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Everest Go!

Everest Go! Rulebook

Table of Contents

Table of Contents

  • Components
  • Game Setup
  • How to Play
    • 1. Play One Garment or Special Item Card
    • 2. Play One Action Card
    • 3. Improve Your Hand
  • End of the Game
  • Action Cards
    • 1. Equipment Theft
    • 2. Backpack Stealing
    • 3. Mountain Goddess
    • 4. Snowball
    • 5. Yeti
    • 6. Blizzard
    • 7. Tent
    • 8. Hypothermia
    • 9. Cold
    • 10. Fire
    • 11. Avalanche

Components

  • 24 character cards
  • 48 garment cards
  • 32 action cards
  • 2 special item cards

Game Setup

Depending on the number of players, return a certain number of outfits to the box.

An outfit is 6 garment cards: head, jacket, left arm, right arm, pants and boots.

Number of playersEquipment to be returned
4Do not return any outfit
3Return one 3-point outfit
2Return one 3-point outfit and one 1-point item

If you play with beginner mountaineers from 6 to 9 years old, you can play the first games without the action cards "Blizzard" and "Avalanche". There are two copies of each of them.

  • Each player assembles their mountaineer with the 6 character cards and places it in their playing area. These cards make up your mountaineer.
  • Return any unused character cards to the box.
  • Shuffle the action, garment and special item cards into a deck, and deal 3 cards to each player. You may not show cards from your hand to other players.
  • The player with more clothes on takes the first turn, and then play continues in clockwise order.

How to Play

On your turn, you must carry out one of the following three options: play one garment or special item card, or play one action card, or improve your hand. Then, draw cards from the deck until you have 3 cards in your hand.

Printed as "you must do carry out of the following three options"; read here as "carry out one of".

1. Play One Garment or Special Item Card

You can equip your mountaineer with as many garments as you want, placing one on top of another regardless of their score. In addition, you can equip it with special items ("Oxygen" and "Flag"), placing them on both sides of your mountaineer.

How do the garment cards work?

There are garments of different scores, ranging from 1 to 4 points. It does not matter the order in which you place them. Only the last garment placed will be visible and the rest will be hidden under it. It is not allowed to check the garments hidden under other garments.

4-point garments are the most resistant and cannot be destroyed. Therefore, once played, they will never go to the discard pile nor will they be discarded by the action cards "Snowball", "Yeti" and "Blizzard". However, they can be stolen or frozen, so they can be affected by the other action cards.

Figure labels: Special items; Garments are placed on top of each other; Visible garment; Hidden garments.

2. Play One Action Card

There are 11 different action cards. Most of them serve to annoy your opponents, and some to benefit you. At the end of this rulebook you have a description of the effect of each action card. Use them wisely!

3. Improve Your Hand

Discard as many cards from your hand as you want.

Discard pile: Played action cards and discarded cards go to the discard pile. If the deck runs out, shuffle the discard pile to form a new deck.

End of the Game

When you have at least one garment card on each of your 6 character cards, and your mountaineer is not being affected by the action card "Hypothermia", you can (if you want) shout EVEREST! during your turn. This will immediately end the game and give you a bonus of 3 points.

Figure captions, showing when a player cannot shout EVEREST!: "Affected by Hypothermia"; "Their boots are missing"; "You have a complete outfit".

Each player then counts their total score by adding up the points of all the garments (visible and hidden) and special items of their mountaineer. The winner is the player with the highest score.

So watch out! Keep an eye on your equipment and that of your opponents throughout the game, as hidden garments can make all the difference. Do your math and make sure that when you say EVEREST! you are the one with the highest score.

Tie-breaks: In the event of a tie on points, the winner is the player who shouted EVEREST! If the tie is between players who have not shouted EVEREST!, whoever has the most special items wins. If there is still a tie, the winner will be the player with the most 4-point garments. If there is still a tie, whoever has the most 3-point garments wins, and so on.

If no one shouts EVEREST!, the game ends when the deck runs out for the third time. No one will have managed to climb Everest, but whoever has the highest score will win.

Action Cards

Errata printed on the action card page: "Cards 4 and 6 have the wrong icon, here is the icon that they should have." The icon shown on the card images is not reproduced here; the card names and effects below are the printed ones.

The action cards are numbered 1 to 11.

1. Equipment Theft

Take a visible garment of your choice (even 4-point garments) or a special item from any mountaineer and immediately equip it to your mountaineer.

2. Backpack Stealing

Look at an opponent's hand and take a card of your choice.

3. Mountain Goddess

Choose a card from the discard pile and take it into your hand.

4. Snowball

Discard a visible garment of your choice from any mountaineer. You may not discard 4-point garments nor special items.

5. Yeti

Discard two visible garments of your choice. You can choose 2 garments from the same mountaineer or 1 garment from two different mountaineers. You cannot discard 4-point garments nor special items.

6. Blizzard

Discard all garments (visible and hidden) from a body part of a mountaineer of your choice. Remember that 4-point garments cannot be discarded, and therefore neither can garments that are hidden underneath. So you must discard the hidden garments one at a time, and if you find a 4-point garment you must stop there.

7. Tent

You can only play this card when someone plays an action card against you (or your mountaineer). Cancel the effects of that card and discard it.

8. Hypothermia

Place this card on a body part of your choice of any mountaineer, freezing all their garments there (visible and hidden). As long as this card remains there, no more cards (garments nor action) can be played on that part of the body and the affected player cannot shout EVEREST! This card can only be discarded with the card "Fire". At the end of the game, do not count the points of the garments under each "Hypothermia" affecting your mountaineer.

9. Cold

Place this card next to any mountaineer. If someone plays a "Tent" when you play this card, instead of canceling its effect and discarding it, place it next to the mountaineer to the left of the one who played the "Tent". That player can in turn use another "Tent" (and then you repeat the process). At the end of the game, you lose 5 points if the "Cold" is affecting your mountaineer.

10. Fire

Choose an effect: discard one card "Hypothermia" from your mountaineer; or take the "Cold" card next to your mountaineer and place it next to the mountaineer on your left.

11. Avalanche

Choose a body part and a direction (left or right). Simultaneously, each player takes all the garments (visible and hidden) from that body part of their mountaineer and equips them on the corresponding body part of the next mountaineer who can receive garment cards in the direction you have chosen. Mountaineers that can't take nor receive garments: those whose body part you have chosen is affected by "Hypothermia", and those who play a "Tent".

Printed as "those whose body part you have chose is affected by"; read here with the standard wording.