Build a football club on mars, play future-soccer rules in thin Martian atmosphere with only a fraction of Earth’s gravity.

 

Project Update: Join our Watch List for future updates on our board game. For inquiries for publishing rights and licensing, Contact Us.

Meta Olympia is a fast-paced deck-building, dice-based table-top game. The objective of the game is to be the most bad-ass team on the planet by building your roster, training, and gathering resources in a pre-season, and then go head-to-head against your fellow players.  

You decide on your strategy and how to play matches tactically to earn prestige. There’s more than one way to win as you battle for Martian sport superiority!

Take a look at our rules to get a feel for how the game is played!

 
Rulebook-Title.gif
 
 
 

Note: The game is not currently available. This summary of rules are pre-release, so please consider these this outline as beta documentation.

 

 

Meta Olympia is packed with beautifully designed components and features incredible art by a host of talented artists & designers. Components include:

  • More than 128 unique cards

    • 50+ unique Athlete Cards

      • Rookie, Pro and All-star tiers

    • 30+ Tactic Cards

    • 24+ Sponsor Cards

    • 24+ Scrimmage Cards

  • Modular board and play-mat

    • 12 different Stage Tiles that dock to the main board

    • Arena-mat (the play-mat) for playing matches against fellow players

  • Dice

    • 4 custom 12-sided dice

  • Game Tokens

    • 40 Credits tokens

    • 24 Popularity tokens

    • 24 Prestige tokens

  • Cast Miniatures

    • 4 unique sculpted figurines

 
 

Board and Components Set-up

  1. Place the main board down and connect 3 stage tiles together to each dock point (each diagonal socket is labeled Stage 1, Stage 2, Stage 3 and Stage 4). You can create different combinations with the stage tiles, but each stage track must include 1 black, 1 grey, and 1 white bordered tile

  2. Randomly draw 2 major sponsors and reveal them, face-up, to all players. Place them by the stage end board

  3. Deal each player their starting hand

    • 6 Rookie Athlete Cards

      • 3 defensive athletes

      • 3 offensive athletes

    • This is your starting roster to build on

    • Everyone’s starting roster has identical athlete composition

4. Deck set-up

  • Shuffle all the remaining rookie cards with the rest of the athlete cards. Place them facedown in a pile

    • Reveal 3 athletes face up, side-by-side, beside the draw pile

  • Shuffle and place all tactics cards facedown in a pile

  • Shuffle all the remaining major sponsor and minor sponsor cards together. Place facedown in a pile

  • Set scrimmage cards in order of tiers. Place them facedown in a pile

    • The lowest tiers are at the top of the facedown pile, and the highest tiers are at the bottom

    • Scrimmage tiers are labeled at the top left of each card

5. Each player receives

  • 3 credits

    • Credits are the Martian currency that help you recruit athletes and contribute to your victory

  • 1 popularity

    • Popularity is the measure of fan’s support and influences some results of your actions

Players Set-up

While the board and decks are being assembled, players will give their team a name. As with real sports, everyone needs to know who to root for or against, so every player declares their team name from the get-go. It’s also fun to come up with your colony and even location on Mars, so you know where your fictional fans and support comes from. For example, you can pick somewhere like where the Spirit Rover landed, the Gusev Crator, as your colony. Then have some fun with your favorite words to come up with something like “The Gusev Super Colliders”. You can even adopt the same name for every time you play, draw up your club logo, pick a mascot and track your win-loss record ever time you play.

  • Players declare team names

  • Players each pick one of the 4 unique figurines

  • All players should have their starting hand of 6 rookie cards

  • The starting turn order is determined by each player rolling a 12-sided die

    • The player who rolls the GOAL symbol ⦿ goes first. There is a 1/4 chance of rolling this result

      • If multiple players successfully roll GOAL, those players engage in a roll-off until there is a single decisive outcome

    • The starting turn order moves clockwise from the first player

    • Place team figurines in turn order at the beginning of Stage 1

 

 

Meta Olympia is designed with two distinct phases. Phase 1 is all about ‘building’ and phase 2 is pure player versus player action. Repeated over 4 stages, the game delivers a nice oscillating pace with an escalating crescendo as players drive to the final championship.

  • Phase 1 (Pre-Season Phase)

    • Players determine the moves to improve their team and gather resources that prepare them for PVP matches

  • Phase 2 (Tournament Phase)

    • Players face off against each other to capture precious credits, popularity and prestige tokens

 
 

TIP: Preparation is key to success. Choose your actions wisely as you progress through each stage. Improve your team and gather resources to pave your way to the championships.

 

How to Move

Players move forward in the track, landing on the spaces of the actions they wish to take. Actions are resolved immediately after the players land on it.

  • Players may only move forwards and can land on any empty space they choose. Players must move to a new tile

    • In a 3-4 player game, 2 players are allowed on each tile at one time

    • In a 2 player game, only 1 player is allowed on each tile at one time

  • Move order — The player in the last position of the stage is the player to move next

  • Players can choose to land on as many spaces along the track, but once they reach the end, they cannot go back and must wait for other players to complete their moves

  • When reaching the end, players may choose which empty Match Up spot to take

 
 

TIP: Players who arrive to the end first get their choice of Match Up Spots; Home teams have an advantage in matches.

 
 
 
 

Stage Tiles

FUNDRAISE TILE

Build your team’s funds or gain sponsors - fulfilling their requirements earns extra rewards.

When you land on a Fundraise tile, take 3 credits OR gain a sponsor.

If you choose to gain a sponsor, draw 2 cards from the sponsor draw pile - choose only one to keep and discard the other, facedown.

  • If you choose a major sponsor, reveal to all players and place face-up on table

  • If you choose a minor sponsor, keep the card in-hand and score at the appropriate time

Note: All major sponsor are placed face-up for all players to strive for. These will be scored at the end of the game.

 

STRATEGIZE TILE

Tip: Collecting more tactics cards will give you more choices to boost your team or sabotage your opponents when playing matches.

When you land on the Strategize tile, draw 2 tactics cards and choose one to keep. Discard the other, facedown.

Note: You do not reveal your tactics cards, so keep them secret until you go head-to-head in scrimmages or matches.

 

RECRUIT TILE

TIP: Swap in your rookies as fast as you can to advance your team.

When you land on the Recruit tile, you may choose to recruit 1 athlete with a trade.

Recruit your athlete by doing one of the following:

  • Choose one of the 3 face-up cards

  • Draw 2 athletes from the top of the deck and choose one

    • Place the other athlete faceup on the discard pile

  • Choose the top athlete in the discard pile

    • You may be picking up an athlete that previously played on another team!

To make the trade, you must return an athlete in your hand and pay the difference in value for your new chosen athlete.

  • If you are trading for a player that you need, but is of lower-value, you do not need to pay

Traded-in athletes are discarded, face-up, beside the athlete deck. Your hand must always have 6 athletes.

Note: When the Athlete deck is exhausted, shuffle the discard pile and replace, facedown, as the athlete deck.

 

SCRIMMAGE TILE

TIP: Playing in scrimmages gives the opportunity to gain credits and/or popularity before entering the Tournament phase.

When you land on a Scrimmage tile, you do not play against another player, rather, you solo play a match with your athlete cards to beat the scenario presented on the scrimmage card.

  1. Draw the top scrimmage card

  2. Choose an athlete to play, roll the 12-sided die and resolve the result

  3. You can play tactics card, if desired

Repeat steps 2-3 for your second and third rounds. Total up your score and compare with the score of the scrimmage card.

Note: See more details in HOW TO PLAY A MATCH and DICE DETAILS below.

 

SCRIMMAGE RESULTS

  • If you score higher than the scrimmage card, you WIN!

    • Collect the rewards indicated on the scrimmage card

    • Keep the scrimmage card; scrimmage cards can contribute to certain major and minor sponsorship goals

  • If you score equal to your opponent on the scrimmage card, you tie

    • Collect the rewards but discard the card, faceup

  • If you score lower than the scrimmage card, you lose

    • Do not collect the rewards and discard the card, faceup

Note: Once a scrimmage card is played and discarded, it cannot come back into play.

INJURY ROLLS

  • If you roll an injury result during any of the rounds, the athlete played is turned face-down and is out of play until they can be recovered. See DICE DETAILS for injury recovery rules.

 

FREE DAY TILE

Use this opportunity wisely to further your strategy and advance your team.

When you land on a Free Day tile, complete any one of the four tile actions of your choice: Fundraise, Strategize, Recruit, or Scrimmage.

 

Athlete Card Details

TIP: Trade in athletes as you go to build a stronger, more powerful team to win the championship

THREE TIERS OF ATHLETES

All athletes are divided into 3 different tier levels that reflect their experience and abilities in the game. Higher level tiers cost more credits to recruit.

  • Rookies Athletes are just starting off in the game and make up your starting hand of 6

  • Pros Athletes are more experienced; they are stronger, valued higher, and have more abilities

  • All-Star Athletes have the most experience in the game; they are the strongest and most diverse athletes. They are the highest-valued tier

Note: The value of each athlete is indicated in the top-left of each athlete card

Defensive Rookie Athlete with an individual Ability

Offensive Pro Athlete with Special and on play Abilities

 

THREE TYPES OF ATHLETES

Every athlete is either a defensive or offensive player. However, some athletes have dual abilities.

  • Defensive Athletes lower the match points of your opponents by countering their goals

    • They can be part of a defensive combo

  • Offensive Athletes advance your match points by scoring goals for you team

    • They can be part of an offensive combo

  • Dual Athletes can have both defensive and offensive abilities

    • They can be part of either a defensive or offensive combo

Note: An athlete’s type is indicated by a defensive or offensive icon in the top-right corner of their card

Offensive Rookie athlete with an offensive Combo

Dual all-Star athlete with on play abilities

 

AUGMENTED ATHLETES

Some athletes may have additional abilities that make them stronger, either alone or with their teammates. These abilities are indicated on their cards.

  • Individual Abilities allow athletes a slight, constant advantage

  • Combo Abilities allow athletes to work together and activate an action

    • Activate a defensive combo by playing an athlete with a defensive combo ability in the round directly after playing a defensive athlete

    • Activate an offensive combo by playing an athlete with an offensive combo ability in the round directly after playing an offensive athlete

    • Some athletes have both defensive and offensive combo abilities. Activate these combos by playing these athletes directly after any type of athlete

  • Special Abilities are activated when the Special Ability die face is rolled

    • Only some Pro and All-Star athletes have this ability

    • See DICE DETAILS below to see the die face

  • On Play Abilities provide athletes with an action to resolve immediately when played

 
 

Ending the Pre-Season Phase

The first player to the end of the stage gets their choice of spot in the Match Up bracket. Each subsequent player to arrive gets to choose from the remaining spots.

  • A 4-player game has the players in each bracket face off against each other

  • A 3-player game has the players in the first bracket play, with the loser matched up against the remaining player

  • A 2-player game has the players face off in a best-of-3 match

    • Based on how competitive you are, players can agree to play a best-of-5 or even 7 matches

 

Player vs. Player Competition

PVP is where the big fun happens in Meta Olympia. Matches, similar to scrimmages, are played with a 3-round system. Within a round, players play an athlete card on the arena mat, roll the 12-sided die, have opportunities for back-and-forth counter moves with Tactics cards, use unlocked-bonuses based on their Popularity, and keep track of their teams score in real-time with the built in score dials.

This is the Areana Mat. It indicates each of the 3 rounds with score-keeping dials

HOW TO PLAY A MATCH

The match is determined by three Defining Moments (each Defining Moment is one round); during each Defining Moment, each player has 2 sets of actions. The Away team goes first.

First Set: Reveal & Roll

  1. Choose an athlete from your hand to play and reveal it by placing it face-up on the tournament mat

  2. Immediately resolve any combos or On Play abilities indicated on your athletes card. You cannot combo with future players

  3. Roll the die for the athlete and immediately resolve the results

Note: Use the score-keeping dials to dynamically adjust your team’s score as plays happen.

Once the Away team’s die results have been resolved, it will be the Home team’s turn to Reveal & Roll. Once both teams have completed the first set of actions, players move on to the second set for the chance to boost their athlete or sabotage their opponent using tactics cards. The Away team goes first.

TIP: On your first move as an Away team, play offensive athletes first as counters have no affect on team’s with a 0 score.

Second Set: Play Tactic Cards

  1. Choose to play one, or no, tactic card by revealing it and placing it face-up on the athlete

  2. Immediately resolve the results. Any costs for the tactic card must be paid to activate the card

  3. Once a tactic card is used, place it face-up in a discard pile

Once the Away team has played and resolved one tactic card, the Home team will take their turn. Take turns playing and resolving tactics cards - players can pass on playing a card on their turn, but continue the next turn. When both players decline to play any more cards, this concludes a Defining Moment.

TIP: It it not strategically advantageous to play all your tactic cards in one round.

Players continue through the remaining two Defining Moments. Once all three rounds are complete, the match is concluded.

 
 

DICE DETAILS

The 12-sided dice are used to determine the results of scrimmages and matches.

Each die has 6 different symbols distributed on the faces, establishing the base probability for each possible result.

It is also important to note, popularity bonuses and tactic cards grant the use of more than one die for a roll, increasing the permutations and odds.

Goal

Add 1 to your team’s score dial.

Counter

You block your opponent’s goal. Remove 1 from their team’s score dial, with the lowest possible score being 0.

4-Boost

Activate the corresponding boost indicated on the athlete’s card, if applicable.

8-Boost

Activate the corresponding boost indicated on the athlete’s card, if applicable.

Special Ability

Activate the athlete’s special ability. This is only applicable to some athletes.

 

Injury

The athlete is out of play, until they are recovered.

  • Any previous action taken by this athlete remains, but no further actions with the athlete may be taken while injured

  • Athletes that are injured cannot be used in any future combination, or play tactics cards, with exceptions

There are three ways to recover an injured athlete:

  • “Re-Roll” tactics cards allow a new die roll and resolution to occur

    • This card may be used immediately after an injury occurs. Through the superior medical advancements on Mars, the athlete is healed and play continues as normal. Medical Science prevails!

  • “Medic” tactic cards heal an injured athlete

    • This card may be used immediately after an injury occurs. The athlete is healed and play continues as normal

    • A player can also use this card during their tactics card turn to heal an out-of-play injured athlete

  • If you do not have any recovery tactics cards, or choose not to use them, you have a chance to recover injured athletes at the beginning of each match

    • Before a new match begins, choose an athlete from your hand to recover and roll a die. If you roll a Special Ability you have successfully healed your athlete!

      • Any other die outcomes leave your athlete injured

      • You may roll one die per injured athlete

      • You may pay a popularity token to roll an extra die and increase your odds of recover. See POPULARITY TIERS below

Note: Injuries are carried forward between all scrimmages and matches, until the player can be recovered.

POPULARITY TIERS

Popularity is an influencing-mechanism in the game that emulates the intangible spirit and positive energy of loving fans.

Collect popularity tokens by playing scrimmages and matches. You can trade these tokens in to unlock extra dice rolls to increase the probability of rolling a favorable outcomes. Players must perform the transaction before their dice roll action.

  • 2 popularity tokens: Roll 2 die; choose which roll is most advantageous to you and keep that roll

  • 3 popularity tokens: Roll 3 die; choose which roll is most advantageous to you and keep that roll

  • 4 popularity tokens: Roll 4 die; choose which roll is most advantageous to you and keep that roll

MATCH RESULTS

  • Winner: collect 1 prestige token, 1 credit token, and 2 popularity tokens while the loser gets nothing

  • Draw: both players are awarded 1 popularity token each; no prestige or credits are awarded

  • Sponsor Payouts: reveal any successful match-end minor sponsor goals and collect the rewards described on the sponsor card

 

Post-Tournament: Reset

After the tournament phase is completed, players reset for the next Pre-Season.

  • Move figurines to the start of the next stage, in reverse order

    • Last player to arrive in the prior tournament is first to move in the next stage

  • Repeat playing through each pre-season stage and tournament matches in the same manner until you reach the Final Championship Tournament in Stage 4. The Stage 4 tournament will be played differently, in a round-robin style to determine the final football champions!

 

FINAL CHAMPIONSHIP TOURNAMENT

TIP: This is the last chance to lay it all down and gather credits, popularity, and prestige to claim victory on Mars.

For games with 2 players, play a best-of-5 matches. You can also agree in advance to shorten or extend the final tournament with best-of-3 or best-of-7.

For games with 3 or more players, final matches are round-robin style playoffs.

Match ups will begin based on the position of players after the pre-season. Each match in the round-robin tournament will payout the same rewards as a regular match. 

The order for a 3-player match will be as follows:

  1. Spot 1 vs. 2 

  2. Spot 2 vs 3

  3. Spot 3 vs 1

The order for a 4-player match will be as follows:

  1. Spot 1 vs. 2 and 3 vs.4

  2. Spot 4 vs. 1 and 2 vs 3

  3. Spot 2 vs 4 and 3 vs 1

 

Final Scoring

After the final championship tournament has been played, final scoring takes place to determine the overall Meta Olympia winner.

The player with the most Prestige wins the game!

Here’s how to calculate the final Prestige score:

  • Tally prestige points you collected from:

    • Prestige tokens earned from matches

    • Minor sponsor cards with prestige rewards

  • Tally prestige points earned through major sponsors at the end of the final tournament. 

  • Convert your remaining credits and popularity tokens to prestige points. 

    • 3 Martian credits = 1 prestige

    • 2 popularity tokens= 1 prestige

Optional Rules and Configurations

The Meta Olympia board game system and mechanics enable the building blocks for optional ways to play the game. During play-testing, we discovered a few house-rules that spiced up the dynamics and made for great laughs. Add in these rules and configurations as desired to amp up your game play!

GAMBLING

Prior to a match or scrimmage, players not participating in the contest can declare a bet.

  • Bets are limited to 1 credit against the house and they win or lose 1 credit

  • Alternatively, players can make wagers with other non-participating scrimmage/match players at higher stakes of their choosing

LESS STAGES, MORE PRE-SEASON TILES

During set up, extend the length of the Pre-Season by using the 12 Stage Tiles to configure longer Stage 1 and Stage 2 plays.

  • This allows more team and resource building time, while reducing the number of Tournament rounds

  • This is an effective way of calibrating the game for play duration

PLAYER TO PLAYER ATHLETE TRADES

In addition to drawing from the Athlete card deck when a player lands on the Recruit Tile, a player can use this action to invite trade negotiations with another player. 

  • Players may only have 6 Athlete Cards at any given time, so uneven trades must be rationalized by discarding or drawing additional athletes, one at a time, from the top of the deck

  • P2P trades can include credits 

  • P2P trades CANNOT include:

    • Popularity tokens

    • Prestige tokens

    • Minor sponsors or tactic cards

      • Revealing secret cards is a slippery slope, thus restricted  

THE MEGA LEAGUE

If you have 2 Meta Olympia board games (or more), combine them to allow more than 4 players.

  • Use Stage Tiles to double the length of 4 Pre-Seasons Stages

  • Combine your Athlete, Sponsor, Scrimmage, and Tactic Card decks to accommodate the increase in players

  • Add two more Match Up brackets using your second Meta Olympia board

  • Use both Tournament Boards to play simultaneous matches

  • Also make sure to mark figurines to distinguish between identical pieces

TEAM UP (CO-MANAGING)

You don’t have to play a team solo. Bring on an assistant coach to manage your athletes, resources and make team decisions with a co-player. It certainly can add a dimension of team spirit and animated interactions when you have someone on your side.

MID-GAME ALLIANCES & MERGERS

For games with 3 or more players… Sometimes when a club is in the pits (last in the standing, broke, no chance at the championship), they don’t want to go on, but still want to part of the game. It is possible to make a drastic franchise and league maneuver.

  • If there is at least 1 full stage remaining in the game, a player can attempt to dissolve their club and negotiate a buyout from another player’s club. For this to happen, at least one other player not involved with the transaction must approve the deal

  • If approved, the players can join forces, but must follow these procedures:

    • The dissolved team’s name and figurine get discarded

    • The dissolved team forfeits all popularity, prestige, credits, and minor sponsors in hand.

    • The acquiring team must sacrifice all credits

    • The two merging players must cut athlete and tactic resources before continuing

      • Select 6 athlete cards to stay on the roster and 6 to go into the discard pile

      • Select 1/2 of the combined tactic cards to keep (rounding down). Discard the rest, facedown

  • After all the merger procedures are complete, players can co-manage the team for the remainder of the game