The goal
Eleven routes lead up the mountain, numbered 2 to 12. The middle routes are the longest (route 7 has 13 steps) and the outer ones the shortest (routes 2 and 12 have 3). Be the first climber to plant your flag on three summits.
Your turn
- Roll the four dice.
- Split them into two pairs. Each pair's total names a route. There are three ways to pair four dice, and the game shows all three.
- For each total you use, a guide (the white marker ringed in your colour) climbs one step on that route. It starts from your camp there, or from the foot of the route if you have no camp on it yet. If both pairs make the same total, that guide climbs two steps.
- You have only three guides per turn. Once all three are out, you can only climb routes that already have a guide.
- Then choose: Roll again to push on, or Stop to make camp.
Making camp or busting
- Stop: each guide becomes a permanent camp in your colour, and your turn ends. Next turn your guides start from those camps.
- Bust: if none of the three pairings names a route you can climb, you fall back. The guides are removed and everything gained this turn is lost. Camps from earlier turns stay.
Pairings you can use
- If you can use both totals of a pairing, you must use both.
- If only one total fits (for example the other route is claimed, or all three guides are busy elsewhere), you climb just that one.
- If each total fits on its own but not both (you have one guide left and both routes are new), pick one of them.
- A guide standing on a summit cannot climb any further.
Summits
When a guide reaches the top step of a route and you stop, you claim that summit: your flag goes up, the route closes to everyone for the rest of the game, and every rival camp on it is swept away. Reaching the top is not enough: if you bust before stopping, the summit stays open.
The first climber holding three summits wins at once.
On this screen
- The chips at the top show each climber and their summits (filled markers). Tap a chip, or ⋯ → Game info, for the standings and the climb log.
- Camps are coloured markers, each climber with its own shape. The white markers ringed in the climber's colour are this turn's guides, and the steps they climbed are tinted.
- After a roll, a button appears for every legal climb, with the two dice pairs that make it. Dashed rings on the board show where the guides would go.
- Rivals' rolls and choices play out on the board: the climb they pick is ringed in orange.
- ⋯ → Show bust odds adds the exact chance that your next roll busts, next to the dice and on each climb. It is there to help you learn the odds.
Tips
- Guides on 6, 7 and 8 bust only about 8% of the time. Guides on 2, 3 and 12 bust more than half the time.
- Placing your third guide is the big decision: it limits which totals you can use.
- The longer you push, the more you have to lose.