Learn to Play

It takes about five minutes to learn.

Nilgie, the Geopals mascot, waving

Hi, I'm Nilgie. Let me show you.

Geopals is about exploring, not fighting. You race across a map built from terrain cards, and you will need to think ahead to win.

If it's your first game, start here.

The five steps below teach you the whole game.

If you've played before, or you're looking something up: all the rules on one page
Play it free on a computer, no cards neededHow

The whole game is built in Tabletop Simulator, with every card in the set laid out ready to build a deck from. It is the easiest way to try Geopals properly before you buy anything.

Tabletop Simulator is a paid app on Steam, about A$30. It is not made by us, and the game file below is free.

  1. Download the Geopals game file.
  2. Put it in Documents\My Games\Tabletop Simulator\Saves.
  3. Open Tabletop Simulator and choose Games, then Save & Load.
  4. Load Geopals. The cards take a moment to appear the first time while the artwork downloads.

Every card is a single copy on the table. Pick the ones you want, copy them, and build a deck. Then read Setting up and play.

You can watch the whole game explained instead. Watch on YouTube

Step 1 of 5

Know your cards

Your deck can contain six types of card. Terrain cards are a seventh type, but they are kept separately and are used to build the map.

Telesage, a Geopal card
GeopalThe characters you race with
Heat Berry, a stamina card
StaminaLets a Geopal move
Tag Team, an action card
ActionTakes effect straight away
Portal Disc, an item card
ItemEquipped to a Geopal
Shifting Sands, a terraform card
TerraformChanges the whole map
Sand Cyclone, a trap card
TrapStops a Geopal that steps on it
What does each type of card do?
  • Geopal. Geopal cards are the characters you race with. Each one has its own abilities. You can have up to three Geopals in play at a time.
  • Stamina. Play Stamina cards onto your Geopals to help them move further. A Geopal can hold any number of Stamina cards.
  • Action. Action cards create an immediate effect for you or for your opponent. Follow the instructions on the card, then discard it.
  • Item. Equip Item cards to your Geopals to give them an ongoing effect. Each Geopal can have only one Item equipped at a time. To take an Item off, you have to discard it, unless an Action card or a Geopal ability lets you remove it another way.
  • Terraform. Terraform cards turn every Terrain card on the map into one region for two turns. Two turns means one of your turns and one of your opponent’s, not two of yours. If another Terraform card is played during that time, it replaces the first one.
  • Trap. Put Trap cards face down in your Trap Zone and choose a tile for each one. Point out the tile so your opponent knows where it is. You can set one Trap at a time per Terrain card, and never on a tile a Geopal is already standing on. Once a Trap is down you cannot pick it up or replace it. It stays until it goes off.

How to read a Geopal card

Every Geopal card is laid out in the same way.

A Geopal card with its parts numbered 1 2 3 4 5 6 7
  1. Region The region this Geopal belongs to. There are eight regions, and this one decides where the Geopal moves well.
  2. Max Stamina The most tiles this Geopal can ever move in one movement phase. It is not how far the Geopal moves today. That depends on how many Stamina cards you have attached to it.
  3. Class Runner, Supporter, All Rounder or Chaser. The class tells you what that Geopal is for.
  4. Stage How far this Geopal has awakened, and what it grew from.
  5. Passive ability This ability is always available and costs nothing to use.
  6. Active ability This ability costs Stamina cards, and the berries printed next to it show how many. You spend them. They come off the Geopal and go to your discard pile.
  7. Weakness The regions this Geopal cannot move through.

Terrain cards and tiles

Terrain cards are not part of your playing deck. You keep them in a separate deck, and you use them to build the map. Each Terrain card is a stretch of one region.

Every Terrain card has a set number of tiles printed on it, between three and five. A tile is one space. Movement is counted in tiles.

Each Terrain card also shows which regions are weak against it. You will find that in the top right corner of the card.

A Mystic terrain card with three tiles
3 tilesThree spaces of Mystic ground.
An Ice terrain card with five tiles
5 tilesFive spaces of Ice ground, so a longer run through one region.

Each player lays two Terrain cards, so the map is always four Terrain cards long. That is a fixed rule.

Which Terrain cards should I bring?

Choosing which Terrain cards to bring

Your Terrain deck is part of your strategy. Choose cards with lots of tiles for regions your Geopals are strong in, because a long stretch of your own ground is a fast run.

Choose cards with fewer tiles for regions your Geopals are weak in, so the ground you cannot cross is as short as possible.

Remember that your opponent is choosing their two cards as well, and they are thinking the same way.

Step 2 of 5

Set up the race

How the table looks

This is a game already under way. The steps further down show you how to lay it out.

See the whole table laid out Both playmats, the map, and every card in its place. Open
Your opponent’s mat Facing you from the other side of the table.
Your opponent's playmat, facing you across the table
The Terrain Zone Four Terrain cards, two from each player, laid on the table between you. This is the map.
An Ice terrain card with five tiles Inji's token Zippo's token Your opponent's Shadrex token
Volcanic · 5 tiles
An Ocean terrain card with three tiles Reptail's token Your opponent's Euko token
Ocean · 3 tiles
A Forest terrain card with five tiles ! Trap set here
Forest · 5 tiles
A Mystic terrain card with three tiles
Mystic · 3 tiles
Start. Both players begin at this end. Finish. Step off this card to finish.

Your tokens sit toward your side of each Terrain card, and your opponent’s toward theirs, so you can tell them apart at a glance.

Your mat Everything you control sits here.
Your playmat laid out with cards in every zone A face-down Trap card, set on the Forest card above it Set on the tile above Trap Zone Zippo, in play A Heat Berry attached to Zippo A second Heat Berry attached to Zippo Inji, in play A Sky Berry attached to Inji An Item equipped to Inji Reptail, in play An Earth Berry attached to Reptail Play Zone Jurra, a Stage 1 Geopal waiting to awaken Telesage, a Stage 2 Geopal waiting to awaken Infernex, a Stage 1 Geopal waiting to awaken Awakened forms Your deck Your discard pile

Scroll the board sideways to see all of it.

Zippo and Inji are out on the Volcanic card. Reptail has reached the Ocean card. The red marker is a tile with a Trap set on it, and the two face-down cards in the Trap Zone are those Traps.

What is each part of the mat for?

What each part of the mat is for

  1. Trap Zone The long strip along the top. Trap cards go here face down, and each one is assigned to a tile out on the map. Your opponent can see which tile a Trap is on, but not what it does.
  2. Play Zone Your active Geopals go here, with their Stamina cards and Items stacked on them. You can have up to three Geopals in play at a time.
  3. Discard Cards you have used or thrown away.
  4. Deck Your draw pile. If it runs out, shuffle your discard pile and it becomes your deck again.
  5. Awakened forms The blank space directly above your Deck and below the Trap Zone. Your Stage 1 and Stage 2 Geopals wait here face up until one of your Geopals awakens. They are never shuffled into your deck.

The map is not on your playmat. Terrain cards are laid on the table in the space between the two players.

What each player needs

Bring with you

  • A deck of up to 70 cards. There is no minimum. Around 60 is a good size.
  • One of each Geopal, any number of Stamina cards, and up to two of every other card.
  • Tokens for your Geopals.
  • A Terrain deck of at least six cards, with only one card of each region.

Build together

  • Each player lays two Terrain cards, so the map is four cards long.
  • Both players start at the same end.
  • The far end of the map is the finish.

Which Geopals come out of your deck

Before you start, every Stage 1 and Stage 2 Geopal comes out of your deck. Look at the bottom left corner of the artwork.

Inji, a Basic Geopal with no evolution box
BasicNo picture in the corner. This one stays in your deck.
Jurra, a Stage 1 Geopal, with its evolution box circled
Stage 1A picture of what it grew from. Take it out.
Telesage, a Stage 2 Geopal, with its evolution box circled
Stage 2A picture of what it grew from. Take it out.

If a Geopal card has that little picture in the corner, it is an awakened form. It goes face up above your deck, and it is never shuffled in.

Setting up, step by step

  1. Take your awakened forms out of your deck. Every Stage 1 and Stage 2 Geopal comes out and sits face up above where your deck will go. They are never shuffled in.
  2. Choose the Geopal you want to start with. Search your deck for it and put it in your Play Zone.
  3. Put that Geopal's token on the map, at your starting end.
  4. Shuffle your deck and put it down as your draw pile.
  5. Shuffle your Terrain deck separately. It is a second, smaller deck and it never mixes with your playing deck.
  6. Take turns laying Terrain cards into the space between you. Two cards each, four in total. They join end to end and become the map.
  7. Draw six cards into your hand.
  8. Play scissors, paper, rock to decide who goes first.

Step 3 of 5

Your turn, step by step

Every turn is one loop: Act, then Move, then Draw. Moving is not a separate phase of the game, it is the part that finishes your turn. Click through a real turn below and watch it happen.

The map · Forest A Forest terrain card with five tiles A second Forest terrain card A face-down Trap Sand Cyclone, the Trap revealed Trap set here
Play Zone
empty
Discard
empty
Your hand
Zippo, a Geopal card A Heat Berry A Heat Berry Forager, an Action card Magma Burst, a Terraform card Sense, an Item card A Heat Berry found by Forager A freshly drawn card A freshly drawn card A freshly drawn card A freshly drawn card A freshly drawn card A freshly drawn card
You start with six cards

This is your hand at the start of your turn.

1 of 14
What can I do during the action phase?
  • You can play as many cards from your hand as you like, or you can discard as many cards as you like. You cannot do both in the same turn.
  • You can use the abilities of your Geopals. Each ability can only be used once per turn.
  • You can do these things in any order.
What happens if I run out of cards?

Shuffle your discard pile. It becomes your deck again, so you never run out for good.

How do Traps work?

Put a Trap face down in your Trap Zone and choose a tile for it.

Your opponent can see which tile the Trap is on. They cannot see what it does, because the card stays face down until it goes off.

The Trap goes off the moment an opposing Geopal steps onto that tile. It does not have to be the tile they were going to finish on. If they walk onto it halfway through a move, the Trap still goes off.

That Geopal stops on the tile, the Trap is turned face up, and its effect happens. Any movement it had left is lost.

Here it is happening. The Geopal is on its way to the fifth tile, but it never gets there.

A Geopal token walking onto a tile with a Trap on it Stopped The Trap, still face down Sand Cyclone, the Trap revealed

The Trap was set on the third tile. The Geopal steps on it, stops there, and the card turns face up.

You can only set one Trap at a time per Terrain card. With a four card map, that is four Traps at most. A Trap cannot be picked up, discarded or played over, so the slot only frees up when the Trap goes off.

Step 4 of 5

How far your Geopals go

You have seen a Geopal move in the walkthrough. This step is about the thing that decides how far it goes. It is the part new players most often get wrong, so it is worth reading carefully.

Stamina cards are your movement. A Geopal moves one tile for every Stamina card attached to it. Max Stamina is the number printed on the card, and it is the most Stamina cards that Geopal can ever use.

You must move the full distance. A Geopal with three Stamina cards and a Max Stamina of 3 must move exactly three tiles. You cannot choose to move it one or two tiles instead.

You do choose which Geopals move. Any number of them, from none to all. Moving one does not oblige you to move the others, even if they could. The choice is whether a Geopal moves, never how far.

See it on a real card
The Zippo card with its Max Stamina and ability cost numbered 1 2
  1. Max Stamina 2 This is the number printed in the corner. It is the most Stamina cards Zippo can ever use, so Zippo will never move more than two tiles in a movement phase.
    It is not how far Zippo moves today. That depends on how many Stamina cards you have actually attached to it.
  2. Overburn costs 2 Heat Berries The berries printed next to an active ability are its price. Zippo is Volcanic, so it pays with Heat Berries.
    Overburn reads: if this Geopal is in a Volcanic region, it may move forward 3 spaces in a single burst. That is on top of the normal movement phase, so used first it can carry Zippo five tiles in one turn.

Put those two together and you get the whole rule.

Zippo
ZippoMax Stamina 2
A Heat Berry
Heat Berry
A second Heat Berry
Heat Berry
2 tiles Two Stamina cards attached, and a cap of 2. Zippo moves exactly two tiles, and it must move all of them.

A third Heat Berry would not help. Zippo can never use more than two, because that is its Max Stamina.

Stamina cards stay where you put them. Once a Stamina card is attached to a Geopal, you cannot take it off, and you cannot move it to another Geopal. The only exceptions are when a Geopal ability or an Action card specifically lets you.

Max Stamina 3 2 Stamina cards attached

Must move exactly 2 tiles.

Max Stamina 3 3 Stamina cards attached

Must move exactly 3 tiles.

Max Stamina 3 0 No Stamina cards

Cannot move at all.

A Geopal with nothing attached to it cannot move. Playing Stamina cards onto it during your action phase is what gets it going.

A Volcanic terrain card with five tiles, and a Geopal token stepping along them A Geopal token
12345

Each stone slab is one tile, and one tile is one space. This Volcanic card is five of them.

An active ability spends the Stamina cards that pay for it. The berries printed beside the ability are a real cost, not a minimum you have to reach. Pay them and they go to your discard pile.

This is why a Geopal often carries more Stamina cards than its Max Stamina. Max Stamina limits how many it may use to move. It does not limit how many it may hold. Carry extra and you can pay for an ability and still take your movement phase.

Awakening costs three Stamina cards, so stocking a Geopal up is also how a Geopal with a low Max Stamina awakens.

The four Stamina cards

There are four Stamina cards, and each one serves two regions.

Heat Berry
HeatVolcanic and Desert
Sky Berry
SkyMystic and Mountain
Tide Berry
TideOcean and Ice
Earth Berry
EarthForest and Shadow

Any Stamina card will do

For ordinary movement, and for awakening a Geopal, the type does not matter. You can use any Stamina card.

The type has to match

For an active ability, it does matter. A Geopal can only pay using the Stamina card that serves its own region. A Mystic Geopal has to pay with Sky Berries.

What if I run out of Stamina cards?

Running out of Stamina cards in your hand

Stamina cards are the thing you will run short of, because every tile of movement costs one.

Some Action cards and some Geopal abilities let you search your deck for Stamina cards and put them into your hand. They are worth keeping in your deck, because a Geopal with nothing attached to it cannot move at all.

Regions change how far you get

Every Geopal belongs to a region, and so does every Terrain card. Matching them up is the heart of the game. Here is one Geopal meeting three kinds of ground.

The Zippo card

Zippo, a Volcanic Runner

Max Stamina 2, so Zippo moves up to two tiles in a movement phase.

Home: Volcanic Weak: Ocean Weak: Ice

Every Geopal card lists the regions it is weak in along the bottom right, next to the word WEAKNESS.

A Volcanic terrain card Zippo's token on Volcanic ground
Volcanic, its own region Zippo finishes its move here, so it gets one extra tile. Two Stamina cards carry it three tiles. The extra tile is for your movement phase only, never for an active ability.
A Forest terrain card Zippo's token on Forest ground
Forest, ordinary ground Nothing special happens. Zippo moves one tile for each Stamina card attached to it, so two tiles.
An Ocean terrain card Zippo's token stuck on the first tile of Ocean ground
Ocean, a region it is weak in Zippo steps onto the first tile and stops there. It cannot go any further into the region, and while it is stuck it gets no movement phase.

Zippo is stuck on that first Ocean tile until something changes the ground or carries it through. It does not stop short of the card, and it does not sit between cards. It always ends up on the first tile of the region it cannot cross.

Which regions is each one weak in?

Every region is weak in two others. This is the full chart.

RegionWeak in
Desert Ocean Ice
Forest Mystic Mountain
Ice Volcanic Desert
Mountain Forest Shadow
Mystic Shadow Forest
Ocean Volcanic Desert
Shadow Mystic Mountain
Volcanic Ocean Ice

You do not have to memorise this. Each Geopal card prints its own two weaknesses, and each Terrain card prints the regions that are weak against it.

Where Geopals can stand

Any number of Geopals can share a tile, and a Geopal can move straight past another one. Nobody blocks anybody unless a card says so.

Neighbouring means one space behind, the same space, or one space ahead. It is checked before your movement phase starts, so you cannot move into position and use the benefit in the same phase.

A Geopal never moves backwards on its own. Only another Geopal’s ability or an Action card can send it back, and that is also how you drag one off a Trap or out of ground it is stuck in.

Getting a stuck Geopal moving again

This happens often, and there are three ways out.

Play a Terraform card

It turns every Terrain card on the map into one region for two turns. The ground your Geopal could not cross becomes ground it can.

Get pulled through

Some Items connect your Geopal to a neighbouring ally. The ally moves and pulls your Geopal along with it.

Use a Geopal ability

Some Geopals let their allies cross ground those allies could not cross alone. Having one on the field can be the difference between moving and standing still.

Which Geopals help their allies through?

These are three examples, not the full list. Plenty of other Geopals have abilities that open up ground, and every Chaser does it for its own region.

The Mechaglyph card

Mechaglyph

Mountain · All Rounder · Max Stamina 0

Passive. While this Geopal occupies a region, ally Geopals that would otherwise be unable to move through that region may do so.

Max Stamina 0 means Mechaglyph never moves on its own. It sits in a region and opens it up for everybody else.

The Astracoon card

Astracoon

Ice · All Rounder · Max Stamina 1

Passive. This Geopal ignores all terrain movement restrictions.

Astracoon goes anywhere. It is slow, but no region can stop it.

The Lumivue card

Lumivue

Mystic · Chaser · Max Stamina 5

Passive. While this Geopal is in play, all ally Geopals can move in Mystic terrains regardless of their region weakness.

Every Chaser does this for its own region. That is what makes a Chaser a Chaser.

What is each of the four classes for?

The four classes

Every Geopal is one of four classes, printed under its name. The class tells you what that Geopal is for.

The Zippo card

Runner

Max Stamina 3 on average, and up to 5

Runners cover ground. They have the highest Max Stamina of the ordinary classes, and their abilities are usually about moving further or moving again.

Zippo, Volcanic Runner. Overburn: if this Geopal is in a Volcanic region, it may move forward 3 spaces in a single burst.

The Shadrex card

Supporter

Max Stamina 1 on average, and never more than 2

Supporters are slow. They are not there to win the race themselves. They are there to make the rest of your team faster, and the advantage they give can be bigger than anything one Runner could do alone.

Shadrex, Shadow Supporter. Umbral Support: increase the movement of all Runner Geopals by 1 space.

One card, and every Runner you own moves further for the rest of the game. That is why a slow Geopal can be worth a place in your three.

The Euko card

Supporter, a second example

Forest · Max Stamina 2

Euko, Forest Supporter. Feeder: search your deck for a Stamina card, shuffle your deck, then put that card on top.

Stamina cards are what you run short of. A Supporter that finds them for you keeps your whole team moving.

The Astracoon card

All Rounder

Max Stamina 2.2 on average

All Rounders sit between the two. They move reasonably well and they carry a useful ability, so they are the safe pick when you are not sure what you will face.

Astracoon, Ice All Rounder. This Geopal ignores all terrain movement restrictions.

The Lumivue card

Chaser

Max Stamina 5, always

Chasers are the rarest cards in the set and the fastest Geopals in the game. Every Chaser has the same kind of ability: while it is in play, your Geopals can move through its region even if they are weak in it.

Lumivue, Mystic Chaser. While this Geopal is in play, all ally Geopals can move in Mystic terrains regardless of their region weakness.

Picking your three

You can have three Geopals in play at once, so think about what they do together rather than picking the three fastest.

Two Runners and one Supporter is a common shape. The Supporter never wins the race, but it makes both Runners quicker for the whole game.

An ability does not beat a weakness. Using an active ability will not carry your Geopal into a region it is weak in, unless the card explicitly says that it does.

Can a Geopal move twice in one turn?

Moving twice in one turn

Some active abilities move your Geopal. You can use one of these and still take your normal movement phase afterwards, so a Geopal can move twice in one turn.

1 Use the active ability first

Pay for it with the matching Stamina cards and move. You are still in your action phase, so you can keep playing.

2 Then take your movement phase

Move again as normal. This is the part that ends your turn.

You have to do it in that order. Moving normally ends your turn straight away, so an active ability saved until afterwards can never be used.

Step 5 of 5

Win the race

You win a game by getting enough of your Geopals to the far end of the map. There is nothing to guess and nothing to turn over at the end.

The last tile is not the end. Your Geopal has to step off the final Terrain card completely, so you need enough movement left to walk clear of the map.

The finish The same four card map. Two Geopals are still running, one has made it.
A Volcanic terrain card
Volcanic · 5 tiles
An Ocean terrain card Reptail, still on the map
Ocean · 3 tiles
A Forest terrain card Inji, still on the map
Forest · 5 tiles
The final Terrain card Euko, standing on the very last tile Zippo, stepped clear of the map
Mystic · 3 tiles

Scroll the map sideways to see the finish.

Euko is on the very last tile Not finished. It is still on the map, and it needs one more tile of movement to get off.
Zippo has stepped clear Finished. It walked off the end of the final Terrain card, so it counts towards winning the game.

Count your Stamina before the last run. A Geopal that lands exactly on the final tile has to wait another turn to get off.

Game 11 Geopalreaches the end
Game 22 Geopalsreach the end
Game 32 Geopalsreach the end

Win two games out of three and you win the match.

Game two is harder than it looks. Getting two Geopals across usually means at least one of them is weak against something on the map, so you have to plan a way through rather than simply run.

Between games

A match is best of three, so you will do this twice. Most of the table resets. Two things do not, and that is where people go wrong.

Stays
  • Your Geopals stay in play. Move their tokens back to the starting end.
  • They keep every Stamina card attached to them.
  • They keep their equipped Items.

This is the one that surprises people. A Geopal that finished game one loaded up starts game two still loaded up.

Resets
  • Everything else on the field, including Traps, goes to the discard pile.
  • Your discard pile goes back into your deck, and you shuffle it.
  • You take back your Terrain cards.
  • You build a brand new map, the same way you built the first one. Not the same map again.

The player who did not win the last game goes first.