Mix-Up Moves

Ready to start the fun? The expansion pack is designed for 2 to 4 players. To slowly introduce you to the added layers of strategy, the walkthroughs below start with easy 2-player match scenarios and build up to the ultimate version of the game, with complex 4-player match scenarios.

1. Select Coaching Move and Target Challenge Card

The player who played the first Challenge Card selects a Coaching Move and targets a Challenge Card. The other players then follow in turn order for the current round.

Choose your Coaching Moves strategically. Once a Move is activated, those Medals are ‘spent’ and removed from play. Keep the Coaching Moves hidden in your hand until the next step. Here Player 1 targets Tumble Trouble, and Player 2 Secure Sand.

2. See the Coaching Moves in action

Reveal the Mix-Up Medals simultaneously and see what Coaching Moves have been activated!

Here we have a Tumbletwist targeting Secure Sand and a Blinkblock targeting Tumble Trouble. The Tumbletwist passes the score for the Challenge on to the next player in rotation (the score of Player 1 moves to Player 2, and vice versa), while the Blinkblock switches of the Challenge.

3. Watch the Coachimals compete

Coachimal Team player 1

Speed: 2+0+7+0 = 9
Agility: 6+1+2+2 = 11 (10)*
Strength: 6+3+1+0 = 10
Intelligence: 1+0+5+0 = 6

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 2

Speed: 6+1+5+0 = 12 (10)*
Agility: 5+3+2+0 = 10
Strength: 3+0+4+0 = 7
Intelligence: 1+0+4+2 = 7

* Coachimal Team Skill Levels Max out at Level 10.

4. Calculate the Mixed-Up score

Determine the score for this Mixed-Up Challenge Round!

Player 1 scores 10+7+0+10+10 = 37 points (instead of 49).
Player 2 scores 10+10+0+7+10 = 37 points (instead of 44).

Player 2 managed to turn a Challenge Round loss into a draw by clever use of Mix-Up Moves!

1. Select Coaching Move and Target Challenge Card

The player who played the first Challenge Card selects a Coaching Move and targets a Challenge Card. The other players then follow in turn order for the current round.

Choose your Coaching Moves strategically. Once a Move is activated, those Medals are ‘spent’ and removed from play. Keep the Coaching Moves hidden in your hand until the next step. Here Player 1 and Player 2 target Mallow Melt.

2. See the Coaching Moves in action

Reveal the Mix-Up Medals simultaneously and see what Coaching Moves have been activated!

Here we have a Doubledive and a Shufflesmash targeting Mallow Melt. The Doubledive doubles the score for the Challenge, while the Shufflesmash reverses the order of the Skills (Intelligence will now move to Skill position 1).

3. Watch the Coachimals compete

Coachimal Team player 1

Speed: 2+0+7+0 = 9
Agility: 6+1+2+2 = 11 (10)*
Strength: 6+3+1+0 = 10
Intelligence: 1+0+5+0 = 6

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 2

Speed: 6+1+5+0 = 12 (10)*
Agility: 5+3+2+0 = 10
Strength: 3+0+4+0 = 7
Intelligence: 1+0+4+2 = 7

* Coachimal Team Skill Levels Max out at Level 10.

4. Calculate the Mixed-Up score

Determine the score for this Mixed-Up Challenge Round!

Player 1 scores 10+10+9+12+10 = 51 points (instead of 49).
Player 2 scores 10+7+10+14+10 = 51 points (instead of 44).

Player 2 managed to turn a Challenge Round loss into a draw by clever use of Mix-Up Moves!

1. Select Coaching Move and Target Challenge Card

The player who played the first Challenge Card selects a Coaching Move and targets a Challenge Card. The other players then follow in turn order for the current round.

Choose your Coaching Moves strategically. Once a Move is activated, those Medals are ‘spent’ and removed from play. Keep the Coaching Moves hidden in your hand until the next step. Here Player 1, 3, and 4 target Lame Log and Player 2 targets Tumble Trouble.

2. See the Coaching Moves in action

Reveal the Mix-Up Medals simultaneously and see what Coaching Moves have been activated!

Here we have a Doubledive targeting Tumble Trouble, and a Shufflesmash and two Blinkblocks targeting Lame Log. The Doubledive doubles the score for the Challenge, while the Shufflesmash reverses the order of the Skills (Strength will now move to Skill position 1), and the Blinkblocks cancel each other out (the first one turns the Challenge off, the second turns it back on again).

3. Watch the Coachimals compete

Coachimal Team player 1

Speed: 9
Agility: 11 (10)*
Strength: 10
Intelligence: 6

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 2

Speed: 12 (10)*
Agility: 10
Strength: 7
Intelligence: 7

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 3

Speed: 10
Agility: 9
Strength: 10
Intelligence: 7

Coachimal Team player 4

Speed: 8
Agility: 12 (10)*
Strength: 10
Intelligence: 6

* Coachimal Team Skill Levels Max out at Level 10.

4. Calculate the Mixed-Up score

Determine the score for this Mixed-Up Challenge Round!

Player 1 scores 10+10+18+10+10 = 58 points (instead of 49).
Player 2 scores 10+7+20+7+7 = 51 points (instead of 44).
Player 3 scores 9+10+20+10+10 = 59 points (instead of 48).
Player 4 scores 10+10+16+10+10 = 56 points (instead of 48).

The Mix-Up Moves really impacted the ranking here!

1. Select Coaching Move and Target Challenge Card

The player who played the first Challenge Card selects a Coaching Move and targets a Challenge Card. The other players then follow in turn order for the current round.

Choose your Coaching Moves strategically. Once a Move is activated, those Medals are ‘spent’ and removed from play. Keep the Coaching Moves hidden in your hand until the next step. Here all players target Tumble Trouble.

2. See the Coaching Moves in action

Reveal the Mix-Up Medals simultaneously and see what Coaching Moves have been activated!

Here we have two Doubledives, a Shufflesmash, and a Tumbletwist targeting Tumble Trouble. The Doubledives quadruple the score (2×2) for the Challenge, the Shufflesmash reverses the order of the Skills (Agility will now move to Skill position 1), and the Tumbletwist passes the score for the Challenge on to the next player in rotation (1 → 2, 2 → 3, 3 →4, 4 → 1).

3. Watch the Coachimals compete

Coachimal Team player 1

Speed: 9
Agility: 11 (10)*
Strength: 10
Intelligence: 6

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 2

Speed: 12 (10)*
Agility: 10
Strength: 7
Intelligence: 7

* Coachimal Team Skill Levels Max out at Level 10.

Coachimal Team player 3

Speed: 10
Agility: 9
Strength: 10
Intelligence: 7

Coachimal Team player 4

Speed: 8
Agility: 12 (10)*
Strength: 10
Intelligence: 6

* Coachimal Team Skill Levels Max out at Level 10.

4. Calculate the Mixed-Up score

Determine the score for this Mixed-Up Challenge Round!

Player 1 scores 10+10+40+10+10 = 80 points (instead of 49).
Player 2 scores 10+7+40+7+10 = 74 points (instead of 44).
Player 3 scores 9+10+40+10+9 = 78 points (instead of 48).
Player 4 scores 10+10+36+10+10 = 76 points (instead of 48).

The Mix-Up Moves had some impact on the ranking here!

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