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{{Stub}}
{{Game
{{Game
| name = Rayman: The Board Game
| name = Rayman: The Board Game
| image = [[File:Rayman-boardgame-box.png|center|320px|Rayman: The Board Game]]
| image = [[File:Rayman-boardgame-box.png|center|320px|Rayman: The Board Game]]
| published by = FLYOS
| published by = FLYOS Games
| designed by = Maxime Tardif, Thomas Filippi, Gary Paitre
| designed by = Maxime Tardif, Thomas Filippi, Gary Paitre
| release date = Kickstarter campaign to begin in September 2024
| release date = Kickstarter campaign began in September 2024
| genre = Board game
| genre = Board game
| gameplay mode = 1-4 players
| gameplay mode = 1-4 players
}}
}}


'''''Rayman: The Board Game''''' is an upcoming ''[[Rayman (series)|Rayman]]''-themed board game designed by Maxime Tardif and FLYOS. It was announced in April 2024 and is set to be available on Kickstarter on September 17, 2024.<ref>Official website for ''Rayman: The Board Game'', https://www.raymanboardgame.com/</ref><ref name="kickstarter">Kickstarter, ''RAYMAN® The Board Game'', https://www.kickstarter.com/projects/flyosgames/rayman-the-board-game</ref>
'''''Rayman: The Board Game''''' is an upcoming ''[[Rayman (series)|Rayman]]''-themed board game designed by Maxime Tardif and FLYOS Games. It was announced in April 2024, with the Kickstarter campaign beginning on September 17, 2024 and ending on October 8, 2024.<ref>Official website for ''Rayman: The Board Game'', https://www.raymanboardgame.com/</ref><ref name="kickstarter">Kickstarter, ''RAYMAN® The Board Game'', https://www.kickstarter.com/projects/flyosgames/rayman-the-board-game</ref>


The game will allow for one to four players, and appears to be almost exclusively themed after ''[[Rayman Legends]]''. It is set to include four figures in the base game, two figures in an expansion pack, and a number of variants.
The base game will allow for one to four players, with an expansion that will allow up to six players. The game appears to be almost exclusively themed after ''[[Rayman Legends]]''.


==Announcement and development==
==Announcement and development==
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In June 2024, the game was listed on Kickstarter<ref name="kickstarter"></ref> and the number of players changed from two to five to one to four.
In June 2024, the game was listed on Kickstarter<ref name="kickstarter"></ref> and the number of players changed from two to five to one to four.


In July 2024, the figures of [[Barbara]] and a [[Grand Minimus]] were revealed, and those of [[Rayman]] and [[Globox]] updated.<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1811037743901811130, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »</ref><ref>X, @FlyosGames, https://x.com/FlyosGames/status/1811407597385261202, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »</ref> FLYOS then went on to share videos of the figures for [[Globox]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1813240338892333261, « He's Rayman's best friend and a charming inhabitant of the Glade of Dreams. Globox will be one of the playable characters in Rayman The Board Game, coming to Kickstarter this September. Sign up now to stay updated! »</ref> [[Barbara]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1813951868059468233, « She's a fierce warrior princess, ready to join the action. Barbara is one of the characters you'll play as in Rayman The Board Game. Available this September on Kickstarter. Sing up now to stay up to date. »</ref> the [[Grand Minimus]]<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1816115915710255442, « He is one of the Teensies’ kings, a celestial enchanter, and a beacon of cosmic elegance. Grand Minimus is a playable character in Rayman The Board Game. Coming this September to Kickstarter »</ref> and [[Rayman]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1818348008616099950, « Play as the iconic hero with no arms or legs in Rayman The Board Game! Compete against your friends and dive into thrilling races with style! Coming this September to Kickstarter! »</ref> complete with short descriptions, while also revealing that the game would be available on Kickstarter in September 2024.
In July 2024, the figures of [[Barbara]] and a [[Grand Minimus]] were revealed, and those of [[Rayman]] and [[Globox]] updated.<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1811037743901811130, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »</ref><ref>X, @FlyosGames, https://x.com/FlyosGames/status/1811407597385261202, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »</ref> FLYOS then went on to share videos of the figures for [[Globox]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1813240338892333261, « He's Rayman's best friend and a charming inhabitant of the Glade of Dreams. Globox will be one of the playable characters in Rayman The Board Game, coming to Kickstarter this September. Sign up now to stay updated! »</ref> [[Barbara]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1813951868059468233, « She's a fierce warrior princess, ready to join the action. Barbara is one of the characters you'll play as in Rayman The Board Game. Available this September on Kickstarter. Sing up now to stay up to date. »</ref> the [[Grand Minimus]]<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1816115915710255442, « He is one of the Teensies’ kings, a celestial enchanter, and a beacon of cosmic elegance. Grand Minimus is a playable character in Rayman The Board Game. Coming this September to Kickstarter »</ref> and [[Rayman]],<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1818348008616099950, « Play as the iconic hero with no arms or legs in Rayman The Board Game! Compete against your friends and dive into thrilling races with style! Coming this September to Kickstarter! »</ref> complete with short descriptions, while also revealing that the game would be available on Kickstarter in September 2024.


<gallery>
<gallery>
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</gallery>
</gallery>


On August 15th 2024, the [https://www.youtube.com/watch?v=v40oyzoY_LE official trailer] for the game was published.<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1824076525454393657, « Join the Race! 🏁 Watch the Rayman The Board Game Trailer – Coming to Kickstarter September 17th! Rejoignez la course ! 🏁 Regardez la bande-annonce de Rayman The Board Game – Disponible sur Kickstarter le 17 septembre ! »</ref> Many things were unveiled in the trailer, such as game mechanics, [[Toad Story]] and [[Olympus Maximus]]-themed boards, and an [[Armored Toad]] boss piece. One of the comments on the trailer revealed that Murfy and Teensy Queen would be available as part of an expansion. Another comment revealed that the stretch goals would be replaced with [[Lucky ticket|Lucky Tickets]], providing a new surprise every two days, regardless of the funds raised.
On August 15th 2024, the [https://www.youtube.com/watch?v=v40oyzoY_LE official trailer] for the game was published.<ref>X, @FlyosGames, https://x.com/FlyosGames/status/1824076525454393657, « Join the Race! 🏁 Watch the Rayman The Board Game Trailer – Coming to Kickstarter September 17th! Rejoignez la course ! 🏁 Regardez la bande-annonce de Rayman The Board Game – Disponible sur Kickstarter le 17 septembre ! »</ref> Many things were unveiled in the trailer, such as game mechanics, [[Toad Story]] and [[Olympus Maximus]]-themed boards, and an [[Armored Toad]] boss piece. One of the comments on the trailer revealed that Murfy and Teensy Queen would be available as part of an expansion. Another comment revealed that the stretch goals would be replaced with [[Lucky ticket|Lucky Tickets]], providing a new surprise every two days, regardless of the funds raised.


<gallery>
<gallery>
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On September 11 2024, FLYOS revealed the figure of [[Olympia]].<ref>X, https://twitter.com/FlyosGames/status/1833936218691686440, « This princess came all the way down from Mount Olympus to take the lead in this crazy race. Olympia joins the alternative skins pack for Rayman the Board Game on Kickstarter September 17th »</ref>
On September 11 2024, FLYOS revealed the figure of [[Olympia]].<ref>X, https://twitter.com/FlyosGames/status/1833936218691686440, « This princess came all the way down from Mount Olympus to take the lead in this crazy race. Olympia joins the alternative skins pack for Rayman the Board Game on Kickstarter September 17th »</ref>
<gallery>
Rayman the Board Game Olympia figure.jpg|Detailed view of [[Olympia]]’s figure
</gallery>


On September 16 2024, FLYOS revealed the figure of [[Raymesis]].<ref>X, https://twitter.com/FlyosGames/status/1835695862271389875, « Rayman's evil clone is here to rock out! Raymesis finally joins Rayman the Board Game as an alternate skin. Available on Kickstarter tomorrow, September 17th 10:00 a.m. EST. »</ref>
On September 16 2024, FLYOS revealed the figure of [[Raymesis]].<ref>X, https://twitter.com/FlyosGames/status/1835695862271389875, « Rayman's evil clone is here to rock out! Raymesis finally joins Rayman the Board Game as an alternate skin. Available on Kickstarter tomorrow, September 17th 10:00 a.m. EST. »</ref>


<gallery>
<gallery>
File:Rayman the Board Game Raymesis figure.jpg|Detailed view of [[Raymesis]]’s figure
Rayman the Board Game Raymesis figure.jpg|Detailed view of [[Raymesis]]’s figure
</gallery>
 
On September 17 2024, the Kickstarter campaign began. In just 30 minutes, the funding goal was reached and the first [[lucky ticket]] was scratched off: a Kickstarter-exclusive figure of [[Rayman]] riding a [[giant mosquito]] available to all backers.
 
<gallery>
Rayman the Board Game Mosquito figure.png|The first [[lucky ticket]]: a figure of [[Rayman]] riding a [[giant mosquito]]
Rayman the Board Game Rayman and Mosquito figure.jpg|Detailed view of [[Rayman]] and the [[giant mosquito]]'s figure
</gallery>
 
On September 19 2024, the second [[lucky ticket]] was scratched off: a red [[ghost]] projectile, with its own card and 4 tokens. A poll was also given for the Hero board's environment: [[Desert of Dijiridoos]] or [[Fiesta de los Muertos]].
 
<gallery>
Rayman the Board Game Red Ghost projectile.png|The second [[lucky ticket]]: a red [[ghost]] projectile
Rayman the Board Game environment vote.png|The environment poll
</gallery>
 
On September 21 2024, the third [[lucky ticket]] was scratched off: a Kickstarter-exclusive figure of [[Globox]] sliding on his back available to all backers. It was also revealed that [[Fiesta de los Muertos]] won the previous vote, and a new poll was given for the board's enemies: [[Mariachi]]s or [[Baby Dragon Chef]]s.
 
<gallery>
Rayman the Board Game Sliding Globox figure.png|The third [[lucky ticket]]: a figure of [[Globox]] sliding on his back.
Rayman the Board Game enemy vote.png|The enemy poll
</gallery>
 
On September 23 2024, the fourth [[lucky ticket]] was scratched off: a reveal that the Boss cards will be printed on foil paper. It was also revealed that the [[Mariachi]]s won the previous vote, and a new poll was given for the board's setting: day, night, or a mix of both.
 
<gallery>
Rayman the Board Game Foil Boss Cards.png|The fourth [[lucky ticket]]: foil boss cards.
Rayman the Board Game environment vote 2.png|The scenery poll
</gallery>
 
On September 25 2024, the fifth [[lucky ticket]] was scratched off: an upgrade for the base tokens to be made of thicker, 2mm cardboard. It was also revealed that the mix of both backgrounds won the previous vote, and a new poll was given for the board's platforms: [[flute snake]]s or wooden platforms. By popular demand, the Lums Tracker was also adjusted from backers accumulated to funds raised.
 
<gallery>
Rayman the Board Game thicker tokens.png|The fifth [[lucky ticket]]: thicker cardboard tokens.
Rayman the Board Game platform vote.png|The platform poll
</gallery>
 
On September 27 2024, the sixth [[lucky ticket]] was scratched off: a Kickstarter-exclusive figure of [[Murfy]] flying available to all backers. It was also revealed that rather than one or the other winning, both the [[flute snake]]s and the wooden platforms would be incorporated in the level. It was also said that they would be taking a quick weekend break from votes, with the next one coming next week.
 
<gallery>
Rayman the Board Game Flying Murfy figure.png|The sixth [[lucky ticket]]: a figure of [[Murfy]] flying.
</gallery>
 
On September 30 2024, the seventh [[lucky ticket]] was scratched off: an upgrade for the cards from 250gsm to 300gsm paper, enhancing stiffness, durability, and overall quality. A new poll was also given for the board's obstacles: [[spiky snake]]s or [[spiky flower]]s.
 
<gallery>
Rayman the Board Game premium quality cards.png|The seventh [[lucky ticket]]: premium quality cards.
Rayman the Board Game obstacle vote.png|The obstacle poll
</gallery>
 
On October 2 2024, the eighth [[lucky ticket]] was scratched off: a plastic insert tray to hold all of the base game and the 5-6 player expansion's components. It was also revealed that both the [[spiky snake]]s and the [[spiky flower]]s won the previous vote, and a new poll was given for a new projectile: electric balls, [[flying sword]]s, or [[fork]]s.
 
<gallery>
Rayman the Board Game Insert Tray.png|The eighth [[lucky ticket]]: an insert tray.
Rayman the Board Game projectile vote.png|The projectile poll
</gallery>
 
On October 4 2024, the ninth [[lucky ticket]] was scratched off: a Kickstarter-exclusive figure of [[Barbara]] attacking with her axe available to all backers. It was also revealed that the [[fork]]s won the previous vote, and the final poll was given for a new boss: [[El Luchador]] or [[Grunderbite]].
 
<gallery>
Rayman the Board Game Attacking Barbara figure.png|The ninth [[lucky ticket]]: a figure of [[Barbara]] attacking.
Rayman the Board Game Boss vote.png|The boss poll
</gallery>
 
On October 7 2024, the tenth and final [[lucky ticket]] was scratched off: a Kickstarter-exclusive figure of the [[Goth Teensy]] available to all backers. However, the results of the previous poll were not revealed, rather giving the backers one last chance to vote for the previous bosses: [[El Luchador]] or [[Grunderbite]].
 
<gallery>
Rayman the Board Game Goth Teensy figure.png|The tenth [[lucky ticket]]: a figure of the [[Goth Teensy]].
Rayman board game lucky ticket figures.jpg|An overview of the [[lucky ticket]] figures
</gallery>
 
On October 8 2024, the Kickstarter campaign ended at 5:00 PM EST. It was revealed that [[Grunderbite]] won the previous vote, [[Seabreather]]'s boss cards and token would be added to the game (despite the Lums Tracker not reaching its $500,000 CAD goal for him) and that there would be monthly updates following the end of the campaign.
 
On October 9 2024, the Late Pledges period began for the board game's Kickstarter.<ref>X, https://twitter.com/FlyosGames/status/1849511880626254240, « We're happy to hear that new Rayman games are in development. While you wait for their release, you can now late pledge for Rayman The Board Game on Kickstarter. »</ref>
 
<gallery>
Rayman the Board Game Late Pledges.jpg|Promotional artwork for the Late Pledges opening
</gallery>
 
From November 8 to 10 2024, at select times each day, a prototype of ''Rayman: The Board Game'' was shown off at Ludicon in Montreal.
 
On November 12 2024, the first Creative Diary was released, revealing multiple changes to solo and co-op play:
* Bosses now have their own movement values, as well as easy and hard modifiers.
* Bosses now have a passive effect on their boss card, along with a unique “action deck” to add depth to encounters.
* In co-op mode, a defeated player now enters a [[Bubble#Vitality|bubblized]] state and can be freed by another player’s Slap.
* A new tracker card and new tokens have been added to help keep track of remaining non-Movement Actions.
* The “Customize Your Game” section in the rulebook has (presumably) been expanded, offering variations for players seeking unique challenges.
 
Additionally, updated sketches for the [[Fiesta de los Muertos]], [[20,000 Lums Under the Sea]], and [[Olympus Maximus]] (Palace Ruins) boards were unveiled, revealing [[Underwater Toad]]s and [[Minotaur]]s as the enemies for the latter two boards. Lastly, the size of character joints have increased on the figures, and [[Murfy]]’s figures were given individual teeth.
 
On December 4 2024, the second Creative Diary was released, revealing an updated rulebook and updated art for the cards. The art also revealed that a [[Dark Teensy]] would be a boss in the game, and the rulebook revealed that [[Helicopter bomb|flying bombs]] would be added as projectiles.
 
<gallery>
Rayman the Board Game Boss tokens and cards.jpeg|All four of the base game’s boss tokens and cards, from left to right: the [[Armored Toad]], [[Seabreather]], the [[Dark Teensy]], and [[Grunderbite]]
Rayman the Board Game Projectile tokens and cards.jpeg|Four of the base game’s five projectile tokens and cards, from top to bottom: the [[Live missile|Missile]], the [[Firecracker]], the [[Fork]], and the [[Ghost|Red Ghost]].
</gallery>
 
On January 28 2025, the third Creative Diary was released, revealing a number of French assets for the board game, including a French version of the rulebook that features new art of the [[Helicopter bomb|flying bomb]] projectiles. The update also had a small look at the box art for the base game, the 5-6 player expansion, the set of 10 skins, the deluxe tokens, and the [[lucky ticket]] figures. Finally, the update claimed that the pledge manager, which is being hosted on Gamefound, was in the final stages of setup and would remain open for a few months.
 
On February 12 2025, the game's [https://gamefound.com/en/projects/flyos/rayman-the-board-game pledge manager] opened on Gamefound, letting backers complete their pledges and allowing those that have not backed the game yet to pledge for it until March 15th, when the pledge manager closes. On the same day, the fourth Creative Diary was released, announcing the pledge manager opening and revealing that the production of the game would start at the end of March. The update also showed off the box art from the previous update individually and in a bigger size.
 
<gallery>
Rayman the Board Game box art front.png|The base game's box art
Rayman the Board Game box art back.png|The base game's back art
Rayman the Board Game 5-6 Players Expansion box art front.png|The expansion's box art
Rayman the Board Game 5-6 Players Expansion box art back.png|The expansion's back art
Rayman the Board Game Set of 10 Skins box art front.png|The skin set's box art
Rayman the Board Game Set of 10 Skins box art back.png|The skin set's back art
Rayman the Board Game Exclusive Figures box art front.png|The [[lucky ticket]] figure set's box art
</gallery>
 
On March 24 2025, the fifth Creative Diary was released, announcing that the game's development had been fully finished and that the production phase had begun. The update also announced that the game's [https://gamefound.com/en/projects/flyos/rayman-the-board-game pledge manager] would be extended to April 30th.
 
On May 2 2025, the sixth Creative Diary was released, discussing the impact of the recent US tariffs: influencing operational planning, pausing negotiations with FLYOS's publishing partners, and delaying production of the figure molds to the end of the month. Additionally, the update announced that the company's Community Manager, Billy, left from FLYOS, resulting in slightly longer response times during the search for a replacement for this role.
 
From June 6 2025 onward, the creative updates for ''Rayman: The Board Game'' and the rest of FLYOS's projects were moved from the Kickstarter page to [https://www.flyosgames.com/journal the FLYOS Journal]. On June 6 2025, the first volume of The Hub was released, noting that the game was in the final steps before moving to mass production. The update also revealed that the retail version of the board game would include plastic standees of the playable characters instead of figures. Finally, the update announced that the Gamefound pledge manager would close toward the end of July.
 
<gallery>
Rayman the Board Game plastic standees.jpg|The retail edition's plastic standees
</gallery>
 
On July 9 2025, the second volume of The Hub was released, revealing the pre-production samples of the base game and 5-6 player expansion's printed components and a video unboxing said samples. The update also announced that the process of validating the figure samples had been slightly delayed, pushing back the production timeline and pushing the delivery date to the end of the year. Additionally, a response to a user's comment clarified that only the base game and the 5-6 player expansion would be mass-produced for retail, while the set of 10 skins would mostly be reserved for FLYOS's online store as collectible items. The response also revealed that a figure kit for the base game and 5-6 player expansion would be available in a later reprint of the game, likely with the second production run.<ref>FLYOS, ''The Hub — Your Monthly Look Behind the Scenes (Vol.2)'', https://www.flyosgames.com/the-hub-vol-2, « Just to clarify: Retail will stock only the base game and the 5-6 player expansion—neither of these editions includes figures. A few stores may also carry the “Set of 10 Skins,” but those will be limited; we’re reserving most of them for our own online shop as collectible items. And eventually, we do plan to offer a figures kit (base game + expansion) in a later reprint, likely with the second production run. Hope that helps! » (in response to a user's question about the set of 10 skins going to retail)</ref>
 
<gallery>
Rayman the Board Game box samples.jpg|The pre-production box samples
Rayman the Board Game box samples 2.jpg|The pre-production box samples from a different angle
Rayman the Board Game card samples.jpg|The pre-production card samples
Rayman the Board Game Flying Bomb samples.jpg|The pre-production sample of the [[Helicopter bomb|Flying Bomb]] projectile token and card
Rayman the Board Game printed samples.jpg|The pre-production printed samples
</gallery>
 
On August 11 2025, the third volume of The Hub was released, announcing that the LongPack team started work on optimizations and adjustments on the figures' 3D models, a process that would continue until August's end. From there, the metal molds used for mass-producing said figures would be created, which is when the factory-printed prototypes would be received. Finally, after those steps were finished, mass production would begin.
 
On the same day, FLYOS released an update on the game's Kickstarter, providing a full timeline and reporting that the game's delivery had been delayed to April-May 2026. Additionally, the pledge manager's end date was pushed to the end of August.
 
On August 27 2025, an interview with Maxime Tardif, the co-designer of the game, was released on FLYOS's Journal, talking about different aspects of the development of the board game.
 
On September 18 2025, the fourth volume of The Hub was released, announcing that the models of the 3D figures had been fully approved and that the pieces had been broken down in preparation for molding. The physical miniatures were expected to arrive by the end of the month, meaning that the figures would be shown off in the next update. The update stated that once the models are approved by FLYOS and Ubisoft, the molding process would continue and mass production would commence afterwards. The update also stated that the game was still on track to start production by the end of the year.
 
<gallery>
Rayman the Board Game early samples.jpg|The early figure samples
Rayman the Board Game 3D figure samples.jpg|The approved 3D models of the figures
</gallery>
 
On October 9 2025, the fifth volume of The Hub and an update on the game's Kickstarter were released, both revealing the finished resin prototype samples for the board game's miniatures.
 
<gallery>
Rayman the Board Game prototype samples 1.jpg
Rayman the Board Game prototype samples 2.jpg
Rayman the Board Game prototype samples 3.jpg
Rayman the Board Game prototype samples 4.jpg
Rayman the Board Game prototype samples 5.jpg
Rayman the Board Game prototype samples 6.jpg
Rayman the Board Game prototype samples 7.jpg
Rayman the Board Game prototype samples 8.jpg
Rayman the Board Game prototype samples 9.jpg
</gallery>
</gallery>
On December 9 2025, the seventh volume of The Hub was released, announcing that the molding and tooling phase was 50% complete, purchase orders were being finalized with the game’s distribution partners, the mass production phase would end by April 2026 and the game would deliver around summer 2026.
On December 11 2025, an update on the game's Kickstarter was released, announcing the information from the Hub's seventh volume along with confirmation that Maestro Media would help bring the board game to parts of Europe and the United States. Additionally, they confirmed that a Polish translation of the game was being handled by Red Square Games and that the files for that version of the game were fully finished.
On February 2 2026, the eighth volume of The Hub was released, announcing that the molding and tooling phase was 75% complete, purchase orders were very close to being fully finished, and that a new online store for expansions and additional items was to go live in the coming months. These had a minor effect on the production timeline, but the mass production and shipping dates remained unchanged.
On March 5 2026, the ninth volume of The Hub was released, announcing that the miniature molds were fully completed, all of the paper and cardboard components were finalized, and that the game was close to entering mass production. Of the projects currently in production at FLYOS, ''Rayman'' was expected to be the first game delivered. An update on the game's Kickstarter was released on the same day, re-stating the information said in the Hub's ninth volume.
On April 22 2026, an update on the game's Kickstarter was released, announcing that the game was officially beginning mass production on May 6th.
On May 1 2026, the tenth volume of The Hub was released, announcing the mass production date stated earlier. Additionally, the update detailed a projected total of 14 weeks of mass production, pushing the shipping date to late August. Finally, the update revealed that the game would soon be available to pre-order on the FLYOS website.


==Kickstarter campaign==
==Kickstarter campaign==
(Note: All information is taken from a draft page for the game's Kickstarter, and is subject to change)
The Kickstarter began on September 17 2024 and ended on October 8 2024. The Late Pledges period began on October 9 2024 and ended once the Pledge Manager closed. The board games are approximated to ship to backers by June 2026; at least one month before the game hits retail. The game reached its 50,000 CAD ($36,781 USD) goal within about 30 minutes of its Kickstarter launch, with the total funds raised by the end of the campaign being $480,552 CAD ($352,109 USD).


The Kickstarter is set to begin on September 17 2024 and end on October 8 2024. If they hit their 50,000 CAD goal (roughly $37,000 USD) within that time, the board games are set to ship in July 2025, with Kickstarter backers getting it a month early.
<gallery>
<gallery>
Rayman the Board Game Timeline.png|The schedule from after the Kickstarter ends to the shipping
Rayman the Board Game Timeline.png|The schedule from after the Kickstarter ends to the shipping
</gallery>
</gallery>


There will be three different pledge options:
There were three different pledge options:
*Essential (includes the base game and all [[Lucky ticket|Lucky Tickets]] scratched off)
 
*Essential (includes the base game and all [[lucky ticket]]s scratched off)
*[[Rayman Origins|Origins]] (includes everything in the Essential pledge plus the 5-6 player expansion, the set of 10 skins, and deluxe wooden tokens)
*[[Rayman Origins|Origins]] (includes everything in the Essential pledge plus the 5-6 player expansion, the set of 10 skins, and deluxe wooden tokens)
*[[Rayman Legends|Legends]] (the "All-in" tier that costs and includes the most; everything in the Origins pledge plus 150mm large-scale versions of the base 4 figures, official card sleeves, and a metallic version of the base game box)
*[[Rayman Legends|Legends]] (the "All-in" tier that costs and includes the most; everything in the Origins pledge plus 150mm large-scale versions of the base 4 figures, official card sleeves, and a metallic version of the base game box)
<gallery>
<gallery>
Rayman the Board Game Essential.png|The Essential pledge
Rayman the Board Game Essential.png|The Essential pledge
Line 151: Line 322:
</gallery>
</gallery>


Throughout the campaign, backers will get to participate in votes that will shape a new board, complete with enemies, obstacles, and a new boss. With each backer, a [[Lum (UbiArt games)|Lum]] gets added to the "Lums Tracker" that can unlock additional rewards. 4000 Lums unlocks a new Firecracker projectile, a yet-to-be-revealed amount of Lums unlocks new boss cards and a boss token for [[Seabreather]], and a yet-to-be-revealed amount of Lums unlocks a Kickstarter-exclusive [[Seabreather]] figure.
Throughout the campaign, backers got to participate in votes that shaped a [[Fiesta de los Muertos|new board]], complete with enemies ([[Mariachi]]s), platforms ([[flute snake]]s and wooden platforms), obstacles ([[spiky snake]]s and [[spiky flower]]s), projectiles ([[fork]]s), and a new boss ([[Grunderbite]]). A "Lums Tracker" also existed for the game that could unlock additional rewards. Originally, with each backer, a [[Lum (UbiArt games)|Lum]] got added to the tracker, but by popular demand, the method for unlocking the rewards was changed to funds raised. $270 000 CAD unlocked a new [[Firecracker]] projectile, $500 000 CAD could have unlocked new boss cards and a boss token for [[Seabreather]] (although this was added in anyway), and $750 000 CAD could have unlocked a Kickstarter-exclusive [[Seabreather]] figure.
 
<gallery>
<gallery>
Rayman the Board Game community level.png|Details on the community-made level
Rayman the Board Game community level.png|Details on the community-made level
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</gallery>
</gallery>


Additionally, [[Murfy]] will "scratch off" a [[Lucky ticket]] every two days during the campaign, revealing either a new game upgrade or a free goodie for all backers.
Additionally, [[Murfy]] "scratched off" a [[lucky ticket]] every two days during the campaign, revealing either a new game upgrade or a free goodie for all backers.
 
<gallery>
<gallery>
Rayman the Board Game Lucky Tickets.png|The Lucky Tickets
Rayman the Board Game Lucky Tickets.png|All of the unscratched [[lucky ticket]]s
Rayman the Board Game Lucky Tickets reaction.png|The revealed [[lucky ticket]]s (as of [[Murfy]] figure) with [[Murfy]] reacting to his new figure
Rayman the Board Game All Lucky Tickets.png|All of the [[lucky ticket]]s scratched off
</gallery>
</gallery>


There are currently two expansions available for the game:
There are currently two expansions available for the game:
*The 5-6 Player Expansion Pack, which includes [[Murfy]] and [[Teensy Queen]] figures, 16 action cards for them, two new boards based on [[20,000 Lums Under the Sea]] and the Palace Ruins environment of [[Olympus Maximus]], a new [[Mechanical Dragon]] boss and boss token, 2 additional [[Heart]] tokens, and 8 [[Teensy]] tokens.
*The 5-6 Players Expansion, which includes [[Murfy]] and [[Teensy Queen]] figures, 16 action cards for them, two new boards based on [[20,000 Lums Under the Sea]] and the Palace Ruins environment of [[Olympus Maximus]], a new [[Mechanical Dragon]] boss and boss token, 2 additional [[Heart]] tokens, and 8 [[Teensie|Teensy]] tokens.


*The set of 10 skin figures: [[Olympia]], [[Rayomz]], [[The First King]], [[Poglox]], [[Sir Rayelot]], [[Globolk]], [[Raymolk]], [[Estelia]], [[Sir Globrax]], and [[Raymesis]] playing a guitar.
*The set of 10 skin figures: [[Olympia]], [[Rayomz]], [[The First King]], [[Poglox]], [[Sir Rayelot]], [[Globolk]], [[Raymolk]], [[Estelia]], [[Sir Globrax]], and [[Raymesis]] playing a guitar.
<gallery>
<gallery>
Rayman the Board Game Expansion details.png|The Expansion Pack
Rayman the Board Game Expansion details.png|The 5-6 Players Expansion
Rayman the Board Game All Skins.png|The set of 10 skins
Rayman the Board Game All Skins.png|The set of 10 skins
</gallery>
</gallery>
There are also various exclusive add-ons that were available for the game during its Kickstarter campaign and the late pledges:
*Deluxe wooden tokens, replacing the cardboard tokens from the base game and the 5-6 player expansion
*A metallic replacement for the base game's cardboard box
*70 card sleeves, used to store the base game's cards and the 5-6 player expansion's cards
*150mm large-scale figures based on [[Rayman]], [[Globox]], the [[Grand Minimus]], and [[Barbara]]'s base game figures
*The [[lucky ticket]] figures (free for backers of the game during its Kickstarter, made available for purchase during the pledge manager)
<gallery>
Rayman the Board Game Deluxe tokens.png|The deluxe tokens
Rayman the Board Game card sleeves.png|The card sleeves
Rayman the Board Game metal box.png|The metal box
Rayman the Board Game Large Scale Figure.png|[[Rayman]]'s large scale figure, compared to his base game figure
</gallery>
==Contents==
The base game’s contents include:
*4 plastic standees of [[Rayman]], [[Globox]], the [[Grand Minimus]], and [[Barbara]] (the crowdfunding versions of the game replace these with 45mm painted figures)
*4 double-sided game tiles, combining to form 2 full double-sided boards
*54 Action cards (32 normal Action cards, 8 for each character, plus 22 Additional Action cards)
*27 mini-sized Bonus tokens
*6 Player cards (double-sided with Legendary Player Cards)
*4 sets of Boss cards, each containing 1 Boss card and 3 Special Attack cards
*4 Boss tokens
*20 Projectile tokens, 4 for each Projectile type
*5 Projectile cards
*1 six-sided die
*1 Movement Tracker token
*1 Action Tracker card
*5 Action Tracker tokens, 1 for each non-Movement Action
*4 [[Heart]] tokens
*4 [[Teensie|Teensy Prisoner]] tokens
*16 round [[Teensie|Teensy]] tokens
*1 24-page rulebook
The 5-6 player expansion's contents include:
*2 plastic standees of [[Murfy]] and the [[Teensy Queen]] (the crowdfunding versions of the game replace these with 45mm painted figures)
*2 double-sided game tiles, combining to form 1 full double-sided board
*16 Action cards, 8 for each character
*1 set of Boss cards, containing 1 Boss card and 3 Special Attack cards
*1 Boss token
*2 [[Heart]] tokens
*8 round [[Teensie|Teensy]] tokens


==Gameplay==
==Gameplay==
(Note: This information is taken from the official rulebook of the game. As the game has not released yet, all info is subject to change.)
(Note: This information is taken from the official rulebook of the game. As the game has not released yet, all info is subject to change.)


To start, players choose their character and their respective hand of Action cards. After placing the Bonus mini-cards, the Teensy tokens, and the 4 Teensy Prisoner tokens where they belong, the game begins. To start, all players select two cards from their hands and place them face up on the table. Each card has an initiative value, and the highest value plays first.
To start, players choose their character and their respective hand of Action cards. After placing the Bonus tokens, the round Teensy tokens, and the 4 Teensy Prisoner tokens where they belong, the game begins. To start, all players select two cards from their hands and place them face up on the table. Each card has an initiative value, and the highest value plays first.
 
To move on the board, players combine both Movement values on their Action cards and can move forward or backward that amount of spaces. During these turns, players can Jump onto platforms, Glide from one place to another, and Slap enemies, Teensy Prisoners, or other players. The first player to free 3 Teensies and complete a full lap around the board is declared the winner.


===Initiative===
===Initiative===
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===Actions===
===Actions===
Actions are displayed on players' Action cards. During the player's turn, they combine the Action values on their cards to determine the total amount of actions allowed during a turn. There are a total of six Actions available to the players.
Actions are displayed on players' Action cards. During the player's turn, they combine the Action values on their cards to determine the total amount of actions allowed during a turn. They can use the effects indicated on the cards in any order they see fit, limited only by the number of actions allowed on each card. There are a total of six Actions available to the players.


====Movement====
====Movement====
Main movement actions allow the player to move either forward or backward. The player cannot end your turn on a space occupied by another player’s figure. If the player ends their turn and land on a space with another player on it, they must put their figure on a free space directly above, below, or behind. If those spaces are also unavailable, do not correspond to a platform, or correspond to an obstacle, their figure must remain 1 space behind the other player. When a player on a higher platform moves without using a Glide action and lands on a space without a platform, their figure falls one space at a time until reaching a platform. While falling, players can perform any action except a Jump. However, falling does not count as a Movement action. In games with 2 to 4 players, after all players have finished their turns, the player furthest from the finish gets 1 extra Movement action that they can use immediately. In games with 4+ players, this applies for the 2 players furthest from the finish.
Movement actions allow the player to move laterally, either forward or backward. The player cannot end their turn on a space occupied by another player’s figure. If the player ends their turn on an occupied space, they must put their figure on a free space directly above, below, or behind. If those spaces are also unavailable, do not correspond to a platform, or correspond to an obstacle, their figure must be placed on any open space in the column behind the other player. If no space is available in that column, move to an open space in the column directly behind, and so on. Players can race past another player's figure as long as they don't end their turn on the same space.
 
When a player on a higher platform moves a space forward and lands on a space without a platform, their figure falls one space at a time due to gravity until reaching a platform or the lowest level. While falling, players can perform a Movement action when combined with a Glide, and they can perform a Slap action from a distance. Players cannot use Jump or Crouch actions while falling, but falling does not count as a Movement action.
 
A player can end their movement on a space with an enemy, as long as they've used a Slap action to defeat that enemy first or discard their Heart token if they have any. While the player's figure remains on this space, the enemy is considered defeated for other players, allowing them to pass freely through both the player and the enemy as long as they have enough Movement actions available.
 
In games with 2 to 4 players, after all players have finished their turns, the player in last position on the board may move one space forward into the next column at any level. This space must be unoccupied by another player or an obstacle; if it contains an enemy, the player can still move there but will lose their [[Heart]] token or take damage. In games with 4+ players, this applies for the last two players, starting with the furthest back and then the final player. Walls do not block this movement. If players end their turn in the same column, the player on the lowest level is considered last.


====Jump====
====Jump====
Players can Jump to reach upper platforms. While using a Jump action, a character can only travel upwards. Using 1 Jump, a player can move from level 1 to level 2, or from level 2 to level 3. Players cannot travel 2 levels with 1 Jump action. Each Jump must be performed from a platform; players cannot Jump from an empty space. While jumping upwards, a player can move through a normal platform, but they cannot move their figure downwards through a platform. Additionally, the player cannot Jump while crawling. To reach a higher platform, a player could use 1 Jump action followed by a Movement action to reach a platform that is one space away.
Players can Jump to reach upper platforms. While using a Jump action, a character can only move upwards. Using 1 Jump, a player can move from level 1 to level 2, or from level 2 to level 3. Players cannot travel 2 levels with one Jump action (unless they are using the "Scrambler" Legendary Player Card, which grants them this ability). A Jump must be performed from the ground (level 1) or a platform (level 2); players cannot Jump from an empty space or while falling. While jumping upwards, a player can move through a normal platform, but they cannot move their figure downwards through a platform. Additionally, the player cannot Jump while crouching and they cannot jump through a thick platform. To reach a higher platform that is one space away, a player can use a Jump action followed by a Movement action. Each Jump to a platform counts as one action. If a player jumps up through a platform to reach one level, then jumps again to reach the next level, it counts as 2 Jump actions.


====[[Telescopic fist#In Rayman Origins and Rayman Legends|Slap]]====
====[[Slap]]====
Slaps are used to either attack enemies, hit other players, or liberate a Teensy, and are among the most versatile and important Actions in the game. If a space is occupied by another player and a Teensy Prisoner token, the player must choose to either use a Slap action to hit the player or free the Teensy. If they choose the latter, they will need an additional Slap action to then hit the player. If the player land on a space with an enemy, they can use 1 Slap to defeat them and gain a Bonus card. If another player’s figure is on a space occupied by an enemy, they cannot use a Slap to defeat that enemy at the moment, as that enemy is considered already defeated. If they slap that player first and move their figure away, however, they may then defeat that enemy. The player cannot Slap an enemy that they are already on at the start of your turn - that enemy is already considered eliminated. Each enemy can only be eliminated once per player, per turn. Once they have eliminated an enemy, they can go over it without fighting it again. If they eliminate an enemy but don’t end their turn on its space, another player can target the same enemy during their turn.
Slaps can be used to attack enemies, hit other players, free a Teensy, or to free a player from their [[Bubble#Vitality|bubblized state]] in co-op mode, and are among the most versatile and important Actions in the game. If a space is occupied by both another player and a Teensy Prisoner token, the player must choose whether to use a Slap action to hit the player or free the Teensy. To do both, they will need 2 Slap actions. If the player lands on a space with an enemy, they can use a Slap action to defeat them and gain a Bonus token. If they do not have a Slap action available, they either lose their [[Heart]] or take damage. If another player’s figure is on a space with an enemy, they cannot use a Slap to defeat that enemy, as it is considered already defeated. They can pass through this space without taking damage. Even if they Slap the other player and move their figure away, the enemy remains defeated for their turn. If the player begins their turn on a space with an enemy, they cannot use a Slap to eliminate them - that enemy is already considered defeated. All enemies that are covered by players are considered already defeated for the entirety of the player's turn. Each enemy can only be eliminated once per player per turn. Once they have eliminated an enemy, they can move over it freely that turn. If they defeat an enemy but don’t end their turn on its space, another player can still target the same enemy during their turn.


The player can Slap from a distance by using 2 Slaps to hit a target 1 space away from them in any direction. Using 3 Slaps allows them to hit a target 2 spaces away, and 4 Slaps can hit a target 3 spaces away. The player cannot hit a target further than 3 spaces away. The player can Slap from a distance through platforms, but not through walls. They can Slap another player to move them 1 space away. If the player hits the player from behind, they must move forward. If they hit them from the front, they must move backward. If they are on the same space, above, or below another player, and they Slap them, the player that slapped them can choose in which direction to move their figure.
The player can Slap from a distance by using 2 Slaps to hit a target one space away (left, right, above, or below). Using 3 Slaps allows them to hit a target 2 spaces away, and 4 Slaps can hit a target 3 spaces away. Targets further than 3 spaces away cannot be hit. The player can Slap from a distance through platforms, but not through walls or thick platforms.
 
The player can Slap another player to move them one space. If the player Slaps the other player from behind, they must move forward; if Slapped from the front, they must move backward. If they are on the same space, above, or below another player, and they Slap them, the player that Slapped them can choose to move their figure forward or backward. The player can Slap multiple opponents in a single turn, but each player can only be Slapped once per round, regardless of who Slapped them.
 
A [[Heart]] token cannot be used to block another player's Slap action. If a player decides to Slap them... well, they're getting Slapped! To remember if they've been Slapped, the player can turn their figure to face backward until the next round, when they can turn it forward again. Players can be Slapped off of a platform, into an enemy's position, or onto an obstacle. This tactic can trigger a chain reaction, potentially causing them to lose their [[Heart]] token or take damage, giving the player a strategic advantage.


====[[Helicopter|Glide]]====
====[[Helicopter|Glide]]====
Using a Glide action allows the player’s character to stabilize in the air. Combined with a Movement action, 1 Glide action allows the player to move around on the same level without using a platform. The player can remain floating any number of spaces, but a Glide action alone does not count as a Movement action. The player can also Glide at ground level, allowing their character to fly over obstacles and potentially save [[Teensie]]s hidden there. Using a Slap action while gliding will end their Glide action. To stay in the air, the player must use a second Glide action; otherwise, their character will fall until they reach a platform. Glide actions must always end on ground level or on a platform. The player cannot use Crouch or Jump actions while gliding. If they Glide from a higher level and wish to fall 1 or 2 spaces below before stabilizing and gliding again, the player must stop their Glide action, then use another one.
Using a Glide action allows the player’s character to stabilize in the air. When combined with a Movement action, a Glide action allows the player to move horizontally across the same level without touching a platform. The player can glide over any number of spaces, but the Glide stops as soon as they reach a platform. A Glide action alone does not count as a Movement action. The player can also Glide at ground level, allowing their character to soar over obstacles and potentially rescue [[Teensie]]s along the way.
 
The player can jump to a higher level and then stabilize with a Glide action, allowing them to move horizontally at that level. Using a Slap action while gliding will end their Glide action, but they can use multiple Slap actions to hit a target from a distance. The player stops gliding when their figure reaches ground level after gliding over an obstacle or when they reach a platform. While Gliding, the player cannot use Crouch or Jump actions; to perform these actions, the player must first end the Glide. If they are gliding from a higher level and fall down one or two spaces before stabilizing and continuing to glide, the player must stop their initial Glide action and then start a new one.


====Crouch====
====Crouch====
Using a Crouch action allows the character to get closer to the ground. Combined with a Movement action, a Crouch action allows you to crawl under a thick platform or a stationary Projectile. The player can remain crouched for any number of spaces, but a Crouch action alone does not count as a Movement action. If the player happens to crawl under a thick platform with a stationary Projectile on it, they only need 1 Crouch action to crawl beneath both. A Crouch action will end after a player’s turn, unless the figure is positioned under a thick platform. If the player begins a turn under a thick platform, they are already considered crouched and do not need to use another Crouch action. However, they cannot end your turn on a space occupied by a stationary Projectile, even if they used a Crouch action to crawl underneath it. When the player exits from under a thick platform or stationary Projectile, their character immediately stops crouching. The player cannot use a Crouch action while gliding. To use a Crouch action, the player must first end your Glide action. If they want to Glide again afterwards, they may use a second Glide action once they are no longer crouched.
When combined with a Movement action, a Crouch action allows the player to move beneath a thick platform or a stationary Projectile. A single Crouch action allows the player to stay crouched under the thick platform until they reach its end. A Crouch action does not count as a Movement action. If the player happens to move under a thick platform with a stationary Projectile on it, they only need a single Crouch action to move beneath both. A Crouch action stops at the end of a player’s turn, unless the figure is positioned beneath a thick platform. If the player begins a turn under a thick platform, they are already considered crouched and do not need to use another Crouch action. However, they cannot end your turn on a space occupied by a stationary Projectile, even if they used a Crouch action to crawl underneath it.
 
To reach certain thick platforms with a void space before, the player can use a Jump action or a Glide action followed by Movement and a Crouch action to place their figure under the thick platform. The player cannot use a Crouch action while gliding. In certain situations, the player's character may be moved outside of their own actions, such as from another player's Slap or from the free movement granted for being in last position on the board. As a result, the player's figure may end up under a thick platform, automatically putting them in Crouch position.
 
====[[Heart]]====
[[Heart]] tokens can save the player from damage. Each player can only have one active [[Heart]] token at a time. When the player plays a [[Heart]] action, they must take a [[Heart]] token and place it in front of them on their Player card. If they already have a [[Heart]] token, nothing changes. In cooperative mode, if they already have a [[Heart]] token, they can use a [[Heart]] action to give a [[Heart]] token to another player of their choice. If the player is hit by a Projectile, Boss, enemy, or encounter an obstacle, they will lose their [[Heart]] token. If a player doesn’t have a [[Heart]] token, their character takes damage instead.
 
When a character takes damage, they must move 2 spaces backward to a level of their choice. They gain temporary immunity, protecting them from further damage until the start of their next turn. If they land on a space with a Projectile, they remove the Projectile token from the board. If the space if occupied by an enemy, they may choose to place their character there without taking damage, thanks to their immunity. If all spaces in the column two spaces back are occupied by other players or obstacles, the player must continue moving back one column at a time until an open space is found.
 
Players cannot use a [[Heart]] token to defend against another player’s Slap action, however if they encounter an enemy and don’t have a Slap action available, they can use their [[Heart]] token to move through them. If they begin their turn with a [[Heart]] token and play a card with a [[Heart]] action, the player can spend the [[Heart]] token they already possess for protection, then use the [[Heart]] action to gain a new one. A Bonus token with a [[Heart]] action can also be used in the same way to help pass through hazards. When a player uses a [[Bubble]] action, they immediately lose their [[Heart]] token.
 
====[[Lum (UbiArt games)|Lums]]====
[[Lum (UbiArt games)|Lums]] actions are only available in Legend mode or custom games. The [[Lum (UbiArt games)|Lum]] action allows players to perform the trade indicated on their Legendary Player card. If they are not playing in Legend mode, players should ignore the [[Lum (UbiArt games)|Lum]] symbol on their Action and Bonus cards.


===Tokens & Others===
===Tokens & Others===
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====Movement Tracker====
====Movement Tracker====
To keep track of how far a player can move during a turn, they can use a Movement Tracker token. To use the token, the player places it right above the space corresponding to the total amount of movements allowed by the 2 Action cards played.
To keep track of how far a player can move during a turn, they can use a Movement Tracker token. To use the token, the player places it above the space that matches the total number of Movement actions allowed by the two Action cards played this turn. Moving backwards counts as a Movement action, so the player must remember to adjust the Movement Tracker by moving it back two spaces for each backward move.


====[[Heart]]====
====Action Tracker====
Heart tokens can save the player from harm. Each player can only have 1 active Heart token at a time. When the player plays a Heart action, they must take a Heart token and place it in front of them on their Player card. If the player is hit by a Projectile, Boss, enemy, or stumble upon an obstacle, they will lose their Heart token. If a player doesn’t have a Heart token, their character is considered defeated. When a character is defeated, they must move 2 spaces back, at any level, but they gain temporary immunity and are unaffected by any further damage until the end of the current player’s turn. If that new space is not available, the player must keep moving backwards until they find an open space. Depending on the tiles, the player could even end up on the lowest level. Players cannot use a Heart token to defend against another player’s Slap action, however if they encounter an enemy and don’t have a Slap action available, they can use their Heart token to move through them. In cooperative mode, the player can give a Heart token to another player who doesn’t have one by playing a Heart action.
To keep track of non-Movement actions (Jumps, Slaps, Glides, Crouches, and [[Lum (UbiArt games)|Lums]]), the player can use the Action Tracker card and tokens. When a player uses an Action, they move the corresponding token one space forward on the card.


====[[Lum (UbiArt games)|Lums]]====
====[[Teensie]]s====
Lums are only available when playing in Legend mode or custom parties. The Lum action allows players to perform either the Special Ability or the Trade indicated on their Legendary Player card. To use both Trade and a Special Ability, the player must use 2 Lum actions. These mechanics do not apply if players are not playing in Legend mode.
To win the race in co-op, solo, or competitive games, the player must complete a lap and free 3 of the 4 [[Teensie|Teensy]] Prisoners on the board. At the start of each game, players decide where to place the 4 [[Teensie|Teensy]] Prisoner tokens on the board. (For games in Rookie mode, the tokens are placed in spaces that are chosen in the rulebook.) Each token must occupy its own space; two [[Teensie|Teensy]] Prisoners cannot share the same space. To free a [[Teensie|Teensy]] Prisoner, the player needs to use a Slap action. If another player is on the same space as a [[Teensie|Teensy]] Prisoner, the player can still use a Slap action to free the [[Teensie|Teensy]] during their turn. However, this Slap action only applies to freeing the [[Teensie|Teensy]]; the player will need to use an additional Slap action if they wish to hit the player. Once a [[Teensie|Teensy]] has been freed, the player must leave the [[Teensie|Teensy]] Prisoner token on the board so other players can access it. The player takes a round [[Teensie|Teensy]] token of the corresponding color from the central pile and places it on top of their Player card. Each [[Teensie|Teensy]] Prisoner can only be freed once per player, which is why each [[Teensie|Teensy]] Prisoner token has a specific color.


====[[Teensie]]s====
====Bonus Tokens====
At the beginning of each game, the players decide where to place the 4 Teensy Prisoner tokens on the board. Each token must occupy its own space; 2 Teensy Prisoners cannot share the same space. To free a Teensy Prisoner, players need to use a Slap action. If another player is already on the same space as a Teensy Prisoner, the player can still use a Slap action to liberate the Teensy during their turn. This Slap action is only for freeing the Teensy; the player will need to use an additional Slap action to hit the player. Once a Teensy has been freed, the player must leave the Teensy Prisoner token on the board so other players can access it. Instead, the player takes a round Teensy token from the pile and places it on their Player card. Each Teensy Prisoner has a specific color, with a Teensy token for that color. To win the race, the player must free 3 out of the 4 Teensy Prisoners on the board. Players cannot save the same Teensy twice.
Players gain Bonus tokens when defeating enemies. Once an enemy is Slapped, the player that defeated them draws a Bonus token and places it face-up on their Player card. Players can have a maximum of 4 Bonus tokens at a time. If a player acquires a fifth, they must immediately discard or use one to return to the 4-token limit. Players can use as many Bonus tokens as they wish during their turn. Bonus cards always offer 2 actions. The player can choose to use both or just one. The actions granted by Bonus tokens become part of the player's action pool and can be used at any point during their turn. There are 27 Bonus tokens in the base game, each with their own duo of actions.


====[[Bubble]] Action====
====[[Bubble]] Action====
After each round, all players must discard the 2 Action cards they just played. If they wish to retrieve the cards from their discard pile, players may announce a Bubble action at the beginning of the round, at the same time other players show their new Action cards. When a Bubble action is declared, the player skips their turn, gains temporary immunity until the end of the round, gains all discarded cards back, loses their [[Heart]] token if they have one, and stays on the same space on the board. They must resume playing on the next round. If a player has used all of their Action cards, they must perform a Bubble action. However, players can perform a Bubble action to recover discarded Action cards even if they still have some available in their hand. This can be an effective strategy, as the player can bluff the other players by pretending to choose 2 cards and waiting to reveal they perform a Bubble action this round instead.
After each round, all players must discard the 2 Action cards they just played. If they wish to retrieve the cards from their discard pile, players may announce a Bubble action at the beginning of the round, at the same time other players show their new Action cards. When a Bubble action is declared, the player enters bubble mode, gains temporary immunity until the end of the round, gains all discarded cards back, loses their [[Heart]] token if they have one, stays on the same space on the board, and still benefits from the “last player bonus movement”. They must resume playing on the next round. If a player has used all of their Action cards, they must perform a Bubble action. However, players can perform a Bubble action to recover discarded Action cards even if they still have some available in their hand. This can be an effective strategy, as the player can bluff the other players by pretending to choose 2 cards and waiting to reveal they perform a Bubble action this round instead.
 
====[[Bubble#Vitality|Bubble Mode]]====
When a player performs a [[Bubble]] action or takes damage in co-op mode, they are [[Bubble#Vitality |bubblized]] and enter “[[Bubble#Vitality|Bubble mode]]”. While in [[Bubble#Vitality|bubble mode]]:
*The player still chooses 2 cards each round, but they can no longer perform the actions in the cards.
*The player is immune to damage, enemies, walls, and obstacles.
*In co-op mode, the player automatically moves 4 spaces each round at any level.
*In co-op mode, the player exits [[Bubble#Vitality|bubble mode]] by being Slapped by another player. This does not move their figure, however.


====Projectiles====
====Projectiles====
Once all players have completed their first turn, it is time to launch a Projectile. Right before the end of a round, the player who is the furthest from the finish line rolls the die. The value indicated represents the level at which to launch the Projectile: 1-2 for Ground level, 3-4 for First level, and 5-6 for Second level. The player then places a Projectile token on the space number 21 at the level indicated by the number on the die. At the end of the next round, roll the die again. The new die value determines the level where the second Projectile is placed. In Hero and Legend modes, the die value also determines the effect of the first Projectile. The player moves the first Projectile 8 spaces forward. Then, they place a new Projectile token on the space number 21 at the level indicated by the number on the die. Rinse and repeat for all subsequent rounds. If an active Projectile crosses the path of a player, the player either loses their Heart token or is considered defeated. The Projectile token is then removed from the board. Players cannot use Slap actions on Projectiles. As soon as a player manages to end their turn on the second tile board, all new Projectiles are launched from space number 43. If a player ends their turn on the last space on the board before the finish line and a Projectile is set on that same space, the player is considered defeated and suffers the consequences. In Hero and Legend modes, and for custom games, the player applies the effect indicated on the Projectile card according to the die value. All effects indicated on the Projectile card apply whether the Projectile is moving or stationary.
In Intermediate, Hero, and Legend modes, projectiles are a new type of danger the players need to avoid and are added to each race to create a more challenging experience.


Projectiles are currently represented with red [[live missile]]s. There is also a firecracker projectile that, should enough backers be accumulated for the game, will also be added. It is unknown if more varieties of Projectiles will be revealed in the future.
One projectile spawns at the start of every round on column #21, or #43 if at least one player has made it past column #21. These columns are marked on the tile with a [[Live missile|missile]]-shaped icon. At the start of the game, a random player rolls the die to determine which level the first projectile will spawn on: 1-2 spawns it on the first level, 3-4 puts it on the second level, and 5-6 deploys it on the third level. The Projectile token is then placed on the space at the indicated level. If a player's figure is on a space where a projectile is set to appear (in column #21 or column #43), the player takes damage or loses their [[Heart]] token when it spawns. The projectile is removed from the board afterward. At the start of each round, all projectiles, including the newly spawned one, move 8 spaces counterclockwise. At the beginning of a new round, the player farthest from the finish line rolls the die to determine which level the new projectile will spawn on. Once a player reaches the second tile board (column #22), all new projectiles spawn from column #43. Previous Projectiles continue to move until they hit a player or reach the end of the tile. Projectiles launched from column #21 end their movement on the starting line, while projectiles launched from column #43 end their movement on column #22. Once a projectile reaches its ending position, it is removed from the tile board.
 
In Hero and Legend modes, after rolling the die at the start of the round, the player places it on the corresponding number on the Projectile card and apply any effects shown on the card at the end of the round, after moving all of the projectiles. Some cards may include ongoing effects labeled "THIS ROUND", which remain active throughout the entire round.
 
If an active Projectile crosses a player's path, the player either loses their [[Heart]] token if they have any or takes damage, and the projectile token is removed from the board. Players cannot use Slap actions on Projectiles.
 
There are a number of projectiles that can be used in the game, each with their own Projectile card functions in Hero and Legend modes:
*[[Live missile|Missiles]]
*Red [[ghost]]s
*[[Fork]]s ([[Gourmand Land#Infernal Kitchens|Infernal Kitchens]] variants)
*[[Firecracker]]s (added when the game's Kickstarter campaign reached $270,000 CAD)
*[[Helicopter bomb|Flying bombs]]
 
====Movement exceptions====
There are various situations where a player's character may be moved without using Action cards or Bonus tokens, outside of their regular turn (such as being Slapped, taking damage, or using the Movement bonus granted to the player in last position), putting the player in such tricky positions as:
 
*Being moved to the same space as another player: A player cannot end their movement on the same space as another player's figure. If they land on a space occupied by another player, they must place their figure in an empty space directly above, below, or behind them. If those spaces are also occupied by another player or an obstacle, the figure must be moved to an empty space further back, at any level. If they choose to land on an enemy, their character will take damage or, if they have one, lose their [[Heart]] token. They may place their figure on an empty space above or below another player, even if it contains a thick platform. In this case, they are automatically considered Crouching.
 
*Being moved to a space with an enemy: If pushed onto a space occupied by an enemy, the player loses their [[Heart]] token, if they have one, or take damage unless it's an enemy they've already defeated during their turn.
 
*Being moved to a space with a thick platform: If landing on a space with a thick platform, the player is considered Crouched and remains on the space.
 
*Being moved to a space without a platform: If landing on a space without a platform, gravity takes effect, and they fall until they reach a platform or the ground (first level).
 
*Being moved to a space with an obstacle: If pushed onto a space with an obstacle, they lose their [[Heart]] token, if they have one, or take damage. Their figure cannot remain on an obstacle, so they must move it to an available free space on the same column. If no free space is available, they must continue moving back one column at a time until they find an open space. A player cannot end their movement on an obstacle and cannot suffer consecutive damage due to their temporary immunity.
 
*Being thrown against a wall: If thrown against a wall, either in front or behind, and they have a [[Heart]] token, the player loses it. Since walls are impassable, the player remains in their current space. If they don't have a [[Heart]] token, however, their character takes damage and must move two spaces back, following the same rules as earlier. If the player is pushed backward into a wall and don't have a [[Heart]] token, they would normally take damage and move back two spaces; however, since they can't pass through the wall, no movement or damage occurs.
 
*5 or 6 players: If one owns the 5-6 Player Expansion, they can add more players to the game. To ensure enough space for all players - since movement cannot end on a space occupied by another player - a player may end their movement on an empty space directly above another player (even if there is no platform).


===Game End===
===Game End===
Once a player with 3 [[Teensy]] tokens crosses the finish line, they continue moving their figure using any remaining Movement actions, ignoring enemies, walls, and obstacles. All other players will then complete their turns in initiative order. If these players also cross the finish line with the required 3 Teensies, they too will use any remaining Movement action to go as far as possible. The player who ends up the furthest from the finish line wins the race. Once the player has crossed the finish line, they cannot use Slap actions anymore. In case of a tie, the player with the highest initiative wins. If both players have the same initiative, both players win.
When a player with 3 [[Teensie|Teensy]] tokens crosses the finish line, the game will conclude at the end of the current round, once all players have taken their turn. After crossing the finish line, the player continues to move their figure using any remaining Movement actions, ignoring enemies, walls, and obstacles. After crossing the finish line, players can no longer use Slap actions. After the first player crosses the finish line, all other players complete their turn in initiative order. If another player also crosses the finish line with 3 [[Teensie|Teensy]] tokens, they may use any remaining Movement actions to advance as far as possible. At the end of the round, the player who reached the farthest beyond the finish line wins the race. If players end up on the same column past the finish line, they are considered tied. In this case, the player with the highest initiative wins. If both players have the same initiative, they share the victory!


===Difficulty Levels for Competitive Mode===
===Difficulty Modes===
There are four total difficulty levels for players to play on. It is recommended to start with the easier modes and progress to harder configurations as players become more comfortable.
Competitive mode is designed for 2, 3, or 4 players (increasing the count to 6 if they own the 5-6 Player Expansion). There are four total difficulty levels for players to play on. It is strongly recommended to play each mode in order, starting with the easier modes and progressing to harder configurations as players become more comfortable.


====1: Rookie====
====1: Rookie====
Each player chooses their character and takes its associated 8 Action cards and figure. Each player chooses a Player card and places it in front of them. Players must place the 2 [[Toad Story|Jungle]] tiles side by side to form the racing board, and place the 4 Teensy Prisoner tokens as indicated earlier and put the round [[Teensy]] tokens in the middle of the board. In Rookie mode, there are no projectiles.
Each player chooses their character and takes its associated 8 Action cards and figure. Each player chooses a Player card and places it in front of them. Players must place the 2 [[Toad Story|Jungle]] tiles side by side to form the racing board, and place the 4 Teensy Prisoner tokens as indicated earlier and put the round [[Teensie|Teensy]] tokens in the middle of the board. In Rookie mode, there are no projectiles.


====2: Intermediate====
====2: Intermediate====
Players follow the Rookie mode rules, with some adjustments. Players place the 2 [[Teensies In Trouble|Forest]] tiles side by side to form the new racing board. In this mode, players add Projectiles to the game with no Projectile card modifier. In this mode, players can use the Additional Action cards. All players will have a hand of 10 cards instead of 8. Players shuffle the cards and draw a number of cards corresponding to the number of players, plus 2. In clockwise order, starting with the chosen player, each player picks 1 card to add to their hand. The remaining 2 cards are discarded. Players then repeat the process, this time starting with the player who drew a card last.
Players follow the Rookie mode rules, with some adjustments. Players place the 2 [[Teensies In Trouble|Forest]] tiles side by side to form the new racing board. In this mode, players add the [[Live missile|Missile]] Projectiles to the game with no Projectile card modifiers. In this mode, players can use the Additional Action cards. All players will have a hand of 10 cards instead of 8. Players shuffle the 22 Additional Action cards and draw a number of cards equal to the number of players, plus 2. The cards are then revealed face-up on the table. Starting with the youngest player and moving in clockwise order, each player picks one card to add to their hand. The remaining 2 cards are discarded. Players then repeat the process, starting with the player who drew a card last in counter clockwise order.


====3: Hero====
====3: Hero====
Players follow the Intermediate mode rules, with few adjustments. Players place the 2 TBD tiles side by side to form the new racing board. Players then take the Level 1 Projectile card and apply its effects to all Projectiles.
Players follow the Intermediate mode rules, with few adjustments. Players place the 2 [[Fiesta de los Muertos]] tiles side by side to form the new racing board. Players then use the [[Fork]] Projectiles and the corresponding Projectile card, applying its effects to all Projectiles. For any new game the player decides to play in this difficulty mode, they can use any board and apply any projectile card. For example, they can use the [[Teensies In Trouble|Jungle]] board with the [[Firecracker]] Projectile card.


====4: Legend====
====4: Legend====
The most challenging mode in the game. Players follow the previous modes’ rules, with some adjustments. Players place the 2 [[Olympus Maximus|Hell]] tiles side by side to form the new racing board. Players take the Level 2 Projectile card and apply its effects to all Projectiles. Players select the Legendary Player card of their choice and gain its specific abilities for this new race.
The most challenging mode in the game. Players follow the previous modes’ rules, with some adjustments. Players place the 2 [[Olympus Maximus#Fiery Depths|Hell]] tiles side by side to form the new racing board. Players use the [[Ghost|Red Ghost]] Projectiles and the corresponding Projectile card, applying its effects to all Projectiles. Players choose a Legendary Player card of their choice, gaining its unique abilities for this race. From now on, any new game the player decides to play in this difficulty mode, they can use any board and apply any Projectile card. For a spicy challenge, they can replace the [[Ghost|Red Ghost]] with the [[Helicopter bomb|Flying Bomb]] Projectile card!
 
====Bonus: Tournament====
In Tournament mode, all four boards are played in sequence at any difficulty level and configuration. At the end of each race, points are awarded to players for their positions: 5 points for first place, 3 points for second, 2 points for third, and 1 point for last. If 6 players were playing, presumably, 2 points would be awarded for third and fourth, while 1 point would be awarded for fifth and sixth. The player with the most points at the end of the four races is declared the winner.
 
At the end of each race, if Additional Action cards are used, players may swap two of their old cards with newly acquired ones to improve their character's abilities for future races. If playing with the powers granted on Legendary Player cards, players can decide whether to keep their power for the entire tournament or change it between races.


===Solo and Cooperative Mode===
===Solo and Cooperative Mode===
In this mode, players no longer compete against each other, but instead race against Bosses. The first Boss that players must defeat is the [[Armored Toad]]. Three more bosses are confirmed to be in the game, but they have yet to be revealed. Right before the end of a round, the player who is the furthest from the finish line rolls the die and places the Boss token on the designated space at the level indicated by the number on the die, with 1-2 signifying the Ground level, 3-4 being the First level, and 5-6 being the Second level. At the end of the next round, the Boss starts moving 7 spaces forward, in the same direction that players are going. On the following rounds, a player rolls the die again, repositions the Boss to the corresponding level, and continues moving the Boss forward. Each Boss has 3 Special Attack cards. A player shuffles the cards and draws 1 at random before moving the Boss on the board. This card determines the Boss’s attack and its effects. In the next round, a player draws 1 of the remaining 2 cards. Then, in the round after, a player takes the third card. Once all 3 cards have been played, a player shuffles them again and repeats the process. If the Boss crosses the path of a player during its turn, the player either loses their [[Heart]] token or is considered defeated. All effects indicated on the Boss card always apply, whether the Boss is moving or has reached a new stationary position. During a race against a Boss, there are no Projectiles, and strangely, players cannot Slap or defeat the Boss. The Boss is also immune to obstacles. Th only way to win against the Boss is to free 3 Teensies and finish the race first. If even one player is defeated during a race against the Boss, everyone loses and, according to the rulebook, the villain laughs at them.
In this mode, players no longer compete against each other, but instead they join forces to race against a Boss. In Solo mode, the player challenges the Boss alone. To win against the Boss, all players must free 3 [[Teensie]]s and finish the race before the Boss does.
 
Before the first round, each player must randomly discard 2 cards from their Action card deck. At the end of each round, players discard the two cards they played and continue this process until all cards have been used up. When that happens, they retrieve all 8 cards, randomly discard 2 again, and begin a new round. If the Additional Action cards are used, players retrieve 10 cards and randomly discard 2 to begin a new round.
 
At the start of each round, the die is rolled to determine the level on which the Boss will move. For the first round, this roll indicates the level where the Boss will enter the board and begin moving: 1-2 places the Boss on the first level, 3-4 moves the Boss to the second level, and 5-6 has the Boss go to the third level. After that, the Boss’s Special Attack card is revealed. Most of these effects are applied at the end of the round after the Boss’s movement, but some have passive effects indicated by “THIS ROUND”. Once all 3 Special Attack cards have been used, they are shuffled and the process repeats.
 
All players then take their turns as usual, collecting [[Teensie]]s and Slapping enemies.
 
During the Boss’s turn, they are moved the number of spaces indicated on the Boss card along the level shown by the die, in a clockwise direction (the same as the players). Bosses ignore walls, obstacles, and enemies during their movement. After moving the Boss, the effect on the Special Attack card is applied, if required. Most effects trigger once at the end of the round, but some may have been active throughout the entire round. At the start of the next round, the die is rolled again to set the Boss’s level, then the Boss is vertically moved, one space at a time, to the new level. Finally, the Boss’s previous Special Attack card is discarded and a new one is revealed; unless it specifies “THIS ROUND”, the new card’s effect is typically applied at the end of the round.
 
If a player is on the same space or adjacent to another player, they can exchange any number of Bonus tokens with them. This exchange can take place on their turn or another player’s turn, as long as both player’s agree.
 
If a Boss ends its movement on a player with a [[Heart]] token, the player loses the token and moves their figure to a space either below, above, or behind the Boss. If they have no [[Heart]] token, they take damage, move on a space 2 columns back on any level, and enter [[Bubble#Vitality|bubble mode]]. If all players are [[Bubble#Vitality|bubblized]] or if the Boss reaches the finish line first, the game is lost.
 
When playing Solo, the same rules apply, except there is no [[Bubble#Vitality|Bubble mode]]; if the player takes damage, they either lose their [[Heart]] token or, if they have no [[Heart]] token, are defeated and lose the game. When playing solo with Additional Action cards, before the game begins, the player draws 3 Additional Action cards and keeps one. They discard the two unused cards, draw three new cards, and pick one final card to complete a total of 10 cards.
 
In Solo and Cooperative mode against a Boss, there are no Projectiles, [[Heart]]s can be given to other players by playing [[Heart]] actions, and players cannot defeat the Boss. Players may move through the same space as the Boss by Slapping them, losing a [[Heart]], or taking damage, just as they would with a regular enemy. Slapping the Boss does not grant a Bonus token.


===Legendary Player Cards===
===Legendary Player Cards===
Players can use Legendary Player cards in Legend mode, or optionally in custom experiences or co-op and solo modes. These cards offer a special ability and a trade that can be performed using Lum actions. To use both Trade and a Special Ability, the player must use 2 Lum actions.
Players use Legendary Player cards mandatorily in Legend mode, or optionally in custom races and co-op and solo modes. These cards offer a special ability and a trade that can be performed using [[Lum (UbiArt games)|Lums]] actions. Players choose their ability based on their style of play.


===Customization===
===Customization===
Players can customize their experiences as they please. Among other things, they can mix and match different tile environments, choose different Projectile card difficulties, and in solo and co-op modes, choose their Boss.
Players can customize their experiences as they please to add new twists to their sessions. Some of the modifiers they can try are Competitive Mode being played with a Boss, Cooperative Mode being played with Projectiles, three [[Teensie|Teensy]] Prisoner tokens being placed on the board instead of four, players moving back 3 spaces instead of 2 when taking damage, players losing Cooperative Mode if one player without a [[Heart]] token takes damage, projectiles moving 9 spaces instead of 8, the special ability on Legendary Player cards only being available to use once per race, and players being allowed to be Slapped an unlimited amount of times in a single round.


===Boards===
===Boards===
There are four boards in the base game, and two extra boards in the Expansion Pack.
There are four boards in the base game, and two extra boards in the 5-6 Player Expansion.
*[[Toad Story]] (known as Jungle in the rulebook)
*[[Toad Story]] (known as Jungle in the rulebook, Rookie mode board)
*[[Teensies In Trouble]] (known as Forest in the rulebook)
*[[Teensies In Trouble]] (known as Forest in the rulebook, Intermediate mode board)
*TBD (the community will help design this board)
*[[Fiesta de los Muertos]] (Hero mode board)
*[[Olympus Maximus]] (Fiery Depths) (known as Hell in the rulebook)
*[[Olympus Maximus]] (Fiery Depths) (known as Hell in the rulebook, Legend mode board)
*[[Olympus Maximus]] (Palace Ruins) (found in the Expansion Pack)
*[[Olympus Maximus]] (Palace Ruins) (known as Olympus on the Expansion's back cover, found in the Expansion)
*[[20,000 Lums Under the Sea]] (found in the Expansion Pack)
*[[20,000 Lums Under the Sea]] (found in the Expansion)


===Bosses===
===Bosses===
There are also four bosses in the base game, with one extra boss in the Expansion Pack and a potential new boss that could be obtained with the Lums Tracker. Currently only the [[Armored Toad]] has been revealed for the base game, however considering the base game’s environments, it is possible that [[Grunderbite]] and [[Hades' Hand]] could be two of the remaining bosses. The Expansion Pack includes one extra boss, the [[Mechanical Dragon]], and if enough people back the project, [[Seabreather]] can be unlocked as a boss (he'd presumably be in the base game).
There are a number of bosses that will be included in the game:
*The [[Armored Toad]] (recommended to be paired with the [[Toad Story|Jungle]] board)
*A [[Dark Teensy]] (recommended to be paired with the [[Teensies In Trouble|Forest]] board)
*[[Seabreather]] (recommended to be paired with the [[Fiesta de los Muertos]] board) (Despite the campaign's Lums Tracker not reaching its $500,000 CAD goal for him, he will be included anyway)
*[[Grunderbite]] (recommended to be paired with the [[Olympus Maximus#Fiery Depths|Hell]] board)
*The [[Mechanical Dragon]] (found in the 5-6 Player Expansion)


===Characters===
===Characters===
There are 6 base playable characters and numerous variants available in the game. As more figures are revealed, they will be added here.
There are 6 base playable characters and numerous variants available in the game.


The six base figures have their own set of Action cards and can be found in the base game and the Expansion Pack. They are:
The six base figures have their own set of Action cards and can be found in the base game and the 5-6 Player Expansion. They are:


*[[Rayman]]
*[[Rayman]]
*[[Globox]]
*[[Globox]]
*[[Barbara]]
*[[Barbara]]
*A [[Grand Minimus]]
*[[Grand Minimus]]
*[[Murfy]] (found in the Expansion Pack)
*[[Murfy]] (found in the 5-6 Player Expansion and as a [[lucky ticket]])
*[[Teensy Queen]] (found in the Expansion Pack)
*[[Teensy Queen]] (found in the 5-6 Player Expansion)


There are also a total of 10 [[List of heroes and costumes in UbiArt games|skins]] set to be available, and they can all be obtained through an add-on. The variants play exactly the same as their original versions, do not have their own Action cards, and can be used in any game mode.
There are also a number of [[List of heroes and costumes in UbiArt games|skins]] and alternate figures set to be available. The variants play exactly the same as their original versions, do not have their own Action cards, and can be used in any game mode. Ten of them are included in one add-on, and five more are Kickstarter-exclusives included for free with pledges that have a copy of the base game, as well as for purchase in the pledge manager. The latter type were revealed through [[lucky ticket]]s.


The set of 10 skins:
*[[Estelia]] ([[Barbara]] variant)
*[[Estelia]] ([[Barbara]] variant)
*[[Rayomz]] ([[Rayman]] variant)
*[[Rayomz]] ([[Rayman]] variant)
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*[[Globolk]] ([[Globox]] variant)
*[[Globolk]] ([[Globox]] variant)
*[[Olympia]] ([[Barbara]] variant)
*[[Olympia]] ([[Barbara]] variant)
*[[Rayman]] with a guitar ([[Rayman]] variant)
*[[Raymesis]] ([[Rayman]] variant)
 
The 5 [[lucky ticket]] figures:
*[[Rayman]] riding a [[giant mosquito]] ([[Rayman]] variant)
*[[Globox]] sliding on his back ([[Globox]] variant)
*[[Murfy]] flying ([[Murfy]] variant)
*[[Barbara]] attacking ([[Barbara]] variant)
*[[Goth Teensy]] ([[Grand Minimus]] variant)


===Action Cards===
===Action Cards===
52 Action Cards are included in the base game, with 16 more being included in the Expansion Pack. There are normal Action cards and Additional Action cards.
52 Action Cards are included in the base game, with 16 more being included in the Expansion Pack. There are normal Action cards and Additional Action cards.


Each character has 8 normal Action cards, which are:
Each character has 8 normal Action cards, making for a total of 32 Action cards in the base game, with 16 more being added in the 5-6 Player Expansion. These cards are:
*Run (9 Initiative, 5 Movement, 1 Crouch)
*Run (9 Initiative, 5 Movement, 1 Crouch)
*Forward Jump (7 Initiative, 3 Movement, 2 Jump, 1 Glide)
*Big Leap (formerly Forward Jump) (7 Initiative, 3 Movement, 2 Jump, 1 Glide)
*High Jump (6 Initiative, 2 Movement, 3 Jump, 1 Heart)
*Sky Bound (formerly High Jump) (6 Initiative, 2 Movement, 3 Jump, 1 Heart)
*Stoop (5 Initiative, 3 Movement, 2 Crouch, 1 Heart)
*Low Slide (formerly Crouch and Stoop) (5 Initiative, 3 Movement, 2 Crouch, 1 Heart)
*Float (8 Initiative, 4 Movement, 1 Jump, 2 Glide)
*Air Drift (formerly Float) (8 Initiative, 4 Movement, 1 Jump, 2 Glide)
*Throwing Punch (2 Initiative, 2 Movement, 4 Slap)
*Swift Strike (formerly Throwing Punch) (2 Initiative, 2 Movement, 4 Slap)
*Groundpound (4 Initiative, 3 Movement, 1 Jump, 2 Slap)
*Ground Slam (formerly Groundpound) (4 Initiative, 3 Movement, 1 Jump, 2 Slap)
*Rotating Punch (3 Initiative, 2 Movement, 3 Slap)
*Spinning Hit (formerly Forward Punch, Rotating Punch) (3 Initiative, 2 Movement, 3 Slap)


There are also Additional Action cards that can be used in the Intermediate level onwards.
There are also 22 Additional Action cards that can be used in the Intermediate level onwards.
*Direct Punch (10 Initiative, 3 Movement, 1 Jump, 3 Slap)
*Direct Punch (10 Initiative, 3 Movement, 1 Jump, 3 Slap)
*Speed Runner (4 Initiative, 4 Movement, 1 Jump, 1 Slap, 1 Crouch)
*Blazing Burst (formerly Speed Runner) (4 Initiative, 4 Movement, 1 Jump, 1 Slap, 1 Crouch)
*Energized (1 Initiative, 4 Movement, 3 Jump)
*Charged Up (formerly Energized) (1 Initiative, 4 Movement, 3 Jump)
*Gathering (4 Initiative, 1 Movement, 1 Jump, 1 Slap, 1 Crouch)
*Gathering (4 Initiative, 1 Movement, 1 Jump, 1 Slap, 1 Crouch)
*Fear is a Strength (10 Initiative, 3 Movement, 2 Jump, 1 Crouch, 1 Heart)
*Fear is a Strength (10 Initiative, 3 Movement, 2 Jump, 1 Crouch, Heart)
*Crawler (6 Initiative, 4 Movement, 1 Slap, 1 Crouch)
*Crawler (6 Initiative, 4 Movement, 1 Slap, 1 Crouch)
*Fight or Flight (3 Initiative, 3 Movement, 3 Slap, 1 Glide)
*Fight or Flight (3 Initiative, 3 Movement, 3 Slap, 1 Glide)
Line 316: Line 627:
*Angry In Flight (2 Initiative, 2 Movement, 2 Jump, 2 Slap, 1 Glide)
*Angry In Flight (2 Initiative, 2 Movement, 2 Jump, 2 Slap, 1 Glide)
*Rich (1 Initiative, 2 Movement, 2 Jump, 3 Lums)
*Rich (1 Initiative, 2 Movement, 2 Jump, 3 Lums)
*Photogenic (10 Initiative, 3 Movement, 1 Jump, 1 Heart, 2 Lums)
*Photogenic (10 Initiative, 3 Movement, 1 Jump, Heart, 2 Lums)
*Versatile (6 Initiative, 1 Movement, 1 Jump, 1 Slap, 1 Glide, 1 Crouch, Heart, 1 Lum)
*Nifty (9 Initiative, 3 Movement, 1 Jump, 1 Glide, 1 Crouch, Heart)
*High Ground (7 Initiative, 2 Movement, 3 Jump, 1 Glide, 1 Lum)
*Cavern Specialist (9 Initiative, 3 Movement, 2 Slap, 2 Crouch, Heart)
*Ready for Action (5 Initiative, 2 Movement, 2 Jump, 1 Slap, 1 Crouch, 1 Lum)
*Air Protection (8 Initiative, 2 Movement, 2 Jump, 1 Slap, 1 Glide, Heart)
*Walking (1 Initiative, 4 Movement, 1 Jump, 1 Crouch)
*Agile (7 Initiative, 3 Movement, 2 Jump, 2 Glide)
*Bruiser (2 Initiative, 2 Movement, 1 Jump, 2 Slap, 1 Glide, 1 Crouch)
*On a Mission (8 Initiative, 3 Movement, 1 Jump, 2 Slap, 1 Crouch)
 
===Player Cards===
6 Player cards are included in the base game. Player cards are used to store Bonus tokens. In Legend mode, custom modes, or co-op and solo modes, the back of the cards have a Special Ability and a Trade that can be performed using [[Lum (UbiArt games)|Lum]] actions.


The rest of the cards are yet to be identified.
*Smasher (formerly Combat Master): It only costs the player 1 Slap to hit targets from 1, 2 Slaps to hit targets 2 spaces away, 3 Slaps to hit targets 3 spaces away, and so on. If the player hits a target 2 or more spaces away, they also gain 1 Movement action. Players can trade a Lum for a Slap. *It still takes 1 Slap to hit a target on their same space.


===Player Cards===
*Weaver (formerly Stealth Master): The player can use a Crouch to move past an enemy without Slapping one or losing a [[Heart]]. If they so, they gain 1 Movement action. Players can trade a Lum for a Crouch.
6 Player Cards are included in the base game. Player Cards are used to store Bonus Cards. In Legend mode, custom modes, or co-op and solo modes, the back of the cards have a Special Ability and a Trade that can be performed using [[Lum (UbiArt games)|Lum]] actions.
 
*Scrambler (formerly Climbing Master): The player can use 2 Jump actions to reach a higher level without a platform. The player also gains 1 Movement action. The player can trade a Lum for a Jump.


*Combat Master: For each Lum, it costs the player 1 less Slap to hit enemies, Teensy Prisoners, or other players from 1, 2, or 3 spaces away. The player also gain 1 Movement action. Players can trade a Lum for a Slap.
*Sneaker (formerly Miniaturization): The player may trade a Heart for a Crouch at any time during their turn. The player gains a Movement action for every 2 Crouch actions that they have. The player can trade a Lum for a Heart.
*Stealth Master: For each Lum, the player can use a Crouch to avoid an enemy and gain 1 Movement action. Players can trade a Lum for a Crouch.
*Climbing Master: For each Lum, the player can use 2 Jump actions to reach a higher level without a platform. The player also gains 1 Movement action. The player can trade a Lum for a Jump.
*Extended Flight: For each Lum, the player can use a second Glide action to stay in the air between turns. The player also gains 1 Movement action. The player can trade a Lum for a Glide.
*Hypersonic: For each Lum, when the player uses 1 Jump, they can use 2 Movement actions instead of only 1. The player can trade a Lum for a Movement action.
*Miniaturization: For each Lum, the player may exchange a Heart for a Crouch at any time during their turn. The player also gains 1 Movement action. The player can trade a Lum for a Heart.


===Projectile Cards===
*Drifter: The player can go up or down during a Glide action without interrupting it. The player gains a Movement action for every 2 Glide actions that they have. The player can trade a Lum for a Glide.
In Hero and Legend modes, and for custom games, there are various effects for Projectiles that are triggered depending on the die value. The following effects are from the Level 1 Projectiles, as Level 2 Projectile effects have not been displayed yet.


*Rolling a 1 makes Projectiles Boosted. The player moves all projectiles on the 1-2 level.
*Dasher: The player can use 2 Movement actions when leaving a platform or using a Jump action before falling to gravity. The player can trade a Lum for a Movement action.
*Rolling a 2 makes a Projectile make enemies Stronger. Enemies take 2 Slaps to defeat next round.
*Rolling a 3 makes Projectiles create an Explosion. All players in a space orthogonally adjacent to a projectile go back 1 space.
*Rolling a 4 makes a Projectile summon Bullies. Players adjacent to an enemy are pushed 1 space away from them.
*Rolling a 5 makes a Projectile cause all players on the first level (1-2) to be Mesmerized, forcing them to move back 1 space.
*Rolling a 6 makes a Projectile summon Minions. When defeated, enemies no longer give players Bonus Cards.


===Bonus Cards===
*Extended Flight (scrapped): The player can use a second Glide action to stay in the air between turns. The player also gains 1 Movement action. The player can trade a Lum for a Glide.
Players gain Bonus Cards when defeating an enemy. Once the enemy is eliminated, the player that defeated them draws a Bonus card and keeps it face-up in front of them on their Player card. Players can have a maximum of 4 Bonus Cards at a time. If a player acquires more than 4, they must either discard one or use one immediately. Players can use as many Bonus cards as they want during their turn, even between actions. Bonus cards always offer 2 actions. A player can choose to use both or only use 1. There are 27 Bonus cards in the base game, each with their own duo of actions.


*Heart/Slap
*Hypersonic (scrapped): When the player uses 1 Jump, they can use 2 Movement actions instead of only 1. The player can trade a Lum for a Movement action.
*Movement/Glide
*Slap/Crouch
*Crouch/Crouch
*Movement/Slap
*Lum/Crouch
*Heart/Movement
The rest of the Bonus cards have not been displayed yet.


==Rulebook==
==Rulebooks==
Click on the thumbnail to read the rulebook.
Click on the thumbnail to read the rulebook.


<div><ul>
===Latest===
<li style="display: inline-block;"> [[File:Rulebook Rayman thumbnail.png|link=https://raymanpc.com/wiki/script-en/images/c/ca/Rulebook_Rayman.pdf|thumb|left|Version 0.7 of the rulebook]] </li>
<gallery>
</ul></div>  
Rulebook Rayman thumbnail.png|Version 0.9 of the English rulebook|link=https://raymanpc.com/wiki/script-en/images/2/20/RaymanTheBoardGameRulebookEN_0.9.pdf
Rulebook Rayman thumbnail FR.png|Version 0.01 of the French rulebook|link=https://raymanpc.com/wiki/script-en/images/1/12/Rayman_Rulebook_FR_01.pdf
</gallery>
 
===Archive===
<gallery>
Rulebook Rayman thumbnail.png|Version 0.7 of the English rulebook|link=https://raymanpc.com/wiki/script-en/images/f/fd/RaymanTheBoardGameRulebookEN_0.7.pdf
Rayman The Board Game.Rulebook (0.6).en thumbnail resized.jpg|Version 0.6 of the English rulebook|link=https://raymanpc.com/wiki/script-en/images/d/d2/RaymanTheBoardGameRulebookEN_0.6.pdf
</gallery>


==External links==
==External links==
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[[hu:Rayman: The Board Game]]
[[hu:Rayman: The Board Game]]
[[pl:Rayman: The Board Game]]
[[ru:Rayman: The Board Game]]
[[ru:Rayman: The Board Game]]


[[Category:Other]]
[[Category:Other]]

Latest revision as of 17:20, 5 May 2026

Rayman: The Board Game
Rayman: The Board Game
Rayman: The Board Game
Published by FLYOS Games
Developed by {{{developed by}}}

Directed by {{{directed by}}}
Produced by {{{produced by}}}
Designed by Maxime Tardif, Thomas Filippi, Gary Paitre
Programmed by {{{programmed by}}}
Art by {{{art by}}}
Written by {{{written by}}}
Soundtrack by {{{soundtrack by}}}

Release date Kickstarter campaign began in September 2024
Genre Board game
Gameplay mode 1-4 players
Languages {{{languages}}}
Platforms {{{platforms}}}
Ratings {{{ratings}}}
Distribution media {{{distribution media}}}
Game engine {{{game engine}}}

Rayman: The Board Game is an upcoming Rayman-themed board game designed by Maxime Tardif and FLYOS Games. It was announced in April 2024, with the Kickstarter campaign beginning on September 17, 2024 and ending on October 8, 2024.[1][2]

The base game will allow for one to four players, with an expansion that will allow up to six players. The game appears to be almost exclusively themed after Rayman Legends.

Announcement and development

Rayman: The Board Game was announced in April 2024 and set for release in the third quarter of 2024 via the website raymanboardgame.com, with its goal advertised as follows: "Team up with your favorite heroes in an epic race, dodging dangers and saving the Teensies!". At the time, it was said that the game would allow for two to five players.[3] Box art for the game was revealed at the same time, with figures of Rayman and Globox.

In June 2024, the game was listed on Kickstarter[2] and the number of players changed from two to five to one to four.

In July 2024, the figures of Barbara and a Grand Minimus were revealed, and those of Rayman and Globox updated.[4][5] FLYOS then went on to share videos of the figures for Globox,[6] Barbara,[7] the Grand Minimus[8] and Rayman,[9] complete with short descriptions, while also revealing that the game would be available on Kickstarter in September 2024.

On August 1st 2024, a community manager for FLYOS shared pictures of the game's prototype with the community, and asked for early feedback.[10] The pictures showcased various components of the game such as tokens, cards and figures. In reply to several comments highlighting that the game appears to be almost exclusively themed after Rayman Legends, the community manager replied that they are "not gonna forget the older titles".

On August 2nd 2024, FLYOS revealed that Murfy would also be playable in the game, and showcased his figure.[11]

On August 6th 2024, FLYOS shared additional pictures of the prototype, showing a preview of the playing area and additional cards, and promising to reveal the rulebook, an online demo and a trailer soon.[12]

On August 12th 2024, FLYOS revealed the figure of the Teensy Queen.[13]

On August 15th 2024, the official trailer for the game was published.[14] Many things were unveiled in the trailer, such as game mechanics, Toad Story and Olympus Maximus-themed boards, and an Armored Toad boss piece. One of the comments on the trailer revealed that Murfy and Teensy Queen would be available as part of an expansion. Another comment revealed that the stretch goals would be replaced with Lucky Tickets, providing a new surprise every two days, regardless of the funds raised.

On August 19th 2024, an overview from Maxime Tardif was uploaded onto YouTube. This overview revealed a few things, including various difficulty settings, an invitation for the community to design a new board environment, and an official reveal for the 5-6 player expansion pack. The video also promised to “unveil new figures and plenty of surprises”, suggesting that the currently-revealed set of figures may not be the only ones.

On August 22 2024, FLYOS revealed the figure of Estelia.[15] They also revealed the official rulebook and an online demo for the game.

On August 26 2024, FLYOS revealed the figure of Rayomz.[16]

On August 28 2024, FLYOS revealed the figure of Sir Globrax.[17]

On August 29 2024, FLYOS revealed the figure of Raymolk.[18]

On September 2 2024, FLYOS revealed the figure of Poglox.[19]

On September 4 2024, FLYOS revealed the full set of so-far revealed figures, including silhouettes of the remaining skins within the set of 10.[20] The post also promises to reveal more surprises soon.

On September 5 2024, FLYOS revealed the figure of the First King.[21]

On September 8 2024, FLYOS unveiled a draft version of the Kickstarter page for the board game, revealing a lot of new information. [22]

On September 10 2024, FLYOS revealed the figure of Globolk.[23]

On September 11 2024, FLYOS revealed the figure of Olympia.[24]

On September 16 2024, FLYOS revealed the figure of Raymesis.[25]

On September 17 2024, the Kickstarter campaign began. In just 30 minutes, the funding goal was reached and the first lucky ticket was scratched off: a Kickstarter-exclusive figure of Rayman riding a giant mosquito available to all backers.

On September 19 2024, the second lucky ticket was scratched off: a red ghost projectile, with its own card and 4 tokens. A poll was also given for the Hero board's environment: Desert of Dijiridoos or Fiesta de los Muertos.

On September 21 2024, the third lucky ticket was scratched off: a Kickstarter-exclusive figure of Globox sliding on his back available to all backers. It was also revealed that Fiesta de los Muertos won the previous vote, and a new poll was given for the board's enemies: Mariachis or Baby Dragon Chefs.

On September 23 2024, the fourth lucky ticket was scratched off: a reveal that the Boss cards will be printed on foil paper. It was also revealed that the Mariachis won the previous vote, and a new poll was given for the board's setting: day, night, or a mix of both.

On September 25 2024, the fifth lucky ticket was scratched off: an upgrade for the base tokens to be made of thicker, 2mm cardboard. It was also revealed that the mix of both backgrounds won the previous vote, and a new poll was given for the board's platforms: flute snakes or wooden platforms. By popular demand, the Lums Tracker was also adjusted from backers accumulated to funds raised.

On September 27 2024, the sixth lucky ticket was scratched off: a Kickstarter-exclusive figure of Murfy flying available to all backers. It was also revealed that rather than one or the other winning, both the flute snakes and the wooden platforms would be incorporated in the level. It was also said that they would be taking a quick weekend break from votes, with the next one coming next week.

On September 30 2024, the seventh lucky ticket was scratched off: an upgrade for the cards from 250gsm to 300gsm paper, enhancing stiffness, durability, and overall quality. A new poll was also given for the board's obstacles: spiky snakes or spiky flowers.

On October 2 2024, the eighth lucky ticket was scratched off: a plastic insert tray to hold all of the base game and the 5-6 player expansion's components. It was also revealed that both the spiky snakes and the spiky flowers won the previous vote, and a new poll was given for a new projectile: electric balls, flying swords, or forks.

On October 4 2024, the ninth lucky ticket was scratched off: a Kickstarter-exclusive figure of Barbara attacking with her axe available to all backers. It was also revealed that the forks won the previous vote, and the final poll was given for a new boss: El Luchador or Grunderbite.

On October 7 2024, the tenth and final lucky ticket was scratched off: a Kickstarter-exclusive figure of the Goth Teensy available to all backers. However, the results of the previous poll were not revealed, rather giving the backers one last chance to vote for the previous bosses: El Luchador or Grunderbite.

On October 8 2024, the Kickstarter campaign ended at 5:00 PM EST. It was revealed that Grunderbite won the previous vote, Seabreather's boss cards and token would be added to the game (despite the Lums Tracker not reaching its $500,000 CAD goal for him) and that there would be monthly updates following the end of the campaign.

On October 9 2024, the Late Pledges period began for the board game's Kickstarter.[26]

From November 8 to 10 2024, at select times each day, a prototype of Rayman: The Board Game was shown off at Ludicon in Montreal.

On November 12 2024, the first Creative Diary was released, revealing multiple changes to solo and co-op play:

  • Bosses now have their own movement values, as well as easy and hard modifiers.
  • Bosses now have a passive effect on their boss card, along with a unique “action deck” to add depth to encounters.
  • In co-op mode, a defeated player now enters a bubblized state and can be freed by another player’s Slap.
  • A new tracker card and new tokens have been added to help keep track of remaining non-Movement Actions.
  • The “Customize Your Game” section in the rulebook has (presumably) been expanded, offering variations for players seeking unique challenges.

Additionally, updated sketches for the Fiesta de los Muertos, 20,000 Lums Under the Sea, and Olympus Maximus (Palace Ruins) boards were unveiled, revealing Underwater Toads and Minotaurs as the enemies for the latter two boards. Lastly, the size of character joints have increased on the figures, and Murfy’s figures were given individual teeth.

On December 4 2024, the second Creative Diary was released, revealing an updated rulebook and updated art for the cards. The art also revealed that a Dark Teensy would be a boss in the game, and the rulebook revealed that flying bombs would be added as projectiles.

On January 28 2025, the third Creative Diary was released, revealing a number of French assets for the board game, including a French version of the rulebook that features new art of the flying bomb projectiles. The update also had a small look at the box art for the base game, the 5-6 player expansion, the set of 10 skins, the deluxe tokens, and the lucky ticket figures. Finally, the update claimed that the pledge manager, which is being hosted on Gamefound, was in the final stages of setup and would remain open for a few months.

On February 12 2025, the game's pledge manager opened on Gamefound, letting backers complete their pledges and allowing those that have not backed the game yet to pledge for it until March 15th, when the pledge manager closes. On the same day, the fourth Creative Diary was released, announcing the pledge manager opening and revealing that the production of the game would start at the end of March. The update also showed off the box art from the previous update individually and in a bigger size.

On March 24 2025, the fifth Creative Diary was released, announcing that the game's development had been fully finished and that the production phase had begun. The update also announced that the game's pledge manager would be extended to April 30th.

On May 2 2025, the sixth Creative Diary was released, discussing the impact of the recent US tariffs: influencing operational planning, pausing negotiations with FLYOS's publishing partners, and delaying production of the figure molds to the end of the month. Additionally, the update announced that the company's Community Manager, Billy, left from FLYOS, resulting in slightly longer response times during the search for a replacement for this role.

From June 6 2025 onward, the creative updates for Rayman: The Board Game and the rest of FLYOS's projects were moved from the Kickstarter page to the FLYOS Journal. On June 6 2025, the first volume of The Hub was released, noting that the game was in the final steps before moving to mass production. The update also revealed that the retail version of the board game would include plastic standees of the playable characters instead of figures. Finally, the update announced that the Gamefound pledge manager would close toward the end of July.

On July 9 2025, the second volume of The Hub was released, revealing the pre-production samples of the base game and 5-6 player expansion's printed components and a video unboxing said samples. The update also announced that the process of validating the figure samples had been slightly delayed, pushing back the production timeline and pushing the delivery date to the end of the year. Additionally, a response to a user's comment clarified that only the base game and the 5-6 player expansion would be mass-produced for retail, while the set of 10 skins would mostly be reserved for FLYOS's online store as collectible items. The response also revealed that a figure kit for the base game and 5-6 player expansion would be available in a later reprint of the game, likely with the second production run.[27]

On August 11 2025, the third volume of The Hub was released, announcing that the LongPack team started work on optimizations and adjustments on the figures' 3D models, a process that would continue until August's end. From there, the metal molds used for mass-producing said figures would be created, which is when the factory-printed prototypes would be received. Finally, after those steps were finished, mass production would begin.

On the same day, FLYOS released an update on the game's Kickstarter, providing a full timeline and reporting that the game's delivery had been delayed to April-May 2026. Additionally, the pledge manager's end date was pushed to the end of August.

On August 27 2025, an interview with Maxime Tardif, the co-designer of the game, was released on FLYOS's Journal, talking about different aspects of the development of the board game.

On September 18 2025, the fourth volume of The Hub was released, announcing that the models of the 3D figures had been fully approved and that the pieces had been broken down in preparation for molding. The physical miniatures were expected to arrive by the end of the month, meaning that the figures would be shown off in the next update. The update stated that once the models are approved by FLYOS and Ubisoft, the molding process would continue and mass production would commence afterwards. The update also stated that the game was still on track to start production by the end of the year.

On October 9 2025, the fifth volume of The Hub and an update on the game's Kickstarter were released, both revealing the finished resin prototype samples for the board game's miniatures.

On December 9 2025, the seventh volume of The Hub was released, announcing that the molding and tooling phase was 50% complete, purchase orders were being finalized with the game’s distribution partners, the mass production phase would end by April 2026 and the game would deliver around summer 2026.

On December 11 2025, an update on the game's Kickstarter was released, announcing the information from the Hub's seventh volume along with confirmation that Maestro Media would help bring the board game to parts of Europe and the United States. Additionally, they confirmed that a Polish translation of the game was being handled by Red Square Games and that the files for that version of the game were fully finished.

On February 2 2026, the eighth volume of The Hub was released, announcing that the molding and tooling phase was 75% complete, purchase orders were very close to being fully finished, and that a new online store for expansions and additional items was to go live in the coming months. These had a minor effect on the production timeline, but the mass production and shipping dates remained unchanged.

On March 5 2026, the ninth volume of The Hub was released, announcing that the miniature molds were fully completed, all of the paper and cardboard components were finalized, and that the game was close to entering mass production. Of the projects currently in production at FLYOS, Rayman was expected to be the first game delivered. An update on the game's Kickstarter was released on the same day, re-stating the information said in the Hub's ninth volume.

On April 22 2026, an update on the game's Kickstarter was released, announcing that the game was officially beginning mass production on May 6th.

On May 1 2026, the tenth volume of The Hub was released, announcing the mass production date stated earlier. Additionally, the update detailed a projected total of 14 weeks of mass production, pushing the shipping date to late August. Finally, the update revealed that the game would soon be available to pre-order on the FLYOS website.

Kickstarter campaign

The Kickstarter began on September 17 2024 and ended on October 8 2024. The Late Pledges period began on October 9 2024 and ended once the Pledge Manager closed. The board games are approximated to ship to backers by June 2026; at least one month before the game hits retail. The game reached its 50,000 CAD ($36,781 USD) goal within about 30 minutes of its Kickstarter launch, with the total funds raised by the end of the campaign being $480,552 CAD ($352,109 USD).

There were three different pledge options:

  • Essential (includes the base game and all lucky tickets scratched off)
  • Origins (includes everything in the Essential pledge plus the 5-6 player expansion, the set of 10 skins, and deluxe wooden tokens)
  • Legends (the "All-in" tier that costs and includes the most; everything in the Origins pledge plus 150mm large-scale versions of the base 4 figures, official card sleeves, and a metallic version of the base game box)

Throughout the campaign, backers got to participate in votes that shaped a new board, complete with enemies (Mariachis), platforms (flute snakes and wooden platforms), obstacles (spiky snakes and spiky flowers), projectiles (forks), and a new boss (Grunderbite). A "Lums Tracker" also existed for the game that could unlock additional rewards. Originally, with each backer, a Lum got added to the tracker, but by popular demand, the method for unlocking the rewards was changed to funds raised. $270 000 CAD unlocked a new Firecracker projectile, $500 000 CAD could have unlocked new boss cards and a boss token for Seabreather (although this was added in anyway), and $750 000 CAD could have unlocked a Kickstarter-exclusive Seabreather figure.

Additionally, Murfy "scratched off" a lucky ticket every two days during the campaign, revealing either a new game upgrade or a free goodie for all backers.


There are currently two expansions available for the game:

There are also various exclusive add-ons that were available for the game during its Kickstarter campaign and the late pledges:

  • Deluxe wooden tokens, replacing the cardboard tokens from the base game and the 5-6 player expansion
  • A metallic replacement for the base game's cardboard box
  • 70 card sleeves, used to store the base game's cards and the 5-6 player expansion's cards
  • 150mm large-scale figures based on Rayman, Globox, the Grand Minimus, and Barbara's base game figures
  • The lucky ticket figures (free for backers of the game during its Kickstarter, made available for purchase during the pledge manager)

Contents

The base game’s contents include:

  • 4 plastic standees of Rayman, Globox, the Grand Minimus, and Barbara (the crowdfunding versions of the game replace these with 45mm painted figures)
  • 4 double-sided game tiles, combining to form 2 full double-sided boards
  • 54 Action cards (32 normal Action cards, 8 for each character, plus 22 Additional Action cards)
  • 27 mini-sized Bonus tokens
  • 6 Player cards (double-sided with Legendary Player Cards)
  • 4 sets of Boss cards, each containing 1 Boss card and 3 Special Attack cards
  • 4 Boss tokens
  • 20 Projectile tokens, 4 for each Projectile type
  • 5 Projectile cards
  • 1 six-sided die
  • 1 Movement Tracker token
  • 1 Action Tracker card
  • 5 Action Tracker tokens, 1 for each non-Movement Action
  • 4 Heart tokens
  • 4 Teensy Prisoner tokens
  • 16 round Teensy tokens
  • 1 24-page rulebook

The 5-6 player expansion's contents include:

  • 2 plastic standees of Murfy and the Teensy Queen (the crowdfunding versions of the game replace these with 45mm painted figures)
  • 2 double-sided game tiles, combining to form 1 full double-sided board
  • 16 Action cards, 8 for each character
  • 1 set of Boss cards, containing 1 Boss card and 3 Special Attack cards
  • 1 Boss token
  • 2 Heart tokens
  • 8 round Teensy tokens

Gameplay

(Note: This information is taken from the official rulebook of the game. As the game has not released yet, all info is subject to change.)

To start, players choose their character and their respective hand of Action cards. After placing the Bonus tokens, the round Teensy tokens, and the 4 Teensy Prisoner tokens where they belong, the game begins. To start, all players select two cards from their hands and place them face up on the table. Each card has an initiative value, and the highest value plays first.

Initiative

The number indicated on the player's leftmost card determines the player's initiative. The first to play will be the player with the highest initiative value, but sometimes it's a better strategy to play last. Unlike actions, the initiative value is not cumulative from both played cards. Only the value from the leftmost card is considered. If 2 or more players have the same initiative, the player with the highest initiative on their second card goes first. If the tie persists, players roll the die and the one who rolled highest goes first.

Rounds

Once the initiative order has been determined, the round begins. Players can apply the effects on their Action cards as they see fit, in any order they want. The only restriction is the number of actions allowed on the cards. A player can use a Movement Tracker token to indicate how far on the board they can move. Once all players have had their turn, they discard their hand and the round ends. Players start a new round by selecting 2 new cards.

Actions

Actions are displayed on players' Action cards. During the player's turn, they combine the Action values on their cards to determine the total amount of actions allowed during a turn. They can use the effects indicated on the cards in any order they see fit, limited only by the number of actions allowed on each card. There are a total of six Actions available to the players.

Movement

Movement actions allow the player to move laterally, either forward or backward. The player cannot end their turn on a space occupied by another player’s figure. If the player ends their turn on an occupied space, they must put their figure on a free space directly above, below, or behind. If those spaces are also unavailable, do not correspond to a platform, or correspond to an obstacle, their figure must be placed on any open space in the column behind the other player. If no space is available in that column, move to an open space in the column directly behind, and so on. Players can race past another player's figure as long as they don't end their turn on the same space.

When a player on a higher platform moves a space forward and lands on a space without a platform, their figure falls one space at a time due to gravity until reaching a platform or the lowest level. While falling, players can perform a Movement action when combined with a Glide, and they can perform a Slap action from a distance. Players cannot use Jump or Crouch actions while falling, but falling does not count as a Movement action.

A player can end their movement on a space with an enemy, as long as they've used a Slap action to defeat that enemy first or discard their Heart token if they have any. While the player's figure remains on this space, the enemy is considered defeated for other players, allowing them to pass freely through both the player and the enemy as long as they have enough Movement actions available.

In games with 2 to 4 players, after all players have finished their turns, the player in last position on the board may move one space forward into the next column at any level. This space must be unoccupied by another player or an obstacle; if it contains an enemy, the player can still move there but will lose their Heart token or take damage. In games with 4+ players, this applies for the last two players, starting with the furthest back and then the final player. Walls do not block this movement. If players end their turn in the same column, the player on the lowest level is considered last.

Jump

Players can Jump to reach upper platforms. While using a Jump action, a character can only move upwards. Using 1 Jump, a player can move from level 1 to level 2, or from level 2 to level 3. Players cannot travel 2 levels with one Jump action (unless they are using the "Scrambler" Legendary Player Card, which grants them this ability). A Jump must be performed from the ground (level 1) or a platform (level 2); players cannot Jump from an empty space or while falling. While jumping upwards, a player can move through a normal platform, but they cannot move their figure downwards through a platform. Additionally, the player cannot Jump while crouching and they cannot jump through a thick platform. To reach a higher platform that is one space away, a player can use a Jump action followed by a Movement action. Each Jump to a platform counts as one action. If a player jumps up through a platform to reach one level, then jumps again to reach the next level, it counts as 2 Jump actions.

Slap

Slaps can be used to attack enemies, hit other players, free a Teensy, or to free a player from their bubblized state in co-op mode, and are among the most versatile and important Actions in the game. If a space is occupied by both another player and a Teensy Prisoner token, the player must choose whether to use a Slap action to hit the player or free the Teensy. To do both, they will need 2 Slap actions. If the player lands on a space with an enemy, they can use a Slap action to defeat them and gain a Bonus token. If they do not have a Slap action available, they either lose their Heart or take damage. If another player’s figure is on a space with an enemy, they cannot use a Slap to defeat that enemy, as it is considered already defeated. They can pass through this space without taking damage. Even if they Slap the other player and move their figure away, the enemy remains defeated for their turn. If the player begins their turn on a space with an enemy, they cannot use a Slap to eliminate them - that enemy is already considered defeated. All enemies that are covered by players are considered already defeated for the entirety of the player's turn. Each enemy can only be eliminated once per player per turn. Once they have eliminated an enemy, they can move over it freely that turn. If they defeat an enemy but don’t end their turn on its space, another player can still target the same enemy during their turn.

The player can Slap from a distance by using 2 Slaps to hit a target one space away (left, right, above, or below). Using 3 Slaps allows them to hit a target 2 spaces away, and 4 Slaps can hit a target 3 spaces away. Targets further than 3 spaces away cannot be hit. The player can Slap from a distance through platforms, but not through walls or thick platforms.

The player can Slap another player to move them one space. If the player Slaps the other player from behind, they must move forward; if Slapped from the front, they must move backward. If they are on the same space, above, or below another player, and they Slap them, the player that Slapped them can choose to move their figure forward or backward. The player can Slap multiple opponents in a single turn, but each player can only be Slapped once per round, regardless of who Slapped them.

A Heart token cannot be used to block another player's Slap action. If a player decides to Slap them... well, they're getting Slapped! To remember if they've been Slapped, the player can turn their figure to face backward until the next round, when they can turn it forward again. Players can be Slapped off of a platform, into an enemy's position, or onto an obstacle. This tactic can trigger a chain reaction, potentially causing them to lose their Heart token or take damage, giving the player a strategic advantage.

Glide

Using a Glide action allows the player’s character to stabilize in the air. When combined with a Movement action, a Glide action allows the player to move horizontally across the same level without touching a platform. The player can glide over any number of spaces, but the Glide stops as soon as they reach a platform. A Glide action alone does not count as a Movement action. The player can also Glide at ground level, allowing their character to soar over obstacles and potentially rescue Teensies along the way.

The player can jump to a higher level and then stabilize with a Glide action, allowing them to move horizontally at that level. Using a Slap action while gliding will end their Glide action, but they can use multiple Slap actions to hit a target from a distance. The player stops gliding when their figure reaches ground level after gliding over an obstacle or when they reach a platform. While Gliding, the player cannot use Crouch or Jump actions; to perform these actions, the player must first end the Glide. If they are gliding from a higher level and fall down one or two spaces before stabilizing and continuing to glide, the player must stop their initial Glide action and then start a new one.

Crouch

When combined with a Movement action, a Crouch action allows the player to move beneath a thick platform or a stationary Projectile. A single Crouch action allows the player to stay crouched under the thick platform until they reach its end. A Crouch action does not count as a Movement action. If the player happens to move under a thick platform with a stationary Projectile on it, they only need a single Crouch action to move beneath both. A Crouch action stops at the end of a player’s turn, unless the figure is positioned beneath a thick platform. If the player begins a turn under a thick platform, they are already considered crouched and do not need to use another Crouch action. However, they cannot end your turn on a space occupied by a stationary Projectile, even if they used a Crouch action to crawl underneath it.

To reach certain thick platforms with a void space before, the player can use a Jump action or a Glide action followed by Movement and a Crouch action to place their figure under the thick platform. The player cannot use a Crouch action while gliding. In certain situations, the player's character may be moved outside of their own actions, such as from another player's Slap or from the free movement granted for being in last position on the board. As a result, the player's figure may end up under a thick platform, automatically putting them in Crouch position.

Heart

Heart tokens can save the player from damage. Each player can only have one active Heart token at a time. When the player plays a Heart action, they must take a Heart token and place it in front of them on their Player card. If they already have a Heart token, nothing changes. In cooperative mode, if they already have a Heart token, they can use a Heart action to give a Heart token to another player of their choice. If the player is hit by a Projectile, Boss, enemy, or encounter an obstacle, they will lose their Heart token. If a player doesn’t have a Heart token, their character takes damage instead.

When a character takes damage, they must move 2 spaces backward to a level of their choice. They gain temporary immunity, protecting them from further damage until the start of their next turn. If they land on a space with a Projectile, they remove the Projectile token from the board. If the space if occupied by an enemy, they may choose to place their character there without taking damage, thanks to their immunity. If all spaces in the column two spaces back are occupied by other players or obstacles, the player must continue moving back one column at a time until an open space is found.

Players cannot use a Heart token to defend against another player’s Slap action, however if they encounter an enemy and don’t have a Slap action available, they can use their Heart token to move through them. If they begin their turn with a Heart token and play a card with a Heart action, the player can spend the Heart token they already possess for protection, then use the Heart action to gain a new one. A Bonus token with a Heart action can also be used in the same way to help pass through hazards. When a player uses a Bubble action, they immediately lose their Heart token.

Lums

Lums actions are only available in Legend mode or custom games. The Lum action allows players to perform the trade indicated on their Legendary Player card. If they are not playing in Legend mode, players should ignore the Lum symbol on their Action and Bonus cards.

Tokens & Others

There are also a number of tokens and other mechanics in the game.

Movement Tracker

To keep track of how far a player can move during a turn, they can use a Movement Tracker token. To use the token, the player places it above the space that matches the total number of Movement actions allowed by the two Action cards played this turn. Moving backwards counts as a Movement action, so the player must remember to adjust the Movement Tracker by moving it back two spaces for each backward move.

Action Tracker

To keep track of non-Movement actions (Jumps, Slaps, Glides, Crouches, and Lums), the player can use the Action Tracker card and tokens. When a player uses an Action, they move the corresponding token one space forward on the card.

Teensies

To win the race in co-op, solo, or competitive games, the player must complete a lap and free 3 of the 4 Teensy Prisoners on the board. At the start of each game, players decide where to place the 4 Teensy Prisoner tokens on the board. (For games in Rookie mode, the tokens are placed in spaces that are chosen in the rulebook.) Each token must occupy its own space; two Teensy Prisoners cannot share the same space. To free a Teensy Prisoner, the player needs to use a Slap action. If another player is on the same space as a Teensy Prisoner, the player can still use a Slap action to free the Teensy during their turn. However, this Slap action only applies to freeing the Teensy; the player will need to use an additional Slap action if they wish to hit the player. Once a Teensy has been freed, the player must leave the Teensy Prisoner token on the board so other players can access it. The player takes a round Teensy token of the corresponding color from the central pile and places it on top of their Player card. Each Teensy Prisoner can only be freed once per player, which is why each Teensy Prisoner token has a specific color.

Bonus Tokens

Players gain Bonus tokens when defeating enemies. Once an enemy is Slapped, the player that defeated them draws a Bonus token and places it face-up on their Player card. Players can have a maximum of 4 Bonus tokens at a time. If a player acquires a fifth, they must immediately discard or use one to return to the 4-token limit. Players can use as many Bonus tokens as they wish during their turn. Bonus cards always offer 2 actions. The player can choose to use both or just one. The actions granted by Bonus tokens become part of the player's action pool and can be used at any point during their turn. There are 27 Bonus tokens in the base game, each with their own duo of actions.

Bubble Action

After each round, all players must discard the 2 Action cards they just played. If they wish to retrieve the cards from their discard pile, players may announce a Bubble action at the beginning of the round, at the same time other players show their new Action cards. When a Bubble action is declared, the player enters bubble mode, gains temporary immunity until the end of the round, gains all discarded cards back, loses their Heart token if they have one, stays on the same space on the board, and still benefits from the “last player bonus movement”. They must resume playing on the next round. If a player has used all of their Action cards, they must perform a Bubble action. However, players can perform a Bubble action to recover discarded Action cards even if they still have some available in their hand. This can be an effective strategy, as the player can bluff the other players by pretending to choose 2 cards and waiting to reveal they perform a Bubble action this round instead.

Bubble Mode

When a player performs a Bubble action or takes damage in co-op mode, they are bubblized and enter “Bubble mode”. While in bubble mode:

  • The player still chooses 2 cards each round, but they can no longer perform the actions in the cards.
  • The player is immune to damage, enemies, walls, and obstacles.
  • In co-op mode, the player automatically moves 4 spaces each round at any level.
  • In co-op mode, the player exits bubble mode by being Slapped by another player. This does not move their figure, however.

Projectiles

In Intermediate, Hero, and Legend modes, projectiles are a new type of danger the players need to avoid and are added to each race to create a more challenging experience.

One projectile spawns at the start of every round on column #21, or #43 if at least one player has made it past column #21. These columns are marked on the tile with a missile-shaped icon. At the start of the game, a random player rolls the die to determine which level the first projectile will spawn on: 1-2 spawns it on the first level, 3-4 puts it on the second level, and 5-6 deploys it on the third level. The Projectile token is then placed on the space at the indicated level. If a player's figure is on a space where a projectile is set to appear (in column #21 or column #43), the player takes damage or loses their Heart token when it spawns. The projectile is removed from the board afterward. At the start of each round, all projectiles, including the newly spawned one, move 8 spaces counterclockwise. At the beginning of a new round, the player farthest from the finish line rolls the die to determine which level the new projectile will spawn on. Once a player reaches the second tile board (column #22), all new projectiles spawn from column #43. Previous Projectiles continue to move until they hit a player or reach the end of the tile. Projectiles launched from column #21 end their movement on the starting line, while projectiles launched from column #43 end their movement on column #22. Once a projectile reaches its ending position, it is removed from the tile board.

In Hero and Legend modes, after rolling the die at the start of the round, the player places it on the corresponding number on the Projectile card and apply any effects shown on the card at the end of the round, after moving all of the projectiles. Some cards may include ongoing effects labeled "THIS ROUND", which remain active throughout the entire round.

If an active Projectile crosses a player's path, the player either loses their Heart token if they have any or takes damage, and the projectile token is removed from the board. Players cannot use Slap actions on Projectiles.

There are a number of projectiles that can be used in the game, each with their own Projectile card functions in Hero and Legend modes:

Movement exceptions

There are various situations where a player's character may be moved without using Action cards or Bonus tokens, outside of their regular turn (such as being Slapped, taking damage, or using the Movement bonus granted to the player in last position), putting the player in such tricky positions as:

  • Being moved to the same space as another player: A player cannot end their movement on the same space as another player's figure. If they land on a space occupied by another player, they must place their figure in an empty space directly above, below, or behind them. If those spaces are also occupied by another player or an obstacle, the figure must be moved to an empty space further back, at any level. If they choose to land on an enemy, their character will take damage or, if they have one, lose their Heart token. They may place their figure on an empty space above or below another player, even if it contains a thick platform. In this case, they are automatically considered Crouching.
  • Being moved to a space with an enemy: If pushed onto a space occupied by an enemy, the player loses their Heart token, if they have one, or take damage unless it's an enemy they've already defeated during their turn.
  • Being moved to a space with a thick platform: If landing on a space with a thick platform, the player is considered Crouched and remains on the space.
  • Being moved to a space without a platform: If landing on a space without a platform, gravity takes effect, and they fall until they reach a platform or the ground (first level).
  • Being moved to a space with an obstacle: If pushed onto a space with an obstacle, they lose their Heart token, if they have one, or take damage. Their figure cannot remain on an obstacle, so they must move it to an available free space on the same column. If no free space is available, they must continue moving back one column at a time until they find an open space. A player cannot end their movement on an obstacle and cannot suffer consecutive damage due to their temporary immunity.
  • Being thrown against a wall: If thrown against a wall, either in front or behind, and they have a Heart token, the player loses it. Since walls are impassable, the player remains in their current space. If they don't have a Heart token, however, their character takes damage and must move two spaces back, following the same rules as earlier. If the player is pushed backward into a wall and don't have a Heart token, they would normally take damage and move back two spaces; however, since they can't pass through the wall, no movement or damage occurs.
  • 5 or 6 players: If one owns the 5-6 Player Expansion, they can add more players to the game. To ensure enough space for all players - since movement cannot end on a space occupied by another player - a player may end their movement on an empty space directly above another player (even if there is no platform).

Game End

When a player with 3 Teensy tokens crosses the finish line, the game will conclude at the end of the current round, once all players have taken their turn. After crossing the finish line, the player continues to move their figure using any remaining Movement actions, ignoring enemies, walls, and obstacles. After crossing the finish line, players can no longer use Slap actions. After the first player crosses the finish line, all other players complete their turn in initiative order. If another player also crosses the finish line with 3 Teensy tokens, they may use any remaining Movement actions to advance as far as possible. At the end of the round, the player who reached the farthest beyond the finish line wins the race. If players end up on the same column past the finish line, they are considered tied. In this case, the player with the highest initiative wins. If both players have the same initiative, they share the victory!

Difficulty Modes

Competitive mode is designed for 2, 3, or 4 players (increasing the count to 6 if they own the 5-6 Player Expansion). There are four total difficulty levels for players to play on. It is strongly recommended to play each mode in order, starting with the easier modes and progressing to harder configurations as players become more comfortable.

1: Rookie

Each player chooses their character and takes its associated 8 Action cards and figure. Each player chooses a Player card and places it in front of them. Players must place the 2 Jungle tiles side by side to form the racing board, and place the 4 Teensy Prisoner tokens as indicated earlier and put the round Teensy tokens in the middle of the board. In Rookie mode, there are no projectiles.

2: Intermediate

Players follow the Rookie mode rules, with some adjustments. Players place the 2 Forest tiles side by side to form the new racing board. In this mode, players add the Missile Projectiles to the game with no Projectile card modifiers. In this mode, players can use the Additional Action cards. All players will have a hand of 10 cards instead of 8. Players shuffle the 22 Additional Action cards and draw a number of cards equal to the number of players, plus 2. The cards are then revealed face-up on the table. Starting with the youngest player and moving in clockwise order, each player picks one card to add to their hand. The remaining 2 cards are discarded. Players then repeat the process, starting with the player who drew a card last in counter clockwise order.

3: Hero

Players follow the Intermediate mode rules, with few adjustments. Players place the 2 Fiesta de los Muertos tiles side by side to form the new racing board. Players then use the Fork Projectiles and the corresponding Projectile card, applying its effects to all Projectiles. For any new game the player decides to play in this difficulty mode, they can use any board and apply any projectile card. For example, they can use the Jungle board with the Firecracker Projectile card.

4: Legend

The most challenging mode in the game. Players follow the previous modes’ rules, with some adjustments. Players place the 2 Hell tiles side by side to form the new racing board. Players use the Red Ghost Projectiles and the corresponding Projectile card, applying its effects to all Projectiles. Players choose a Legendary Player card of their choice, gaining its unique abilities for this race. From now on, any new game the player decides to play in this difficulty mode, they can use any board and apply any Projectile card. For a spicy challenge, they can replace the Red Ghost with the Flying Bomb Projectile card!

Bonus: Tournament

In Tournament mode, all four boards are played in sequence at any difficulty level and configuration. At the end of each race, points are awarded to players for their positions: 5 points for first place, 3 points for second, 2 points for third, and 1 point for last. If 6 players were playing, presumably, 2 points would be awarded for third and fourth, while 1 point would be awarded for fifth and sixth. The player with the most points at the end of the four races is declared the winner.

At the end of each race, if Additional Action cards are used, players may swap two of their old cards with newly acquired ones to improve their character's abilities for future races. If playing with the powers granted on Legendary Player cards, players can decide whether to keep their power for the entire tournament or change it between races.

Solo and Cooperative Mode

In this mode, players no longer compete against each other, but instead they join forces to race against a Boss. In Solo mode, the player challenges the Boss alone. To win against the Boss, all players must free 3 Teensies and finish the race before the Boss does.

Before the first round, each player must randomly discard 2 cards from their Action card deck. At the end of each round, players discard the two cards they played and continue this process until all cards have been used up. When that happens, they retrieve all 8 cards, randomly discard 2 again, and begin a new round. If the Additional Action cards are used, players retrieve 10 cards and randomly discard 2 to begin a new round.

At the start of each round, the die is rolled to determine the level on which the Boss will move. For the first round, this roll indicates the level where the Boss will enter the board and begin moving: 1-2 places the Boss on the first level, 3-4 moves the Boss to the second level, and 5-6 has the Boss go to the third level. After that, the Boss’s Special Attack card is revealed. Most of these effects are applied at the end of the round after the Boss’s movement, but some have passive effects indicated by “THIS ROUND”. Once all 3 Special Attack cards have been used, they are shuffled and the process repeats.

All players then take their turns as usual, collecting Teensies and Slapping enemies.

During the Boss’s turn, they are moved the number of spaces indicated on the Boss card along the level shown by the die, in a clockwise direction (the same as the players). Bosses ignore walls, obstacles, and enemies during their movement. After moving the Boss, the effect on the Special Attack card is applied, if required. Most effects trigger once at the end of the round, but some may have been active throughout the entire round. At the start of the next round, the die is rolled again to set the Boss’s level, then the Boss is vertically moved, one space at a time, to the new level. Finally, the Boss’s previous Special Attack card is discarded and a new one is revealed; unless it specifies “THIS ROUND”, the new card’s effect is typically applied at the end of the round.

If a player is on the same space or adjacent to another player, they can exchange any number of Bonus tokens with them. This exchange can take place on their turn or another player’s turn, as long as both player’s agree.

If a Boss ends its movement on a player with a Heart token, the player loses the token and moves their figure to a space either below, above, or behind the Boss. If they have no Heart token, they take damage, move on a space 2 columns back on any level, and enter bubble mode. If all players are bubblized or if the Boss reaches the finish line first, the game is lost.

When playing Solo, the same rules apply, except there is no Bubble mode; if the player takes damage, they either lose their Heart token or, if they have no Heart token, are defeated and lose the game. When playing solo with Additional Action cards, before the game begins, the player draws 3 Additional Action cards and keeps one. They discard the two unused cards, draw three new cards, and pick one final card to complete a total of 10 cards.

In Solo and Cooperative mode against a Boss, there are no Projectiles, Hearts can be given to other players by playing Heart actions, and players cannot defeat the Boss. Players may move through the same space as the Boss by Slapping them, losing a Heart, or taking damage, just as they would with a regular enemy. Slapping the Boss does not grant a Bonus token.

Legendary Player Cards

Players use Legendary Player cards mandatorily in Legend mode, or optionally in custom races and co-op and solo modes. These cards offer a special ability and a trade that can be performed using Lums actions. Players choose their ability based on their style of play.

Customization

Players can customize their experiences as they please to add new twists to their sessions. Some of the modifiers they can try are Competitive Mode being played with a Boss, Cooperative Mode being played with Projectiles, three Teensy Prisoner tokens being placed on the board instead of four, players moving back 3 spaces instead of 2 when taking damage, players losing Cooperative Mode if one player without a Heart token takes damage, projectiles moving 9 spaces instead of 8, the special ability on Legendary Player cards only being available to use once per race, and players being allowed to be Slapped an unlimited amount of times in a single round.

Boards

There are four boards in the base game, and two extra boards in the 5-6 Player Expansion.

Bosses

There are a number of bosses that will be included in the game:

Characters

There are 6 base playable characters and numerous variants available in the game.

The six base figures have their own set of Action cards and can be found in the base game and the 5-6 Player Expansion. They are:

There are also a number of skins and alternate figures set to be available. The variants play exactly the same as their original versions, do not have their own Action cards, and can be used in any game mode. Ten of them are included in one add-on, and five more are Kickstarter-exclusives included for free with pledges that have a copy of the base game, as well as for purchase in the pledge manager. The latter type were revealed through lucky tickets.

The set of 10 skins:

The 5 lucky ticket figures:

Action Cards

52 Action Cards are included in the base game, with 16 more being included in the Expansion Pack. There are normal Action cards and Additional Action cards.

Each character has 8 normal Action cards, making for a total of 32 Action cards in the base game, with 16 more being added in the 5-6 Player Expansion. These cards are:

  • Run (9 Initiative, 5 Movement, 1 Crouch)
  • Big Leap (formerly Forward Jump) (7 Initiative, 3 Movement, 2 Jump, 1 Glide)
  • Sky Bound (formerly High Jump) (6 Initiative, 2 Movement, 3 Jump, 1 Heart)
  • Low Slide (formerly Crouch and Stoop) (5 Initiative, 3 Movement, 2 Crouch, 1 Heart)
  • Air Drift (formerly Float) (8 Initiative, 4 Movement, 1 Jump, 2 Glide)
  • Swift Strike (formerly Throwing Punch) (2 Initiative, 2 Movement, 4 Slap)
  • Ground Slam (formerly Groundpound) (4 Initiative, 3 Movement, 1 Jump, 2 Slap)
  • Spinning Hit (formerly Forward Punch, Rotating Punch) (3 Initiative, 2 Movement, 3 Slap)

There are also 22 Additional Action cards that can be used in the Intermediate level onwards.

  • Direct Punch (10 Initiative, 3 Movement, 1 Jump, 3 Slap)
  • Blazing Burst (formerly Speed Runner) (4 Initiative, 4 Movement, 1 Jump, 1 Slap, 1 Crouch)
  • Charged Up (formerly Energized) (1 Initiative, 4 Movement, 3 Jump)
  • Gathering (4 Initiative, 1 Movement, 1 Jump, 1 Slap, 1 Crouch)
  • Fear is a Strength (10 Initiative, 3 Movement, 2 Jump, 1 Crouch, Heart)
  • Crawler (6 Initiative, 4 Movement, 1 Slap, 1 Crouch)
  • Fight or Flight (3 Initiative, 3 Movement, 3 Slap, 1 Glide)
  • Against the Wind (5 Initiative, 3 Movement, 2 Jump, 1 Glide, 1 Crouch)
  • Fighter (3 Initiative, 2 Movement, 1 Jump, 3 Slap, 1 Crouch)
  • Angry In Flight (2 Initiative, 2 Movement, 2 Jump, 2 Slap, 1 Glide)
  • Rich (1 Initiative, 2 Movement, 2 Jump, 3 Lums)
  • Photogenic (10 Initiative, 3 Movement, 1 Jump, Heart, 2 Lums)
  • Versatile (6 Initiative, 1 Movement, 1 Jump, 1 Slap, 1 Glide, 1 Crouch, Heart, 1 Lum)
  • Nifty (9 Initiative, 3 Movement, 1 Jump, 1 Glide, 1 Crouch, Heart)
  • High Ground (7 Initiative, 2 Movement, 3 Jump, 1 Glide, 1 Lum)
  • Cavern Specialist (9 Initiative, 3 Movement, 2 Slap, 2 Crouch, Heart)
  • Ready for Action (5 Initiative, 2 Movement, 2 Jump, 1 Slap, 1 Crouch, 1 Lum)
  • Air Protection (8 Initiative, 2 Movement, 2 Jump, 1 Slap, 1 Glide, Heart)
  • Walking (1 Initiative, 4 Movement, 1 Jump, 1 Crouch)
  • Agile (7 Initiative, 3 Movement, 2 Jump, 2 Glide)
  • Bruiser (2 Initiative, 2 Movement, 1 Jump, 2 Slap, 1 Glide, 1 Crouch)
  • On a Mission (8 Initiative, 3 Movement, 1 Jump, 2 Slap, 1 Crouch)

Player Cards

6 Player cards are included in the base game. Player cards are used to store Bonus tokens. In Legend mode, custom modes, or co-op and solo modes, the back of the cards have a Special Ability and a Trade that can be performed using Lum actions.

  • Smasher (formerly Combat Master): It only costs the player 1 Slap to hit targets from 1, 2 Slaps to hit targets 2 spaces away, 3 Slaps to hit targets 3 spaces away, and so on. If the player hits a target 2 or more spaces away, they also gain 1 Movement action. Players can trade a Lum for a Slap. *It still takes 1 Slap to hit a target on their same space.
  • Weaver (formerly Stealth Master): The player can use a Crouch to move past an enemy without Slapping one or losing a Heart. If they so, they gain 1 Movement action. Players can trade a Lum for a Crouch.
  • Scrambler (formerly Climbing Master): The player can use 2 Jump actions to reach a higher level without a platform. The player also gains 1 Movement action. The player can trade a Lum for a Jump.
  • Sneaker (formerly Miniaturization): The player may trade a Heart for a Crouch at any time during their turn. The player gains a Movement action for every 2 Crouch actions that they have. The player can trade a Lum for a Heart.
  • Drifter: The player can go up or down during a Glide action without interrupting it. The player gains a Movement action for every 2 Glide actions that they have. The player can trade a Lum for a Glide.
  • Dasher: The player can use 2 Movement actions when leaving a platform or using a Jump action before falling to gravity. The player can trade a Lum for a Movement action.
  • Extended Flight (scrapped): The player can use a second Glide action to stay in the air between turns. The player also gains 1 Movement action. The player can trade a Lum for a Glide.
  • Hypersonic (scrapped): When the player uses 1 Jump, they can use 2 Movement actions instead of only 1. The player can trade a Lum for a Movement action.

Rulebooks

Click on the thumbnail to read the rulebook.

Latest

Archive

External links

References

  1. Official website for Rayman: The Board Game, https://www.raymanboardgame.com/
  2. 2.0 2.1 Kickstarter, RAYMAN® The Board Game, https://www.kickstarter.com/projects/flyosgames/rayman-the-board-game
  3. Official website for RAYMAN® The Board Game (via archive.org), https://web.archive.org/web/20240415173842/https://www.raymanboardgame.com/
  4. X, @FlyosGames, https://x.com/FlyosGames/status/1811037743901811130, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »
  5. X, @FlyosGames, https://x.com/FlyosGames/status/1811407597385261202, « Here's a first look at the new figures for Rayman The Board Game. This 1-4 player race is being co-designed by Maxime Tardif and will be offer high replayability. Be sure to register on Kickstarter to stay up to date. »
  6. X, @FlyosGames, https://x.com/FlyosGames/status/1813240338892333261, « He's Rayman's best friend and a charming inhabitant of the Glade of Dreams. Globox will be one of the playable characters in Rayman The Board Game, coming to Kickstarter this September. Sign up now to stay updated! »
  7. X, @FlyosGames, https://x.com/FlyosGames/status/1813951868059468233, « She's a fierce warrior princess, ready to join the action. Barbara is one of the characters you'll play as in Rayman The Board Game. Available this September on Kickstarter. Sing up now to stay up to date. »
  8. X, @FlyosGames, https://x.com/FlyosGames/status/1816115915710255442, « He is one of the Teensies’ kings, a celestial enchanter, and a beacon of cosmic elegance. Grand Minimus is a playable character in Rayman The Board Game. Coming this September to Kickstarter »
  9. X, @FlyosGames, https://x.com/FlyosGames/status/1818348008616099950, « Play as the iconic hero with no arms or legs in Rayman The Board Game! Compete against your friends and dive into thrilling races with style! Coming this September to Kickstarter! »
  10. Reddit, Rayman The Board Game Prototype, https://www.reddit.com/r/Rayman/comments/1ehn08n/rayman_the_board_game_prototype/
  11. X, @FlyosGames, https://x.com/FlyosGames/status/1819373113643073737, « It’s official, Murfy is joining the action! This flying friend will put his wits to the test as he jumps, slaps, and races to save the Teensies in Rayman The Board Game. Murfy will be available through our Kickstarter campaign this September. »
  12. X, @FlyosGames, https://x.com/FlyosGames/status/1820919370492559809, « 🎉 First look at our Rayman The Board Game prototype! More reveals coming soon: rulebook, online demo and trailer! Stay tuned! #RaymanBoardGame #TabletopGames »
  13. X, @FlyosGames, https://x.com/FlyosGames/status/1823094431265755504, « Every King needs a Queen and this one can hold her own against any obstacle. Queen Teensie joins the race in Rayman The Board Game on Kickstarter this September. »
  14. X, @FlyosGames, https://x.com/FlyosGames/status/1824076525454393657, « Join the Race! 🏁 Watch the Rayman The Board Game Trailer – Coming to Kickstarter September 17th! Rejoignez la course ! 🏁 Regardez la bande-annonce de Rayman The Board Game – Disponible sur Kickstarter le 17 septembre ! »
  15. X, @FlyosGames, https://x.com/FlyosGames/status/1826310941358571872, « Another Princess enters the race! Estelia is the first alternate skin for Rayman The Board game. Follow along on our Kickstarter launching September 17th to learn more. »
  16. X, @FlyosGames, https://x.com/FlyosGames/status/1828114434591772751, « Rayomz is living life in the wild—maybe a little too wild! 🌿🦵 Check out this new figure, one of the various skins available in Rayman The Board Game, launching on Kickstarter on September 17th. Get ready to go au naturel! »
  17. X, @FlyosGames, https://x.com/FlyosGames/status/1828840538600046813, « You'll need some shiny armour to brave the dangers of this race! Sir Globrax rushes in as an alternate skin for Rayman the Board Game. Available September 17th on Kickstarter. »
  18. X, https://twitter.com/FlyosGames/status/1829210048108654808, « A great hunter from the Glade of Dreams joins the race. Raymolk is the next alternate skin available for Rayman the Board Game. Coming to Kickstarter September 17th »
  19. X, https://twitter.com/FlyosGames/status/1830652436270248247, « It’s Labor Day—why not celebrate it as Pants-Off Day? Just like Poglox! This quirky alternate skin for Rayman The Board Game is leaping onto Kickstarter on September 17th. Don’t miss out! »
  20. X, https://twitter.com/FlyosGames/status/1831377289117896755, « We’ve already unveiled several figures for Rayman the Board Game, here’s a complete look at the ones revealed so far! Can you guess which skins are still to come? These and many more surprises will be available on Kickstarter starting September 17th. »
  21. X, https://x.com/FlyosGames/status/1831739658344026222, « The First King rises from his grave to join the race. This alternate skin for Rayman the Board Game will be available on Kickstarter on the 17th of September. »
  22. [1]»
  23. X, https://x.com/FlyosGames/status/1833551556248993866, « This hungry hero came out of his cave to win the race. Globolk is an alternate skin for Rayman The Board Game, available on Kickstarter September 17th »
  24. X, https://twitter.com/FlyosGames/status/1833936218691686440, « This princess came all the way down from Mount Olympus to take the lead in this crazy race. Olympia joins the alternative skins pack for Rayman the Board Game on Kickstarter September 17th »
  25. X, https://twitter.com/FlyosGames/status/1835695862271389875, « Rayman's evil clone is here to rock out! Raymesis finally joins Rayman the Board Game as an alternate skin. Available on Kickstarter tomorrow, September 17th 10:00 a.m. EST. »
  26. X, https://twitter.com/FlyosGames/status/1849511880626254240, « We're happy to hear that new Rayman games are in development. While you wait for their release, you can now late pledge for Rayman The Board Game on Kickstarter. »
  27. FLYOS, The Hub — Your Monthly Look Behind the Scenes (Vol.2), https://www.flyosgames.com/the-hub-vol-2, « Just to clarify: Retail will stock only the base game and the 5-6 player expansion—neither of these editions includes figures. A few stores may also carry the “Set of 10 Skins,” but those will be limited; we’re reserving most of them for our own online shop as collectible items. And eventually, we do plan to offer a figures kit (base game + expansion) in a later reprint, likely with the second production run. Hope that helps! » (in response to a user's question about the set of 10 skins going to retail)