Mountain Tiles

Blank Space

Nothing happens

Health

Gain health equal to the number of hearts indicated for that climber

Move Space

Move forward the number of spaces 

Back Space

Move backward the number of spaces.

Danger!

Whenever your climber lands on a Weather space (ever if it’s not your turn) roll the weather dice and resolve its effects
- If multiple climbers land on weather spaces at the same time, roll 1 at a time, starting with the climber highest up the mountain. Order is important because if you get moved off a weather space before its your turn to roll, you don't have to roll!

Play Again

Your turn continues. Without drawing, Play another card from your hand.

Ignore this tile if you land on it when it's not your turn, or if you have no cards remaining in your hand.

Minus Health

Lose health equal to the number of hearts indicated for that climber

Base Camp

This is your safe space
- All climbers in Camps are immune to Weather effects and cannot lose health
- You cannot move other player’s climbers when they are in a Camp

Shortcut

Climb up to the space above.

If a Shortcut is on an edge, move to the nearest space on the above level. See example below:

Fall Down

Fall down to the tile on the level below this space

Ignore this effect if the Fall Down is in the bottom row of the mountain.

Climber Cards

Move one of your Climbers 3

Then Move another climber back 3 (this is optional) 
- you can move your other climber back 3 if you want to

Move one of your Climbers 4

Then Move another climber back 2 (this is optional) 
- you can move your other climber back 2 if you want to

Move one of your Climbers 5

Then Move another climber back 1 (this is optional) 
- you can move your other climber back 1 if you want to

All of your climbers gain a heart

Then they All move 2

Move all of your Climbers forward 3

Roll the 6 sided dice

Then Move all of your climbers up to the amount rolled - both climbers must move the same choice (but at least 1)

Rolll the 6 sided Dice

Then Move one of your climbers up to the amount rolled (but at least 1)

Move one of your Climbers 3

Then Your turn continues. Without drawing, Play another card from your hand.
- the next card played can move either climber your choice
- Your turn is over if you have no cards remaining in your hand.

One of your climbers gains a heart

Then that Climber Moves 4

 Move a Mountain Tile to another space without any Climbers, Camps or existing Mountain Tiles.
- You Can't move a Mountain tile if a climber is on it

Then Move one of your Climbers up to 2 - your choice (but at least 1)

Move one of your climbers up to 3 - your choice (but at least 1)

Then  Move a Mountain Tile to another space without any Climbers, Camps or existing Mountain Tiles.
- You Can't move a Mountain tile if a climber is on it

Move one of your climbers up to 4 - your choice (but at least 1)

Then  Move a Mountain Tile to another space without any Climbers, Camps or existing Mountain Tiles.
- You Can't move a Mountain tile if a climber is on it

Move one of your climbers up to 5 - your choice (but at least 1)

Then Move a Mountain Tile to another space without any Climbers, Camps or existing Mountain Tiles.
- You Can't move a Mountain tile if a climber is on it

Summit Cards

1st Place

Earn 3 stars for getting to the top first. Play card on your turn in future rounds to move 1 space.

2nd Place

Play card on your turn in future rounds to move 2 spaces.

Recovery Card

Play card on your turn in future rounds to move 3 spaces.

Participation Award

Not worth any stars but you can play this card on your turn in future rounds to move 4 spaces.

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