Magical Athlete
搞怪运动会
Draft four racers with odd superpowers, then roll and race while their powers bend the rules.
- 2–6 players
- about 30 min
- Learn it in a minute
- Party
- Family
- Racing
- Silly
The goal
Have the most points after four races. Only the first two racers home score in each race.
How it plays
- 1Draft: lay out a row of racers, twice the number of players. Roll off; the highest picks first and the draft snakes back so everyone takes two. Do it again so everyone holds four racers, one per race.
- 2At the start of each race, everyone picks a racer from hand and reveals it at the same time. Each racer runs only once.
- 3On your turn roll the die and move that many spaces; this is your main move. Every racer has a power: ones that say “can” are optional, the rest always happen.
- 4The race ends the moment the second racer crosses the finish. First takes the top gold trophy chip, second the top silver chip, and the chips get bigger in later races.
- 5The four races alternate between the Mild Mile and the Wild Wilds side of the board. The Wild side adds arrows that shove racers, rocks that trip them (they skip their next main move) and stars worth 1 point.
How you win
After the fourth race, the most points wins. Ties share the win.
First time?
- Read every racer's power during the draft. Some are built to mess with others.
- Later races are worth more, so consider saving your best racer.
- Second place scores too. You don't have to win every race.