Summit: The Board Game – Sanity
Summit: The Board Game – Sanity Rulebook
Table of Contents
Table of Contents
Expansion Overview
The Sanity components can be used with the base game in any game mode: competitive, cooperative, or solo.
The Sanity expansion can be used with or without the Yeti and/or Team expansions.
When not using the Sanity expansion, remove all cards with the Focus network icon in the lower left-hand corner.
Components
- 1x Rule sheet
- 1x Sticker sheet
- 2x Character mats
- 6x Sanity boards
- 18x Marker cubes
- 120x Cards: 12x Item, 54x Event, 54x Karma
Objectives
Complete the competitive, cooperative, solo or Team objectives while trying to refine your Focus for positive gains, and mitigate any penalties due to loss of Focus. Maintain your Sanity or risk getting overcome with Hypothermia.
Once all players have returned to Base Camp, or died on the mountain, players/teams will calculate their scores as defined by their current mode (competitive, cooperative, solo, Teams), and to this score they will add the victory point (VP) value indicated on their Sanity track.
Setup
During game setup, after players have chosen their character, each player should take 1 Sanity board and 3 clear marker cubes.
Players will then place 2 of their 3 clear cubes on the starting squares on their Sanity board—one in the centre of the Focus network, and one on the second square of the Sanity track.
The third cube is their Hypothermia marker and will be placed in the rightmost square of their Sanity track (on the square that shows -4 VP).
Players should mix in all Sanity cards to their appropriate decks for their mode of play.
Sanity Board
The Sanity board contains two different areas which players will have to manage along with the rest of their resources and stats (Food, Oxygen, Weight, Health & Speed).
The Focus network will allow players to decide on in-game advantages they would like to aim for. The inner ring grants players a one-time immediate bonus, such as an increase to their Health or Food. The outer ring gives players an ongoing bonus such as increased Speed, or decreased Weight.
The Sanity track measures their character's overall mental health in regards to their level of focus on the expedition. This track can give an ongoing bonus or penalty, and may affect end game VP.
With marker cubes on their starting squares, player begin the game with neutral Focus and Sanity. As players gain Focus they will have options for which direction they would like to move their Focus marker—and each direction will gain them a different bonus. Players simply follow the lines with blue arrows pointing away from their current location to know which options they have.
In addition to the inner and outer rings, the Focus network is broken into 4 quarters with overlapping Regions. The Frontal Region contains both quarters at the top of the Sanity board, whereas the Right Region contains both quarters from the right side of the board—one from Frontal and one from Cerebellum.
When players lose Focus they are forced to move their Focus marker. Players simply follow the line with a red arrow pointing away from their current location to know which square they must move to—and what they will lose.
If a marker moves along the line of a blue arrow, the player will be gaining something. If the marker is moved along the line of a red arrow, the player will be losing something.
If a player is ever in the starting square of the Focus network and they "lose Focus" their Focus marker does not move, but instead their Sanity marker will move one square to the right on the Sanity track.
The Sanity marker cannot move past either end of the Sanity track, any movement that would cause this can be ignored.
Focus Network
Reminder: A blue arrow signifies a gain, a red arrow signifies a loss.
Inner Ring (one-time effect, when your marker is placed)
- Your character gains or loses 1 Health.
- Your character gains or loses 1 Oxygen.
- Your character gains or loses 1 Food.
- These 2 squares are game mode dependent:
- In the competitive mode you gain or lose 1 Karma Card.
- In the cooperative mode your Sherpa gains/loses 1 Food or 1 Oxygen (you choose). Ignore if you have no Sherpa.
Outer Ring (ongoing effect, for as long as your marker is there)
- x2 When you draw an Event, draw 2 but choose only 1 to resolve.
- +1 Your tile hand size is increased by 1.
- +1 Your character's Movement is increased by 1.
- -1 Your character's Weight is decreased by 1.
- x2 Anytime your character's Health is affected the value of each gain or loss is doubled.
- -1 Your character's Food requirement from any Weather Die rolls is reduced by one (can be combined with other reductions).
Sanity Track
Ongoing effect (for as long as your marker is there)
- -1 Your character's Movement is decreased by 1.
- -1 Your character's Weight is decreased by 1.
- +1 Your character's Movement is increased by 1 but their Oxygen requirements due to thin air tiles are doubled. (Movement +1 and Oxygen x2.)
- -1 Your character's Food requirement from any Weather Die rolls is reduced by one (can be combined with other reductions).
Hypothermia Marker
When your Sanity Marker is moved to the rightmost square on the Sanity track it replaces the Hypothermia marker that was placed there during setup. The Hypothermia marker is then moved to the "1" square on your character's Health track. At the end of your next, and each subsequent turn, the Hypothermia marker moves one square to the left on your Health track. If your Health marker ever falls below your Hypothermia marker your character has succumbed to the elements and perished on the mountain—they are eliminated from play. Once a Hypothermia maker has been placed on a Health track it can never be removed. However, when a player gains Health, instead of moving their Health marker to the left, they may move their Hypothermia marker to the right.
Editor's note: the rules sheet prints "maker" for "marker" in the sentence above. It is reproduced as printed. The track icons are read from the sheet graphics as the Health track (the plus-in-circle symbol), matching the Health icon used in the Focus network.
Game Tweaks
A character's Focus is swayed by the weather they are experiencing. Each time a player rolls a sun on their weather die roll that player may immediately gain 1 Focus. Unfortunately, each time a player rolls a snowflake all players (not in camp) must immediately lose 1 Focus.
When playing in Teams, both the sun and the snowflake affect all players on the active player's team. Opponents' Focus is not affected by either roll.
Competitive Mode
- If a player's Karma marker would exceed the top level (12), they may increase their Sanity by 1. A player still cannot drop below the bottom level.
- Some of the new Karma cards are reactionary, meaning that they must be played after another player plays a certain Karma card (positive or negative).
Cooperative Mode
- At the end of each round when the Time of Day Marker is advanced, roll the Event die to affect all players: Event symbol (mountain) = +1 Focus, Blank = -1 Focus.
- If a Sherpa is supposed to gain Food or Oxygen due to the Focus network and both supplies are already full, that player may instead increase their Sanity by 1.
Tweaks to the Game Board
Players can use the included sticker sheet to modify their original game boards. These modifiers affect the game in 2 ways.
This icon (a crossed-out Blizzard marking) means that when the Blizzard is triggered at this level, all unoccupied tiles at or below this grid line are removed (with the exception of Camps, Solid Ground and Secure). The changes to the Blizzard track can be implemented with or without any expansions.
When playing with the Sanity expansion, as players change between certain levels on the Karma track it will also trigger a gain or loss of Focus. These icons work in the same way as those on the character mats—as a player passes this icon while increasing in Karma, they will gain 1 Focus. If they pass this icon while decreasing in Karma they will lose 1 Focus.
Game End
Once all players have returned to Base Camp, or died on the mountain, players/teams will calculate their scores as defined by their current mode (competitive, cooperative, solo, Teams), and to this score they will add the victory point (VP) value matching the location of their Sanity marker (+3, 0, -2, -3, -4).
Clarifications
- If a player does not have the resource to lose they lose 1 Health for each resource they do not have.
- When a player loses a Karma card due to the Focus network, it is discarded at random.
- Players cannot directly exchange, give, or take Focus or Sanity from or with other players.
- Players do not have to accept a "gain" either in Focus or resources. However they cannot refuse a loss/negative.
- Players can only "skip movement" for one action per turn. Players cannot "halve movement" and then "skip movement" on the same turn.
- All Sanity boards are identical, it's what the players choose to focus on that will make their game-play unique.
- If a player's Food requirement from the weather die roll has been reduced, it does not reduce the Yeti's movement.