Table feel
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
A Japanese racing and sports competition game using athletes with special powers. The game is consistent with other games in the Grimpeur series in that it comes in a colorful small box and has modest components. Game Summary Players all start with seed money, used to draft a tea...
Players
4-5
Time
60-90
Age
10+
Weight
1.32
Rating
6.55
Should this hit the table?
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.
Magical Athlete offers a high degree of variability with its gameboard, multiple paths to victory, and random elements. The presence of expansions adds new content and gameplay elements, further enhancing replay value. The game provides deep strategic possibilities and allows players to discover new tactics and strategies over time. The player interaction score is average. Magical Athlete scales well with different numbers of players without compromising its appeal or balance. While it may take some time to learn, the game offers a good balance between easiness and depth. Overall, Magical Athlete has a strong replayability score of 7.9.
The final luck score for Magical Athlete is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
A Japanese racing and sports competition game using athletes with special powers. The game is consistent with other games in the Grimpeur series in that it comes in a colorful small box and has modest components. Game Summary Players all start with seed money, used to draft a team of racers. The racers come out in random order, and each have a unique power (mostly modifying movement rules, sometimes giving extra pre- or post- race abilities). The draft is as follows: shift any unbought racers down one step on the board (decreasing prices as they shift), then add a new card to the display. If all spaces full, must buy one. After players have their racers (a few will remain out of game), there will be 4 or 5 races. For each race, players secretly simultaneously choose a racer. Then, in turn order, simply roll d6 and move your racer. Of course, special powers modify movement throughout the race. The first 2 finishers score VP (more VP in later races); most VP after all races wins!
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