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Mountaineering
co-operative adventure game
2 to 6 players • age 7+ • duration about 20 minutes
Game overview
The players form a team of mountain climbers trying to reach
the summit and then returning to base camp. The expedition
willmeetvarioustroubles:diculttrajectories,heavyweather
conditions and small accidents. With the right equipment and
some good team work, the climb can continue.
Occasionally, some equipment might be lacking. Then the
climbers will have to backtrack to a supply spot, where they can
replenish their equipment.
Through good co-operation, we will all reach the summit
together!
Contents
Game board, game rules, 30 mover cards, 30 equipment cards
(including 8 team cards), 4 blank cards, 1 yellow pawn.
Preparations
Put the game board in the middle of the playing area.
The pawn, which represents the whole team, is put on the
yellow base camp at the foot of the mountain.
Shuethemovercardsandputthemfacedownonapileon
the left hand side of the game board.
Fromtheequipmentcards,ndthe5cardswithyellow
background colour plus one of the cards with a tent, and deal
them to the players.
Theremainingequipmentcardsareshuedandpiledupat
the right hand side of the board. Draw 4 and deal these to the
players.
Finally, 6 mover cards are dealt to the players.
Forarstgame,playwithyourcardsfaceuponthetable.
Later on, holding the cards in your hand will provide more fun.
Start of the game: playing mover cards
1. The player who most recently made a visit to a mountain
region, may start the game. Play proceeds in the direction of
the sun (clockwise).
2. During your turn, play one mover card of your choice. The
team pawn is moved forward the corresponding number
of steps. Upwards during the climb, downwards during the
descent.
3. It is permitted to skip your turn. But when all players after
you also skip their turn, you must play your mover card if you
have any.
4. When the pawn lands on a blue spot, your turn is over. This is
a safe spot.
Supply spots (yellow triangles)
5. When the pawn ends on a supply spot, the player whose turn
it is may draw 4 equipment cards. Divide them fairly over the
players.
6. During the descent, you may instead pick up equipment cards
from the board. You may take all cards from the trouble spot
right before the supply spot, or from the one just after it.
7. Your turn is now over.
Trouble spots (numbered red stars)
8. When the pawn hits a trouble spot, the side of the board
will show what situation the team has encountered. Try to
imagine how you would deal with this situation on a real
climb.
9. Trouble spots 12 and 24 mean that you slide back on a slippery
cli.Thepawnisimmediatelymovedback3spaces,andyour
turn is over.
10. All the other trouble spots show which pieces of equipment
are needed to overcome this trouble. All players look at their
equipment cards. See if you can bring together
the needed equipment. One equipment card can represent
several items. You can use all of them at the same time. Team
cards can be used as wild cards (good co-operation leads to
less use of equipment). But beware: the team card itself is also
often needed!
11. When you have gathered the necessary equipment cards, pile
them up on the trouble spot picture. The corresponding spot
on the mountain is now a safe place, as long as these cards
remain there.
12. If you don’t have the necessary equipment cards, then you
can’t go further. The team will have to walk back to the most
recently visited supply spot. There you can get new equipment
cards, or maybe on the way you will receive mover cards that
help you to avoid the trouble spot.
13. Your turn is over.
Replenishing the mover cards
14. Only when
all players
have run out of mover cards, take 6 new
cards from the pile and deal them to the players.
15.Whenthepileisempty,shuetheplayedcardsandforma
new pile.
Game end
16. The team must precisely reach the summit and also exactly
return to base camp. If this succeeds, the players win
altogether!
17. When you are stuck on the mountain, you can use the
whistle
to emit an emergency signal. A helicopter will come to the
rescue and bring you to base camp. On arrival, hot chocolate
will be served!
18. If no one has a whistle, then the team will join the many
climbers that risked their lives and didn’t make it...
Quick game
To shorten play duration, play until the summit is reached. When
someone still has the whistle, the helicopter can be called to carry
the players back to base camp. Then the game ends.
More challenge
To make the game really exciting, you can choose to replenish the
pile of mover cards only once. When you run out of mover cards
for the second time, everyone is completely exhausted. Only the
whistle can save the climbers now!
Game variation:
climbing with or without a backpack
Game concept
Each equipment card also shows the total weight, rounded to
kilos. The climbers can climb in two ways: with or without a
backpack. Climbing with a backpack has the advantage that you
can carry more equipment. Without a backpack you can take only
clothes and equipment that can be attached to your belt. But
it makes the climbing less exhausting; therefore you can move
faster.
Game overview
Theplayersstartowithoutabackpack.Ateachsupplyspot,
they can choose whether to take a backpack on their next
stretch. Without a backpack you can carry at most 4 kilos, with a
backpack you have a maximum of 12 kilos. Up to this maximum,
the team can choose to take or leave behind any equipment. But
beware: Left equipment is removed from the game entirely!
Since travelling with a backpack is more exhausting, a team with
a backpack gets only 4 instead of 6 mover cards.
7

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