A Casually Competitive Climbing Game
In Summiteers, players race to be the first climber to reach the top of the mountain. Climbers take turns playing cards to ascend towards victory. However, the climb won't be that easy, as other players and even the mountain itself may have other plans.
2-4 Players • 15-25 Minutes • Ages 8+
4 Climber Tokens - 1 in each player color
4 Health Cubes - 1 in each player color
4 Anchor Cubes
56 Climber Cards
1 six-sided die
1 Danger Die
6 Mountain frame pieces - Border around the Mountain Tiles. Includes Start and Finish tiles and Health Tracker.
12 Mountain Tiles - each tiles has 4 spaces
6 Single-Space Mountain Tiles - Shortcut, Avalanche, Basecamps, Blank
1 Robo Climber Card - Reference card for 2-player variant
Learn more about Mountain Tiles and Climber Cards on the game index page.
1. Build your mountain
A. Connect the Mountain frame pieces
B. Place the Mountain Tiles inside the Mountain frame. You can design your own mountain or use one other the mountain below:
Beginner - from Start, place tiles A through J.
Medium - flip over 1-3 tiles at random to create a harder mountain.
Hard - flip over all of the tiles to play K through T
If you have played before, feel free to design your own mountain. Each Mountain Tile has a shape in the center that indicates its difficulty level:
Green circles = Easy side
Black diamonds= Hard side
2. Player setup
A. Each player chooses a climber color and places their Climber Token on the Start.
B. All players start with 3 health. Place your Health Cube on the 3 heart of the Health Tracker (located at the bottom of the mountain frame).
C. Shuffle the 14 Climber Cards matching your player color and draw a hand of 5 cards. The remaining 9 cards will form your draw pile.
Playing with only 2 players? See section below for special Robo Climber rules.
3. Starting player
The player who has climbed the highest peak goes first...or The player left of the youngest player goes first.
1. On your turn, Play one Climber Card
Play 1 card from your hand
Carry out the actions as described on the card in the order displayed
All movement is for your climber, unless otherwise stated on the card.
All movement is forward, unless otherwise stated on the card.
Place played card into your discard pile next to your draw pile
2. Draw back up to 5 cards
3. Play continues to the player to your left
Place all played cards face-up in the discard pile next to the draw pile.
If you ever run out of cards in your draw pile, shuffle your discard pile to create a new draw pile.
Play Climber Cards to move Climber Tokens on the board. Some cards will move only your climber, while others (like the one shown here) will move your climber as well as other climbers.
Red moves their Climber Token forward 3 spaces and then moves all other climber tokens forward 1 space.
General Movement Rules
Count each space on the Mountain, even spaces occupied by other climbers.
There’s no limit to number of climbers that can occupy a mountain space.
Follow the Mountain Path
Black circles with white arrows along the Mountain Path indicate the forward direction to move Climber Tokens.
Like hiking up switchbacks, the direction of the Mountain Path zig-zags up the mountain.
When you reach the end of a row on the Mountain Path, follow the arrows and continue your move on the row above.
The Start and Finish are both spaces on the Mountain Path that Climber Tokens can be moved to.
As you ascend the mountain, you will land on spaces that affect your Climber.
Mountain effects happen any time a Climber Token is moved to a space on the Mountain Path. This can result in a chain of events where a climber is moved to multiple spaces as the result of a single Climber Card being played.
Refer to Index for clarification on all Mountain effects.
If a climber ever gets stuck between two spaces with counteracting effects (ex: Shortcut to a Fall Down), place the climber on the lower of the two spaces.
Mountain effects are also triggered any time a player removes a Mountain Tile (ex: Shortcut or Yeti) from a space with a climber on it.
Yellow moves to a "Back 2" which triggers a series of mountain effects that moves them back to "+1 Health"
Cards with the optional Anchor ability allow you to play an Anchor Cube on the space with your climber. Any climber that is on a space with an Anchor Cube cannot be moved by other players.
Anchor Cubes do not protect climbers from the Danger Die. You can still lose health when a player rolls the Danger Die.
Once all Anchor Cubes are in play, you may take any Anchor Cube and move it to the space with your Climber Token whenever you play a card with the Anchor ability.
It's important to stay healthy as you climb the mountain.
Players start the game with 3 health.
Max player health is 5.
Ignore +1♥ Mountain effects on the board when at max health.
Running out of health is bad news. If a player's health is ever reduced to 0 they get airlifted backwards to the nearest Base Camp. Follow these steps:
Immediately move your climber backwards to the nearest Basecamp. The Start is also a Basecamp.
On your next turn, reset your Health Cube to 3.
You don't get to play a climber card this turn, however you may discard any number of cards from your hand, drawing back up to 5 before ending your turn.
The game is over after the first climber reaches the Finish Tile.
Reaching the summit
Movement to the Finish Tile must be exact.
Be sure to count the Finish Tile when planning movement, as it's the final space on the Mountain Path.
Climber Tokens do not move if the resulting move is greater than the number of spaces remaining to the Finish Tile.
A player can win from Climber Cards played by another player, so long as the movement to the Finish Tile is still exact.
In the case that multiple climbers reach the Finish Tile during the same player's turn:
• If you want to get technical...If the card played has multiple actions, order matters. (Ex. John plays a Move 3 and all other players move 1 card. John would win if his move of 3 got him to the Finish, even if other climbers were 1 spot from the Finish.)
• ...otherwise it's a tie!
Yellow is 6 spaces away from reaching the Finish. However, since the space before the Finish tile is a Shortcut they can use their Move 5 card to win the game.
3 Climb Challenge
Got a bit more time on your hands? Play for stars in a best of 3 climb series. All aspects of Summiteers are the same, except for the following:
3 Climb Challenge
Summiting for Stars
Players receive Summit cards with stars on them based on the order they reached the top of the mountain. Once the round is over,
Awarding Summit cards
Award placement cards (1st, 2nd, 3rd) to the respective climbers
Any player who was eliminated from the round from having no health receives a purple participation card (worth zero stars)
3 Climb Challenge
Rounds 2 & 3
After the first round of climbing, play continues for two more rounds. After awarding Summit cards, do the following:
1. Reset players
Each player does the following:
Shuffle all movement cards, making sure to include the newly awarded Summit card. Draw 4 cards.
Place health token on 3
Place climber token back at start
2. Reset mountain
Mix-up all mountain tiles and randomly place them to form a new mountain
3. Winner of previous round goes first
Play with the Robo Climber when playing 2-player Summiteers.
Each player will roll the Robo Climber at the end of their turn.
Robo Climber Setup
Use the black Climber Token for the Robo Climber
Place the Robo Climber token at the start with the other player tokens
There is no health token for Robo Climber because it has infinite health.
Robo Climber isn't very smart but has infinite health and moves often. At the end of each player's turn, that player will play for Robo Climber.
Playing for Robo Climber
Each player, after completing their turn, will play for Robo Climber and do the following:
Roll the die
Refer to the Robo Climber card and do the action that corresponds to the number rolled.
Play continues to the next human.