolling. Other modifiers still apply.
Lovable LoserGain 1 point before your main move if you are alone in last place.
MagicianReroll your main die up to twice. You must use the latest result.
MastermindOn your first turn, predict the winner. A correct prediction awards you second place.
M.O.U.T.H.When you land with exactly one other racer, eliminate that racer.
Party AnimalBefore your main move, pull other racers 1 toward you. Each sharing racer adds +1.
Rocket ScientistAfter rolling, you may double the die value, then trip after moving.
RomanticAdvance 2 whenever a racer arrives on a space shared by exactly two racers.
ScoocherAdvance 1 whenever another racer’s power activates.
SisyphusBegin the race with 4 points. On a final 6, warp to Start and lose 1 instead of moving.
SkipperAfter a final main roll of 1, take the next turn. Continue clockwise from you.
SticklerOther racers must reach Finish exactly. An overshooting move is cancelled.
SuckerfishYou may follow a racer moving from your space to its destination. Not warps.
Third WheelBefore your main move, you may warp to a space holding exactly two racers.
TwinBefore racing, you may borrow a previous winner’s power.
Based on the current CMYK edition, its rulebook and character reference, and the IELLO rules clarification. Game design by Takashi Ishida. Independent fan-made implementation. Character artwork by Angela Kirkwood; board design and art direction by Elizabeth Goodspeed for CMYK.
