Yeti
Yeti Rulebook
Table of Contents
Table of Contents
Components
- 1 Mountain (must be assembled before your first play, note the markings and holes)
- 1 two-part game board
- 5 Peak tiles
- 1 Yeti and 5 Base Camps (must be assembled before your first play)
- 6 Weather tiles (for the variant, see the Variant section)
- 1 Starting Player tile
- 7 dice, showing the symbols footprint, Sherpa, tent, snow, and coin
- 1 two-part Photo track
- 7 Equipment tiles
- 5 Mountaineers
- 5 Victory Point markers
- 5 Actions overviews
Dice symbol quick reference
- Snow: 0-2 snow: nothing happens. 3 snow: turn 1 snow to any side. More than 3 snow: place all but 3 snow here, move the Yeti, and turn 1 snow to any side.
- Coins: Buy 1 photo or 1 piece of equipment. If you buy equipment from another player, they receive points.
- Sherpa: 1 Sherpa: ascend 1 level. 3 Sherpa: ascend 2 levels. 6 Sherpa: ascend 3 levels. The first time at the peak: take the peak bonus!
- Footprints: For each footmark, in the base camp you receive 1 point, on level 1 you receive 2 points, on level 2 you receive 3 points, at the peak you receive 4 points.
- Tents: 0 tents: descend to the base camp. 1 tent: descend to level 1. 2 tents: descend to level 2. 3 tents: stay at the peak.
Setup
-
Assemble the two-part game board and place it in the middle of the table. Place the Mountain in the hole in the middle of the game board.
Stack up a number of Peak tiles equal to the number of players in descending order from top to bottom, using the highest possible values. Put the remaining Peak tiles back into the game box.
Example: In a 3-player game, you would use the Peak tiles of values 8, 6, and 4.
-
Place the Photo track next to the game board.
-
Sort the Equipment tiles by value (upper left corner) and place them next to the Photo track.
-
Take an Actions overview each.
-
Randomly determine the Starting Player who receives the 7 dice and the Starting Player tile. Depending on the number of players, the Starting Player must give dice to the other players:
- 2 players: The other player receives 1 die.
- 3 to 5 players: The two players closest to the Starting Player in clockwise order receive 1 die each.
Note: These players will use those dice on their first turns.
-
Choose a color and take 1 Base Camp, 1 Mountaineer, and 1 Victory Point marker in that color.
-
Place your Base Camp on the game board, on a Tent space of your choice.
-
Place your Mountaineer next to your Base Camp at the foot of the Mountain.
-
Place the Yeti on the 50 space of the Victory Point track.
-
Stack up the Victory Point markers of all players on the 0 space of the Victory Point track. Each time you receive Victory Points during the course of the game, advance your Victory Point marker accordingly.
Course of Play
Beginning with the Starting Player and in clockwise order, you take your turns trying to find the Yeti's footprints and snatching pictures of him, and gaining Victory points this way.
Continue like this until the game ends, which is when any player moves their Victory Point marker onto or past the space with the Yeti. The player with the most Victory Points wins.
Your Turn
- Roll your dice. At the start of your turn, you can usually roll 7 dice. Sometimes you will roll fewer dice, e.g. at the start of the game or after a "Blizzard" (see Snow, below).
- You must set aside all the dice showing Snow (if any). Note: Whenever this rule book simply says "Snow", it really means "a die showing the Snow symbol".
- A) If you did not roll any Snow, you must set aside all dice of exactly one type. B) If you did roll Snow, you may set aside all dice of exactly one type (in addition to the Snow). Note: You may set aside the same type on subsequent rolls.
- Repeat steps 1-3 until you have set aside all dice.
- Evaluate your dice roll (see Evaluating Your Dice Roll, below).
Example
- You roll 7 dice. You must set aside the 2 Snow you rolled. Now you may set aside all dice of one type—you choose the Sherpa.
- You roll the remaining 4 dice. You must set aside 1 type, so you choose Coins.
- You roll the remaining 2 dice. You must set aside the rolled Snow. You decide not to set aside the remaining die quite yet.
- You roll the remaining die and must set aside the rolled Footprint.
Evaluating Your Dice Roll
You must evaluate the rolled symbols in the following order. You can find an overview of all 5 symbols on your Actions overview.
1. Snow
Snow gets in your way of trying to track the Yeti:
If you rolled less than 3 Snow, nothing happens.
If you rolled exactly 3 Snow, you may change one of them to a side of your choice.
If you rolled more than 3 Snow, there is a Blizzard effecting all players:
-
Advance the Yeti on the Victory Point track by a number of spaces:
5 players 4 players 3 players 2 players 4 spaces 5 spaces 6 spaces 7 spaces Special case: The Yeti can never move onto or past a space with a Victory Point marker. In this case he stops 1 space before.
-
Place all Snow in excess of 3 on your Actions overview. These dice remain there until your next turn and cannot be used by the other players! Example: If you rolled 5 Snow, you would place 2 of those on your Actions overview. They become available again at the start of your next turn.
-
You may change one of the remaining 3 Snow to a side of your choice.
2. Coins
You may use Coins to purchase Equipment or Photos worth Victory Points:
You may only purchase 1 item per turn.
- Photo: You receive a number of Victory Points as shown on the Photo track next to the cost.
- Equipment: Purchase an Equipment tile from the display or from another player and place it in front of you. The cost is located at the top left of each tile. When you purchase a tile from another player, that player receives a number of Victory Points equal to the value at the bottom left of the tile. See the Appendix for an explanation of all Equipment tiles.
3. Sherpa
Sherpa help you climb the Mountain:
- 1 Sherpa lets you ascend 1 level.
- 3 Sherpa let you ascend 2 levels.
- 6 Sherpa let you ascend 3 levels.
Peak bonus: The first time your Mountaineer reaches the top of the Mountain, you receive a number of Victory Points equal to the value on the topmost Peak tile. After that, move that Peak tile to your Base Camp to indicate you already received the bonus.
4. Footprints
You found the Yeti's Footprints for which you receive Victory Points:
How many points you receive depends on the level your Mountaineer is at:
- Base Camp: You receive 1 Victory Point per Footprint.
- Level 1: You receive 2 Victory Points per Footprint.
- Level 2: You receive 3 Victory Points per Footprint.
- Peak: You receive 4 Victory Points per Footprint.
5. Tents
You use Tents to make camp on the Mountain:
Tents allow your Mountaineer to start at a higher level next turn. Without them, he would start each turn in your Base Camp:
- 0 Tents: Your Mountaineer returns to your Base Camp.
- 1 Tent: Your Mountaineer makes camp on level 1.
- 2 Tents: Your Mountaineer makes camp on level 2.
- 3 Tents: Your Mountaineer makes camp the peak.
If you did not roll enough Tents to allow your Mountaineer to stay at his current level, he must descend to the level that is appropriate for the number of Tents you rolled. If you rolled more Tents than required, the surplus does not matter. You cannot use excess Tents to ascend!
Example
Your dice roll looks like this: 1 Snow, 2 Coins, 3 Sherpa, 1 Footprint, 1 Tent.
- Snow: You may change 1 Snow to any side – you choose Tent.
- Coins: You purchase an Equipment tile costing 2 Coins, placing it in front of you.
- Sherpa: Your Mountaineer ascends 1 level.
- Footprints: You receive 2 Victory Points for the Footprint.
- Tents: Because you have 1 Tent, your Mountaineer may stay on level 1 and does not have to return to Base Camp.
Game End
When any player advances their Victory Point marker onto or past the space with the Yeti, the end of the game is triggered. Finish the current round, i.e. the player to the right of the Starting Player takes the last turn.
The player whose Victory Point marker is furthest ahead wins!
In case of a tie, the higher total value of a player's Equipment tiles (value on the bottom left) breaks the tie. If still tied, there are multiple winners.
Variant
For more variety, you can include the Weather tiles. Each Weather tile has a Good Weather and a Bad Weather side, i.e. an event affecting all players for 1 round. This is how you use the Weather tiles:
- Turn any 3 Weather tiles to Good Weather, and the other ones to Bad Weather.
- Shuffle the tiles and place them in a stack next to the Starting Player.
- As the Starting Player, before the start of your turn, turn the topmost Weather tile to the other side and move it to the bottom of the stack. Then announce the event shown on the now topmost Weather tile.
For a slightly shorter game, turn all Weather tiles to Good Weather at the start of the game.
For a slightly longer game, turn all Weather tiles to Bad Weather at the start of the game.
Appendix
Overview of Equipment Tiles
Each Equipment tile shows, in its corners: the cost (in coins) to buy it, its duration of effect, its effect, and the Victory Points that you receive when another player purchases the tile from you.
- 1x: Can be used once, must be returned to the display after use. You may use it directly at purchase or later.
- ∞: You may use the tile every turn.
The 7 Equipment tiles have the following effects:
- You receive an additional Coin (only once).
- You receive 1 Tent or 1 Sherpa (only once).
- You may set aside a second type after each roll.
- Before each evaluation: If you have 1 or 2 Snow, you may re-roll 1 of them (only once).
- You receive 1 additional Footprint each turn.
- You receive 1 additional Sherpa each turn.
- You receive 1 additional Tent each turn.
Overview of Weather Tiles
Each Weather tile has a Good Weather side and a Bad Weather side. The 6 Weather tiles are:
- Good Weather: If you have 1 or 2 Snow before the evaluation, you may re-roll these (only once). Bad Weather: During the "Snow" evaluation, if you have 3 or more Snow, you may not change a die to another side.
- Good Weather: You receive an additional 3 Victory Points if you purchase a Photo. Bad Weather: When another player purchases Equipment from you, you receive 3 Victory Points less than indicated on the tile (minimum 0).
- Good Weather: You receive an additional 2 Victory Points if you purchase an Equipment tile. Bad Weather: At the end of your turn, if there is no other Mountaineer on the same level yours is at, you lose 2 Victory Points.
- Good Weather: You may set aside any number of additional types after each roll. Bad Weather: During the "Footprints" evaluation, you must subtract 1 Footprint from your dice roll.
- Good Weather: At the end of your turn, you receive 1 Victory Point for each Snow you rolled, including the Snow you placed on your Actions overview, if any. Bad Weather: During the "Coins" evaluation, you must subtract 1 Coin from your dice roll.
- Good Weather: Before the evaluation, you may move your Victory Point marker back 2 spaces (only once). If you do, you may change 1 die to a side of your choice. Bad Weather: During the "Sherpa" evaluation, you must subtract 1 Sherpa from your dice roll.
Special case: When moving back on the Victory Point track, if you would move back onto or past the space with the Yeti, the Yeti retreats such that it ends up one space behind yours.
Credits
Designer: Benjamin Schwer Illustrations: Dennis Lohausen 3D shot: Andreas Resch Layout: Hans-Georg Schneider Realization: Ralph Bruhn Translation: Grzegorz Kobiela
© 2016 Pegasus Spiele GmbH, Am Straßbach 3, 61169 Friedberg, Germany. All rights reserved. www.pegasus.de
Reprinting and publishing of game rules, game components, or illustrations without license holder's permission is prohibited.