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Timber Tom

Timber Tom Rulebook

Table of Contents

Table of Contents

  • A. Game Preparations
    • Objective
    • To start the game
    • A short or long game?
  • B. Moving Rules for Your Hiker
  • C. "Move" & "Tree" Values
  • D. Danger Zones: Card Pick-ups and Dice Moves
    • Low altitude danger zones — Yellow Flood zones
    • High altitude danger zones — White Snow Caps
    • A more strategical game
  • 1. Base Camp — 1st Move
  • 2. 1st Move Landing Scenario
  • 3. Using the Game Dice (and the "Rolling 4" Rule)
  • 4. Tree Planting
  • 5. Tree Clearing
    • The "One-for-One" Clearing Rule (1-4-1)
  • 6. Supply Packs
  • 7. Refuge Huts (Renewing Axes & Supply Packs)
  • 8. Heli-Radios (Hot-spots & Card Pick-ups)
  • 9. Helipads & Heli-Flights
  • 10. Snow Caps (and Treasures)
    • In General
    • The Treasure Space — "Collect & Continue"
  • 11. Hiking Cards
  • 12. Return to Base Camp
    • Emergency! Returning immediately to Base Camp
  • 13. Winning (Fair and Square)
    • Scoring a Drawn Game

A. Game Preparations

Objective

Your mission starts from Base Camp. Your aim is to be the first hiker to retrieve TWO* Treasures from any of the mountain peaks and return safely back to Base Camp. There is no given order or itinerary for such an adventure. You alone must decide and blaze your own trail, using your resources wisely and timely, to ultimately lead you back to Base Camp before your opponents.

To start the game

Choose a Hiker and the Player-tray that corresponds to the colour of your hiker. Set up your Player-tray with the 8 Tokens and 3 Supply packs as shown here.

Have the Hiking Cards shuffled and ready for use, and the Tree Box open and ready for tree planting.

Place your Hiker on ANY of the 6 central Base Camp spaces of the game board (no need to worry about finding the 'best' starting position within Base Camp as your first move will start on ANY of the first surrounding spaces OUTSIDE Base Camp).

The OLDEST player at the table is 'Chief Hiker' (Hiker 1) and will be the first player to leave Base Camp, followed by the other players in a clockwise direction. (It is important to note the winning possibilities surrounding the 'Chief Hiker'. Read the Winning section to see how you can win, or draw with, the Chief Hiker on your last move).

Ready to trail blaze the mountains in search of the lost gold? Good luck!

A short or long game?

A mission involving just 2 mountains is recommended before returning to Base Camp as this will provide a decent game-time of around 1 hour, with plenty of action and strategies being carried out over a shorter distance and time. Try playing 3 mountain peaks once you have mastered your Moves and use of Resources.

B. Moving Rules for Your Hiker

  1. Hikers are allowed to move only in PERPENDICULAR directions (forward, left, right and backwards — NOT diagonal).
  2. You are NOT allowed to move over the same space TWICE within a move.
  3. You can move ANYWHERE between any of the game board's different layers (or altitude zones). There are no particular rules for crossing these topographic zones — except when moving onto a Snow Cap (see Rule 12 below).
  4. BASE CAMP is a 'FREE MOVEMENT ZONE'. This means you do NOT need a Move-value or die value for moving over any of the 6 spaces. A hiker can return here at any time during the game to fully restore ALL resources.
  5. When 'JUMPING' another player you do NOT count the space they occupy. Jumping another player therefore gives you the ability to GAIN AN EXTRA SPACE. You can jump another player on ANY space of the game board. Hikers can be jumped in straight OR perpendicular directions.
  6. When moving your hiker you MUST MOVE AT LEAST THE NUMBER INDICATED by a zone's "Move-value", or by the value indicated on the game die (see the Move & Tree values and Danger Zones sections).
  7. To LAND on a Refuge, Radio Hot-spot, or Helipad you MUST have moved at least the distance shown from either the Move-value or Die value (i.e., you cannot land on a refuge, for example, 4 spaces into a 5-space move). Your move must be FINALIZED on the destination space. If the values from either the board or die do NOT give you the required amount of spaces needed, you can, for example, make up the extra ground by trading Supply packs, or jumping other hikers. These actions can all be combined before, during or after your initial move for optimizing the total distance gained. For example, if the Hiker in a 'Move-5' zone wishes to land on the refuge he MUST move at least 5 spaces. In this case he will need to use a Supply pack to gain an extra space — thereby reaching the refuge in 6 spaces.
  8. When ROLLING 4 with the game die you have the right to REMOVE and REPLANT 1 tree from the game board (see Using the Game Dice).
  9. "TAILWIND" moves. On some parts of the board there are 'voids' (NO holes where you think there should be!). This is not a manufacturing fault! These are what we call 'tailwind' moves — because you don't often see them coming, and they help cover greater distances. They will help you gain 1 extra space in your move. When you come across a 'tailwind' you have the right to 'jump':
    • a) ONLY in a STRAIGHT direction
    • b) ONLY if the 2 tailwind spaces are LAND-TO-LAND spaces and do NOT involve water (i.e. 'tailwinding' to or from a bridge or island, or over water, is NOT allowed)
  10. When you land on a RADIO HOT-SPOT (see Heli-Radios) you have 3 action choices:
    • a) IGNORE the Hot-spot (and plant trees as displayed by the zone's Tree-value)
    • b) IGNORE the Tree-planting value and pick up a card (in which case the card's Tree-planting value now takes priority over the zone)

Other elements and game rules are mentioned within each of the following Game Guide sections.

C. "Move" & "Tree" Values

Moves are made depending on the zone (or altitude) where your hiker is situated.

The MOVE-VALUE indicates how far you MUST move on your NEXT move.

The TREE-VALUE indicates how many trees you must IMMEDIATELY plant (in any of the tree-planting zones) to slow the progress of other hikers.

MOVE values are designed to roughly correspond to real-life hiking situations:

  • At low altitude in non-dangerous zones (plains, meadows, fields, etc... represented by the 250 and 500 zones), your hiking progress is relatively easy, so your move-values will be high ("6").
  • Higher up the mountain will mean steep and rocky terrain, as well as worsening weather conditions, so your move-values will be lower (represented by "5" and "4" on the 1000 and 1500 zones).

TREE planting values also roughly correspond to real life situations:

  • Trees and thick vegetation will generally not grow on sandy or rocky flood zones - represented by the yellow danger spaces — for this reason tree-planting is forbidden in these zones.
  • Mountain snow caps are also a natural barrier against tree growth — so planting trees on any of the white danger spaces (the high altitude Snow Caps) is also forbidden.

On Snow Caps: use the die for moves. Card pick-up is OPTIONAL.

On Radio Hot-spots: card pick-up is OPTIONAL.

On Flood Zones: use the die for moving. Card pick-up is COMPULSORY.

DANGER zones do NOT contain Move and Tree symbols. Landing in these zones will require card pick-up. Moving will require the game die. More about Danger Zones below.

D. Danger Zones: Card Pick-ups and Dice Moves

The Danger zones are the LOWEST and HIGHEST topographic zones on the game board (the yellow 'Flood Zones' and white 'Snow Caps'). You CANNOT plant trees in danger zones. They do NOT contain a "MOVE" value because the terrain and weather is too unpredictable. For this reason, whenever you land in a danger zone YOUR NEXT MOVE IS MADE USING ONLY THE GAME DIE (this represents your unpredictable progress. Read more about the die in Using the Game Dice).

Low altitude danger zones — Yellow Flood zones

There are many immediate dangers at LOW altitude (flash floods, broken bridges, quicksand...), so when your move is finalized on any yellow danger space (including bridges and jetties) you MUST IMMEDIATELY PICK UP A CARD. To move within, or leave a Flood Zone, ROLL THE DIE. You can combine Axes, Chainsaws, Supply Packs, Tailwinds, Wild cards or Flight tokens with the die value in order to optimise the final distance of your move.

BRIDGES and JETTIES are also part of the LOW altitude Danger zone — so card pick-up and dice moves also apply to these spaces.

High altitude danger zones — White Snow Caps

Whenever your move ENDS on a Snow Cap space you have the OPTION to pick-up a card. This may provide you with a tree planting opportunity (to continue hindering the movement of other players), or it may help or hinder your own progress. The risk and decision to pick-up is all yours! To move within, or leave a Snow Cap, ROLL THE DIE. You can combine Axes, Chainsaws, Supply Packs, Tailwinds, Wild cards or Flight tokens with the die value in order to optimise the final distance of your move.

A more strategical game

You want to play a MORE strategical game of Timber Tom? Then abandon the use of ALL cards. To avoid using the die give the Danger Zones your own fixed Move-Value (5, 6, 7, etc...). You decide!

1. Base Camp — 1st Move

From Base Camp you have the right to immediately move 6 spaces in ANY direction (because Base Camp is situated inside a 250 topographic zone with a corresponding Move-value of "6").

Base Camp is a 'FREE MOVEMENT ZONE', meaning you do NOT need a Move value or game die to move within any of the 6 Base Camp spaces.

This means the FIRST space counted in your 6-space Move is any FIRST ADJACENT space PERPENDICULAR to Base Camp. Leaving Base Camp a player will move 6 spaces in any direction. The move can begin on ANY perpendicular space adjacent to Base Camp.

Base Camp is situated inside the 250 zone, which has a "Move-6" value associated to it. Therefore each hiker can immediately move 6 spaces.

The tree-planting value is NOT yet applied because all players are moving FROM this zone. Tree-planting is carried out when you finalize your move INSIDE a tree-planting zone.

Units of measurement (feet or metres) have NOT been included on the topographic zones. Players from different countries can apply their own unit of measurement when referring to these zones.

2. 1st Move Landing Scenario

(after each hiker has moved 6 spaces)

Grey Hiker lands on the 500 zone (with Move-value "6" & Tree-value "3"). Grey Hiker can immediately plant 3 trees in any of the board's tree-planting zones. Grey therefore decides to plant 1 tree on each of his opponent's mountain. Grey's next move will be again 6 spaces because he is positioned on the 500 altitude zone with a "Move-6" value.

Blue Hiker chooses to land on the same pale green 250 altitude as Base Camp (with same Move-value "6" & Tree-value "2"). This is NOT part of the flood zone! Blue Hiker can now plant 2 trees in any of the board's tree-planting zones. He decides to plant 2 trees around the grey hiker. Blocking the most direct path of other hikers is your way of obliging them to use their resources if they wish to gain quicker ground. Blue's next move will be "6" because of his position in the "Move-6" zone (250 altitude).

Red Hiker chooses to land on a Helipad. He can move immediately to any other helipad on the board using his Heli-Flight token (which is returned to the game box after the move is made). Landing at the destination helipad the Hiker takes NO further action. He will wait on the new helipad. The zone of the landing helipad will also determine his next Move (see Helipads).

Yellow Hiker chooses to land on a Bridge (inside the Flood zone). He will first of all pick-up a card and follow its instructions (as well as plant trees if the tree-planting logo is displayed). He will then return the card to a 'used card' pile (or face-up under the deck). His next turn will be with the game die — unless the card sends him to another zone.

3. Using the Game Dice (and the "Rolling 4" Rule)

A hiker MUST use the Game Die to move within or out of a DANGER zone, (or when instructed to "Roll the Dice!" by a red Hiking Card).

You will notice all 6 sides of the game die display only 3 values: "3", "4", and "5". The "4" contains a small tree logo. This is the "Rolling 4" rule (Moving Rule 8). This rule allows you to REMOVE any tree from the game board during your move and REPLANT it elsewhere in any of the tree-planting zones — very handy for tight situations and saving an axe!

As with general moves, dice moves can be combined with Axes, Chainsaws, Supply packs, Tailwinds, Wild cards or Flight tokens in order to optimize the final position of your move.

Example 1: "Rolling 4" from a Flood zone bridge. You are about to leave the Bridge to move up the mountain to the nearest 500 zone. Unfortunately for you, another player has blocked the most direct trail with trees. By "rolling 4" you can:

  • a) REMOVE the blocking tree from the 2nd space and plant it elsewhere in any tree planting zone
  • b) ADVANCE 4 spaces
  • c) PLANT 3 more trees (500 zone = "3" tree-planting value)

Example 2: "Rolling 4" from a Snow Cap. Roll 4 to leave the Snow Cap to move down to the nearest 1500 refuge (5 spaces away) whose access is blocked by trees. By "rolling 4" you can:

  • a) ADVANCE 4 spaces
  • b) REMOVE the blocking tree from the 4th move space and replant it elsewhere in any tree planting zone
  • c) ADVANCE an EXTRA space to the refuge by trading 1 Supply Pack
  • d) RESTORE all Supply packs at the refuge
  • e) PLANT 1 more tree (1500 zone = "1" tree-planting value)

Rolling "4" allows you to move 4 spaces and also REMOVE and REPLANT 1 tree. Don't forget to also plant MORE trees if the die has led you to a new tree-planting zone!

4. Tree Planting

In general: planting trees in the most direct path of other hikers is your way of obliging them to use their resources. Trees can only be planted within zones that display the Tree-value symbol (the 'green' and 'brown' zones). You CANNOT plant trees on the REFUGE HUTS and HELIPADS within these zones.

Trees can be planted in ANY tree-planting zone after:

  • a) your move is finalized in a tree-planting zone (the 'green' and 'brown' zones)
  • b) you draw a card displaying a tree-planting logo (see Hiking Cards)
  • c) "Rolling 4" with the game die (remove and replant 1 tree, see Using the Game Dice)

If you forget to plant trees, other hikers are not obliged to let you know your error!

Trees are a slowing mechanism: as mentioned, tree-planting is a strategic method for SLOWING DOWN your opponents. It is NOT a GAME-STOPPING device. If ever you form a closed 'ring' of trees around ANOTHER player, the blocked player will have the right to REMOVE and REPLANT any 3 trees from the board before their next move — so be careful how you place your trees! You cannot block your own hiker to gain advantage from this tree-blocking rule. There should always be a free path available for a hiker to use, no matter how big or small the ring of trees is.

If there are NO more trees in the Tree box (they have all been planted on the board), you are entitled to remove trees from ANY of the brown 1500 zones for re-planting elsewhere. If the 1500 zones become void of trees then use trees from the 1000 zone below.

5. Tree Clearing

In general: trees can be cleared or removed at any time before, during or immediately after YOU move, provided you have the necessary clearing tools, which are:

  • a) Axe and Chainsaw CLEARING TOKENS. 1 Axe removes 1 tree (use low altitude refuge huts to restore all 3 axes). 1 Chainsaw removes 2 trees (it can only be renewed by revisiting Base Camp before the end of a game).
  • b) when "ROLLING 4" — remove and replant 1 tree
  • c) when instructed by a CARD

Once trees have been removed from the game board, place them back in the tree box.

The "One-for-One" Clearing Rule (1-4-1)

At any time during the game, but only ONCE on EACH mountain, you can use the "One-for-One" Clearing Rule. This is a Tree Clearing rule which allows you to remove 1 tree FROM YOUR CHOSEN TRAIL for each 1 point you subtract from your Move or Die Value (1-4-1). This is a handy get-out-of-trouble device when you find yourself with little or no axes, or you have become the target of many tree planting operations by your 'good' friends! It can also enable you to reverse the odd or even number-value required for your next move. You can still use this rule and combine it with other resources to optimize the final outcome of your move.

Remember! Not just any tree(s) can be removed. The removed tree(s) MUST be on your chosen trail.

6. Supply Packs

Your Supply packs (food and water) are critical resources. Here's why:

1) To gain an extra space. If you do not have the required amount of spaces to land on your next destination (a helipad, refuge, or even Base Camp for example) a Supply Pack can be traded at any time during your move to gain an extra space ("trading" = returning the Supply Pack to the game box). If you need 2 or 3 extra spaces then trade 2 or 3 extra Supply packs. The more supplies you have, the more ground you will be able to cover! (This can also mean using supplies to get to the 1500 refuge for getting more supplies! See Refuge Huts.)

2) To cross a river shortcut by canoe. Taking the shortest route across some rivers is possible by means of CANOE — but the canoe owners will only accept 1 Supply Pack as payment for the ride. If you don't have a supply pack in your possession at this point then you'll have to take the longer and often dangerous trail across bridges and flood zones (see Moving Rule 11).

3) To access a Snow Cap. Access to the Snow Cap requires 1 Supply Pack. If you have NO Supply packs for your FIRST visit to a Snow Cap you will be unable to access the peak to retrieve your treasure. The Snow Cap is a Danger Zone. The going is tough and requires more energy and food to survive in the harsh conditions. One Supply pack is therefore returned to the game box when you first move from the 1500 zone to the Snow Cap (more info in Snow Caps). As with canoe crossings, an extra space is NOT gained during this 'exchange-for-access' of 1 Supply pack.

"3" is the MAXIMUM amount of Supply Packs you are able to carry at any one time. A player who has lost ALL supply packs is NOT penalised by cards incurring FURTHER Supply Pack losses (i.e., you cannot lose what you don't have!)

Strategic Note: Trading IS allowed between players, but when this happens it is called 'barter'. Unfortunately 'mountain barter' has no written rules. It is based on what 2 parties agree to exchange at any time. So YOU decide!

7. Refuge Huts (Renewing Axes & Supply Packs)

REFUGE huts will RESTORE your used Axes and Supply Packs, as well as PROTECT you from any danger or losses that may be directed at you via card pick-ups from other hikers. You CANNOT 'share' a refuge hut with another hiker. Remember, this is a strategic race! First-come, first-served! You CANNOT plant trees ON a refuge hut.

The LOW altitude refuge huts are for fully restoring your AXES (Max. 3) — they have the brown roofs! Remember, AXES only!

The HIGH altitude 1500 refuge huts are for fully restoring SUPPLIES (Max. 3) — they have the white roofs and the 3 Supply packs at the front door!

To land on a refuge, the refuge must be the FINAL space of your move (i.e., as with Radio Hot-spots and Helipads you cannot land on a refuge, for example, 3 spaces into your 6-space move. You must 'go the full distance'). Once you land on a refuge and restore Axes or Supply packs, you can also plant trees according to the Tree-planting value of the zone you are in (1, 2 or 3 trees).

For example: Blue Hiker on the 250 "Move-6" zone moves 6 spaces to the nearest refuge. Landing on a Low Altitude Refuge will immediately restore his used AXES. Blue Hiker will fully restore used Axes then plant 3 trees. Blue's next move will be at least "6" spaces (corresponding to the 500 zone Move-value). This distance can be increased by trading Supplies for extra spaces, jumping other players, using tailwind shortcuts, etc.

Here's a Complex Move showing how the red hiker is able to move up to a HIGH altitude Refuge (1500 zone) using smart mountain skills. The red hiker is 9 spaces away from the refuge but by combining resources and game rules he is able to make the trip in 7 spaces, all from a "Move-5" zone! Red Hiker MUST move at least 5 spaces from a "Move-5" zone ('1000' zone). Landing on a 1500 Refuge will immediately restore ALL 3 SUPPLY PACKS. He can move as follows:

  • A: Move forward 4 spaces and make a perpendicular jump over the yellow hiker. This space is NOT counted (Moving Rule 5).
  • B: Use an Axe to remove the tree from the new 5th move space.
  • C: Use first Supply pack to gain an extra space. This happens to be over a 'tailwind' shortcut, so 2 spaces are actually gained.
  • D: Use second Supply pack to move 1 extra space onto the 1500 refuge (7th and final space).
  • E: Restore ALL Supply packs.
  • F: Plant 1 tree in any tree-planting zone (the refuge is located in the 1500 zone with a "1" Tree-planting value). END OF MOVE.

A refuge is also a SAFETY ZONE against any penalties or losses that may be incurred through "Hiking card" pick-ups. Here are a few examples of what you can be protected against while on a refuge: forced moves, landslides, supply losses.

8. Heli-Radios (Hot-spots & Card Pick-ups)

You will notice that the 3 layered zones 500, 1000 & 1500 contain light and dark printed 'spots'. These are Radio Hot-spots from where your HELI-RADIO has the best transmitting signals for calling in help. Radio Hot-spots can also be used as CARD PICK-UP spaces if you decide NOT to use the heli-radio.

If you DO decide to use your heli-radio when landing on a Radio Hot-spot then you will MOVE IMMEDIATELY to any refuge on your CURRENT mountain. Return the radio to the game box once you have landed on your chosen refuge (depending on the refuge, you can restore axes or supplies — and plant trees — to end your move).

If you decide to PICK UP A CARD when landing on a Radio Hot-spot you FORFEIT the tree-planting value from the board. The tree-planting value displayed on the card will now take priority. If NO tree-value is displayed on the card then you will NOT plant trees.

Heli-radios are especially handy when you find yourself surrounded by trees, and with little or no axes or chainsaw. Landing on a radio hot-spot may be your way out of a sticky situation — up or down the mountain!

Radio Hot-spots are designed using only a slight change in the zone's graphics (lighter or darker spots). So if you want to pick up a card or use your radio on the mountain, you must keep a watchful eye on the environment around you! Tree-planting IS PERMITTED on Radio Hot-spots, so finding a vacant radio Hot-spot can sometimes prove to be a difficult task!

9. Helipads & Heli-Flights

There are 8 HELIPADS placed around the game board. Finalizing your move on a helipad will activate your Heli-flight token and let you fly to ANY OTHER HELIPAD on the game board — possibly saving time and resources. As with Refuge huts and Radio Hot-spots, to land on a Helipad your hiker needs to finalize the move on this space. Once on a Helipad your flight can be immediately activated.

Here's how the flight works:

  1. When you ARRIVE at the first helipad (the take-off helipad) you immediately 'fly' your hiker to the next helipad of your choice and return the Heli-Flight token to the game box.
  2. When you LAND at the next helipad (the landing helipad) you take NO further action (i.e., NO card pick-up or tree planting). You then wait until your next turn before moving.
  3. Your next move FROM the Helipad will correspond to the zone that you have chosen to land in ('dice' if you have landed in a flood zone, or 'Move-value' if you have landed in any other zone).

Strategic Note: Occupying a Helipad means you prevent another hiker from using helicopter services to or from this point. A Helipad CANNOT be used by others until you have moved away from it.

For example: Red flies up to the 1000 altitude zone. He takes NO further action (NO card pick-up or tree-planting). His next move will be "5" because he is in a "Move-5" zone.

A Heli-Flight token can also be traded for 2 extra spaces AT ANY TIME if you decide not to fly.

You are NOT obliged to use helicopter services when landing on a Helipad. If you decide NOT to fly, play Helipads as if they were 'normal' spaces of that particular zone. Helipads provide NO safety from penalties handed out by card pick-ups from other hikers.

10. Snow Caps (and Treasures)

In General

There are 3 important rules to remember for your time spent on the high altitude danger zones:

  1. The moment you first set foot on a Snow Cap you MUST FORFEIT 1 Supply pack to the game box (NO extra space is gained from this forfeit).
  2. For moving on and around the Snow Cap, you MUST use the GAME DICE.
  3. On Snow Caps CARD PICK-UP is NOT compulsory (the climatic conditions at this altitude are not good, so removing your thick gloves and goggles to pick-up and read a card is done so at your own risk!).

The Treasure Space — "Collect & Continue"

The TREASURE SPACE is the summit at each corner of the game board marked with the Golden Pouch symbol. It occupies one space only. The name of this peak is also marked on your Player-tray.

You do NOT need to finalize your move ON the Treasure Space to claim a Treasure Pouch. It is a 'COLLECT & CONTINUE' space, meaning you need only pass over it during your move to claim your Treasure — even if another player is occupying it!

Remember to place your Treasure Pouch in the corresponding hole of your Player-tray.

Once you leave a Snow Cap (i.e., descend to another zone) any following moves which immediately take you back UP to the same Snow Cap will NOT require another Supply Pack to be forfeited. The forfeited Supply Pack is only made upon your FIRST visit to each Treasure Peak. When moving to or from the Snow Cap you can combine Axes, Chainsaws, Tailwinds, Wild cards and Supply Packs in order to optimise the final position of your move.

11. Hiking Cards

Hiking Cards are numbered 1-48 on the upper left hand corners.

A card's tree-planting value will ALWAYS take priority over the ZONE's tree planting value (i.e. you do NOT COMBINE both values when tree-planting).

Hiking Cards are our way of introducing the unpredictable elements of nature (and man-made elements) into the board game. Hiking Cards are picked up when landing on Danger Zones or Radio Hotspots (if you choose not to use your radio). Poor weather, landslides, avalanches, broken bridges or low cloud will sometimes hinder your journey, and sometimes they may help (through another's misfortune!). However not all is 'bad' within the deck of Hiking cards. Here is a short summary of the different card types (card numbers are circled):

Red "Roll the dice!" cards x 6: You may have just picked up a card that instructs you to "Roll the dice!". This is NOT for moving. It is for determining the outcome of the card instructions. The dice-roll will determine the penalty or advantage applied to you and/or other hikers. Play then continues to the next hiker. Red "Roll the dice!" cards provide NO Tree-planting or Moving powers.

Orange "Wild Cards" x 3: There are 3 Wild cards per deck but only 1 per player is allowed. You can use the Wild card to immediately advance 2 extra spaces and remove any trees blocking your chosen path - or you can keep it for tougher times. You decide. Orange "Wild" cards provide NO tree planting power. Once they have been used return them to the "used" card pile.

Dark Green "Trouble" Cards x 13: There are 13 dark green cards per deck. These are penalty cards that will affect you and/or other hikers. More than often the penalty (a loss of supplies for example) is dependent on the zone where you or other hikers are situated. Remember, being on a refuge protects you from any penalty or loss. ALL trouble cards provide you a tree planting value of either 2 or 3 trees.

Light Green "Help or Hinder Cards" x 26: There are 26 light green cards per deck. These are mostly positive cards designed to give you or other hikers a slight advantage - depending on your hiker's position, direction and state of resources. You will soon discover how they can either help or hinder! ALL light green cards give you a tree planting value of either 1, 2 or 3 trees.

12. Return to Base Camp

After retrieving your FINAL treasure make sure you have enough clearing tokens and supplies for this last leg of the journey back to Base Camp. If you are currently holding the lead you will be the common target for most tree-planting actions, and the Main Island Base Camp is a tough place to access when surrounded by trees!

The FIRST space reached at Base Camp is the end of your move. Take no further action until all players have returned and a winner has been declared (read more below about ending your last move).

Strategic Note: A player can choose to hike back to Base Camp at ANY time as part of their game strategy. ALL used resources can be restored at Base Camp simply by landing on the FIRST Base Camp space. If there are additional spaces remaining in the move, the hiker can continue the journey from ANY other surrounding space adjacent to Base Camp — in the same manner the first game move was made. (Remember, Base Camp is a free movement zone, and spaces within Base Camp are NOT counted.)

Emergency! Returning immediately to Base Camp

If during the game you lose ALL Supply Packs AND clearing tokens (meaning you have no Supplies, no Axes and no Chainsaw) you can:

  • a) CONTINUE the game (with an "I will survive" attitude), OR
  • b) FORFEIT any 1 of your claimed Treasures back to the Game Box and go IMMEDIATELY to Base Camp (you are considered 'almost' dead. No one is quite sure how you got back to Base Camp but we assume a passing helicopter saw your lifeless body and ferried you back to safety. We suspect it was the pilot who took your Treasure Pouch as reward for your rescue. At Base Camp you will immediately restore ALL resources, as when you started the game. You then wait until your next move before moving at least 6 spaces back into the wilderness. The 1 Treasure penalty will mean having to climb an extra mountain to recuperate your loss, putting you 1 treasure behind the other hikers).

13. Winning (Fair and Square)

Due to the unfair situation within many board games of a "first player advantage" (i.e., the first player to open the game has a greater chance to close the game) it is important to note the following for deciding who 'fairly' wins the contest:

  1. If the FIRST PLAYER to start play (the 'Chief Hiker') is the FIRST to return to Base Camp, the other hikers (to his left, in a clockwise direction) have the chance to DRAW the game by arriving at Base Camp on their next turn, i.e., in the same number of moves. If they don't, the Chief Hiker wins outright.
  2. If ONE OR MORE HIKERS arrive at Base Camp BEFORE the Chief Hiker, then these hikers are declared 'drawn'. In a two player game Hiker 2 wins outright. Even if the Chief Hiker enters Base Camp on his next move it would mean an extra move — so the Chief Hiker cannot win in this situation.
  3. If the LAST HIKER OF THE TURN (the player seated to the right of the Chief Hiker) returns to Base Camp FIRST, then this hiker is considered the outright winner — meaning this hiker has returned home using the lowest number of moves.

NOTE: when returning to base camp AT THE END OF THE GAME, upon your FIRST step into the Base Camp, your turn ends. You do NOT place trees, you do NOT replenish all your supplies (because your score may be based on what you had when you entered the Base Camp) and you do NOT get any benefits or penalties from any cards drawn by the other players finishing the round.

Scoring a Drawn Game

For games ending in a DRAWN result you will need to carry out a point-score of your REMAINING resources to determine an outright winner.

ResourcePoints
1 Supply Pack1 ½ points
1 Heli-flight1 ½ points
1 Heli-radio1 point
1 Chainsaw1 point
1 Axe½ point

The player with the highest number of points wins.

If scores are still equal after a resource count, the hiker with the most number of Supply Packs is declared the winner as this hiker is deemed to have successfully managed the most important resource of food and water.

If Hikers have the same number of Supply Packs then compare the number of Heli-flights, Radios, Chainsaws and Axes held by each player - in their descending order of value as shown in the table above. The first player to claim the greater number of a particular resource is the winner (e.g., 2 Heli-Flights will win over 1 Heli-Flight, and so on...)

If resources remain identical the drawn hikers are declared 'tied' winners - fair and square - in a rare but not impossible situation!

Good luck fellow gamers, and Happy Hiking!

  • c) USE your heli-radio token to move you to any refuge on your CURRENT mountain
  • When crossing a river using the CANOE RIDE shortcut you do NOT need to finalise your move ON the jetty to activate the short-cut. The shortcut is activated by simply PASSING OVER a jetty space during your move and paying your 1 Supply Pack fee as you cross to the next jetty space.
  • When FIRST setting foot on a SNOW CAP you must FORFEIT 1 Supply Pack. This represents the further physical effort needed for high altitude survival on this unknown peak. If you don't have at least 1 Supply Pack in your possession at this stage of the game then entry to the Snow Cap is denied until you have restored all your supplies at the high altitude 1500 refuge (see Snow Caps). If ever you MOVE BACK onto a Snow Cap already visited you do NOT need to forfeit another Supply Pack (as you are considered to have already known the terrain!).
  • The TREASURE SPACE is a 'COLLECT & CONTINUE' space — meaning you do NOT need to finalize your move on it to collect your treasure. Simply by passing OVER it (even if another player occupies it) will give you claim to a treasure during your move (see Snow Caps).