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!
- Energetic, goofy yet strategic drafting and powers
- Solid two-player and party-friendly depth
- Rich interactions and replayability
- character-powered racing with drafting
- fantasy athletic competition
- auto battler-esque with drafting and interaction
Mechanics (from transcript analysis)
- auto-battler-like resolution — Racers have powers that resolve in a battler-style manner.
- Drafting racers — Choose which racers to bring to the competition.
- interaction via powers — Racers' powers interact; players can form combos.
- round-based decision making — Decide which racer goes in which race and optimize points.
Video topics + discussion points
Quotes (from this video)
- Ink. Now, this game is a lot nicer than Azul, I would say.
- The second side is a little bit more thinky, a little bit more bite to it.
- This game is absolutely fantastic.
- If you're looking for a two-player game that has a little bit of everything, Gatsby's it.
- This is the first game of this type that I know of ... takes that concept and just adds a lot of things around it.
- This is a lifestyle game where like I didn't have any baseball cards when I played this.
References (from this video)
- Silly, highly thematic experience with numerous laugh-out-loud moments
- Works well as both a party game and a more strategic game depending on player count
- Two-player and three-player variants provide strong agency and satisfying micro-strategy
- Expansion potential (relay races, more boards) and continued support by CMYK Games
- Strong production values (wooden racer pieces, accessible components) and a memorable experience
- Some interactions can be complicated and may require clarifications
- Unbalanced powers can feel unfair or confusing for some players
- Minor production issues: dice misprint on one piece and color similarity between orange and red pieces in suboptimal lighting
- Chaotic feel at higher player counts may not appeal to all players; heavier on interaction than euros
- Whimsical athletic competition with magical powers and zany abilities
- Racetrack competition with alternating mild and wild board sections across four races
- light, humorous, experiential
- Panic on Wall Street
- Ready Set Bet
- Hot Streak
- LCR
- Monstrolicious
- Pecking Order
Mechanics (from transcript analysis)
- Athlete powers — Each racer has a unique ability (e.g., skip rolling and move five, swap spaces, gain points for last place, copy the lead racer, predict the winner, etc.). These powers create varied interactions and emergent play.
- dice-driven movement — Racers roll dice to determine movement each turn, with powers and board effects influencing results.
- Drafting / racer selection — Snake drafting to select racers. In a five-player game, each player drafts two racers, then repeats with a new pool; two-player and three-player variants exist with different drafting dynamics.
- end-of-race scoring — Races award points to first and second place; the race ends when second place finishes, with escalating potential points across races.
- Two-sided / evolving boards — The board has a mild side and a wild side with different track effects that can alter movement and scoring each race.
- Unbalanced design — Racers are intentionally unbalanced to create upsets and memorable moments, rather than perfectly balanced balancing.
- Variant rules by player count — Two-player and three-player variants let players control two racers per race, increasing agency and allowing more strategic interaction.
Video topics + discussion points
Quotes (from this video)
- Magical Athlete is absolutely silly fun.
- This game is rolling, move on steroids.
- You're going to love or hate this game.
- It's going to create experiences that most games don't even come close to.
- CMYK Games is knocking it out of the park.
- Two to six players, with two racers per race, gives you so much agency.
- Highest honor, a saxophone serenade.
References (from this video)
- Interesting box art and potential theme appeal
- Lack of concrete details in transcript
- Unknown
- Unknown
- Unknown
Mechanics (from transcript analysis)
- unknown — Unknown
Video topics + discussion points
Quotes (from this video)
- There's no solving it.
- It's a waiting game.
- We love her. She's great and she's going to grow out of this.
- Please let us know what you've been playing and what games you're looking forward to that are releasing this year.
References (from this video)
- Reprint of older game with improvements by superstar designer Richard Garfield
- Extensive character variety in drafting
- Fun casual theme
- Unique special abilities make each race different
- Racing competition
- Racing/Racing sports
- Fun casual racing
Mechanics (from transcript analysis)
- Character drafting — Draft racers at game start from many options
- Dice rolling — Roll dice to move pieces
- Obstacle Penalties — Environmental hazards like bananas cause skipped turns
- racing — Move pieces around board toward finish line
- special abilities — Each racer has unique special rules and powers - example: frog skips spaces with other racers
Video topics + discussion points
Quotes (from this video)
- It's a boss fighting game with QR codes. In this game, you're going to get pick one of four heroes and then mix it with one of the four classes
- Every other page in the rule book has this info about how the mechanisms in the game relate to real life
- It's a dice placement game by Stefan Feld. What else do you need to know?
- It's basically trick taking game with a lot of things around it
- If you lose an auction, you also get some rewards
- Let us know which ones are you most excited to try down in the comments
References (from this video)
- Accessible, fast, and party-friendly
- Vibrant art and theme; lively streaming potential
- Engaging drafting and hidden-reveal dynamic
- Can become chaotic with multiple players
- Rules interactions can be dense for new players
- 競技 athletics with cartoonish magic
- A whimsical race track featuring magical athletes
- light, humorous, fast-paced
- Hot Streak
- Acquire
- Azul
Mechanics (from transcript analysis)
- character abilities on spaces — each racer has a special power that modifies moves or interactions.
- drafting/character selection — players draft from a pool of racers, each with unique abilities.
- hidden reveal — one racer is secretly revealed for each race, introducing strategy around deception and timing.
- point/trophy scoring — finish position yields trophies/points used for final scoring.
- roll-and-move — players roll dice to advance their racer along a track.
Video topics + discussion points
Quotes (from this video)
- This game has been around since 1963.
- This is Acquire. This game is fascinating.
- The world series of board gaming is super competitive, but super friendly.
- The art is beautiful; I wish I could punch in on it quick.
- Becca did The Elder Scrolls how-to play. It hurts to bring it inside the house; literally, it was like rocks.
- I love puzzle games; labberia looks wild.
- Magical Athlete is back now in a new version implemented by Richard Garfield.
- You just grab a tile, put it on. Nope, that's not it.
References (from this video)
- Ridiculously fun and silly
- Packed with character variety
- Thematic whimsy may not appeal to all
- Some powers can be overpowered if misused
- fantasy racers with odd powers
- Whimsical races in a magical arena
- chaotic, humorous draft and race
Mechanics (from transcript analysis)
- Drafting / drafting order — Draft quirky racers with unique abilities and then resolve with dice and movement.
- Power-based movement — Each character has a special power that influences race outcome.
Video topics + discussion points
Quotes (from this video)
- This is such a fun partner game building with Legos.
- Code Names works in a big rockus party setting, but it also can be a very tense fun game between multiple couples trying to outwit the other person.
- Hitster is a party game for the music lovers on your list.
- I love a party game that can make me laugh more than my favorite comedy movie.
- JibberJab is one of those party games that's hilarious as it falls apart, but it's also so fun because sometimes it can be saved.
References (from this video)
- Large, varied character deck; many interactions ensure different games each time
- Two simple decisions drive most of the gameplay: which character to draft and when to play them in a race
- Double-sided board adds meaningful variability and chaos without overwhelming the base mechanics
- Art direction and graphic design can be divisive; some elements feel cheap or chaotic in a way that hinders readability
- Certain cards (e.g., skipper) can create perceived unfairness or skip-turn spirals
- Identifying which character is which can be finicky amidst a large card pile; color-coding sometimes mismatches tokens
- Rule complexity and potential for doom-loops or unclear activations may require FAQ/reference checks
- Mythological athletes racing in a mythic circuit with disruptive powers and chaotic hijinks.
- Two-sided race circuit with four races; characters have unique abilities that influence movement and interactions.
- humorous, irreverent, chaotic
- Formula D
Mechanics (from transcript analysis)
- board variability — A double-sided board with hazards and point spaces that change per race, increasing chaos.
- character abilities — Each character has a unique ability that can trip, warp, or otherwise affect other racers or turns.
- race-based scoring — Points are awarded per race; the overall winner is the player with the most points after four races.
- roll-and-move — Players roll dice to move their race token; character abilities may alter movement or trigger effects.
- Snake draft — Players draft four characters via a snake-style draft; placement order is determined by dice rolls.
Video topics + discussion points
Quotes (from this video)
- Two simple decisions.
- The double-sided board adds even more chaos to the mix.
- This is probably the best roll and move game since Formula D.
- Don't be an ignorant prick.
References (from this video)
- Engaging drafting with escalating stakes across rounds
- Distinct, whimsical character abilities add variety and personality
- Fast-paced and accessible, with clear decision points
- Balance is not the primary driver; some variance may feel luck-based
- Not a deep simulation; primarily a light, chaotic fun experience
- Magic-infused athletics with a focus on drafting and unique character abilities.
- Racers compete on a whimsical track across four rounds, with escalating importance of outcomes.
- Mechanics-driven progression with character-centric actions rather than a narrative storyline.
Mechanics (from transcript analysis)
- character abilities — Each drafted racer has a unique ability that can modify movement or other effects, adding strategic depth to drafting decisions.
- Character drafting — At the start, players draft four racers from which one is used in each of the four rounds.
- Dice Movement — On your turn, roll a d6 and move your character that many spaces unless a character's ability alters movement.
- Multi-round scoring escalation — Points awarded for outcomes escalate across rounds, making later rounds more impactful.
- Round-robin usage — A different drafted character is used each round, reinforcing the value of drafting a versatile four-pack.
Video topics + discussion points
Quotes (from this video)
- draft four characters, four racers that will be racing around this track
- you are rolling a d6 die and moving your character that number of spaces unless their special ability says otherwise
- I think my favorite mechanism about the game all tied together here, which is that at the beginning of the game, you draft four characters
- overall, I really had a lot of fun with the game
- it was a uproarish good time
References (from this video)
- custom version
- new version released
- new version not convincing yet
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome back to the Dice Tours. We take a look at another shelf in the Dice Tower Library.
- if you like games about delivering the mail, this is it
- Just a solid game of quick, snappy turns
- AIA, what a great game about shipping. This is a fantastic, terrific game.
- You like Dominion, but you want it for dice. This is your game.
- Very very popular games all them. That's why there's two of each.
- Although, frankly, you should always play with the expansion.
- I just really am loving SETI. Fantastic game.
- I do like this game. I have a soft spot for it.
- Vast, not as popular as its successor, root
- My favorite game here is The Great Museum Caper. Nope. I forgot Magical Athletes there. Magical Athlete is amazing.
- I just love Tumbling Dice.
References (from this video)
- Gorgeous new production
- Distinctive 1970s/early 1980s animation art style
- Extremely silly game
- Affordable at $30
- Unique character meeples
- Game is deliberately broken and chaotic
- racing
- chaos
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- When the leaves won't, Vegas will. That's the official slogan of Dice Tower West
- Heliocentrism
- This game is broken and it can just go off the rails, but that's the fun
- Pocket Galactic
- I would love to watch this one and not play it
- Card counting is a valid strategy in Happy Salmon
- This is like crypto on speed
- Dead on, pun intended
- You would be surprised to see just how much strategery would come out
References (from this video)
- very accessible for families
- high-chaos, high-energy fun
- power interactions can feel overbearing if not balanced
- chaotic competition with powerful characters
- fantasy racing with magical racers
- light, chaotic, family-friendly play
Mechanics (from transcript analysis)
- powered racers — each racer has a unique, potent ability that triggers during play
- roll and move — simple dice-based movement with racing goals
Video topics + discussion points
Quotes (from this video)
- The Emerald Flame was an amazing experience.
- I love a good cooperative game, but I also love a good competition every once in a while.
- This game has just the right amount of moving parts… to really benefit people that can think a few turns ahead.
- Vantage is like Breath of the Wild, but in board game form.
References (from this video)
- Accessible for families and kids
- Chaotic, laugher-inducing gameplay
- Theme may be too silly for some
- roll-and-move with special abilities
- Whimsical race world with quirky racers
- goofy and chaotic
Mechanics (from transcript analysis)
- character abilities — Powers affect each race; bananas and other twists appear
- Roll-and-move racing — Choose racers; dice determine outcomes per round
Video topics + discussion points
Quotes (from this video)
- Nobody expects the Spanish Inquisition.
- The only thing you can count on in this game is chaos.
- If you've got a rowdy and loud family, Hot Streak is going to be for you.
- Beige box belies its depth.
- This is a no-brainer for any Lord of the Rings fans.
References (from this video)
- deep, strategic drafting
- high interaction and variety
- great for groups that want more depth
- more complex; heavier for casual players
- longer playtime
- auto-battler style racing with powers
- Fantasy racer tournament with drafting and powers
- draft-and-race with strategic maneuvering
- King of Tokyo
Mechanics (from transcript analysis)
- Drafting racers — Players draft which racers are available for the race.
- Power interactions — Racers have special powers that interact in complex ways.
- Race dice movement — Dice determine movement and outcomes in each race.
- Two-phase drafting per race — Plan and deploy two racers per round to optimize scoring.
Video topics + discussion points
Quotes (from this video)
- Probably one of the most fun party games I played in a long time.
- This next one is from CMYK Games. It's called Hot Streak.
- Magical Athlete... it's basically like an auto battler like you're rolling and moving.
References (from this video)
- instant hit with clear chaos and interaction
- great for family gatherings
- strong theme and character variety
- theme not deeply integrated into mechanics
- could feel random to some players
- fantasy sports
- Fantasy athletic competition with magical abilities
- chaotic, humorous
- Roll for the Galaxy
Mechanics (from transcript analysis)
- character powers — drafted characters grant unique abilities that interact during races.
- dice-rolling — players roll dice to move their racers around a track.
- drafting — players assemble a team of four characters with distinct powers.
- race structure — four races; end-game points depend on finishing order and timing.
Video topics + discussion points
Quotes (from this video)
- This is not a racing game. It's a deck building game with dice that help you perform your actions.
- Production value top-notch, of course.
- It's chaos, y'all. It is total chaos.
- The sweet spot probably four to five players.
- This looks like a racing game on the cover, but they talk about deck building, and this is not a racing game.
References (from this video)
- chaotic and fun
- family-friendly and lighthearted
- reprint improves presentation
- some may find depth lacking
- art style may not appeal to everyone
- chaos and humor
- cartoonish athletic magic world
- lighthearted
Mechanics (from transcript analysis)
- character-specific abilities — each character operates differently with unique powers
- roll-and-move — move a character a number of spaces based on a die roll
Video topics + discussion points
Quotes (from this video)
- it's one of the most simple games ever created
- Scythe was a revelation when it was first released
- Katan is without doubt one of the greatest games of all time
- it's chaos in a box. It really doesn't have the right to work as well as it does, but obviously it does
- this is a game called Blood Rage
- Pillars of the Earth... one of the greatest euro games that we have ever played
References (from this video)
- Accessible party-game feel with depth from powers
- Strong concurrent drafting and strategy
- May be chaotic for some groups
- drafted racers with unique powers
- magical auto-battler racing
- brief race-by-race drafting with evolving powers
- Hot Streak
- Jungo
Mechanics (from transcript analysis)
- dice-driven movement — dice determine race outcomes and positioning
- drafting — pick racers with distinct abilities for each race
- turn sequencing — decide order of races and leverage abilities
Video topics + discussion points
Quotes (from this video)
- it's basically like Where's Waldo the board game
- this is Mindbug, which is I've been touting for the last few years
- The twist is you're playing cards very simply
- Here's the best reprint: Wolf Street
References (from this video)
- Fast and fluid turns that feel breezy rather than grindy
- Approachable and easy to teach, ideal for casual game nights
- Silly, memorable character abilities lead to chaotic yet enjoyable moments
- Supports quick play sessions and can handle parties or mixed-age groups
- Overhyped expectations can obscure the fact that depth is lightweight
- Some racer abilities require a bit more reading for new players
- High randomness can reduce strategic planning for some groups
- Magical competition with chaotic, humorous interactions and unpredictable shifts in momentum
- A fantasy, magical athletic race circuit where competitors race using powered-up abilities
- Lightweight, chaotic, party-oriented humor; emphasis on accessibility and quick loops
Mechanics (from transcript analysis)
- dice-driven movement — During each race, players roll a die to determine how far their selected racer moves along the track.
- multi-race structure with concealed picks — The four races occur with each drafted racer being used once, and racers are chosen secretly for each race.
- racer ensemble drafting — Initial draft yields two racers per player, followed by another draft to reach four; later, players pick one to enter the first race.
- snake drafting — Players draft two racers each in a two-pass snake order, then redraw with a shifted order to form a four-racer ensemble.
- variable power racers — Racers possess unique, often game-changing abilities that trigger under specific conditions and can dramatically affect the race dynamics.
Video topics + discussion points
Quotes (from this video)
- an awesome lightweight party game
- very minimal player choices
- game-breaking abilities are so much fun
- It nails its premise
- not trying to be something that it isn't
- If you're looking for a highly randomized, wacky racing game with very minimal rules, so it is pick up and play and just sheer fun
- the perfect game at what it is trying to be
References (from this video)
- great for family play with high chaos and laughs
- supports large player counts with a lively table presence
- ap (attention/planning) heavy for players who like tight optimization
- some combos can swing games unpredictably
- quirky athletic fantasy
- fantasy sport competition with magical powers
- light-hearted chaos with family game-night energy
Mechanics (from transcript analysis)
- player combination engine — a chaotic mix of characters and card interactions that can explode into wild outcomes
Video topics + discussion points
Quotes (from this video)
- the theme was super fun
- our streets are full of crap. We can't take anymore
- it's a brutal, but very engaging game with strong player interaction
- Magical Athlete... got to play that with the fam
- Tulip Bubble... this is a simple market-driven economic game, but so well done
- Night Soil... a really fun, chaotic experience with friends
- Ticket to Ride... blitzed them, completely decimated them
References (from this video)
- fun even when losing
- memorable gameplay experience
- minimal game manager requirements
- wacky and entertaining
- racing
- light
- wacky humor
- Array
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Host was quoted on the game
- Sports
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Welcome to the most boring unboxing in the world
- We don't know it's good till we play it
- This is a new way to play the game. A way to suck people into the CCG
- I think boxes are fine
- I've seen every game in the world at this point
- A lot of good games in this one, huh? So many I can't even fit them all in this bag