50 SQUARES
TO GOAL
// RACE OF AXOLOTLS · PUSHY LION STUDIO
Game Overview
50 Squares to Goal: Race of Axolotls is a competitive board game for 2 to 4 players competing on individual tracks. The main objective is to be the first player to travel and complete the 50 squares on their path.
This game offers a dynamic and strategic experience, with high replayability, combining controlled advancement, decision making, and direct confrontation. Constant interaction is generated through the use of cards, duels, trap activation, and strategic effects, maintaining the tension and pace of the game until the end, without player elimination.
Core Mechanics
- Simultaneous Advancement: Players progress on parallel, independent lanes.
- Card Management: Strategic use of cards with diverse effects.
- Direct Interaction: Constant confrontation between players, but without eliminating anyone.
- Duel Resolution: Clashes are decided by dice rolls, challenges, or simple games of chance.
- Board Control: The ability to place traps on specific squares across all lanes.
- Victory Objective: The game concludes when a player manages to reach the goal at square 50 before the rest (in classic mode).
Conceptual Design: The 4 Axolotls
Each axolotl represents a player and is distinguished by the color of their lane, serving as a key visual identifier in the game.
| Axolotl | Personality | Silhouette | Distinctive Details | Symbolic Role |
|---|---|---|---|---|
| 🟣 Purple | Strategic, calculating | Upright, firm gaze | Energy marks/lines | Control and anticipation |
| 🟢 Green | Adaptable, resilient | Compact, balanced | Organic texture or plates | Survival and constancy |
| 🟡 Yellow | Fast, unpredictable | Dynamic, light | Bright/angular accents | Momentum and risk |
| 🟠 Orange | Aggressive, competitive | Wider or robust | Strong contrasted marks | Direct confrontation |
General Turn Flow
To ensure a fast and understandable game, the turns unfold in the following phases:
Game Setup
2. Determining the First Player: Everyone rolls the dice. The player with the highest value starts (break ties if necessary).
3. Start: All tokens are placed on the "Start" square. The first player proceeds to roll.
Turn Execution
Luck: Can be used at any time (start or end).
Continuity and End of Round
Passing the Turn: The turn proceeds to the player on the left, maintaining a cycle of four players.
End of Round: Once the fourth player has completed their turn, the round ends and player one starts the next round.
Card Database
The game cards are divided into four main categories, each with a distinct impact on the game's dynamics:
Obtain strategic advantages. Can be stored to replace the dice roll at the start of a turn.
Apply immediate negative effects. Resolved instantly, without being stored in the inventory.
Generate direct confrontations. Involve dice rolls to cause advancements, setbacks, or blocks.
Activate dynamic and variable effects. Effect depends on a die roll. Can be used at the start or end of the turn.
🟨 Yellow Deck: Benefits
- 01INVENTORYTreasure Protection — Protects one card in your inventory from being stolen. (passive)
- 02INVENTORYCleanse — Removes any active negative effect (Disposable).
- 03INVENTORYReactivation — Apply the effect of a benefit from your inventory in exchange for this card.
- 04MANIPULATIONFavorable Disadvantage — Rivals get -1 on Duel rolls against you. (2 turns)
- 05MANIPULATIONDisplacement — Push a player 1 square forward or backward. (Disposable)
- 06MANIPULATIONMinor Theft — Take a Luck card from the green deck or from any player.
- 07MOVEMENTBoost +2 — A quick boost gives you an advantage. (Disposable)
- 08MOVEMENTBoost +3 — Move your token three spaces forward. (Disposable)
- 09MOVEMENTBoost +4 — Boost yourself closer to the goal. (Disposable)
- 10MOVEMENTProximity — Instantly move to the next lane change. (Disposable)
- 11PROTECTIONConversion — The first Hex you receive is swapped for Luck from the deck. (passive)
- 12PROTECTIONTemporal Shield — Protects you from any negative effect (2 turns).
- 13PROTECTIONNull Duel — You cannot be challenged or affected by duels. (2 turns)
- 14PROTECTIONRebound — Any hex aimed at you returns to the caster. (2 turns)
- 15PROTECTIONFirmness — Ignore penalties that make you move backward (passive).
- 16S. BOOSTTurbo — A powerful 6-square jump towards the goal. (Disposable)
- 17S. BOOSTTeleport — Move your token to square 31 and clear a negative card at the cost of losing 2 turns.
- 18S. BOOSTSalvation — Take a final jump to the goal if you are less than five squares away.
🟪 Purple Deck: Hexes
- 01BLOCKForced Detour — Jump to central square 25 and lose your next turn.
- 02BLOCKLost Turn — You cannot play in your next round (1 turn).
- 03BLOCKLethargy — Your maximum advance is three squares. (2 turns)
- 04BLOCKEnfeebler — Apply a -2 penalty to your next roll.
- 05BLOCKNullified Benefit — The next Benefit you draw is automatically canceled.
- 06RIVAL HEXRival Setback — Choose a rival and both move back two squares.
- 07RIVAL HEXFreeze — The chosen rival and you cannot play the next turn.
- 08RIVAL HEXOpportunistic Theft — Take two hexes, keep one and give the other to a rival.
- 09PENALTYNo Benefits — You cannot use yellow cards (2 turns).
- 10PENALTYWeak Die — You can only get low results from 1 to 3 (2 turns).
- 11PENALTYDuel Disadvantage — Any duelist rolls +1 in their Duels against you (2 turns).
- 12PENALTYNegative Advance — After finishing your move, move 1 space backward (2 turns).
- 13SETBACKMild Setback — Move your token two squares backward.
- 14SETBACKMedium Setback — Move back three squares as a penalty.
- 15SETBACKStrong Setback — A strong setback of four squares.
- 16SETBACKPrevious Lane — Return to the closest previous lane change point.
- 17TRAPBasic Trap + Inversion — Landing on it gives a Hex, passing it moves you back 2 squares.
- 18TRAPTemporal Block — Leave a trap on a normal square, nobody can pass (2 turns).
🟧 Orange Deck: Duels
- 01BETMild Bet — Winner advances 2; loser moves back 2.
- 02BETLuck Bet — Winner draws a Luck card and executes it immediately.
- 03BETDestiny Die — Both roll: whoever gets 1-3 moves back 2, 4-6 advances 2.
- 04BETTotal Risk — Winner advances their roll; loser loses their next turn.
- 05COLLECTIVEStroke of Luck — Everyone rolls a die: The first to roll a 5 or 6 wins a Benefit.
- 06COLLECTIVEGeneral Theft — Everyone rolls: the highest in the table steals a card from a chosen player.
- 07COLLECTIVEGeneral Challenge — Everyone rolls: the lowest in the table moves back 2 squares.
- 08COLLECTIVEGlobal Even/Odd — Everyone rolls: evens advance 2, odds move back 2.
- 09DUELQuick Duel — Both roll a die: highest advances 2, lowest moves back 1.
- 10DUELRisk Duel — Both roll a die: lowest moves back 3, highest advances 2.
- 11DUELBalanced Duel — Winner advances 2; loser moves back 2.
- 12DUELTriple Duel — Choose a third player. Out of the 3, the worst roll moves back 2.
- 13DUELFortune Duel — Highest roll steals a Benefit card. If tied, both draw Luck.
- 14DUELEven or Odd — Both roll: evens grab Luck, odds grab Hex.
- 15EXCHANGESurrender — The loser gives 1 of 3 cards from the deck to the winner.
- 16EXCHANGEForced Barter — Loser gives Benefit; winner gives Hex.
- 17SURPRISETotal Switch — If anyone rolls 1, everyone swaps colors with the person to their right.
- 18TRAPForced Duel — Whoever lands must face the player who placed it in a Duel (Permanent).
🟩 Green Deck: Luck / Destiny
- 01DESTINYShadow Hack — [1-3] No effect / [4-6] Repeat the next special effect that occurs.
- 02DESTINYPortal — [1-3] Your token moves to the inner lane / [4-6] To the outer lane.
- 03DESTINYVisual Bug — [1-3] Move back 1 square / [4-6] Advance +1 square.
- 04DESTINYMeteorite — [1-3] Advance 3 but lose 1 turn / [4-6] Move back 3 but roll again.
- 05DOUBLE E.Magnifying Glass — [1-3] Show your hidden inventory / [4-6] Look at everyone else's.
- 06DOUBLE E.Advance or Retreat — [1-3] Move back 2 squares / [4-6] Advance 2 squares.
- 07DOUBLE E.Dimensional Jump — [1-3] Move back 5 squares / [4-6] Advance 5 squares.
- 08DOUBLE E.Inverted Shield — [1-3] Receive a Hex / [4-6] Immunity to the next one.
- 09DOUBLE E.Benefit or Hex — [1-3] Draw Hex card / [4-6] Draw Benefit card.
- 10DOUBLE E.Risky Theft — [1-3] Lose 1 turn / [4-6] Draw 1 Duel card from the deck.
- 11DOUBLE E.Power in Duel — [1-3] Your next duel gets -2 / [4-6] Your next duel gets +2. (passive)
- 12DOUBLE E.Lateral Shift — [1-3] Move back to the player behind / [4-6] Advance to the player ahead (square number).
- 13STRONG E.Squared Roll — [1-3] Double Hex / [4-6] 2 turns of immunity.
- 14STRONG E.Double Roll — [1-3] Lose two turns / [4-6] Roll twice in a row.
- 15STRONG E.Give or Steal — [1-3] Donate a Benefit to someone / [4-6] Take a Benefit.
- 16STRONG E.Altered Duel — [1-3] Initiate forced duel / [4-6] Duel immunity. (2 turns)
- 17STRONG E.Illusory Trap — [1-3] Explodes, move back 3 / [4-6] Place a trap of your choice.
- 18STRONG E.Glitch — [1-3] Return to the start square / [4-6] Jump to square 41.
The Board and Inventory
The board is designed with 5 parallel lanes, one for each player (and one central lane), with 50 numbered squares per lane. Players advance on independent lanes, maintaining constant interaction through the use of cards, direct duels, and trap placement.
Special Squares
🟡 Sync and draw 1 module from the Benefit deck.
🟣 Mandatory download of 1 Hex card. Immediate impact.
🟠 Triggers an instant Duel with the selected terminal.
🟢 Activates a Luck test. Requires rolling the die to calculate the output.
🟣 Rival interference. The closest opponent dissects 3 Hexes and injects you with their choice.
⭐ Disinfection Node. Landing exactly here cleanses all cards from your negative buffer.
Terminal Critical Zone: Squares 46–50
The Inventory
Each player possesses an inventory space structured as follows:
Game Modes (Additional Content)
These game modes aim to increase replayability and take the classic mode into a more elaborate competitive ecosystem. They can be combined to adjust the difficulty.
The game as originally conceived and described previously. The first player to reach or surpass square 50 on their track wins.
Nayra does not compete; she is the System. A fifth participant adopts the role of Nayra Flux. Her responsibilities include managing the decks, clarifying any rules, and crucially, selecting the Game Mode for the session.
Power of intervention: Nayra can decide when the board becomes more aggressive or when special benefits are released. Ideal for groups looking for a narrative and guided experience.
The board has an "expiration date". This is the fastest and most lethal mode. At the end of each round, five spaces on the board become "toxic". The tide advances five positions, from back to front, with each round.
Any axolotl caught by the tide or failing to advance far enough is eliminated from the system. The game lasts a maximum of 10 rounds. The winner is the last player standing or whoever reaches 50 before the board disappears completely.
Each player begins with a small arsenal of 3 random cards (2 Benefit and 1 Luck).
Accelerates the conflict from square 1, allowing you to hack rival progress from the very first move.
The goal is not the end. Upon reaching square 50, the axolotl rejoins at square 1 for a new lap.
Players choose before starting if the race is 2 or 3 laps. Ideal for long sessions where long-term inventory management is key.
Here the axolotls stop being just pieces and activate their "genetic code":
Immunity to one Hex per round.
+1 strength in Duels.
Ability to repeat a dice roll (once per cycle).
Can discard one of their own cards to draw one from the Luck deck.
Physical tokens are placed on certain strategic squares. Winning duels or landing on special squares grants these tokens.
Crossing the 50 threshold does not guarantee victory — the winner is the player who possesses the largest amount of collected data at the end of the game.
Key Rules
Duels System
Duels represent the points of greatest direct friction. Although the Duel card establishes the default format, the system allows altering the protocol in real time.
| # | Clash Name (Recommended) | Processing Mechanic |
|---|---|---|
| 1 | Dice Roll | Direct numerical clash; highest spectrum wins. Tie forces a re-roll. |
| 2 | Rock, Paper, Scissors | Classic format best of 1 or 3 encounters. Defined prior to start. |
| 3 | Quick Card | A face-down card in the center; the first physical impact wins. |
| 4 | Even or Odd | Simultaneous deployment of 1 to 3 fingers. Odd claims victory. |
| 5 | Free Challenge | Proposed by the one who draws the card (requires consensus). |

