Texto completo do manual
01
02
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
Wild Wilds
23x18mm
25x25mm
18x19mm
25x20mm
21x21mm
28x22mm
23x24mm
03
04
---
SETUP
01
02
11
05
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.
03
04
05
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.
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.
12
3 PLAYERS FLIP 6 CARDS
4 PLAYERS FLIP 8 CARDS
5 PLAYERS FLIP 10 CARDS
6 PLAYERS FLIP 12 CARDS
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.
(If this all sounds too complicated for your
group, or if you have a lot of new players, just
deal everyone 4 random racers for their first
game and learn on the fly. Or do the draft,
but put out the racers instead of the cards, so
people can decide entirely on vibes!)
Racing with only 2 players? See page 26.
---
PLAYER A PICKS 1
ST
PLAYER A PICKS 8
TH
PLAYER B PICKS 2
ND
PLAYER B PICKS 7
TH
PLAYER C PICKS 3
RD
PLAYER C PICKS 6
TH
PLAYER D PICKS 4
TH
PLAYER D PICKS 5
TH
---
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!
RACE!
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!
14
---
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:
15
CURRENT
PLAYER
OTHER
PLAYERS
(Going clockwise)
RACETRACK
SPACES
---
EXAMPLE
166
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...
18
Take all the cards and racer tokens
from the race and put them out of play.
01
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.
03
Flip the track over to the other side.
(You'll race on each track twice per
game: Mild, Wild, Mild, Wild.)
02
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.
---
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!
FINAL
SCORING
19
---
FIDDLY
DETAILS
20
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.
To the right, 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.
---
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 trigger-
ing 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 main move,
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.
1. If you reroll for any reason, treat the
previous number you rolled as if it never
happened. The reroll action itself would
still trigger powers like Scoocher.
2. The Start space is a space!
3. Powers related to stopping on a space
together still trigger if racers arrive at
the same time.
4. Moving 0 doesn’t count as moving.
5. Racer powers that happen at a
specific time, like “Before my main
move,” only happen once per turn.
6. Racer powers deactivate after they
win or otherwise leave a race, unless
otherwise stated.
7. Any time you can reroll, that only means
the most recent die you’ve rolled.
8. If you run into an infinite loop, e.g.
Scoocher stopping on the Huge Baby,
complete the loop once in the order it
takes place, then end it. Some powers
can interact many times, like Scoocher
and Suckerfish, which doesn’t count as a
loop. You can keep doing those!
9. If racer powers create a loop where
no one can finish, the race ends with
no one getting the remaining points.
Usually this can be resolved though!
TERMS WILD WILDS TRACK FIDDLY DETAILS
When you stop on a space
that says TRIP, you trip!
Trip:
When you stop on a
space with a star, take
a bronze 1 point chip.
Star:
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.
Arrows:
21
---
When a racer passes me,
they trip.
THE SLIP
I trip any racer
that passes me.
THE SLIP
Banana
At the start of my turn,
I can make the racer(s)
in last place move 2.
If I do, I move 1.
RAH RAH
Before my main move,
I can make the racer(s)
in last place move 2.
If I do, I move 1.
RAH RAH
Cheerleader
When I roll a 1 or 2
for my main move,
I can move 4 instead.
TRANSMUTE ’N‘ SCOOT
When I roll a 1 or 2
for my main move,
I can move 4 instead.
TRANSMUTE ‘N’ SCOOT
Alchemist
When I start my turn
before the second corner
of the track, I get +2 to my
main move. On or after
that corner, I get -1.
BLOW IT
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
Blimp
Everyone on my space
get +1 to their main move,
including me.
GOOD HUSTLE
Everyone on my space
gets +1 to their main move,
including me.
GOOD HUSTLE
Coach
Trip any racer that stops
on my space, or when
I stop on theirs.
LEG IT
Trip any racer that stops
on my space, or when
I stop on theirs.
LEG IT
Baba Yaga
When I pass a racer,
they move -2.
HOOFWHACK
When I pass a racer,
they move -2.
HOOFWHACK
Centaur
I have the power of the
racer currently in the lead.
If there's a tie, I pick.
COPY THAT
I have the power of the
racer currently in the lead.
If there’s a tie, I pick.
COPY THAT
Copy Cat
Anyone can reroll their
main move once per turn.
When another racer
does it, I move 1.
DIC EY DEALS
Anyone can reroll their
main move once per turn.
When another racer
does it, I move 1.
DIC EY DEALS
Dicemonger
BlimpAlchemist Coach
Baba Yaga Centaur Copycat
Banana Cheerleader Dicemonger
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.
A racer can’t be hoofwhacked any
farther back than the Start space.
I get my power’s benefit too!
If there is more than one racer in last place,
they all move. But I only move +1 regardless of
how many racers are in last.
If I cheer for myself, those are two separate
moves: move 2 then move 1.
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, their power takes
priority. I never copy “before my race”
powers. If there’s a tied lead, I can’t
switch my power mid-action.
If someone else rerolls, I move
before they move.
Forever seeking the ancient
secret of turning This into That.
Built to fly, born to explode. Believing in yourself is even
more important when you are
some kind of lizard.
This property is going fast. Here’s the kicker. Very similar to another, different cat.
No more edible than you or I. A being of pure pep. He picked his career from a d100 table.
RACER INFO
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23
HecklerDuelist Genius
Egg Gunk Huge Baby
I can skip rolling
for my main move and
swap spaces with
another racer instead.
FLOP FLIP
I can skip rolling
for my main move and
swap spaces with
another racer instead.
FLOP FLIP
Flip Flop
Other racers get -1
to their main move.
GOOP ‘E M
Other racers get -1
to their main move.
GOOP ‘E M
Gunk
Whenever a racer shares my
space, I can shout DUEL! We
roll our dice and whoever rolls
highest moves 2. I win ties.
DUE L!
Whenever a racer shares my
space, I can shout DUEL! We
roll our dice and whoever rolls
highest moves 2. I win ties.
DUE L!
Duelist
When a racer ends
their turn within 1
space of where they
started, I move 2.
SCHADENFREUDE
When a racer ends
their turn within 1
space of where they
started, I move 2.
SCHADENFREUDE
Heckler
At the start of my race,
draw 3 new racers from the
deck and pick one. I have
its powers.
SCRAMBLE
Before my race, draw
3 new racers from the
deck and pick one.
I have its powers.
SCRAMBLE
Egg
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
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
Genius
At the start of my turn,
I can warp a racer
to my space.
HSSSSST
Before my main move,
I can warp a racer
to my space.
HSSSSST
Hypnotist
No one can ever be on my
space, besides the start
space. Whenever that would
happen, put the racer on the
space behind me instead.
REALLY HUGE
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
Huge Baby
Flip Flop HypnotistHare
My power works for racers
recovering from tripping.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.
You should still use my racer token!
I still get any “before race” powers.
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.
We flop flip simultaneously.
If I'm racing against Skipper and I predict
a 1, Skipper steals the next turn, since their
power triggers after mine.
When playing with multiple racers, like
on page 26, if I predict right, I get an extra
turn but not my other racer(s).
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.
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. If I stop on
Banana's space and move them back, it
counts as passing them and I trip.
I get +2 to my main move.
When I start my turn alone in
the lead, I skip my move and
get a bronze point chip.
HUBRIS
I get +2 to my main
move. When I start my
turn alone in the lead,
I skip my main move.
HUBRIS
Hare
When you’ve got a rapier,
everything looks like a duel.
And yet a fool in the ways of love. It’s constructive criticism.
You should see the chicken. A bit of a hugger. She's 30.
Ever searching for its lost twin. The only thing he can’t outrun is hubris. Implanted this false bio himself.
---
RACER INFO
Leaptoad
Legs
Lackey
Inchworm
Lovable Loser
Mastermind
Magician
M.O.U.T.H.
Party Animal
Yes, even if I’m moving backwards. I must use whatever my last roll is.
If Huge Baby parties onto my space,
everyone there gets put 1 space back.
My power counts as my main move,
so can be gooped by Gunk or get the
hustle bonus from Coach.
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.
If I predict myself, I can win
both 1st and 2nd.
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. If there is
ever only one racer left, the race ends
immediately, and that racer gets first or
second, whichever applies.
I can skip rolling for
my main move and
move 5 instead.
JOG
I can skip rolling for
my main move and
move 5 instead.
JOG
Legs
I can reroll my main
move twice.
I can reroll my main
move up to two times.
Magician
FLOP FLIPPOOF
When anyone else rolls a 1
for their main move, they skip
that move and I move 1.
WRIGGLE
When another racer
rolls a 1 for their main
move, they skip that
move and I move 1.
WRIGGLE
Inchworm
While moving, I skip spaces
with other racers on them.
JUMPFROG
While moving, I skip spaces
with other racers on them.
JUMPFROG
Leaptoad
At the start of my first turn, I
predict who will win the race.
If I’m right, the race ends
immediately and I finish 2nd.
KNOW-IT-ALL
At the start of my first turn,
I predict which racer will win.
If I’m right, the race ends
immediately and I finish 2nd.
KNOW-IT-ALL
Mastermind
When another racer rolls
a 6 for their main move,
I move 2 before they move.
VE RY GOOD SIRE
When another racer
rolls a 6 for their main move,
I move 2 before they move.
VE RY GOOD SIRE
Lackey
At the start of my turn,
I get a bronze point chip if
I’m alone in last place.
D ’AW W
Before my main move,
I get 1 point chip if I’m
alone in last place.
D ’AW W
Loveable Loser
When I stop on a space
with exactly one other
racer, they’re eliminated
from the race.
CHOMP
When I stop on a space
with exactly one other
racer, they’re eliminated
from the race.
CHOMP
M.O.U.T.H.
At the start of my turn,
all racers move 1 space
towards me. Each other racer
on my space gives me +1 to
my main move.
ANIMAL MAGNETISM
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
Party Animal
Has arms, too, but who cares.Give her an inch and
she’ll take an inch.
The one scheme he can’t pull off is
getting his parents back together.
If you’re happy, he’s happy. Mastication Orifice Utilized Toward Hunger.Top of her class at Loser Academy.
Which is bad.
Frequently seen from below. He can also cast fireball. They put a hat on an animal
and this happened.
---
Twin
Sisyphus
Stickler
Rocket Scientist
Romantic
Scoocher
Suckerfish
Third WheelSkipper
You should still use my racer token!
I still get any “before race” powers.
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.
When Gunk is on the board, I scooch 1
for every -1 that affects a racer’s main move.
With Dicemonger, I move for each reroll. With
Leaptoad, I move for each space skipped. If
they jumpfrog over 2 consecutive occupied
spaces, I move 1 twice. I scooch 1 on each
Magician reroll, even if it’s not used.
If I roll more than 4 sixes, I continue
to lose points, assuming I have any.
I don't get my main move
after warping.
I roll THEN decide whether
to kablooey.
If I start moving with a racer, I can’t
stop until they finish their full move.
I can cross the finish line
using my power.
If two racers move together, like with the
Party Animal, my power triggers twice, once
for each racer.
I still get my main move after warping.
After I go, turn order continues to my left.
(Unless I roll a 1 and go again!)
When playing with multiple racers, like
on page 26, if a 1 is rolled, I go next in
turn order and then my other racer(s).
When another racer’s
power happens, I move 1.
SCOOCH SCOOCH
When another racer’s
power happens, I move 1.
SCOOCH SCOOCH
Scoocher
Before my main move,
I can warp to any space with
exactly 2 racers in it.
ROLL THROUGH
Before my main move,
I can warp to any space with
exactly 2 racers on it.
ROLL THROUGH
Third Wheel
When I roll for my main
move, I can move double
that number. If I do, I trip
after moving.
KABLOOEY
When I roll for my main
move, I can move double
that number. If I do, I trip.
KABLOOEY
Rocket Scientist
When anyone rolls
a 1 for their main move,
I go next in turn order.
SALT Y DOG
When anyone rolls
a 1 for their main move,
I go next in turn order.
SALT Y DOG
Skipper
At the start of my race,
I can pick a racer who won
a previous race and race
with their abilities.
DOUBLE DIP
Before my race, I can pick
a racer who won a previous
race and race with their
powers.
DOUBLE DIP
Twin
When anyone stops on
a space with exactly one
other racer, I move 2.
AH , LOVE!
When anyone stops on
a space with exactly one
other racer, I move 2.
AH , LOVE!
Romantic
When a racer on my space
moves, I can also move to
their new space.
SUCKER!
When a racer on my
space moves, I can move
to their new space.
SUCKER!
Suckerfish
255
When a racer on my space
moves, I can also move to
their new space.
SUCKER!
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.
KE E P ROLLIN’
Sisyphus
When anyone stops on
a space with exactly one
other racer, I move 2.
AH , LOVE!
Other racers can only
cross the finish line by
moving the exact amount
they need. If they overshoot,
they don’t move.
ACTUALLY...
Stickler
Has abandonment issues.Moonlights as a brain surgeon. Stays humble, keeps grinding.
Searching for her throther half.The last of her species. The wheel is fake, he just goes
forward like everyone else.
Ope, just gonna scooch by you there. Proofread this rulebook without asking. Not related to anyone,
just identical to everyone.
---
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:
When a player goes, they take turns with both of their
racers, one after the other, in whichever order they prefer.
Just be sure to complete the first racer's turn before moving
onto the next. If you have racer powers that trigger when
“other racers” do something, that includes your second
racer.
After the first race, the player who received the lower
number of points in the last race goes first. If tied, roll off!
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:
When a player goes, they take turns with both of their
racers, one after the other, in whichever order they prefer.
Just be sure to complete the first racer's turn before
moving onto the next. If you have racer powers that trigger
when “other racers” do something, that includes your
second racer.
After the first race, the player who received the lower
number of points in the last race goes first. If tied, roll off!
3 PLAYER DOUBLE RACER VARIANT
26
---
CONTENTS
& CREDITS
●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
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
Contents Credits
27
Missing anything?
Email us at hello@cmyk.games
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