Magical Athlete
At a glance
Rules overview
English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.
Game Overview
Players take on the role of coaches, assembling a team of four runners through a serpentine draft, then sending their athletes into competition across four rounds. Each round consists of rolling dice to move the runners and triggering various wild abilities; the first runner to cross the finish line earns gold prestige points, while the second receives silver prestige points. At the end of the four rounds, the player with the highest total score wins.
Core Mechanisms: Serpentine Draft, Dice-Driven Gameplay, Runner Special Abilities, Score Management
1. Game Components
| Component | Quantity/Description |
|---|---|
| Race Track | 1 piece (double-sided: Gentle Track / Wild Track) |
| Player Cards | 36 cards (each corresponding to a player) |
| Player Tokens | 36 tokens (one-to-one correspondence with player cards) |
| Dice | 6 dice |
| Gold Cup Point Tokens | 4 tokens (1st place, stacked from largest to smallest) |
| Silver Flower Point Tokens | 4 tokens (2nd place, stacked from largest to smallest) |
| Bronze Star Point Tokens (3 points) | 9 tokens |
| Bronze Star Point Tokens (1 point) | 16 tokens |
| Point Token Storage Bag | 1 bag |
| Player Token Storage Bag | 1 bag |
2. Setup
- Place the track in the center of the table, with the Mild Mile side facing up.
- Empty the points bag and stack the gold cup and silver flower tokens from largest to smallest.
- Shuffle the player cards and set them aside.
- Empty the player token bag.
- Each player takes one die.
3. Assembling the Team (Draft Phase)
Each player selects 4 athletes through a serpentine draft, which will be used throughout the entire game.
3.1 Revealing Athlete Cards
| Number of Players | Cards Revealed |
|---|---|
| 3 players | 6 cards |
| 4 players | 8 cards |
| 5 players | 10 cards |
| 6 players | 12 cards |
For a 2-player game, please refer to the "2-Player Variant" below.
3.2 Determining Draft Order
All players roll a die; the highest roll goes first. In case of a tie, the next highest roll takes priority; if all rolls are tied, re-roll the dice.
3.3 Serpentine Draft
A serpentine draft is employed: after selecting one card per round in a clockwise direction, the order reverses and continues counterclockwise:
First Round of Serpentine Draft: Each player selects one card in a clockwise sequence. Once the last player has chosen, the direction immediately reverses, and the selection proceeds counterclockwise until each player has two athletes.
Second Round of Serpentine Draft: Starting from the player to the left of the initial player, another round of serpentine drafting is conducted (again beginning clockwise then counterclockwise) until each player has four athletes.
Example (for a 4-player game): Player A selects first, B second, C third, D fourth; then D selects fifth, C sixth, B seventh, and A eighth.
4. Game Flow
4.1 Pre-Game Setup
- Roll a die to determine the starting player for the first round (using the same rules as during the draft).
- Each player secretly selects one player card from their hand and reveals it simultaneously.
- Place the corresponding player token on the Start space.
- Each player can only use one player per game, and stronger players yield higher points in subsequent rounds, so strategically reserve powerful players.
4.2 Round Actions
Players take turns in clockwise order. During your turn:
- Roll the die → Move your piece by the number of spaces rolled; this is called your main move.
- After completing your main move, activate any relevant abilities.
4.3 End-of-Game Conditions
The game ends immediately when the second-place player crosses the finish line:
- The first-place player takes the top gold cup point tile.
- The second-place player takes the top silver flower point tile.
If a player's ability eliminates all other players, leaving no one in second place, the silver flower point tile for that round may be discarded.
4.4 Post-Round Processing
- Remove all used player cards and tokens from the game.
- Flip the track over (each side of the track is used twice throughout the game: gentle, wild, gentle, wild).
- Each player secretly selects their next player and places them on the Start space.
- The player who finished last (or was eliminated first) in the previous round goes first in the next round.
4.5 Final Scoring
After the fourth round, the game ends. The player with the highest total points wins. In case of a tie, celebrate together!
5. Key Terms
| Term | Description |
|---|---|
| Front / Back | The player whose piece is on the square closer to the finish line is "in front"; the one closer to the start is "in back." If on the same square, there is no front or back. |
| Exclusive | A player does not share a square with anyone else. |
| Last Place | The player currently closest to the start (there may be multiple players tied). |
| Leading | The player currently closest to the finish (players who have already crossed the finish line do not count). |
| Active Movement | An action that must be performed each round: roll the die and move the corresponding number of spaces. |
| Move | A player changes squares through active movement, abilities, or other situations where the word "move" is explicitly used. Moving "0 spaces" does not count as a move. |
| Overtaking | When a player moves from behind another player to in front of them. |
| Shared Square | Two players are both standing on the same square (temporarily passing through the same square during movement does not count). |
| Square | All positions between the starting square and the finish line; the starting square counts as one square, and anything beyond the finish line does not count. |
| Standing on a Square | A player completes their movement or arrives at a square via teleportation or other means and remains there. |
| Trip | A player who is tripped skips their next active movement (no die roll, but abilities can still trigger, and other movement methods remain available). Upon being tripped, they first complete their current move, then lay their piece face down; it is flipped back over in the next round to indicate recovery. |
| Warp | Moves a player's piece to a new square, but does not count as a "move" and does not trigger abilities related to overtaking, shared squares, etc. |
6. Special Squares on the Wild Track
The Wild Wilds Track features three types of special squares:
| Square | Effect |
|---|---|
| Arrow | When you land on an arrow square, move forward by the number of spaces indicated by the arrow. This is a separate movement and does not count as an active move. |
| Stone | If you land on a stone square, you trip! |
| Star | Landing on a star square lets you take one copper star tile worth 1 point. |
7. Ability Trigger Order
When multiple abilities need to take effect simultaneously, they trigger in the following order:
- Track space effects
- The current player's abilities
- Other players' abilities (in clockwise order)
Regarding optional abilities: If the ability description states "can" be used, it is optional; all other abilities are mandatory.
8. Player Abilities Overview
Alchemist
When the active move roll is 1 or 2, you may instead move 4 spaces. (Transmute 'N' Scoot)
Blimp
At the start of your turn, if you're before the second corner on the track, gain +3 to your active move; at or after the corner, lose 1. (Blow It)
Coach
All players in the same space as me (including myself) gain +1 to their active move. (Good Hustle)
Baba Yaga
Whenever a player lands on my space, or I land on another player's space, trip that player. (Leg It)
Centaur
Whenever I pass another player, that player moves back 2 spaces. Players cannot be moved past the starting space. (Hoofwhack)
Copycat
I gain the ability of the current leader. In case of a tie, I choose. I do not copy "pre‑race" abilities. If my ability conflicts with the copied player's (e.g., Huge Baby), the other player's ability takes precedence. (Copy That)
Banana
Any player who passes me gets tripped. (The Slip)
Cheerleader
Before your active move, you may make the last‑place player(s)—if tied, all—move 2 spaces. If you do this, you move 1 space. If the cheerleader cheers for herself, she moves 2 spaces first, then 1, making two separate moves. (Rah Rah)
Dicemonger
Each player may reroll their active move die once per turn. When others reroll, I move 1 space. (Dicey Deals)
Duelist
When a player shares a space with me, I can shout "Duel!" Both players roll dice; the higher score moves 2 spaces, and a tie counts as a win for the Duelist. Duels can occur during any player's turn but cannot interrupt ongoing actions (e.g., between rolling and moving). (Duel!)
Genius
I can predict the outcome of my own active move roll. If I'm right, I get an extra round at the end of this one. (Think Good)
Heckler
When a player ends their turn within 1 space of their starting position (including staying put), I move 2 spaces. This also applies to players recovering from being tripped. (Schadenfreude)
Egg
Pre‑race: Draw 3 new player cards from the deck, choose 1, and I gain that player's ability. The Egg token remains. (Scramble)
Gunk
Other players' active moves are reduced by 1. This affects the number of spaces moved, not the die roll, so it doesn't interfere with abilities like Dicey Deals that depend on the roll. (Goop 'Em)
Huge Baby
No one may land on my space except at the starting point. When such a situation is about to happen, place that player one space behind me. A player moved behind me by this ability isn't considered "moving"—they just stay there. (Really Huge)
Flip Flop
I can choose not to roll the die and instead swap places with another player. The swap happens simultaneously—it's a teleportation, not a move, and no die is rolled. I won't end up in the same space as the person I swap with. (Flop Flip)
Hare
Gain +2 to your active move. But if I'm the sole leader at the start of my turn, skip the active move altogether. (Hubris)
Hypnotist
Before your active move, you can teleport another player into your space. (Hssssst)
Inchworm
When another player rolls a 1 on their active move, that player skips their move, and I move 1 space. If both the Inchworm and the Jumper are on the board, the Inchworm wriggles 1 space first, then the Jumper gets their turn. (Wriggle)
Legs
I can skip the die roll and move 5 spaces instead. This counts as an active move and is affected by Gunk and Coach. (Jog)
Mastermind
At the start of the first round, predict which player will win this round. If you're right, the race ends immediately, and I take second place. (Know-It-All)
Lackey
When another player rolls a 6 on their active move, I move 2 spaces before they do. (Very Good Sire)
Lovable Loser
Before your active move, if I'm the sole last-place player, I earn 1 prestige point. (D'Aww)
M.O.U.T.H.
When I land on a space occupied by exactly one other player, that player is eliminated from this round. (Chomp)
Leaptoad
While moving, skip over any spaces occupied by other players. (Jumpfrog)
Magician
I must use the final result of the roll. My active move can be rerolled up to twice. (Poof)
Party Animal
Before your active move, all players move 1 space closer to me. Each player sharing a space with me adds +1 to my active move. (Animal Magnetism)
Rocket Scientist
During your active move, you can double the number of spaces you travel based on the die roll. If you do this, you'll be tripped after moving. (Kablooey)
Sisyphus
Pre‑race: Gain 4 prestige points. When your active move rolls a 6, don't move—teleport back to the start and lose 1 prestige point. If you roll more than four 6s, keep losing points (as long as you still have some left). After teleporting, you can still gain an active move. (Keep Rollin')
Suckerfish
When I share a space with another player and begin moving, I follow them until they finish their move. When a player sharing a space with me moves, I can move to their new location. You can even use this ability to cross the finish line. (Sucker!)
Romantic
Whenever a player lands on a space occupied by exactly one other player, I move 2 spaces. If two players move together (like the Suckerfish), my ability triggers twice—one for each player. (Ah, Love!)
Skipper
Whenever anyone rolls a 1 on their active move, I become the next player to act. Once I've acted, the turn order continues from my left. (If I also roll a 1, I skip again!) (Salty Dog)
Third Wheel
Before your active move, you can teleport to any space occupied by exactly two players. After teleporting, you can still gain an active move. (Roll Through)
Scoocher
When other players' abilities activate, I move 1 space. When Gunk is on the board, each -1 effect makes the Scoocher move 1 space. With Dicey Deals, each reroll moves me 1 space. With Jumpfrog, every time I jump over a space occupied by someone, I move 1 space (and if I jump over two spaces in a row, I move 2 times). Even when the Magician rerolls, I move 1 space—even if that reroll isn't used. (Scooch Scooch)
Stickler
Other players may only cross the finish line by moving exactly the required number of spaces. If they overshoot, they do not move at all. This applies to all sources of movement, including active moves and abilities. (Actually...)
Twin
Before the game: You may choose a player who won in a previous match and use their ability in this game. The Twin token remains in play. (Double Dip)
(4 later sections are omitted here; see the Chinese page for the rest.)
Rules Q&A
Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.
How is scoring done in the game?
Scoring Conclusion
Points are awarded based on race rankings and distributed via prestige points chips: Only the first and second place finishers in each race earn points, with point values increasing sequentially according to the order of races.
Point values for each race:
| Race Number | 1st Place | 2nd Place |
|---|---|---|
| Race 1 | 3 points | 1 point |
| Races 2 & 3 | 4 points | 2 points |
| Races 4 & 5 | 5 points | 3 points |
How points are awarded: The race ends immediately when the second-place player crosses the finish line—the first-place player receives the top gold cup chip, while the second-place player receives the top silver flower chip.
Sources and uses of the chips: There are a total of 24 chips throughout the game. During the drafting phase, they serve as "funds" (each player receives 8 points in a 4-player game or 6 points in a 5-player game, with the remainder kept in the bank). After drafting concludes, all remaining chips are collected from each player and then used as rewards for the race winners.
End of the Game and Victory: The player with the highest cumulative points at the end of the game wins; in case of a tie, the player who finished higher in the final race prevails (thus, even if the second-place player has already crossed the finish line in the last race, the competition may continue to determine the tie).
Exceptions:
- If a player's ability eliminates all other competitors, leaving no second-place finisher, the silver flower chip for that round can be discarded (meaning only the first-place player earns points that round).
- Each player may participate in only one race per round; abilities outside of racing (such as Assassin or Spy) may also be used only once per round.
… (condensed here; full text on the cunleme Chinese page)
How is the Centaur's Overreach defined?
Conclusion: Criteria for Determining a Pass
The Centaur's ability states: "When I pass another player, that player moves back 2 spaces." Therefore, we must first clarify what constitutes a "pass."
The rulebook defines passing as follows: A player is considered to have passed another player when they begin a move behind that player and end the same move in front of them.
To make this definition more actionable, we can break it down into three steps:
- Check the starting position: Before beginning the move, the passing player must be positioned behind the target player—staying on a space closer to the starting point.
- Check the ending position: At the conclusion of the same move, the passing player must be positioned in front of the target player—landing on a space closer to the finish line.
- Within the same move: The start and end points must belong to the same move; how the player travels between these points is irrelevant.
Specific Implementation of the Centaur Ability
- Once the above conditions are met, the player who was passed moves back 2 spaces (the ability explicitly uses "move -2").
- There is a minimum limit to this backward movement: the player cannot be moved past the starting space. Since the starting space itself counts as one space, the furthest the player can end up is at the starting point.
- This backward movement by the Centaur represents a change in the position of the player being passed, which, according to the definition of "move" (as explicitly stated in the text), qualifies as a move.
Key Details and Common Pitfalls in Determining a Pass
1. Sharing the Same Space Does Not Constitute Front or Rear, Nor Does It Qualify as a Pass
The determination of "front" or "rear" only applies when a player ends up either closer to the finish line or closer to the starting point. If two players occupy the same space, they are neither considered to be in front of nor behind each other. Therefore:
… (condensed here; full text on the cunleme Chinese page)
If you step onto a space that moves you forward four spaces, then land on the Giant Baby's space and move back one space, how should this be handled?
Conclusion
It will trigger. After being "moved one space backward" by the Giant Baby, the player is considered to have stopped on that space; and since the arrow's triggering condition is precisely "when you stop on a space with an arrow," the three‑space backward arrow on that square still takes effect, causing the player to move another three spaces in the arrow's direction—this constitutes yet another independent movement, which still does not count as an active move.
Complete Processing Flow
Let's walk through it in chronological order:
-
Stopping on a "Move Forward 4" arrow space: You arrive at this space and stop, at which point the track‑space effect begins resolving (track‑space effects are ranked first in the order of triggering). You then move four spaces in the arrow's direction—this is a separate movement from the one that brought you to that space, and it never counts as your active move.
-
The four‑space forward move ends up colliding with the Giant Baby: The Giant Baby's ability stipulates that, except for the starting space, no one may stop on its space; if such a situation is about to occur, the player is moved to the space immediately behind it. Consequently, your four‑space forward move actually stops on the space directly behind the Giant Baby.
-
This space happens to be a "Move Backward 3" arrow space: The Giant Baby's action of moving you past that space does not count as a move, as stated in the rulebook: "It's as if the player simply stopped on that space." And the definition of "stopping on a space" includes both "coming to a halt after completing a move" and "arriving there by other means and remaining there." Therefore, you indeed stop on this space → the three‑space backward arrow on that square triggers → you then move three more spaces in the arrow's direction.
Key Points for Determination
… (condensed here; full text on the cunleme Chinese page)
Can the map's forward and backward movement be triggered by abilities?
Conclusion
Yes. The forward/backward movement on arrow tiles isn't limited to "active movement"; the only criterion is whether you've "landed" on that arrow tile. The rulebook defines "landing on a tile" as either: completing your move and stopping there, or reaching it through some other means (the example given is using the Flip Frog's teleport ability). Therefore, as long as a player ends up on an arrow tile—whether by ability (teleportation, being pushed, being moved, etc.) or otherwise—the arrow effect will trigger.
How exactly is it judged?
1. Trigger conditions depend on "landing," not "how you got there."
- The arrow tile's effect reads: "When you land on a tile with an arrow…"
- "Landing on a tile" includes: stopping after completing your move, or stopping after arriving via teleportation or other methods.
- Thus, if an ability places a player on an arrow tile, or causes them to be pushed or moved onto it, as long as they ultimately "land" there, the arrow effect triggers.
- However, note that teleportation itself doesn't count as "movement," so it won't activate abilities tied to "moving," such as "being overtaken" or "sharing a tile." That said, since teleportation does result in the player "landing" on the tile, it will still trigger effects based on "landing."
2. Order of triggering
When multiple effects are triggered simultaneously, the order is: track tile effects → current round player → other players (clockwise). Track tile effects take precedence, meaning arrow‑related effects resolve first.
3. The displacement caused by the arrow counts as "movement," but not as "active movement."
… (condensed here; full text on the cunleme Chinese page)
Does the Magical Athlete trip count as a move?
Tripping does not count as a move. The move that triggers the trip is completed first, after which the piece is knocked over and skips the next active move (no dice are rolled, but abilities still trigger and other moves remain available). (Source: Rulebook Terms · Trip)
Does the slime monster affect the long-legged player?
Conclusion: Yes. The Gunk creature reduces Legs' movement this turn by 1 space, turning "move 5 spaces" into "move 4 spaces."
Why:
- The Gunk's ability is "Other players' active moves –1."
- Legs' ability is "Skip the dice roll and move 5 spaces instead," with a special note in the rulebook stating that this action counts as Legs' own active move, so it gets affected by the Gunk's goop effect and also receives the coach's +1 bonus.
- Therefore, when Legs skips the dice roll and moves directly 5 spaces, as long as the Gunk is present, the result is settled as 4 spaces.
Conditions & Details:
- The Gunk reduces the number of movement spaces, not the dice roll result. Since Legs doesn't roll dice anyway, the fixed 5-space move is simply reduced to 4 spaces—no dice outcomes are rewritten.
- This ruling is explicitly stated in Legs' ability description; in other words, active moves like Legs' that replace dice rolls with a fixed number of spaces are subject to the Gunk's influence.
Related Exceptions (explicitly mentioned in the rulebook):
- Flip Flop can choose to skip the dice roll and swap positions with another player; the rulebook clarifies that this swap happens simultaneously, constituting a warp rather than a move, so no dice roll occurs. Because it isn't considered a move, the Gunk's –1 penalty targeting active moves doesn't apply—this is an explicit explanation of the ability's nature in the rulebook.
- The Gunk does not affect abilities that rely on "dice roll results" (the rulebook gives the example: it won't change a 6 into a 5, thus preventing Lackey from failing to trigger).
What the Rulebook Doesn't Address:
- Beyond Legs, whether other players' abilities are similarly impacted when they use a fixed number of spaces instead of rolling dice is not listed individually in the rulebook. No unified clause addressing these cases can be found, so one must determine each situation based on whether the specific ability's entry explicitly states that it "counts as an active move."
This information is for reference only; in case of conflict, refer to the official rulebook and consult experienced players.
Can the Duel Master activate abilities when multiple players occupy the same space?
Conclusion: Yes, you can. As long as there is at least one player sharing the same space with you (the Duelist/Duel Master), you may immediately shout "Duel!", and you can initiate multiple duels within a single round, even when it's not your turn.
Rule Basis (Original Text):
> Duelist — … 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!)
In other words, there are only two conditions for triggering a duel: ① someone shares your space; ② you're not currently engaged in an ongoing action (e.g., you can't interrupt between rolling and moving). The rules do not limit duels to your own turn, nor do they restrict them to just one per round.
Regarding "Sharing a Space with Multiple Players":
- The original text states, "Whenever a racer shares your space, you can call out 'Duel!'," and explicitly notes that "you can duel multiple times within a single round."
- However, the rulebook does not clearly specify whether, when multiple players share the same space, you must initiate a separate duel for each individual or if it counts as just one duel based on the fact of sharing the space. Since the text doesn't provide a specific ruling for situations involving multiple players sharing a space, it's best to interpret this as allowing one duel for every player who shares your space, while confirming with experienced players familiar with the game.
Related Exceptions and Interactions (as stated in the original text):
… (condensed here; full text on the cunleme Chinese page)
Can the character behind the Giant Baby surpass the Giant Baby?
Conclusion: You can overtake the Magical Athlete. The Magical Athlete's ability only restricts "stopping on her space"; it does not prevent others from moving ahead of her.
Specific Procedure:
- The Magical Athlete's ability states: Except at the starting point, no player may stop on her space. When this situation is about to occur, place that player one space behind her (this placement does not count as a "move"; it simply means stopping on that space).
- "Overtaking" is defined as: A player begins a move behind another player and ends that same move in front of them.
- Therefore, as long as the destination of your move is a space directly in front of the Magical Athlete (not on her space), you successfully overtake her; her ability will not trigger, nor will any special handling be required.
Important Exceptions:
- If your move would otherwise have caused you to stop on her space, this is not allowed—you will be forcibly placed one space behind her, ending up behind her and thus failing to overtake.
- The step during which you are moved behind her by the Magical Athlete's ability does not count as a "move," so abilities tied to movement or overtaking (such as centaurs or bananas that activate upon overtaking or being overtaken) will not trigger.
- Starting space exception: The Magical Athlete cannot push a player past the starting space.
The rulebook does not explicitly state that "other players are prohibited from overtaking the Magical Athlete"; its restriction applies solely to "stopping on her space."
This information is for reference only; in case of conflict, please refer to the official rulebook and advice from experienced players.
Does the Copycat ability activate during another player's turn?
Conclusion: Yes. The Copycat's ability doesn't just activate during your own turn—it remains active throughout other players' turns as well.
It will always retain the "current leader" ability, rather than only activating in your own turn. Therefore, whenever an event occurs during another player's turn—such as someone moving or landing on a particular space—and the conditions of the copied ability are met, the Copycat will act according to that ability.
Here are some important conditions and exceptions:
- The target of the copy changes dynamically: It copies the ability of the "current leader"; who leads is determined by the current situation, so if the position shifts, the copied ability changes accordingly. In case of a tie for the lead, the Copycat chooses which player's ability to copy.
- Does not copy "pre-race" abilities: Any ability marked as "before my race" is not copied by the Copycat.
- In case of conflict, the opponent's ability takes precedence: If the Copycat's ability conflicts with the original ability—for example, in situations involving giant babies—the original ability overrides the Copycat's version.
- Order of activation: When multiple abilities are triggered simultaneously, they resolve in the following order: "track-space effects → current player → other players (clockwise)"; since the Copycat counts as an "other player" during someone else's turn, it activates within this sequence. Additionally, except for abilities explicitly labeled "CAN," all others are mandatory triggers.
This information is for reference only; in case of any discrepancies, please refer to the rulebook and consult experienced players.
In Magical Athlete, does tripping trigger movement?
Tripping itself is not a move. The move that triggers the trip completes as usual (it does not stop immediately), and then the piece is flipped face down; what gets skipped is the next active move (no dice roll), during which your abilities still trigger and other forms of movement remain available. (Based on: Rulebook Text Terms · Trip "A tripped racer skips their next main move! … finish your move completely" + "your powers can still trigger and you can still move in other ways")
Rules, cards and Q&A (Chinese)
The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.
Where to find full rules
Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.