Magico Atleta
Ladies and gentlemen, in lane three there is a banana. Nobody knows why, but it has already tripped the favourite.
You roll and move: that is the whole rule. The rest is done by 36 absurd racers with race-flipping powers. You race four times, the first two home score each race, and the most points wins.

One roll. Four disasters.
Your goal: finish in the top two. The race ends as soon as two racers cross the line, and in the real game after 4 races the most points wins.
Pick a racer and finish in the top two: the race ends as soon as two racers cross the line. Every race goes differently.
Real powers, the track is the Mild Mile side, with four racers. Racer names are from the original edition.
Six out of thirty-six.
Each player recruits 4 racers and runs one per race. Later races are worth more: who you save for the end matters.
BananaI trip any racer that passes me.
M.O.U.T.H.When I stop on a space with exactly one other racer, they are eliminated.
ScoocherI move 1 whenever another racer’s power happens.
LegsI can skip rolling and move 5.
Rocket ScientistI can double my roll, but then I trip.
RomanticWhen anyone stops on a space with exactly one other racer, I move 2.


Six quick answers.
On BGG the best count is 6: more racers, more disasters. With 2 or 3 there is a variant where everyone races two racers.
There is one rule: roll and move. The rest is written on your racer’s card, and you learn it while others ruin your race.
It works with people who never play. If you need to control every move, you will get angry: that is the point.
Dice every turn and powers firing in chains. You decide which racer to pick, when to field it and whether to use its power, when optional.
Each racer has its power written on its card. This is the Italian edition. Example: “I trip any racer that passes me.”
Four short races: when one goes badly, the next is right there.
Better to see it.
The chaos in motion, from the original publisher. It is in English.

Is it for your table?
You will like it if
- you want to laugh with six people, even non-gamers
- you enjoy the disaster more than the win
- you want something that fits in 30 minutes
Skip it if
- you want to control what happens
- you get angry when a die ruins your race
- you mostly play alone
First time, random racers.
With new people at the table, the rulebook suggests dealing 4 random racers and learning as you race.
What people ask first
What kind of game is Magico Atleta?
A party racing game by Takashi Ishida, updated by Richard Garfield, for 2 to 6 players, 30 minutes, ages 6 and up, Italian edition by Asmodee. You roll and move, but the 36 racers have powers that break the rules.
How do you play?
First everyone picks 4 racers in turn. Then you run 4 races, one per racer: in turn you roll and move, and powers fire. A race ends when two racers cross the line, and the first two take point chips. After 4 races the player with the most points wins.
What does tripping mean?
A tripped racer skips their next main move, the roll of the turn. Powers keep working though.
Can two people play?
Yes, with a variant: each player picks 8 racers and runs two per race. Three players have a similar variant. It shines with more: on BGG the best count is 6.
Is there a solo mode?
No, you need at least 2 players.
Is it okay with kids at the table?
Yes, ages 6 and up: and grown-ups trip just the same. Each power must be read, so non-readers need an adult nearby. For new players the rulebook suggests dealing 4 random racers.
Does the track change?
The board has two sides and you race each one twice, alternating. The other side has spaces that trip you, stars that score and arrows that move you.
What's in the box?
36 racers, 36 cards, 6 dice, a double-sided track and point chips.
Is it in Italian?
Yes, this is the Italian edition by Asmodee.
On the starting line?
Our assistant has read the Magico Atleta rulebook. Ask whatever you like: you stay on this page.