Trailblazer: The John Muir Trail
Trailblazer: The John Muir Trail Rulebook
Table of Contents
Table of Contents
- Components
- Introduction
- Gameplay: Overview
- Sunrise
- Daytime
- 1. Hiking
- 2. Acquire
- 3. Discover
- 4. Explore
- 5. Resupply
- 6. Elevate
- 7. Mountain Pass
- 8. First Light
- 9. Golden Arrowhead
- Sunset
- End of Journey
- Final Scoring Summary
- Gameplay Variants
- Solo Mode Rules by John D. Clair
- 2-Player Co-op Variant
- Important Notes
- The John Muir Trail
- Credits
- Icon Reference Guide
Components
- 1 Game Board
- 1 Cloth Weather Bag
- 56 Destination Cards
- 60 Field Guide Cards
- 92 Trail Cards
- 25 Solo Mode Cards
- 16 Mission Cards
- 24 Variable Skill Cards
- 16 Journey Bonus Arrowheads
- 24 Weather Tokens
- 12 Hardship Tokens
- 72 Natural Resource Tokens
- 24 Water
- 20 Earth
- 16 Wind
- 12 Fire
- 56 Personal Resource Tokens
- 16 Food
- 16 Water Bottle
- 12 Zzz's
- 12 Endurance
- 4 Medallions
- 16 JMT Markers
- 4 Map Packs (10 cards each)
- 4 Player Aid Cards
- 4 Backpacker Kits (each containing):
- 1 Player Board
- 1 Hiker/Backpacker
- 1 Tent Elevation Tracker
- 1 Trail Points Marker
- 5 Tracks Tokens
- 4 Exploration Bonus Markers
- 12 Backpack Gear
Introduction
Trailblazer: The John Muir Trail, takes place over the course of 12 Days/Rounds of backpacking and hiking along the John Muir Trail (JMT). Each Player/Hiker will experience daily trail encounters, choose to explore destinations along the trail, acquire and manage natural and personal resources, discover and observe the sights and sounds of their environment, adapt to ever-changing weather conditions, and move along the whole trail, all the while using wisely the gear in their backpack to maximize their experience.
Trail Points are earned in several ways along the journey creating many forms and layers of scoring. There is set collection in the Field Guide Cards, instant scoring through the Destination Cards, bonuses for timely and efficient use of your Backpacking Gear and special end-game scoring by acquiring Medallions and Journey Bonus Arrowheads.
But make sure to keep moving along the Trail! Hikers that don't manage to get to the top of Mt. Whitney by the end of Day 12 won't be eligible to win.
Journey's Goal
The game ends for ALL Hikers when all 12 Days of hiking are completed. Sunrise and Daytime phases are completed as usual on the final day, but only the "Consume Food and Water" portion of the Sunset Phase is used. Then proceed to the Final Scoring Summary where each Player adds in the points earned for each scoring category. The Hiker with the most Trail Points is declared to have had the GRANDEST JOURNEY and named WINNER.
Gameplay: Overview
Each Day is made up of three phases, played in this order:
- Sunrise — Draw and place a Weather Token, then draw and play a Trail Card.
- Daytime — Place Tracks and resolve actions (in any order): Resupply, Hike, Acquire, Discover, Explore, Elevate.
- Sunset — Consume Food and Water, retrieve Tracks, refresh Field Guide Cards, resolve the First Light Medallion, and pass the Trailblazer Medallion.
Beginning the Journey
The person who has most recently gone backpacking or taken a hike takes the Trailblazer Medallion and will be the Starting Player/First Hiker for the first Day/Round.
Sunrise
Weather
To start everyone's journey, randomly select 1 Weather Token from the Weather Bag and place it face-up on Day 1 of the Weather Chart on the Game Board.
Weather Tokens serve 2 purposes. First, to signify the progress of the journey Day by Day (Round by Round). Everyone's journey ends on Mt. Whitney at the end of the 12th Day. Second, they signify that Day's Weather and its possible effects on a Hiker's movement along the Trail. Most days are Sunny, Partly Cloudy, or Cloudy and will have no effect. Other days, such as Extreme Heat, Rain, Thunderstorms, Wind, or Snow, will affect anyone moving along the Trail by requiring an additional Natural Resource as indicated on the Weather Token.
- HEAT: +1
- RAIN: +1
- THUNDERSTORM: +1
- SNOW: +1
- WIND: +1
Trail Cards
Trail Cards represent daily trail experiences and encounters that may occur on your journey along the JMT. All Hikers begin the game with 3 dealt Trail Cards from the Game Board Setup and have a hand size of 3 Trail Cards. Start each day in turn order (including the 1st day) by drawing a Trail Card and playing any 1 card from your hand. As you journey along the Trail, Hikers will have the ability to increase their hand size to 4 cards.
There are 3 types of Trail Cards: Travel (green), Instant (blue), and Obstacle (red). Whenever you take an action that involves the playing of a Trail Card, you can play a Travel type at any time and then immediately receive any benefit displayed. Benefits will be in the form of Natural or Personal Resources, Trail Points or the removal of a Hardship Token.
On most Trail Cards there is a Backpack Gear icon. Their meaning will be explained in detail later (see Elevate, Your Backpack), but briefly, it means that you may either 'load' (place into your Backpack) or 'use' (move your Tent Elevation Tracker) the Gear pictured.
The Obstacle (red) Trail Cards are just that... obstacles. You may NOT play one of these cards until you have the pictured Backpack Gear loaded into your Backpack on your Player Board. The exceptions to this rule occur during the Sunrise phase (see NOTE below) and when taking the Mountain Pass action. We suggest that for your first play or two of Trailblazer, to treat the Obstacle Trail cards the same as a Travel type.
Create a Discard Pile for all played Trail Cards. If the Trail Card deck is empty, reshuffle the Discard Pile.
NOTE: AT ANY TIME DURING THE SUNRISE PHASE WHEN TRAIL CARDS ARE BEING DRAWN AND PLAYED, A HIKER MAY PLAY ANY TRAIL CARD (TRAVEL OR OBSTACLE) FOR 1 WATER (NATURAL RESOURCE). THEY DO NOT HOWEVER, GET THE BENEFIT OF EITHER ACTIVATING ANY PICTURED BACKPACK GEAR OR ELEVATION CHART ADVANCE OR BENEFIT.
Daytime
Tracks
Tracks Tokens represent your movement and actions taken on any given Day, on and off the Trail. Each Hiker starts the Game/Journey with 3 Active Tracks Tokens placed on their Player Board. In turn order, determined by which Player/Hiker has the Trailblazer Medallion, the First Hiker places a Tracks Token on an Action Space of the game board and completely resolves that action. Play then moves clockwise around the Game Board. This placement and resolution continues turn by turn until all Tracks for each Player have been placed and Actions resolved. This will end the Daytime Phase and the Sunset Phase will then follow.
Gaining Additional Tracks
Additional Tracks can only be added to your Player Board as you advance along the Elevation Chart. Your 4th Tracks Token becomes available when your Tent arrives at space #6 of the Elevation Chart and your 5th Tracks Token is added when arriving at space #12. When acquiring an additional Tracks Token, place it on your Player Board. It is immediately available for use on the same Day. How to advance your Tent along the Elevation Chart will be described in detail later (see: Elevate).
Player Boards
Each Hiker's Player Board tracks their Tracks Tokens, Natural and Personal Resources, Backpack Gear, Hardship Tokens, and Exploration Bonus areas throughout the Journey.
1. Hiking
The core and central theme of TRAILBLAZER is Hiking! This is accomplished by moving along the JMT through the 10 Trail Sections on the Game Board one at a time and in order (1-10) to ultimately arrive on top of Mt. Whitney.
There are 12 Days available to travel the 10 Map Sections to arrive at Mt. Whitney and finish your Journey. Hikers may only travel 1 Section per Day and never any more. Therefore, you will have 2 Days that you may choose not to travel at all.
Map Packs
Map Packs are drawn as part of the Set Up for your Journey. Each contains the exact same total combination of requirements, but they appear in a different order from Pack to Pack (assemble each of the 4 Map Packs with the supplied metal rings according to the directions given during Set-Up).
To take the Hiking Action, place 1 of your Tracks Tokens on your matching color Trail Movement Action space on the Game Board found next to the Trail.
Then 'pay' the required Resources to take this Action, which will be determined by your Map Pack, JMT Markers on the Trail Map on the Game Board, and the current Day's Weather. Then move your Backpacker into the corresponding Section on the Game Board.
Trail Sections & JMT Markers
When moving along the Trail, you must 'pay' the required Natural or Personal Resources shown on the corresponding Map Pack Section to advance. In addition, the JMT Trail Markers that were randomly drawn and placed during Set-Up along the Trail on Sections 5-10 represent a further requirement of either a specific piece of Backpack Gear or a Personal Resource.
Then you must check the Day's Weather for any additional Natural Resource requirements. Most Days will have no additional requirement, but several will, and you must add this to your total Resource requirement to move along the Trail. A Day may have as few as 1 or many as 4 separate requirements to account for. All required Natural or Personal Resources are returned to the General Supply areas with the following important exception.
If it is a Backpack Gear requirement, you must have it Active in your Backpack. You do not 'pay' it back to your supply. Once Gear is loaded into your Backpack it is never removed or lost.
Hikers may move to the next Map Section even if they are not able to meet the requirements, but they must take a Hardship Token for EACH requirement not met.
You may look ahead through your Map Pack at any time to see what resources you will need to advance along the trail.
The 1st Hiker to reach Mt. Whitney places their Hiker on the Trail point space nearby and immediately scores those points. The 2nd Hiker to arrive places their Hiker on the next space and the 3rd Hiker on the space after that.
NOTE: AT THE END OF THE GAME, ONLY THE PLAYERS WHO HAVE REACHED THE TOP OF MT. WHITNEY IN TRAIL MAP SECTION #10 ARE ELIGIBLE TO WIN THE GAME. IF YOU FAIL TO GET YOUR BACKPACKER TO THE TOP OF MT. WHITNEY BY THE END OF DAY 12, YOUR TOTAL SCORE WILL BE 0.
NOTE: WHEN BACKPACK GEAR APPEARS ALONG THE JMT ON THE GAME BOARD, YOU MUST HAVE THIS GEAR ACTIVE IN YOUR BACKPACK (ON YOUR PLAYER BOARD) TO ENABLE YOU TO ENTER THAT PARTICULAR MAP SECTION WITH YOUR BACKPACKER. IF WHEN ADVANCING ALONG THE TRAIL YOU ARE UNABLE TO MEET ANY OF THE REQUIREMENTS, YOU MUST TAKE 1 HARDSHIP TOKEN FOR EACH REQUIREMENT YOU CAN'T MEET (SEE: FINAL SCORING SUMMARY TO SEE HOW DRAMATICALLY THESE HARDSHIP TOKENS AFFECT YOUR SCORE).
2. Acquire
Natural Resources
Players need the 4 basic elements of Water, Earth, Wind, and Fire to acquire Field Guide Cards, Destination Cards, and to allow Trail movement. This is accomplished by placing a Tracks Token on the desired Natural Resource space on the Game Board and immediately taking the number of Resources indicated with that element (Water=4, Earth=3, Wind=2, Fire=1), and placing them on your Player Board. If this Action were to cause a Player to exceed the 12 Resource limit, they may only take what they are able to. You may not trade out resources to arrive at the limit.
NOTE: ONLY ONE HIKER MAY TAKE THE ACQUIRE NATURAL RESOURCES ACTION PER SITE, PER DAY IN A 2 OR 3 PLAYER GAME. IN A 4 PLAYER GAME, 2 PLAYERS MAY GO TO EACH SITE PER DAY.
3. Discover
Field Guide Cards
Field Guide Cards represent the Flora and Fauna found along the JMT during your Journey. Many of the Rivers and Creeks are also represented here. There are 5 categories of Field Guide Cards: Animals, Birds, Trees, Flowers, and Rivers, with 12 cards in each category.
To acquire a Field Guide Card, pay the required Natural Resources displayed above the chosen card, take the card, and place a Tracks Token in its place on the Game Board. Receive the rewards shown on the bottom of the Field Guide Card and check the Backpack Gear (if pictured) to see if you can load it into your Backpack or if there is an Elevation Chart benefit (see: Elevate).
River Cards are different from the other 4 categories. Their reward will always be Trail Points or a Personal Resource, and they enable you to take an extra Action by returning the Tracks Token used to claim them to your Player Board for use on a subsequent turn.
Finally, place your acquired Field Guide Card face-down near your Player Board.
If the Field Guide Card deck is empty, reshuffle the Discard Pile. You may look at your Field Guide Card collection at any time.
Field Guide Card set-collection rewards, scored at end-game:
- Full set of 5 Unique: 7 Trail Points
- Set of 4 Unique: 4 Trail Points
- Set of 3 Unique: 2 Trail Points
- Set of 2 Unique: 1 Trail Point
NOTE: FIELD GUIDE CARDS ARE USED FOR SET COLLECTION AND THEREFORE ARE EXTREMELY IMPORTANT FOR END-GAME TRAIL POINTS (SEE: SCORING SUMMARY).
4. Explore
Destination Cards
Destination Cards represent special physical sites and adventures along or near the JMT. They are of 4 types: Peaks & Passes (gray), Meadows & Valleys (light green), Lakes (blue), and Falls & Features (light orange).
The Destination Cards are arranged in 3 different Regions of the Trail. Available Destinations are depicted on each of the Trail Map Sections displayed on the Game Board.
To take the Explore Action to acquire a Destination Card, place a Tracks Token on an available space on the Game Board.
Then select the available Destination you would like to Explore by paying the required Natural Resources as depicted at the bottom of the Card. In many cases 1 or 2 Personal Resources may also be required.
The Destination decks correspond to Trail Map Sections as follows: Green covers Sections 1-4, Blue covers Sections 5-8, and Yellow/Gold covers Sections 9-10.
The first Backpacker to enter Trail Map Section #5 of the JMT on the Game Board triggers the end of access to the Green Destination Cards that were used to start the game. Immediately remove the remaining Green cards and replace them with the Blue deck of Destination Cards by displaying 3 cards face-up by the Game Board near the Exploration Action space with the remaining cards in a face-down deck nearby.
Similarly, when the first Backpacker enters Trail Map Section #9 of the JMT on the Game Board, immediately remove the remaining cards from the Blue Deck and replace them in the same manner with the Yellow/Gold deck.
Each Destination Card has a reward in Trail Points as shown in the bottom right corner of the card. These points are scored immediately by moving your Trail Point Marker along the Scoring Track.
Destination Cards (continued)
All Destination Cards have a Backpack Gear icon appearing on the lower left corner of their card. This is treated in the same manner as those appearing on Trail and Field Guide Cards (see: Elevate).
The Exploration Bonus areas on your Player Board are activated when you take an Explore Action and acquire a Destination Card of the matching category for the first time only.
After taking the Bonus Action depicted on the matching area, place the matching Exploration Bonus marker on your Player Board to indicate that you've already taken the Action and that it is no longer available.
The Player who is able to activate and thereby cover all 4 of their Exploration Bonuses first immediately scores 9 Trail Points. The 2nd Player to do so scores 5 TP and the 3rd Player 3 TP.
NOTE: THERE ARE 3 EXPLORATION ACTION SPACES AVAILABLE FOR ACQUIRING A DESTINATION CARD IN A 2 PLAYER GAME, 4 SPACES IN A 3 PLAYER GAME AND 5 SPACES IN A 4 PLAYER GAME AS NOTED ON THE GAME BOARD.
5. Resupply
High Sierra Lodge
When Backpacking the JMT, getting Resupplied along the way is essential. In Trailblazer, the High Sierra Lodge satisfies this need in the form of Food, Water, ZZZs, and Endurance. These are represented by the Personal Resource Tokens that all Players start the game with and are available at the Lodge. Hikers can also get Hardship Tokens removed here.
Hikers must reach Trail Map section #4 on the Game Board with their Backpacker Meeple to have access to the Lodge. Once reached, Players may visit at anytime thereafter and can take as many available Actions per Day as desired and able, but not the same action twice.
There is no limit to the number of Hikers at the Food or Water Bottle Resupply locations each Day, but only 1 Hiker can take any of the other 3 actions per day.
To take the Action, place a Tracks Token in the space available beneath the desired Personal Resource. Then take from the General Supply the amount indicated on the Game Board for each Resource (Food x3, Water Bottle x2, ZZZs x1, Endurance x1) and place them on the corresponding space of your Player Board. If taking the Remove a Hardship Token Action, return 1 of these Tokens from your Player Board to the General Supply.
NOTE: SOME OF THE TRAIL CARDS AND FIELD GUIDE RIVER CARDS HAVE AS A REWARD A SINGLE PERSONAL RESOURCE. ADDITIONALLY, AFTER LOADING 6 GEAR IN YOUR BACKPACK YOU EARN AS A REWARD ANY 1 PERSONAL RESOURCE AND AFTER LOADING 9 GEAR INTO YOUR BACKPACK YOU CAN TAKE ANY 2 PERSONAL RESOURCES OF YOUR CHOICE (SEE: YOUR BACKPACK).
6. Elevate
Your Backpack
Advances along the Elevation Chart are a direct result of using the Gear in your Backpack located on your Player Board. But first you need to get this Gear loaded into your Backpack. This can be accomplished when playing a Trail Card, or acquiring a Field Guide or Destination Card. To start your Journey, all of your Backpack Gear is in a supply near your Player Board. Whenever you play or acquire a card, after having resolved the cost and/or rewards of the card, look at the Backpack Gear icon in the lower left corner. If the Gear is not yet in your Backpack, place it in your pack starting with the bottom left space. Additional Backpack Gear that you have loaded is placed in rows from left to right, beginning from the bottom row and moving up 1 row at a time.
You must fill the lowest row that is open first, from left to right, 1 row at a time before moving up to fill the next row. At the end of each row to the right is an Icon indicating an immediate Reward that you receive upon completing that row. Completing the lowest row gives you any 1 Natural Resource of your choice. Row 2 completion gives you any 1 Personal Resource of your choice. Row 3 completion gives you any 2 Personal Resources. The 1st Player to reach this level takes into their possession the Windrose Medallion placing it face-up near their Player Board. This Medallion allows the holder to take any action that they would otherwise be blocked from taking (other than an additional Trail movement). To use its ability, simply turn it over thereby giving up the 2 end-game Trail Points.
The 1st Hiker to completely fill their Backpack with all 12 Gear tokens instantly scores 5 Trail Points. The 2nd Hiker to fill receives 3 TP and the 3rd to fill gets 1 TP.
NOTE: ONCE GEAR IS LOADED INTO YOUR BACKPACK IT IS NOW READY FOR USE. WHENEVER YOU PLAY A TRAIL CARD OR ACQUIRE A FIELD GUIDE OR DESTINATION CARD THAT HAS THE GEAR DEPICTED ON IT THAT IS LOADED IN YOUR BACKPACK, YOU ARE ENTITLED TO PLACE YOUR TENT ELEVATION TRACKER ONTO THE 1ST SPACE OF THE ELEVATION CHART OR ADVANCE IT 1 SPACE IF YOUR TENT IS ALREADY ON THE CHART.
Elevation Chart
Every 3rd space arrived at on the Elevation Chart will give a Player an instant reward of either 1 Personal Resource (as indicated below the row of colored tents on the Chart), an additional Tracks Token, or 1 of the face-up Journey Bonus Arrowheads. When activating the Tracks Token bonus take one of your 2 tokens that you put into the general supply during Setup and place it on your Player Board. It is now available for use on your next turn. This effectively gives you an extra action per Day. If you are able to reach the 12th tent on the Chart you add your 5th Tracks Token giving you 2 more actions per Day than when you started your Journey.
Elevation Chart (continued)
When arriving at 1 of the 3 Journey Bonus Arrowhead sites select any 1 of the face-up Arrowheads. These score end-game Trail Points as indicated by the Blue Trail Points icon. After selecting an Arrowhead turn over the next Arrowhead in that same stack to face-up.
The 1st Hiker to complete the Elevation Chart and reach the last Tent space places their Tent Tracker on the Trail Points space and scores those points immediately. If a 2nd Hiker is able to complete the Elevation Chart, they place their Tent Tracker on the Trail Points space. The 3rd Hiker to complete the Elevation Chart places their Tent Tracker on the Trail Points space, and the 4th Hiker to complete the Elevation Chart places their Tent Tracker on the Trail Points space.
Additionally, if after having completed the Elevation Chart, you continue to use any loaded Backpack Gear, immediately score 1 Trail Point each time.
The 1st Hiker to advance their Tent Tracker to the 4th Tent on the Elevation Chart takes possession of the Elevation Chart Medallion. This medallion functions the same as the Windrose Medallion described earlier (see: Elevate).
NOTE: ANY NUMBER OF HIKERS CAN HAVE THEIR TENT TRACKER ON THE SAME LOCATION OF THE ELEVATION CHART AT THE SAME TIME.
7. Mountain Pass
Only 1 Hiker per day can take this Action by placing a Tracks Token in the available space. Draw the top 2 cards from the Trail Card deck. You may now play any 2 cards from your hand of Trail Cards gaining any and all rewards available. However, when taking this action you do not receive any benefits from the Backpack Gear, so you do not add any Gear to your Pack or take an Elevation Chart advance. Additionally, you may play an Obstacle (red) card at this time and receive any benefit indicated same as you would with a Travel (green) card.
8. First Light
This Action allows the holder of the First Light Medallion to receive the Trailblazer Medallion during the Sunset Phase, making them the First Hiker/First Player for the next day. To take this action, take the Medallion and any accumulated Water Natural Resources on it, and place 1 of your Tracks Tokens on the Action space. Store the Water gained on the Natural Resources storage area of your Player Board, and place the First Light Medallion near your Player Board. This will be resolved during the Sunset Phase (see: Sunset).
9. Golden Arrowhead
All hikers will score Double End Game Trail Points for the Journey Bonus Arrowhead that was placed on this location during Set Up as indicated by the End Game Trail Points icon.
Sunset
During the Sunset portion of the Day perform the following in order to reset for the next Day.
1. Consume Food and Water
Each Hiker 'pays' 1 Food and 1 Water Bottle to the General Supply. This represents the Day's consumption. Don't forget, you may convert 2 Water Natural Resources into 1 Water Bottle at this time. If unable to meet the Food and/or Water Bottle requirements for the Day, you must take a Hardship Token for each shortcoming!
NOTE: 2 WATER (NATURAL RESOURCE) CAN BE TRADED FOR 1 WATER BOTTLE (PERSONAL RESOURCE) DURING THE SUNSET PHASE WHEN HIKERS CONSUME FOOD AND WATER.
2. Retrieve Tracks
Players return ALL of their Tracks Tokens from the Game Board Action Spaces to their Player Boards.
3. Refresh Field Guide Cards
If there is a Card remaining on the left-most space of the Field Guide Card display, remove it from the Game Board to a Discard Pile. Slide any remaining Cards as far to the left as able. Draw new Field Guide Cards to fill any empty spaces.
4. Resolve First Light Medallion
If no Player has possession of the First Light Medallion at the end of the Day, simply add 1 Water (Natural Resource) to it now. If however, a Player does have possession of the Medallion they take immediate possession of the Trailblazer Medallion, making them 1st Hiker for the following Day. Then return the First Light Medallion to its position on the Game Board and add 1 Water (Natural Resource) on top of it.
5. Pass Trailblazer Medallion
If no Player has possession of the First Light Medallion, simply pass the Trailblazer Medallion to the Player on your left. That Player will be the 1st Hiker for the next Day.
End of Journey
All Hikers' Journeys on the JMT come to an end at the completion of Day 12, signifying the end of the Game. Perform only Step 1 of the Sunset Phase which is Consume Food and Water. Do not perform Steps 2-5. After 12 completed Days, proceed to Final Scoring.
Final Scoring Summary
1. Hardship Tokens
Hardship Tokens accumulated over the Journey reduce your final score, with steeper penalties the more you have collected (1, 2, 3, 4, 5, 6+).
2. Medallions
The Windrose Medallion and the Elevation Chart Medallion are each worth 2 end-game points, if still available (i.e., not turned over/spent for their ability).
3. Field Guide Card Sets
Score for each set of Unique Field Guide Cards you've collected:
- Full set of 5 Unique: 7 Trail Points
- Set of 4 Unique: 4 Trail Points
- Set of 3 Unique: 2 Trail Points
- Set of 2 Unique: 1 Trail Point
4. Golden Arrowhead Bonus
ALL Players score Trail Points from the Golden Journey Bonus Arrowhead.
5. Journey Bonus Arrowheads
Players score each of their Journey Bonus Arrowheads.
NOTE: ANY HIKER THAT DID NOT REACH THE TOP OF MT. WHITNEY BY ARRIVING AT TRAIL MAP SECTION #10 IS NOT ELIGIBLE TO WIN THE GAME. THEIR TRAIL POINTS MARKER IS NOW REMOVED FROM THE SCORING TRACK.
WINNER: The Player with the most Trail Points is declared to have had the Grandest Journey and declared 'Winner'.
TIEBREAKER: Any ties in final Trail Point Scoring are resolved by order of arrival at Mt. Whitney.
Gameplay Variants
These variants can be played individually or together. Combine them however you like to personalize your hike!
Instant Trail Cards
Shuffle the 12 blue Instant Trail Cards into the regular Trail Card Deck during Setup. Simply play an Instant Trail Card to receive the benefit pictured, then discard this card and draw a new Trail card from the top of the deck located on the Game Board.
Remember, if necessary during the Sunrise Phase, you can discard any Trail Card for 1 Water (see Note under Trail Cards).
Mission Cards
After setup is complete and having shuffled each deck, deal 2 of each type of Mission Cards (During-Journey Trail points and End-Game Trail points) to each Player. Each Player then selects 1 of each, returning all other cards to the game box.
When completing any of the goals pictured on your During-Journey Mission cards, immediately score the Trail Points shown. The end-game Mission Cards are only scored at Journey's end after Medallions scoring and before your Field Guide Sets. Any missions not accomplished score 0 Trail Points.
Skills Cards
After setup is complete, shuffle the 24 Skills Cards and deal 3 to each Player. Players then select 1 of the cards dealt, returning all other cards to the game box. Each of the Skills cards will enhance a particular ability to score additional Trail Points along your Journey.
Solo Mode Rules by John D. Clair
In the Solo game of Trailblazer you will be playing essentially a 12 Round, 2-Player game where your opponent is a Robo-Hiker, doing random actions on the board as directed by the deck of Robo-Hiker cards.
For anything these rules do not instruct you to do differently than a normal 2-Player game, you should defer to the normal rules.
At the end of these rules you will find variant suggestions, including a 2-Player co-op game played against a team of 2 Robo-Hikers.
Setup
Set up your game the same way you would for a 2-Player game, with the following exceptions:
Instead of setting up a Player board for a normal opponent, set up the Robo-Hiker opponent as follows:
- The Robo-Hiker does not have a Player Board. Instead, they get a card showing just the Destination cards bonus area of a Player board.
- Place all the normal starting resources next to the Robo-Hiker's card. The Robo-Hiker has no resource limitations, so all Resource tokens it gains can just be placed next to this card.
- The Robo-Hiker does not use Backpack Gear, so all of those can be left in the Player bag.
- The Robo-Hiker does not use a Map Pack, so also leave this in the Player bag.
- The Robo-Hiker does not use Trail cards, so do not deal them 3 Trail cards.
- Everything else about the Robo-Hiker setup is the same as a normal Player. Use Hiker, Tent Elevation Tracker, Trail Point Tracker, and Tracks Tokens of an unused player color to complete Robo-Hiker setup.
- Set up the Robo-Hiker deck: Shuffle all 24 of the Robo-Hiker cards and place them in a face down deck next to the Robo-Hiker's Player card.
Gameplay Overview
Each Round, turns will alternate between yourself and the Robo-Hiker as in a normal 2-Player game. The Robo-Hiker always takes the first turn of the game.
On the Robo-Hiker turn, reveal the top card of its Robo-Hiker deck and complete the appropriate actions as indicated on the card. At the end of Rounds 3, 6, and 9, reshuffle all the Robo-Hiker cards and reform the deck. If the deck runs out before the end of these Rounds, reshuffle all cards that were not drawn during the current Round to remake the deck.
The Robo-Hiker will always use a Tracks Token on its turn based on the Robo-Hiker card revealed. Some Robo-Hiker actions work slightly different than a normal player, but their Tracks Tokens always block action spaces the same way as a normal Player.
At the end of the game the Robo-Hiker's score is counted in mostly the same way as a normal Player's score with a few exceptions. Score higher than the Robo-Hiker and you win!
Robo-Hiker Cards
Robo-Hiker cards are divided into 4 sections, and the relevant section is determined by what Round you are currently in. For example, during Rounds 1, 2 and 3 you only need to look at the top section of the card as indicated by the "1-3" label on the left side of the card. At the end of Rounds 3, 6, and 9, reshuffle all the Robo-Hiker cards and reform the deck.
Hiking Action
When the Robo-Hiker is revealing a card for its final Tracks Token during a Round, you first look to see if it takes the Hike Action instead of the action printed on the card. To do so, look at all the Robo-Hiker cards it revealed and used this Round (don't include any that were discarded). If at least 1 of them has the Hiker icon in the top left, then the Robo-Hiker does the Hike action and ignores the rest of the card. In this case, simply place the Robo-Hiker's Tracks Token on its Trail Movement action space and move its Hiker piece along the Trail. The Robo-Hiker does not pay resources or care about obstacles, it simply moves. If none of these cards has the Hiker icon, then the Robo-Hiker doesn't hike this Round and does the action shown on the card as normal.
There are 2 exceptions to the above rule:
- If the Robo-Hiker has not moved during any 2 prior Rounds, it will always move with its final action in each Round for the rest of the game.
- If the Robo-Hiker is already at Mt. Whitney, it will simply complete its final action as shown on the card and does not do the Hike action.
Actions on Robo-Hiker Cards
The actions on a Robo-Hiker card are split into left and right actions. The left side tells you where the Robo-Hiker places its Tracks Token. The right side tells you any bonuses the Robo-Hiker gets. Always resolve the left side first, then the right side.
Left side Tracks Token placement: There will usually be multiple options listed numerically. The first viable option starting with option #1 is the one the Robo-Hiker will choose, placing its Tracks Token there and doing the action as listed below. If none of the listed options are possible, discard the current Robo-Hiker card and reveal a new card and do that card instead. Repeat as necessary until the Robo-Hiker can do an action.
Left-Side Symbols
- If possible, the Robo-Hiker will place a Tracks Token on the #1 indicated action space and gain the appropriate resources for that space. If the space is blocked, it will then, if possible, place a Tracks Token on the #2 indicated action space. Etc. Remember, the Robo-Hiker has no resource limitations.
- If possible, the Robo-Hiker will place a Tracks Token on the Mountain Pass space. If it does, it gains whatever the bonus is on the right of the card an additional time.
- If possible, AND IF there are more than 1 Water Token on the First Light space, the Robo-Hiker will take that action and all the Water tokens there.
- The Robo-Hiker places a Tracks Token on the indicated space and gains the appropriate resources. Remember, the Robo-Hiker has no resource limitations.
- If the Robo-Hiker can afford at least 1 Field Guide card in the first 4 spaces of the market, it buys the card of the type which it currently owns the fewest, paying the necessary resources, taking the card, and placing its Tracks Token on the space. Often, multiple cards will fit this requirement, in which case the Robo-Hiker prefers cards in the ascending numerical order indicated. When the Robo-Hiker gains a Field Guide card it ignores ALL bonuses on the card and simply keeps it for end game scoring.
- If possible, and if the Robo-Hiker can afford at least 1 of the available Destination Cards, it buys the card of the type which it currently owns the fewest, paying the necessary resources, taking the card, and placing its Tracks Token on the appropriate Action space. Occasionally, multiple cards will fit this requirement, in which case the Robo-Hiker prefers cards in the ascending numerical order indicated. When the Robo-Hiker gains a Destination Card, it scores the Trail Points on the card as normal. If it is the first of a specific type of Destination Card the Robo-Hiker has acquired, the Robo-Hiker will mark that on its Player Card like a regular Player, and gain the points indicated (2TP and 5TP more once it has all 4 types). Backpack Gear on the card is ignored.
Right-Side Symbols
Various bonuses will be listed on the right side of each Robo-Hiker card. After resolving the left side of the card, and placing a Tracks Token, the Robo-Hiker simply gains the bonus listed on the right side.
- If resources or points are listed on the right side of the card, the Robo-Hiker simply gains them.
- A tent shown on the right side of a card means the Robo-Hiker's Tent token advances 1 space along the Elevation track. When the Robo-Hiker would get a bonus on this track it gains them as follows:
- Personal Resources: It gains 1 of whichever resource(s) it has the least of. This could be 1 or multiple resources.
- Tracks Token: It gains an additional Tracks Token, meaning, just like a player, it will get 1 additional turn each round for the rest of the game including the current round.
- Arrowhead Bonus Token: The Robo-Hiker will randomly select and keep one of the available arrowhead tokens. Simply take all 3 available tokens. Randomize them face down and give one to the Robo-Hiker and put the other 2 back.
Sunset - End of Round
Complete all steps during this phase as normal. However, the Robo-Hiker does not Consume Food and Water and never takes a Hardship Token.
End of Journey - Scoring
At the end of the game, calculate your own score as normal. The Robo-Hiker's score is also calculated like a normal Player's score with the following exceptions:
- The Robo-Hiker cannot gain Hardship, so this is ignored.
- The Robo-Hiker does not score the Golden Arrowhead Bonus.
- The Robo-Hiker does not score their personal Arrowhead Tiles as normal. Instead, it simply scores 5 Trail Points for each Arrowhead it has.
2-Player Co-op Variant
Time to hike with a partner! In this variant there will be 2 Robo-Hiker opponents. Each Player will operate 1 of the 2 Robo-Hikers. Turn position should alternate, going Robo-Hiker-1, Player-1, Robo-Hiker-2, Player-2, with Robo-Hiker-1 taking the first turn of the game.
All gameplay is the same as a 4-Player game with the following exceptions:
- The Robo-Hikers take their turns and play in the exact same way as they do in the Solo game, except that only the first Robo-Hiker to take their last turn of each Round is used to determine if neither or both Robo-Hikers do the Hike Action that Round. If the first Robo-Hiker does the Hike action, the next MUST also do it. If the first does not do the Hike action the second also automatically will not do it.
- Players MUST travel at the same pace, meaning if one Player chooses to Hike in a given Round, the other Player must also Hike that Round or else both Players lose.
- Resources are NOT shared between Players. However, hardship is shared between Players.
- At the end of each Round Players must pay, as a group, 2 food and 2 water bottles or take 1 hardship, as a group, for each missing resource.
Scoring
- At the end of the game, each Player may choose 1 Arrowhead token they own and have BOTH themself and their partner score it.
- Do not include hardship in Players' individual scores.
- After all individual scores are calculated, add yours and your partner's scores together, then subtract the Hardship penalty from that.
- If your team's combined score, minus hardship, is greater than the combined Robo-Hikers' score then you win!
Difficulty
- Level 1 - Difficult: The Robo-Hiker receives only the top bonus on the right side of the card.
- Level 2 - Hard: The Robo-Hiker receives the two middle bonuses on the right side of the card.
- Level 3 - Impossible: The Robo-Hiker receives ALL of the bonuses on the right side of the card.
Important Notes
- You can trade 2 Water (Natural Resource) for 1 Water Bottle (Personal Resource) during the Sunset Phase when consuming Food and Water.
- Additional Tracks tokens can only be earned by 'Using' Gear in your Backpack and moving your tent along the Elevation Chart to spaces #6, and then #12.
- Similarly, the only way to acquire a Journey Bonus Tile and thereby gaining the ability to earn extra end-game Trail Points is by advancing your tent along the Elevation Chart to spaces #9, 15, and 21.
- The first Backpacker to enter Trail Map Section #5 of the JMT on the gameboard triggers the end of access to the Green Destination Cards that were used to start the game. Immediately remove the remaining cards and replace them with the 2nd deck of Destination Cards (blue) by displaying three cards face-up near the Exploration Action space with the remaining cards in a face-down deck nearby.
- Similarly, when the first Backpacker enters Trail Map Section #9 of the JMT on the Game Board, immediately remove the remaining cards from the Blue Deck and replace them in the same manner with the Yellow/Gold deck.
- You cannot access the High Sierra Lodge to take the Resupply action until you have reached Trail Map Section #4 of the JMT.
- You can remove a Hardship Token from your Player Board and return it to the general supply by taking the related High Sierra Lodge action or as indicated on some Trail Cards or Field Guide Cards.
- When acquiring a "River" Field Guide card, you may then return the used Tracks Token to your Player Board for additional use on your next turn.
- Note that on Section 10 of every Hiker's Map Pack a Tracks Token is pictured. This is because you are now climbing to the top of Mt. Whitney, the highest spot on the JMT and in the lower 48 States. Therefore, more difficult Hiking is necessary. When taking this Trail Movement Action, two Tracks Tokens must be used.
The John Muir Trail
JOHN MUIR (1838-1914) was a Scottish born, American naturalist, writer and dedicated advocate of U.S. Forest and Land conservation. He was largely responsible for the establishment of Yosemite National Park and Sequoia National Park, which are located in California. He was also the driving force behind the forming of the Sierra Club in 1892.
The JOHN MUIR TRAIL - Construction of the JMT began in 1915 and was named to honor John Muir. It took until 1938 to complete with most work having been done by 1929. The Trail is 213.7 miles long with a total elevation gain of over 47,000 feet. The JMT travels through Yosemite, Kings Canyon and Sequoia National Parks, the John Muir and Ansel Adams Wilderness areas and the Inyo and Sierra National Forests. A permit is now required to hike the JMT and an approved bear resistant canister to store food in is also required.
Hikers usually take about 3 weeks to complete the journey with the fastest known time to complete the Trail by Francois D'Haene in 2017, in a time of 2 days, 19 hours and 26 minutes.
Happy Trails to all...
Credits
- Designer: Dan R. Rice III
- Artwork: Andrew Bosley
- Graphic Design: Jon Merchant
- Illustrations: Shirley Spencer
- Game Development: Jason Washburn, Jan Vaughn
- Playtesters: Isaak Duncan, Beth Duncan, Randy Hoyt, Nathan Kohatsu, Lennie Ornstein, Jeongwoo Moon, Steve Pinter, Jeff Carroll, Eric Alvarado, Brian Suhre, Brent Dickman, Chris Maniscalli, Joe Grossman, Alex Eichhorn, Tony Baker, Brian Wendt, Eric Anderson, Alex Vasquez, Collin and Cindy Pastorius, Dion Garner, Jesse Stewart, Michael Gardner, Greg Perschbacher, Judy Kim, Brandon Bradley, Mike Topczewski, Kelsey Maslowski, and ...Rosemary Rice.
Icon Reference Guide
Backpack Gear
The Gear icons that appear on Trail, Field Guide, and Destination Cards are: Camera, GPS, Binoculars, Hiking Poles, Chair, Fishing Pole, First Aid Kit, Utility Knife, Hammock, Bear Canister, Fire Starter, and Water Purifier.
Destination Card Categories
- Peaks and Passes
- Meadows and Valleys
- Lakes
- Falls and Features
Field Guide Card Categories
- Trees
- Flowers
- Birds
- Animals
- Rivers
Natural Resources
Water, Earth, Wind, Fire.
Personal Resources
Food, Water Bottle, ZZZs, Endurance.
Medallions
Trailblazer, First Light, Elevation, Windrose.
Tracks & Trail Points Icons
- Return Tracks token to your Player Board icon vs. End Game Trail Points icon.
- Place additional Tracks Token on the Trail Movement action space, which will return to your Player Board during the Sunset Phase, vs. the Hardship Token and Remove Hardship Token icons.
- Journey Bonus Arrowhead icon.
Trail Card Icons
- An icon of two items with an "=" through them means "not the same" — the pictured items do not count as matching.
- Pay the listed Resource.
- Draw a Field Guide Card from the top of the deck, gaining all benefits at no cost.
- Action space usable by 1 Hiker only.
- Load any 1 Backpack Gear, OR use any Gear already in your pack to advance 1 space on the Elevation Chart.
- Choose any Personal Resource.
- Choose any Natural Resource.
- Choose any Natural Resource except Water.
- Acquire a Destination Card.
- Choose one of two options.
- Draw 2 Trail Cards, play any 2 from your hand; disregard the effects of the Backpack Gear pictured on them.