The roll-and-move game that should not work, the one designed by the creator of Magic: The Gathering, and the one you will genuinely want to play again immediately.
Jump to:
- 1 First Impressions
- 2 What Is Magical Athlete?
- 3 Key Game Information
- 4 How Do You Play?
- 5 The Draft
- 6 The Race
- 7 The Powers
- 8 Winning
- 9 How Does It Play at Different Player Counts?
- 10 Playing Solo
- 11 Components and Production Quality
- 12 Expansions and Other Versions
- 13 Digital Versions
- 14 If You Like This, Try These
- 15 Final Thoughts
First Impressions
Let me be upfront: I am not naturally a roll-and-move person. The genre peaked about the same time as the Betamax, and most people moved on.
So when someone at our local game night pulled out Magical Athlete and described it as a roll-and-move, I was already composing my polite excuse. Then they explained that one of the characters eats other racers. Another one is a Banana that trips anyone who passes it. A third is called M.O.U.T.H., and M.O.U.T.H. also eats people.
I sat back down. We played three races in a row. Nobody wanted to stop.
Magical Athlete is a 2025 rerelease from CMYK Games of a Japanese cult classic originally designed by Takashi Ishida and published by Z-Man Games in 2003. This new edition has been updated by Richard Garfield (yes, that Richard Garfield), with fresh art and components throughout. It is, improbably, one of the most fun games I have played this year.
What Is Magical Athlete?
Magical Athlete is a racing game for two to six players. You are competing across four heats, rolling a die and moving your chosen racer along the track. First and second place in each heat score points. Whoever has the most points at the end of four races wins.
That is the skeleton of the game. It is the simplest racing structure imaginable. What makes it special is every racer’s individual special ability, each one specifically designed to be a bit broken, a bit unfair, and a bit wonderful.
The Hare moves fast but skips their turn if they are in the lead. The Banana does nothing useful but causes anyone who passes it to trip and lose spaces. The Duelist stops anyone who shares their space and makes them fight. The Egg rolls backwards on odd numbers. These abilities interact with each other in ways nobody can fully predict, which is entirely the point.
| Worth knowing: Magical Athlete was originally designed in Japan in the early 2000s, inspired by Cosmic Encounter. It became a cult classic in the hobby, passed around by people who treasured their battered Z-Man copies. The CMYK edition is the game a lot of people have been waiting for. |
Key Game Information
| Players | 2–6 (best at 4–6) |
| Play time | 30 minutes |
| Categories | Family Games, Party and Social Games, Filler and Quick Games, Gateway Games |
| Mechanics | Drafting, Direct Interaction (Take That / Tug of War), Variable Player Powers and Asymmetry, Push Your Luck |
| Theme | Fantasy, Abstract and Minimalist, Sports and Racing |
| Complexity | Light |
| Best for | Groups who want to laugh more than win, and who are not precious about the word ‘strategy’ |
How Do You Play?
The Draft
Before the first race, you draft your team of four racers from a face-up selection of cards. The pool is twice the number of players, and you pick in a snake draft order (first, second, third, then reverse back). Each player ends up with four racers and will use one per heat, picking which one to deploy before each race starts.
The draft is where most of the light strategic thinking happens. You are looking at which abilities seem powerful given the rest of the pool, and trying to guess what your opponents might be bringing to each heat. You will often get it wrong, and it does not matter.
The Race
Each race, every player picks which of their remaining racers to field and places it on the starting line. Then you take turns rolling the die and moving that many spaces.
The board has two sides: the Mild Mile and the Wild track. Over four races, you alternate between them. The Wild track introduces unusual spaces that trigger additional effects, adding a second layer of chaos on top of the characters’ abilities.
A race ends the moment two racers cross the finish line. First place earns a gold trophy, worth more points. Second place earns a silver rosette. Everyone else scores nothing for that heat.
The Powers
This is the whole game, really. Every character’s ability is specific, legible, and ludicrous. Some are passive (the Banana just sits there causing chaos). Some are triggered on your roll. Some activate when other things happen nearby. When multiple powers interact in the same turn, you get chain reactions that no one saw coming and everyone laughs at.
| At our table: In one race we had the Heckler land on the Duelist’s space, triggering a duel. The Heckler won, moved forward, and immediately landed on a space occupied by Baba Yaga, triggering yet another ability. Three separate effects resolved off a single die roll. The player whose turn it was had done nothing except roll a two. |
Winning
After four races, each player adds up their trophy and rosette points. The player with the most wins. Because points are only awarded for first and second place in each heat, the final race carries the most weight and tends to be the tensest.
How Does It Play at Different Player Counts?
2–3 Players
It works but feels a little thin. With fewer racers on the track, the character abilities interact less, and the cascade effects that make the game special happen less often. The game is still fun, but you are not getting the full experience.
4 Players
This is a solid count. The track is busy enough for powers to collide regularly, and the draft feels meaningful. Good for a game night where you have four committed players.
5–6 Players
The sweet spot, and it is not close. At five or six, the track is packed, the chain reactions are constant, and the race rarely goes the way anyone expected. This is the count where Magical Athlete becomes genuinely special. If you can get six around the table, do it.
Best player count: 5 or 6, without question. The more chaos in the room, the better.
Playing Solo
There is no solo mode for Magical Athlete, and the game would not make much sense as a solo experience. The entire joy of it comes from watching your carefully chosen racer get tripped by a Banana and shunted backwards by a Centaur while your opponents howl. You need people for that.
No fan variant exists that I have come across either. This is a purely social game, and it is designed that way on purpose. To be honest if you play thsi solo, it’s a bit weird, just stop.
Components and Production Quality
CMYK have done something special with this edition. The racer tokens are large, chunky, uniquely shaped wooden figures with screen-printed detail. Each one looks different, and when you tip them all out of the bag onto the table (which the game actively encourages you to do), it feels like a genuine event. They nailed the unboxing ritual.
The art by Angela Kirkwood has a Schoolhouse Rock aesthetic, all bright colours and 1970s illustration energy, and it suits the game perfectly. It sets the tone before a single card is read. The rulebook continues that spirit: short, funny, and designed to get you into a game rather than bury you in conditions.
The board is double-sided, with the Mild Mile and Wild tracks clearly differentiated. The point chips and trophies are satisfying to handle. Die quality is good. There is nothing in the box that feels cheap.
The paper bags used to separate the racer tokens are a deliberate choice and a good one. The crinkling sound as you pour them out genuinely adds to the atmosphere. It feels like recess.
| One small note: Some of the character abilities involve edge cases that are not fully covered by the rulebook. CMYK’s suggested approach is to come to a consensus and roll off if you cannot agree. This is the right call for this kind of game, but if you hate ambiguous rules moments, be warned. |
Expansions and Other Versions
The 2025 CMYK edition is the current version of the game, and there are no announced expansions. The original 2003 Z-Man Games release is out of print and largely unavailable, though the CMYK version replaces it completely with updated rules and entirely new art and components.
Given CMYK’s track record of producing clean, well-contained products, I would not expect a bloated expansion line. The game works precisely because it is self-contained. Thirty-five racers is already more than you will explore in most sessions.
Digital Versions
Magical Athlete has a community-made Tabletop Simulator mod available on the Steam Workshop, scripted for the 2025 edition. It handles the character powers automatically, which helps avoid rules disputes. Worth using if you want to try the game before buying, or if you play online with remote friends. There is no official Board Game Arena implementation, mobile app, or Steam release as of mid-2025.
If You Like This, Try These
- Hot Streak (CMYK, 2025) – The other big CMYK racing game from 2025. Slightly more strategic because you have a little more control over racer movement, but the same spirit of cheerful chaos. Worth owning both if racing games are your thing.
- Cosmic Encounter (Fantasy Flight, multiple editions) – The direct inspiration for Magical Athlete. Deeper and longer, built around broken alien powers that interact in ways nobody can predict. If you want the same design philosophy in a meatier game, this is the one.
- Camel Up (Eggertspiele, 2014) – A betting and racing game with a stacking camel mechanic. More strategic than Magical Athlete, but shares the comedic unpredictability. Good for groups who want slightly more decision-making.
- Abandon All Artichokes (Gamewright, 2020) – A lighter card game with silly chaos energy and very fast play. Good for similar groups.
- Oh My Pigeons! (Ravensburger, 2024) – If Magical Athlete is too long, try this one. Ten minutes, plastic birds, dice-flicking. Full review here.
Final Thoughts
Magical Athlete is one of those games that sounds worse the more accurately you describe it. It is a roll-and-move game. There is almost no strategy during the races themselves. You will lose turns to dice luck, other people’s abilities, and the fact that someone drafted the character who eats people.
It does not matter. None of it matters. That is the entire point.
This is a process game. The fun is not in winning; it is in watching the chain reactions, in groaning as your Hare skips their turn because they hit the front too early, in the moment when M.O.U.T.H. eats someone who was one space from the finish line. It is a game that makes people laugh, and it does that job better than almost anything else I have played.
The CMYK production is superb. The art is exactly right. The wooden racers are a genuine delight to handle. Richard Garfield’s updated rules feel balanced without being sanitised. This is the edition the game always deserved.
It will not be for everyone. Serious strategists will find it hollow. Anyone who objects to luck-heavy games has a point worth hearing. At two players it loses some of its magic. But at five or six, with the right group, it is as joyful as a board game can be.
Magical Athlete is the rare game where you will lose badly, laugh loudly, and immediately want to play again.
| ⭐ Should You Buy Magical Athlete? Yes, if: your group loves chaos, plays at four or more, and is not precious about winning. This is one of the best laugh-out-loud games available right now. Maybe, if: you mainly play at two or three. It works, but you will not get the full experience. Skip it, if: you need meaningful decisions throughout the game. The draft has some thinking in it, but the races themselves are largely out of your hands. Verdict: A genuine modern classic in the chaos-fun space. Buy it. |