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Rules & Variants

Postby Fangarr » Sun Jan 04, 2009 1:21 am

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Standard Rules

English

The Standard Rule Booklet in English is available here: Version 1.0

A version formatted for 8.5 x 11 inch paper is available here: Version 1.0
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Route Setting Variant

Postby Fangarr » Wed Jan 07, 2009 1:06 pm

This variant adds a little bit more complexity to the game as well as adding a memory component because those players who remember where they placed certain key Hold Cards will have an advantage over those who do not.

In this variant players select their Character cards before the columns of Hold cards are created. Instead of randomly placing the Hold cards on the table in colored columns, you take all of the colors and shuffle them together in one deck. Deal them out as evenly as possible to all players. Each player may look at the cards they were dealt. In clockwise order beginning with the dealer, each player places one hold card face down in the column of the same color as the Start Hold. The Hold card must be placed on the lowest (closest to the Start Hold) empty space of the like-colored column. This is done until all Hold cards are placed and then the rest of the game proceeds as normal.
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True Climb Variant

Postby Fangarr » Sun Apr 26, 2009 3:18 pm

Feedback from climbers during play-testing has been that when you fall you should fall twice the distance from your current location to your Quickdraw. This would actually be more realistic, but for gameplay purposes the Standard Rules require you to subtract 1 from this distance to make falling a little less painful. Climbers also take issue with the Dyno card as not restrictive enough.

So this variant contains two changes to the base rules:

1) For an extra dose of realism do not subtract one from your fall distance when determining your new location on the spire.

2) Remove the Dyno cards from the Action Deck. (A Dyno is a real climbing move but to be accurate there would have to be many additional restrictions placed on the card. In fact, so many restrictions would have to be placed on the card that it would be too specialized to be valuable in game so it is just removed instead.)
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Multi-Climber Variant (2-4 Players)

Postby Fangarr » Fri May 15, 2009 8:52 am

This is a variant to the game where each player controls 2 climbers that are climbing as a team. The climbers trade off the roles of lead climber and follower as they climb up the spire.

1) The game is set up as normal with the following exceptions:

    a) Use as many anchored Summit cards as there are players.
    b) For two players use 4 colors of Hold cards, for 3 players use 5, for 4 players use all 6.
    b) Each player selects 2 Character cards instead of 1.
    c) Each player places one climber on the chosen start hold. When this climber clips in for the first time the second climber is then placed on a start hold.
    d) The climber without his/her Quickdraw in play is always considered the Active Climber.
2) Players start their Climbing Phase with their currently Active Climber. Once the Active Climber clips in the other climber on the team immediately removes their Quickdraw from play and becomes the new Active Climber. Any remaining Stamina may be used by the new Active Climber to continue climbing in the current phase.

3) Since each climbing team will only have one Quickdraw in play at a time that Quickdraw will be used for all falls even though it doesn't match the color of the Active Climber. After falling do NOT subtract one from the distance of the fall when placing your climber in their new location.

3) The Active Climber may only clip in when at an elevation higher than or equal to their climbing partner.

4) Both climbers on the same team may share a location on the rock.

5) All Action Cards selected affect only the current Active Climber.

    a) Blue "Keep Until Used" cards should be placed by the current Active Climber when they are selected and may only be used by that climber.
    b) Green "Use it or Lose it" cards can be used by the Active Climber even if the Active Climber switches during the turn.
    c) Red "Affects Your Next Turn" cards are immediately discarded if the Active Climber switches during the turn.
6) The winner is the first player to clip on an anchored Summit card and have both climbers on that location.
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