The Rules

This page has all of the rules in one place. If you have not played before, it is easier to start with Learn to Play, which takes you through the game in five short steps.

Quick reference Everything on this page cut down to one sheet you can print and keep beside the board. For the middle of a game, when you know the rule and just need the number.

Setting up

The format

Geopals is played by two players. A full match is best of three games and takes about 80 minutes.

If you want a shorter game, agree best of one before you start. That is a normal way to play, not a house rule.

What each player needs

How many copies of a card you can run

The limit is different for each type of card.

Orb cards count as Items, so you can run at most two of them.

These limits are for your playing deck. Your Terrain deck is separate and follows its own rule of one card per region.

How to set up

  1. Take every awakened Geopal out of your deck. Stage 1 and Stage 2 Geopals are never shuffled into your deck. Put them face up next to where your deck will sit.
  2. Search your deck for the Geopal you want to start with. Put that card in your Play Zone.
  3. Put the token for that Geopal on the map, at your starting end.
  4. Shuffle your deck and put it down as your Deck pile.
  5. Shuffle your Terrain deck separately. It never mixes with your playing deck.
  6. Take turns laying Terrain cards into the space between the two players. Each player lays two cards, so the finished map is always four Terrain cards long.
  7. Draw six cards into your hand.
  8. Play scissors, paper, rock to decide who goes first.

Where everything goes

Each player has their own playmat in front of them. The map is not on either playmat. Terrain cards are laid on the table between the two players.

Taking a turn

Every turn has three phases, and they always happen in this order.

1

Action

Cards in your hand Zippo in your Play Zone A Heat Berry attached to Zippo

Play cards onto your Geopals, or discard cards. Use abilities. You can do these in any order.

2

Movement

A Geopal moving three tiles along a Terrain card

Choose which of your Geopals move. Each one that moves goes the full distance its Stamina cards allow.

3

End

Your deck

Draw until you have six cards in your hand. If your deck runs out, shuffle your discard pile and carry on.

1. Action phase

2. Movement phase

3. End phase

Moving ends your turn. As soon as one of your Geopals moves, you cannot play cards, discard cards, or use abilities. Do everything else first.

Using an active ability and moving in the same 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.

You have to do it in that order. Use the active ability during your action phase, then move normally. If you move normally first, your turn ends and the ability is wasted.

This order works
  1. Action phase. Use the ability that moves your Geopal.
  2. Movement phase. Move the same Geopal again, normally.

That Geopal moved twice in one turn.

This order does not
  1. Movement phase. You move first.
  2. Turn over. Moving ended it.

The ability never gets used.

Moving

Stamina cards are your movement

A Geopal moves one tile for every Stamina card attached to it. A Geopal with no Stamina cards cannot move at all.

Max Stamina is the number printed on the Geopal card. It is the most Stamina cards that Geopal can ever use. It is not how far the Geopal moves today.

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 can choose not to move it at all.

Stamina cards stay where you put them

Once a Stamina card is attached to a Geopal, it stays there. You cannot take it off, and you cannot move it to another Geopal.

The only exceptions are a Geopal ability or an Action card that specifically lets you do it.

Carrying more Stamina than you can use

You can put as many Stamina cards on a Geopal as you like. Max Stamina only limits how many spaces it can move.

The extra is there to be spent. Active abilities cost Stamina cards, and awakening costs three, so a Geopal with a Max Stamina of 1 can still do both if you have stocked it up.

A Max Stamina of 0 is deliberate on some cards. That Geopal never moves in its own movement phase. It moves only when something else moves it, and its value is what it does for the rest of your team while it sits still.

Paying for an active ability

An active ability costs Stamina cards. The berries printed beside the ability show how many.

You spend them. The Stamina cards come off the Geopal and go to your discard pile.

A Geopal may hold more Stamina cards than its Max Stamina, because Max Stamina only limits how many it may use to move. Carrying extra is how a Geopal pays for an ability and still takes its movement phase in the same turn.

Where Geopals can stand, and who blocks whom

Any number of Geopals can be on the same tile at once, whether they are yours or your opponent’s. Tiles are not exclusive.

A Geopal can move straight past another Geopal. Standing in the way does not block anybody. The only exception is a card that says otherwise.

Neighbouring means one space behind, the same space, or one space ahead. That is three tiles, counting the Geopal’s own. Whether two Geopals are neighbouring is checked before the movement phase starts, so you cannot move into position and use the benefit in the same movement phase.

Going backwards

A Geopal never moves backwards on its own. Its own movement only ever goes forward.

It can be moved backwards by another Geopal’s ability or by an Action card. That is the only way it happens.

It is also the way out of trouble. Being pulled by an ally or moved by an Action card can drag a Geopal off a Trap tile, or back out of a region it is weak in and stuck at.

Regions

Every Geopal belongs to one of eight regions. Those regions are Mystic, Shadow, Mountain, Forest, Ocean, Volcanic, Ice and Desert. Every Terrain card is one of those regions too.

Ordinary ground

Your Geopal moves one tile for each Stamina card attached to it.

Your own region

If your Geopal finishes its move on a Terrain card of its own region, it moves one extra tile. This applies to your movement phase only, and never to an active ability. It does not stack. It is one extra tile, once.

A region you are weak in

Your Geopal moves onto the first tile of that region and stops there. It cannot go any further in. While it is stuck, it gets no movement phase at all.

Each Terrain card shows the regions that are weak against it in its top right corner. Check there before you move.

Getting a stuck Geopal moving again

There are two common ways to do this.

Winning

A match is best of three games. Win two games and you win the match.

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.

How many Geopals have to finish

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

Setting up the next game

  1. Put everything left on the field, including Traps, into the discard pile.
  2. Put your discard pile back into your deck and shuffle it.
  3. Take back your Terrain cards.
  4. Move your Geopals back to the starting end. They keep their Stamina cards and their Items.
  5. Build a brand new map the same way you built the first one.

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

The cards

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

Telesage, a Geopal card
GeopalGeopal cards are the characters you race with. Each one has its own abilities and its own Max Stamina. You can have up to three Geopals in play at a time.
Heat Berry, a stamina card
StaminaPlay Stamina cards onto your Geopals to help them move further. A Geopal can hold any number of Stamina cards.
Tag Team, an action card
ActionAction cards create an immediate effect for you or for your opponent. Follow the instructions written on the card, then discard it.
Portal Disc, an item card
ItemEquip Item cards to your Geopals to give them an ongoing effect. Each Geopal can have only one Item equipped at a time. To remove an Item you must discard it, unless an Action card or a Geopal ability lets you take it off another way.
Shifting Sands, a terraform card
TerraformTerraform cards turn every Terrain card on the map into one region for two turns. If another Terraform card is played during those two turns, it replaces the first one.
Sand Cyclone, a trap card
TrapPut Trap cards face down in your Trap Zone and choose a tile for each one. You can set one Trap at a time per Terrain card.

How Traps work

When you set a Trap, point to the tile you are trapping and make sure your opponent agrees where it is. Lining the middle of the card up with that tile helps, but the important part is that you both said it out loud.

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

Once a Trap is down it stays down. You cannot pick it up, you cannot discard it, and you cannot play another Trap over the top of it. The only thing that clears a Trap is the Trap going off. So a Terrain card with a Trap sitting on it is used up for the rest of the game, which makes where you put one a real decision.

A 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.

When a Trap goes off, that Geopal stops on that tile, the Trap is turned face up, and its effect happens. Any movement that Geopal had left is lost.

This is the one thing that overrides the rule about moving your full distance.

Terrain cards

Terrain cards make up the map you race across. Each 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, and tiles are what movement is counted in.

Each card also shows which regions are weak against it, in the top right corner.

Stamina cards and berry types

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

For ordinary movement, and for awakening a Geopal, any Stamina card will do. The type does not have to match.

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

Reading a Geopal card

Awakening a Geopal

Awakening changes a Geopal into its next form, which is usually stronger. There are two ways to do it, and either one works.

Play an Orb

Play an Orb card onto the Geopal you want to awaken.

Or spend Stamina

Discard three Stamina cards that are already attached to that Geopal.

Take the awakened form from the cards you set aside above your deck and swap it for the card in play. Any Stamina cards and Items stay where they are. Put the old card to one side.

Once a Geopal has awakened, it stays in that form for the rest of the game.

Terms

Turn
One player finishing their three phases.
Round
Both players finishing a turn each.
Tile
One space on a Terrain card. Movement is counted in tiles.
Neighbour
Two Geopals standing within one space of each other.
Ally
One of your own Geopals.
Opponent
Any Geopal belonging to another player.
Discard
Putting a card from your hand or from the field into your discard pile.

Learn to Play · Questions · See the cards · Get a deck