Build a football club on mars, play future-soccer rules in thin Martian atmosphere with only a fraction of Earth’s gravity.
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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!
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
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
Randomly draw 2 major sponsors and reveal them, face-up, to all players. Place them by the stage end board
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.
Draw the top scrimmage card
Choose an athlete to play, roll the 12-sided die and resolve the result
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
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
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.
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
Choose an athlete from your hand to play and reveal it by placing it face-up on the tournament mat
Immediately resolve any combos or On Play abilities indicated on your athletes card. You cannot combo with future players
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
Choose to play one, or no, tactic card by revealing it and placing it face-up on the athlete
Immediately resolve the results. Any costs for the tactic card must be paid to activate the card
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:
Spot 1 vs. 2
Spot 2 vs 3
Spot 3 vs 1
The order for a 4-player match will be as follows:
Spot 1 vs. 2 and 3 vs.4
Spot 4 vs. 1 and 2 vs 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