Setup

Print a game board and hand out pens.

Each player picks one inventory at the edge of the board: that’s where you’ll track your collected Magnetmen.

Objective

The game ends when nobody can take another move. Sum the values of all Magnetmen you collected: highest score wins!

Gameplay

Take clockwise turns. On your turn, if possible, you must collect a square.

Visual illustration of the repel rule.

Here’s the twist. The more often you possess a specific icon, the more you’re repelled by it.

Example of applying the base rules to a turn.

That’s it!

The paper itself explains how each Magneeple scores you points. Or you can read the section on the Magnetmen.

Advanced Rules

Once you’re familiar with the game, and start playing other sets, you can use the advanced rules. This introduces 2 rules changes.

Example of executing the destroy action.

On your turn, you can also pick the destroy action.

You don’t “get” the icon in your collection. But it can take away good squares from other players, or open up possibilities for yourself. (Because a destroyed icon is removed from the board, it’s not considered for the Repel rule.)

Secondly, if you collect any type 4 times, you take no more turns.

Magnetmen

Below is an overview of all Magnetmen in the game.

Please note that there is slight randomization in the generator. Many of the Magnetmen have multiple variations on their power, with one picked at random. Only the most common one is explained below.

The base set contains …

The advanced set contains …

The expert set contains …