Rocódromo
Rocódromo Rulebook
Table of Contents
Table of Contents
Game Pieces & Setup
Base Wall
Wall support: Assemble the support following the instructions, and place it on the table.
8 Climbing stage tiles: Select 6 tiles at random and insert 2 on each level of the support. You can place them as you wish as long as there is no coincidence of colour sections between vertically adjacent tiles. This setting is what we call the wall.
Example of incorrect placement (the rulebook illustrates a wall where two vertically adjacent tiles have matching colour sections).
6 Climber tokens: Each player chooses a climber.
8 Carabiner tokens: Each player starts with 2 tokens.
20 Rope tokens: Place the ropes on the table, accessible to all players, grouping them by colour and ordered by length, shortest to longest. These will form the rope supply.
1st player token: Give it to the youngest player, they will take the first turn.
How To Play
Starting with the first player, the players play their turn clockwise. On their turn, the player must choose one of the following two actions:
Action 1 - Prepare
The player chooses a rope colour and takes from the supply the SHORTEST rope available of that colour. A player can take a longer rope by using a carabiner: by placing one of their carabiners on the shortest rope available, they can take the next rope in ascending order. A player can repeat this process by placing carabiners on consecutive ropes, and can place carabiners on ropes that already have carabiners on them.
A player places two carabiners to take the third longest rope.
Each player can have a maximum of 3 ropes. If a player has 3 ropes, they may take a new one only by first returning one of their current ropes to the supply (placing it in the corresponding colour group and position). If a player takes a rope with any carabiners on it, they keep those carabiners, and can use them on future turns. There's no limit to the number of carabiners that a player can accumulate.
A player takes a rope, and with it the two carabiners on it.
Action 2 - Climb
The player will try to make their climber advance on the wall. To do this, they will follow the next steps in order:
- State the destination hold: Without measuring in any way the distances betweens holds, the player declares to which hold their climber is moving to. The target hold can't be occupied by another climber.
- Choose the rope: The player chooses 1 of their ropes, keeping in mind that its colour must match the colour of the section where the destination hold is located.
- Check the climb: The player places the rope. The climb will be valid if the nose of their climber and the destination hold can both be covered completely with the chosen rope, without exceeding the colour sections where the climber and the hold are located (you can cover other players climbers' while doing so). Otherwise, the climber will lose balance.
The chosen rope is valid since its colour matches the colour of the destination hold's section. The climb is valid since the rope covers both the climber's nose and the destination hold, and it doesn't exceed the colour sections that contain them.
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Valid climb: The player moves their climber to the destination hold and returns the rope they have just used to the supply (placing it in the corresponding colour group and position). The player may then repeat the climb action, provided that they have a rope available. Otherwise, their turn finishes.
The climber succeeds and advances to the destination hold.
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The climber loses balance: The player doesn't move their climber and returns the rope they have just used to the supply (placing it in the corresponding colour group and position). Then, if their climber is not the highest on the wall, the player takes the prepare action (however they can't take the rope they just gave back). Then their turn finishes.
The rope exceeds the climber's colour section, so the climber loses balance.
NOTE: The first time that a player climbs, they must choose a climbing stage tile on the first level and then place their climber on its lowest empty hold. If the climber loses balance, they must take back their climber and will be able to choose another climbing stage tile on their next climb action.
End Of the Game
If at the end of their turn the current player's climber is less than a carabiner away from the top of the wall (or a finish line tile, if you're using them in an advanced wall), the end of the game is triggered. To check this, the player measures the distance with any carabiner token.
After this, play continues until all players have played the same number of turns.
The climber triggers the end of the game.
From among the players whose climber is less than a carabiner away from the top of the wall/finish line tile, the winner is the player with the most carabiners. If there's a tie, the winner is the tied player with the most ropes. If the ties persists, you have an excellent reason to play again!
Advanced Walls
On each game of Rocódromo you can climb the base wall or an advanced wall. Once you're comfortable with the base wall, we encourage you to try the advanced walls. Here we suggest some configurations, but you can create your own: the possibilities are almost endless! Keep in mind you can use the finish line tiles in your walls. When assembling walls with more than 3 levels, or with more than 2 tiles in the first level, you will have to place the tiles and play directly on the table (return the wall support to the box).
The printed advanced walls are listed below. Rows are given from top to bottom, and the number after each row is the number of stage tiles in that row as printed in the rulebook illustration. A checkered finish line tile is shown at the top of each wall.
La Cornisa (The Ledge)
Uses 7 climbing stage tiles (marked "X 7"), with finish line tiles on each side of the top row:
- Row 1: 3 tiles
- Row 2: 2 tiles
- Row 3: 2 tiles
La Pirámide (The Pyramid)
Uses 6 climbing stage tiles (marked "X 6"), with a finish line tile above the top row:
- Row 1: 1 tile
- Row 2: 2 tiles
- Row 3: 3 tiles
El Everest (The Everest)
Uses 7 climbing stage tiles (marked "X 7"), with a finish line tile above the top row:
- Row 1: 1 tile
- Row 2: 1 tile
- Row 3: 2 tiles
- Row 4: 1 tile
- Row 5: 2 tiles