Summit: The Board Game – Teams
Summit: The Board Game – Teams Rulebook
Table of Contents
Table of Contents
Game Overview
The Teams expansion and components can be used with the base game, with or without the Yeti expansion, in either game mode: Competitive or Cooperative.
If you would like to use these components without playing as teams, remove all cards with the dagger icon in the lower left-hand corner. Divide Ladders evenly for drafting.
When not using the Ladders, remove all cards with the Ladder icon in the lower left-hand corner.
Objectives
Competitive Mode
Once all players have returned to Base Camp, or died on the mountain, teams will calculate their scores by combining the total points received by each team member. The team with the highest score wins.
In the event of a tie, the team of the first player to reach the Summit wins.
"Cooperative" Mode
Once all players have returned to Base Camp, or died on the mountain, teams will calculate their scores using this Cooperative scoring system. The team with the highest score wins.
In the event of a tie, the first team to have had all players reach the Summit wins.
Team Cooperative Scoring:
- 5 Points – For each surviving team member.
- 3 Points – For each team member that summited.
- X Points – For individual time taken: 24 - # hours taken = X.
Ladders
Ladders, like Items, will be drafted at the beginning of the game and are carried by characters. Each Ladder has a weight of 1, which must be tracked on the character mat. There is no limit to the number of Ladders a character may carry, provided they can accommodate the weight.
Ladders are played following the placement rules of the triangular tiles. A character must be moving onto the Ladder for it to be placed and it must connect with a short edge of their tile.
Like triangular tiles, Ladders come in three different types: Neutral, Icy, and Thin Air – which have the same characteristics as the triangular tiles.
Unlike tiles, Ladders can be played on both open game board spaces and on top of triangular tiles, or a combination of these. Ladders cannot be played over other Ladders, or over Camp or Summit tiles.
Once played on the mountain, a Ladder cannot be picked up. (Only "dropped" Ladders can be picked up.)
Ladders may be "dropped" on the mountain and marked with an Item Number Token, with the Ladder going in the matching Item number slot.
Characters move straight across Ladders, only counting trail points in the Ladder if they are present (Icy Ladders only). This movement is in a straight line, and characters cannot change direction while crossing a Ladder.
Example of Ladder use
The Purple player has been blocked by an upside-down tile due to an event on the Red player's turn.
Purple selects one of the Ladders they are carrying and puts it into play, then moves 2 trail points.
Purple's weight will decrease by one, as they are no longer carrying that Ladder.
Red cannot place a Ladder over a Ladder, so they will have to go around.
Teams and the Yeti Expansion
- A Ladder may not be placed if it would completely cover the Yeti.
- The Yeti moves along Ladder tile edges the same as it does over triangular tile edges, affecting all players occupying that Ladder.
- At the end of each player's turn, the Active Player moves the Yeti according to the Weather Die's result.
- Players on Ladders will lose one extra [circled-plus icon] due to a Yeti attack.
Judgment call in this transcription: the sheet prints the "extra" cost as a circled-plus icon, which the text does not name. It is transcribed as printed, with the icon left unnamed.
Abilities
The sheet ends with an "Abilities" panel in handwritten style, which is cut off at the bottom edge of the page in the source file. The visible printed text is transcribed as follows:
- Reduce your [snowflake-and-tent icon] cost, on any player's roll, by 1 ([icon] or [icon]).
The rest of this panel, including the two icons' meaning and the remainder of the ability, is not present in the source and is not transcribed.
Setup
Please read the Event card Into the Void aloud so players may decide if it will be included in the game or left in the box. Only include it if all players agree.
At the beginning of the game, players should divide into teams, with teammates sitting next to each other for scheming/planning purposes. Decide on the mode of play and set up the game board using the base game setup, with a few tweaks mentioned below.
After character selection, but before Item drafting, shuffle all 12 Ladders together facedown and deal each team 4 Ladders. Each team will draft one ladder of their choice and then pass the remaining Ladders to the team on the right. Teams may keep or discard the Ladder they drafted. They will continue this process until one ladder remains, which will be discarded. When this draft is over, each team can have 0, 1, 2 or 3 Ladders.
Once Item drafting is done, teammates may give or exchange Items and Ladders with each other (or with their Sherpa in Cooperative mode).
Teams will start in their own Base Camp and will need to return to that same camp. (In a 2 vs. 2 vs. 2 player game, use a Neutral triangular tile with the same rope pattern as a Base Camp tile. The trail point closest to the long edge will act as the Base Camp's location.)
Set the turn order by using the Turn Order tokens. The character with the fastest speed (taking into account Item bonuses) takes token number 1. Continue assigning tokens by character speed, and breaking ties with player age, the senior player taking priority.
Once the turn order is set, the first player begins their turn. Turn order no longer moves clockwise, but by cycling through Turn Order tokens in ascending numerical order.
Game Tweaks for Teams
Players in camp do not roll dice at the end of their turn.
To exchange supplies with a teammate, you must now be no farther than 2 trail points away. (Exchanging can be done mid-turn/movement.)
Cards describing clockwise/counterclockwise turn order should be resolved using the Turn Order tokens. (Motivation, Impatient, Rally...etc.)
Competitive Mode
- For a 2-team game, set only ONE Halfway Camp at Chill/Trying (circle/square) or Legendary (double/triple diamond).
- For a 3-team game, set TWO Halfway Camps.
- Teammates may leapfrog each other like in Cooperative play. (Not counting the trail point occupied by their teammate.) Leapfrogging/blocking a teammate does not result in a Karma gain or loss.
- Teammates may show and discuss with each other their Karma Cards and tiles, but they may not exchange them unless directed by a card.
- Teammates do not gain Karma when targeting each other with positive Karma or Item cards. With two exceptions: Potluck and Rose Glasses.
- Teammates do lose Karma when targeting each other with negative Karma cards. Players do not lose Karma if only teammates are affected by Rope, Recycle or Lucky Shift.
"Cooperative" Mode
- Remove the Wingsuit, Skis and Sled Item Cards and the Eager, Hunter-Gatherer and Newbie Event cards from the game.
- Items are drafted like in competitive play. Start with 5 Items and after drafting 4, discard the last. Players may have up to 4 Items and may assign a Ladder or Item to each of their Sherpa's Item slots.
- When selecting an active player marker, teams may choose the same marker, or each use their own. Each team decides on their own when they would like to use the marker's special ability (listed in the base rules).
- If both teams cannot agree on the Time of Day's starting hour, it is set to 03:00. Use one of your character's unused flag tokens on the Time of Day Track to mark your time when returning to camp after summiting.
- Cooperative Event cards that affect Sherpas only affect Sherpas on the active player's team.
- When players reach the Summit, they should take a Summiting Order token to keep track of the order in which they reached the Summit, with the first player taking the "1" token and continuing in ascending order.
- Passing an opponent does not require permission, but it will require 1 extra movement. Each trail point occupied by an opponent takes 2 movement to pass.
Example: Yellow needs 4 movement to pass Purple: 1 for the first trail point, 2 for the trail point Purple is occupying and 1 more for the next trail point, as they cannot share a trail point.
F.A.Q.
- Are Ladders considered "tiles"? No. For card text and targeting, Ladders are not considered a tile, Camp, Summit, or Item. Cards affecting "tiles" do not affect Ladders. With three exceptions: Avalanche, Severe Blizzard and Contagious.
- What if your Event card says "your current tile" but you are on a Ladder? You may discard this Event and ignore it.
- Can Ladders be placed over tokens such as Serac, Verglas and Solid Ground? Yes, then the token is removed.
- Does the "Quickdraw" Item work on Ladders? Yes.
- Can the "Grappling Hook" place tiles over Ladders? No.
- Can Sherpas carry Ladders? Yes, each Ladder takes up 1 Item slot.
- What are "experienced players" as mentioned on the "Friendly Welcome" and "Garbage" Event cards? Any player who has played Summit at least once is considered an experienced player.
- Can I use Ladders in solo mode? Yes, draw 4 Ladders and keep up to 3. Remember to remove all cards with the dagger icon in the lower left-hand corner.
Game End
The game ends when all players have returned to Base Camp or perished on the mountain.
Competitive Mode
Teams calculate their scores by combining the total points received by each team member. The team with the highest score wins.
In the event of a tie, the team of the first player to reach the Summit wins.
"Cooperative" Mode
Teams will calculate their scores using the "Teams Cooperative Scoring" system above. The team with the highest score wins.
In the event of a tie, the first team to have had all players reach the Summit wins.