Magical AthleteSecond Wind
The second Magical Athlete box: 36 brand-new racers, two new tracks with whirls, and 13 Twist cards that flip the race. It plays on its own.

Roll the die.
Then anything can happen.
A racing game where every racer has a power that breaks the rules.
Four racers, four races.
- Pick 4 racers from a shared row, one at a time, going back and forth.
- Each race you send one: roll, move, and the powers go off.
- The first two across the line take points. Later races are worth more.
When the second one crosses the line, the race ends. Even if you were one space away.

What is new in this box.
new racers
None of them is in the first box.
new tracks
Twisty Twirl and Whirly World. Stop at one end of a whirl and you warp to the other: forward or back.
Twist cards
The first racer past the twist on the track draws one, once per race.
tracks together
With both boxes, you race each race on a different track.
You do not need the first box: this one plays on its own, also in two with 2 racers each. See Magical Athlete (Italian edition)
One card.
And the race flips.
A race on the Twisty Twirl.
Track, powers and rules are the real ones: the race ends when the second racer crosses the line, and a tripped racer skips his next roll. In this race 5 of the 13 Twist cards can come out; all 13 are listed below.
Who do you send to the line?
Each racer with its power. «Trip» means skipping your next roll.
They run
Starts on a hog giving +2 to its rider’s main move; whoever stops on the hog’s space takes it.
If he ends his turn 1 space behind a racer, he takes an extra turn.
With nobody within 1 space, he can skip the roll and move 6.
+3 to every main move; rolls a 6 for it and he is eliminated.
Rolls all six dice and picks any number rolled more than once.
+1 to his main move for every racer ahead of him.
Starts the race on the first corner.
After rolling he can keep rolling and adding; if he rolls the same or lower, he does not move.
+1 to his main move for each point his player has; eliminated if he starts his turn 4+ spaces in the lead.
They trip or knock out
Rolls 1 or 2: he turns into a monster that eliminates whoever he passes, for the rest of the race.
Once per turn he can make racers ahead of him reroll their main move.
Once per race, at the start of his turn, he can warp everyone else to his space and trip them.
When others roll a 3 for their main move, they go backwards.
At the start of his turn he can trip the leader.
Every 6 must be rerolled, and each time he moves 1.
Racers ahead of him get -1 to their main move and have no powers.
Other racers within 1 space of him always roll 1.
At the end of his turn he rolls and trips every racer within that many spaces ahead.
They swap and jump
When last he triples his roll; otherwise his main move goes backwards.
At the start of her turn: if last, she swaps with the leader; otherwise with the last.
Whoever finishes 1st is eliminated instead, and he takes their power.
Rolls 1 or 2: draws a racer card and gains its power for the rest of the race.
When others roll for their main move, she can roll too: same number, and she moves that much.
Before the race he picks an opponent; starting his turn within 5 spaces of them, he warps to their space.
At the start of his turn he can warp right behind the next racer ahead.
If he ends his turn within 1 space of another racer, the two players can swap cards: each controls the other’s racer.
Before the race she copies an opposing racer’s power.
Points and surprises
-1 to his main move; 3 points at the end if he is not past the second corner.
Instead of rolling she secretly sets the die; if the player to her right guesses it, she does not move.
Whoever stops on his space pays him 1 point; if they cannot, they trip.
Every number does something different: 1 moves 7, 4 moves 4 and plays again, 6 moves 6 tripping whoever he passes…
After her first race she runs all the others as an extra racer for her player.
Trips when passed; while tripped, he doubles his roll instead of skipping it.
Passing anyone with his main move gets him 1 point.
If at the start of his turn everyone else is 5+ spaces ahead, the race is cancelled and he takes 3 points.
The racer to his left gets +2 to their main move; if they finish 1st, he gets 3 points.
The 13 Twist cards
The first racer to pass the Twist space makes you draw one: it changes that race.
The last place racer moves 7.
The race reverses direction.
Everyone warps to space 1, and +3 to every main move from now on.
Moving 6+ with your main move eliminates you.
Stopping on one of the last 2 spaces sends you back 5.
Everyone rolls once: that number for the rest of the race.
A point chip on every empty space after the first corner: whoever stops there takes it.
After each turn the player rolls and skips that many players.
A monster starts on the Start, moves after every turn and eliminates whoever it passes.
Draw 2 more Twist cards and do both, in order.
Everyone draws a new racer and may swap it with the one racing.
1st and 2nd race again, one on one, from the second corner (1st goes first), for both trophies.
Whoever triggered it is eliminated, but runs the next race as an extra racer.

Six short answers.
Very light rules: roll and move.
Dice, powers and Twists. Your choice is who to send, and when.
Four quick races.
In two or three, each player can race two racers.
Every racer and Twist card has one written power.
But you can mix the racers of both boxes.
Is it for you?
You will like it if
- you want laughs and screams in half an hour
- you play with friends, family or non-gamers
- you loved the first box and want more chaos
Skip it if
- you hate losing to luck
- you want long plans
- at your table nobody reads English
Keep your best racer for the last race.
Later races are worth more points.
What people ask before buying
What is Magical Athlete: Second Wind?
The second box of Magical Athlete, by Christian Kudahl and Richard Garfield on an original game by Takashi Ishida, published by CMYK. 2 to 6 players, 30 minutes, ages 6 and up. A racing game where every racer has a power that bends the rules.
Do I need the first Magical Athlete?
No. Second Wind plays on its own. With both boxes you can mix the racers and race on four different tracks.
What is new compared with the first box?
36 new racers, two new tracks (Twisty Twirl and Whirly World) with whirls that warp you to their other end, and 13 Twist cards: the first racer to pass the twist on the track draws one, once per race.
How do you win?
Each player drafts 4 racers and sends one to each of the 4 races. The first two across the line take points, and later races are worth more. After four races, most points wins.
Can you play with two?
Yes. In two, each player drafts 8 racers and races 2 at a time, rolling for both. There is also a three-player variant with two racers each.
Do I need to know English?
The edition is in English. Every racer card and Twist card has a short written power, so at least one player should read English.
How much luck is there?
A lot: dice, powers and Twist cards. The choices are which racers you draft and when you send them.
What is in the box?
1 double-sided racetrack, 36 racers plus 2 other pieces, 36 racer cards, 13 Twist cards, 6 dice, 4 gold and 4 silver chips, 9 bronze 3-point and 28 bronze 1-point chips, and the rulebook.
36 racers on the line. Who goes first?
Our assistant has read the Magical Athlete Second Wind rulebook. Ask whatever you like: you stay on this page.