K2: Broad Peak
K2: Broad Peak Rulebook
Table of Contents
Table of Contents
Box Contents
- Two-sided game board
- 30 victory point tokens for reaching peaks (10 for each peak)
- 12 snow cave markers
- 20 traverse tokens (2 for each climber)
- Peak I: 2 tokens worth 3 Victory Points (VPs), 3 worth 2 VPs, and 5 worth 1 VP
- Peak II: 3 tokens worth 2 VPs, 7 worth 1 VP
- Peak III: 10 worth 1 VP
Before the first game, gently punch out the pieces.
Scenario 1: Race to the Top
Game Preparation
Preparation is identical to the base game K2 with the following exceptions:
Place the board with the indicated icon visible, as shown in the figure. (The figure shows the board side marked with the Wielicki portrait icon.)
One tile should be removed from the selected set of weather tiles: if playing summer, remove the tile, as shown in the figure, and if playing winter, remove one tile randomly without revealing it. Only 5 weather tiles are used in this scenario. Shuffle and display the weather tiles the same as in standard K2. Snow cave markers are placed near the board in reach of all players.
Each player takes the pieces for their chosen color, but the following pieces are set aside and not used in this scenario:
- the card with 3 acclimatization, one card with 2 acclimatization, one card with 1 movement, and the rescue card
- both tents.
Sequence of Play
The game is played according to standard K2 rules with the following modifications.
Snow Caves
Climbers do not have tents for shelter, but they can build snow caves. The cost to build a snow cave is:
- 1 movement point below 7000 meters.
- 2 movement points above 7000 meters.
The movement cost to enter the space does not affect the cost to build a snow cave.
When a climber builds a snow cave, place a snow cave marker face up (showing a climber digging with a shovel) in that space.
A snow cave gives 1 acclimatization point to the climber in it (like a tent in K2). Every climber can enter an unoccupied snow cave, but each snow cave can shelter only one climber at a time.
Snow caves last only two days. When the weather marker is advanced to the next day on the weather tile:
- Remove all face down snow caves from the board.
- Turn all face up snow caves to their face down side.
A climber can repair a snow cave during his turn, spending the same movement cost as for building a snow cave. The repaired snow cave is then turned face up.
Snow caves remain in their original space until they disappear due to time. A space can have any number of snow caves.
Solo Play
The solo rules are the same as in standard K2, with one exception. When playing with winter weather, discard the tile, as shown in the figure.
Compare your victory points achieved with the table below to find out the level of victory achieved.
| Level | Summer (sun icon) | Winter (snowflake icon) |
|---|---|---|
| Himalayan Mountaineer | 20 VPs | 17 - 20 VPs |
| Alpinist | 16 - 17 VPs | 15 - 16 VPs |
| Hiker | 11 - 15 VPs | 10 - 14 VPs |
| Tourist | < 11 VPs | < 10 VPs |
Game End
The game ends just like standard K2. Remember that "Race to the Top" lasts 3 turns shorter than standard K2. The winner is determined the same way as in standard K2.
Scenario 2: Broad Peak Traverse
Game Preparation
Preparation is identical to the base game K2 with the following exceptions:
Place the board with the indicated icon visible, as shown in the figure. (The figure shows the board side marked with the two-climber icon.)
Each player takes the pieces for their chosen color, but discards one tent out of play.
On each of the three peaks (marked with roman numerals) place appropriate victory point tokens, according to the number of players as shown in the table below, with the highest denomination on the top of each stack. The five-players game uses all the victory point tokens.
| Peak | 2 players | 3 players | 4 players |
|---|---|---|---|
| I | 3 VP ×1, 2 VP ×1, 1 VP ×2 | 3 VP ×1, 2 VP ×2, 1 VP ×3 | 3 VP ×1, 2 VP ×3, 1 VP ×4 |
| II | 2 VP ×1, 1 VP ×3 | 2 VP ×2, 1 VP ×4 | 2 VP ×2, 1 VP ×6 |
| III | 1 VP ×4 | 1 VP ×6 | 1 VP ×8 |
(The table is printed as tokens, each with its value and count. The five-player game places all tokens: Peak I 2 × 3 VP, 3 × 2 VP, 5 × 1 VP; Peak II 3 × 2 VP, 7 × 1 VP; Peak III 10 × 1 VP.)
Set each climber's 2 traverse tokens near the board.
Sequence of Play
The game is played according to standard K2 rules with the following modifications.
Tent
Each player has only one tent. At the start of the game, player chooses one tent, placing it with their player mat, and the other tent will not be used. The rules for pitching a tent are the same as K2, except that only one climber has a tent available. However, after a player's tent is pitched, either of that player's climbers in the tent's space may spend 1 movement point to repack the tent and carry it further. The player puts the tent onto their player mat on the drawing of the climber who packed it. This climber will be able to redeploy the tent according to the usual K2 rules. The tent can be disassembled and redeployed any number of times. If the climber who is carrying the tent dies, then tent is lost.
Traverse
When leaving the base camp, each climber has a choice to go up on the left side and then traverse to the right side, or go up on the right side and then traverse to the left side. When a climber enters the first or last space of the traverse (spaces marked with a climber icon), he takes the traverse token for that climber and that end (left or right) of the traverse.
Example: The first yellow climber moves through the first traverse space on the left side of the board. The yellow player takes the appropriate traverse token with that climber's symbol and puts it on their player mat.
If a climber has both traverse tokens at the end of the game, then the climber will earn 2 extra victory points for each victory point token (regardless of the tokens' values).
Example: The first yellow climber at the end of the game has both of his traverse tokens and 2 victory point tokens from reaching 2 peaks. He gains 4 additional victory points.
Victory Points for Reaching Peaks
At the moment a climber reaches a peak, the player takes the top victory point token from that peak and places it onto the traverse token of that climber. A climber can claim only 1 token from each peak. Each climber thus has a separate set of victory point tokens for reaching peaks.
Note: On the north side (left side of the board) there are 2 spaces where a traverse token may be taken.
Game End
The game ends just like standard K2.
Scoring
Each player adds up the victory points scored by their climbers. Every climber can score:
- Up to 10 points for maximum height attained (tracked as in standard K2)
- Victory points for all victory point tokens collected
- 2 points for each victory point token if the climber has both traverse tokens.
Climbers who died score only 1 point as in standard K2; their victory point tokens and traverse tokens are lost. In the case of a tie, the player whose climber reached peak (I) first wins the tie.