When I first encountered the game Magical Athlete earlier this year, it was through a YouTube video. I was immediately attracted to the art from Angela Kirkwood which hits an awesome 1970s style that, to me was a cross between Schoolhouse Rock! and Sweet Pickles (links provided for those too young to remember those awesome nuggets of 70s/80s childhood gold).

The aesthetics of Magical Athlete were most certainly my vibe but, upon watching the videos that I found, I thought the gameplay... unfortunately wasn't. This was an old school game and not good old school in the way way that TTRPG throwbacks like Old School Essentials or Shadowdark are. Instead Magical Athlete seemed like it was not much more than a simple retro game a la Candyland, if maybe only slightly more advanced. You roll dice to move around a board, there are spaces to make you move forward or backward or lose a turn, and first person to the finish line wins. It sounded like they'd taken the 1970s vibe a little too far and made a game that seemed so generic and dull that, despite the amazing art, I ignored and, in short order, forgot about completely.Cut to earlier this year when, while out shopping at my local Barnes and Noble, I came across a copy of Magical Athlete in the wild. The artwork again, with it's bright primary colors and thick cartoon design, caught my eye immediately. This time though, I had a few spare bucks in my pocket and didn't see anything else I wanted anyway, so I took a chance and picked up Magical Athlete.
And boy am I glad I did!
I won't go into the whole history of Magical Athlete, but to the short version is that it was released in the US in 2003 as a translation of a Japanese game of the same name. At the time, it barely made a blip on the radar (I think I recall The Dice Tower doing a blurb about it but that may be fuzzy memory) due in no small part to some horrendous art and design. Cut to 2025 and CMYK Games, which at the time I only knew from their game Quacks) in conjunction with Richard Garfield, yes that one... the designer of Magic: The Gathering, updated the art and tweaked some of the rules and racers and put Magical Athlete back on the market.
As mentioned already, the premise of Magical Athlete is simple. You roll dice and race to the finish. However, what I didn't know back when I wrote it off as a dull generic throwback, was that there's a twist. The game lets you play as a team of four racers, out of a total 36 available. Each racer has it's own distinct power or ability that breaks the rules of the game in some unique (and often hilarious) ways. For example, there's Baba Yaga who trips other players (causing them to lose a turn) or, one of my favorites, the Scoocher who gets to move forward each time any other racer activates their abilities, which is a LOT. This mish-mash of racer abilities can create some hilarious and often unexpected combinations. Add to that a double-sided board with a track on each side. One, called the Mild Mile, being simple race to the finish and the other, the Wild Wilds, being a little more chaos with the aforementioned move forward or back spaces and the like. You race each of the tracks twice, gaining points through winning (and other various means) with the winner being whichever team of racers has the most points at the end. The sheer variability in the racers alone leads to a game I wish I hadn't so quickly dismissed.

And here we are today with the release of Magical Athlete: Second Wind which I was very happy to get an advance copy of from CMYK games so that I could give my thoughts. (Although, as always, a review copy does not sway my opinion one way or the other and I've lost some inside tracks in the past because of it, but at least you know I have integrity.)Second Wind, as mentioned at the start is both a stand alone game and an expansion. You can pick up Second Wind by itself and play it as it's own game or, if you own the original Magical Athlete, you can mix the two games into one massive set for even more cartoon racing chaos.
So now the big question... does Second Wind still have the magic of the original game or does it trip at the starting line? Let's have a look and find out!
Presentation and Unboxing:
The first thing you'll notice about Second Wind is what got me to pick up the original game in the first place. Angela Kirkwood is back on art duty with 36 more racers and a new double-sided board adding two all-new racetracks, this time called the Twisty Twirl and the Whirly World, each with brand new mechanics.
As with the original Magical Athlete, Second Wind's presentation is truly something to behold. Inside the box is the board and two beautifully illustrated paper bags containing some of the most wonderful game components in recent memory for me (at least since the original game that is). In the larger bag, you have the highlight of the set... the meeples and dice. Both the meeples and the dice are all wooden, screen printed and fully illustrated in the same bright colors as the rest of the game's artwork. In total, there are six dice and 38 meeples in the set, which accounts for the 36 new racers and two bonus figures. These bonus figures are because of the abilities of the racers W.E.R.E.M.O.U.T.H., who may transform into something else mid-game, and Hog Knight who has a mount that may be stolen by other racers.
In the second bag are the rest of the components including a set of 36 fully illustrated cards detailing the abilities of the racers, a smaller set of 13 "twist" cards to be used on the new Twisty Twirl track, and a set of point counters for keeping record of who's winning.
All in all, just as with the original game, the components of Second Wind are something lovely to behold and the joy I get from that glorious art and the tactile feel of the wooden pieces can't be overstated.
Gameplay Basics:
So, as mentioned above and in following with the same format as the original game's rules, the gameplay for Second Wind consists of a series of four races. Before racing each player uses a simple snake drafting system to select a team of four racers. With four cards and meeples in hand, the players then choose their racer for the first race, placing the card for that racer face down in front of them. All players reveal their cards at the same time and the race is on!
Players take turns rolling their six sided die and moving that many spaces (unless they have an ability that says otherwise). The first and second racer to cross the finish line gets a number of points with the number of points increasing for placing with each subsequent race. Then, after four races, the players tally the points for their entire team and whoever got the most points wins.
I won't go into the abilities of all 36 new racers because a game fan (who I'll credit if anyone can give me their name) has already done an amazing job of that here with a webpage for all currently available racers (and a few fan made ones).
What I will detail though are the two new race tracks and the new rules involved. The first, Twisty Twirl has a new "twist" space at the half-way point of the track (hence the name of the track... get it?). When the first racer crosses the twist space, they draw one of 13 random twist cards that then add a new rule for the game that is in effect for the rest of this race. These include things like reversing the direction of the track to make the players move backwards and race to the starting space, eliminating any racer that rolls a six, or even randomly replacing every single racer in the current race!
The second new track is the Whirly World and, if you've played Snakes and Ladders, this one is nothing new but it does add a lot more to pay attention to with the way racers powers can interact. The board has warp spaces which connect two spaces on the board. If you land on one of these spaces, you instantly warp to the other end. Unlike Snakes and Ladders, these warps are two-way meaning they can take you forward or backwards on the track depending on which end your racer lands on.
So, 36 new racers. Two new tracks... let's give this game a run and see how it plays
Playtest:
To put Second Wind through the proper paces, I played four games, a total of 16 races. The first two games, I played with just the two new tracks alternating to have two races on Twisty Twirl and two on Whirly World. For the second two games, I put all the components together with the original game so to allow for all 72 racers to get into the mix and then ran the four races with one on each track going in order from Mile Mile, Wild Wilds, Twirly Twirl and Whirly World for a full racing circuit.
Over the course of the 16 races, I learned several things about some of the new racers. Here's what I learned and it should give you some idea of how the abilities interact and the chaos that can ensue.
Understudy using his ability to copy <Null> which negates other racer's powers if they're in front of him almost negates all abilities over the course of the race making it mostly come down to straight die rolls.
On Whirly World, the combination of LeSaboteur who sends people backwards when they roll a 3 and The Hose, who trips people who are in front of him, combined with the whirls going forward and back, causes complete and utter chaos in the best way.
LeSaboteur can negate the Kraken's power. The Kraken is able to draw all racers to his space and trip them. In the race he was in, he did this on turn one to get a head start but then rolled a 3 so he did not get to move because of LeSaboteur's ability to make him move backwards on a 3.
Kingtripper might be one of my favorites of the new racers as he can keep knocking down the lead racer every single turn allowing himself time to catch up if he falls behind. He won his race fairly easily coming from behind each time someone would get ahead of him.
Icarus is a great push your luck racer. He gets +3 to all of his rolls but he is completely eliminated from the race if he rolls a six even once. As I found out, this also means he can unfortunately be eliminated on turn one.
Gloth, who gets -1 to each roll and bonus points for not moving far into the race does NOT want to land on the Hog Knight and steal their hog by accident. This negates their -1 since the hog gives the rider +2 to all rolls meaning the Gloth still ends up with +1 even with their -1 ability.
The Doppelganger's ability says that the player who finishes first is eliminated. Unfortunately, as I read it, that does mean that the Doppelganger can eliminate themselves if they end up winning which happened in one race.
In the races where things were combined in all out 72 racer, four track mayhem, is where the fun really started and, so far, is my preferred way to play. In these races, such combinations came up as these...
As in real life, Cheerleader can annoy a goth... or in this case, a Gloth. Gloth wants to be not past the second turn on the track to get bonus points, but Cheerleader can make the person in last place move forward every turn. Gloth rolls her eyes at this but moves forward all the same.
Having Flip-Flop and Diva in the same race, leads to a lot of swapping places with first and last place. Flip-Flop can change places with anyone and Diva, if she's in last place, swaps places with the first place racer. It's was a tug of war between the two who could hold the first spot long enough to win. I can't image the chaos if Understudy were in the race and copies one of those powers!
Out of all the twists that I pulled, I think my favorite is reversing the track. It's hilarious when someone pulls away to an early lead only to get half-way around the track, flip over the twist, and suddenly they're in last place.
Also... Gunk and Gloth are good friends.
Final Thoughts:
As I said, I think all-in mode is the way to go by mixing the original box with Second Wind to give yourself a lot of randomness and ability combinations as that's where the fun in this game lies.
With that in mind, it’s perhaps appropriate that this game comes out in November. Why? Because, if you already own the original Magical Athlete, this game could just as well be called Second Helping as it’s like going back for that second Thanksgiving plate of cornbread dressing, fried turkey, and potatoes. Do you need it? Maybe not. But it’s so darned good and you’re certainly going to enjoy it with a huge grin across your face.
Now, if ou're a gamer who likes strategy and planning moves ahead, I'd say perhaps Magical Athlete isn't for you but I'd still recommend giving it a try. It's a hilariously fun romp with the right group of players and, even if it's not normally you thing, it can be a good palette cleanser between games of Terraforming Mars or Cascadia.
But for anyone else who just wants to get down and have fun on game night, you could certainly do worse than either or both Magical Athlete games.
So Where Can I Get It?
You can buy the original Magical Athlete and Second Wind direct from the CMYK Games website. The original game is already in retail stores now and Second Wind should be available hopefully soon.