sklad_new_ENG
 INSTRUCTIONS
K2 isthe second largest mountain in the world (after Mount Everest) with a height of 8611 meters (28251 ft) above sea
level. It is also considered one of the most difficult "eight-thousanders” - K2 has never been conquered in winter.
Now your team of climbers stands in the shadow of the mountain, ready to climb to the peak for glory and fame. You
know well what awaits you - constantly changing weather, a steep treacherous trail, and a lack of oxygen will be your
deadly enemies in this dangerous expedition. You will need to carefully plan every step, use the clear days well, and
compete with other teams ready to snatch the glory from you.
@ INTRODUCTION AND AIM OF THE GAME
K2 is a board game for 1 to 5 players, aged 8 years and up, lasting about 60 minutes.
In K2, each player directs a team of two mountaineers who in competition with other teams are trying to reach the
peak of K2 and survive until the end of an 18-day expedition. Important elements include selecting a suitable route to
the summit, blocking other players, placing tents optimally, and paying attention to the weather, which significantly
affects the difficulty of climbing to the summit.
Players will move their mountaineers on the board with cards which they play every turn. The higher a particular
climber goes, the more victory points the climber earns at the end of the game - but in the upper parts of the mountain
one must be careful about a climber's acclimatization level. If it falls below 1, the exhausted mountaineer dies, and the
player receives no victory points gained by that climber.
@ BOX CONTENTS
One double-sided game board (with easier and harder sides) 12 weather tiles - 6 summer and 6 winter
easier sides harder sides summer weather
winter weather
3
>
1 weather marker 1 starting player marker
à
10 tents - 5 sets of 2 tents
(2 shapes corresponding to 2 types of climbers)
aa a na
2 a ña
10 acclimatization markers - 5 sets of 2 markers
5 rescue cards
20 risk tokens: re TREE
4 with value 0 paye
90 player cards - 5 sets of 18 cards in 5 colors 11 with value -1
movement rope acclimatization 5 with value -2
VY
DO
this manual
@ GAME PREPARATION
Before the first play, punch out the game markers, tokens, and cards. The board is double sided and represents an
easier route and a harder route to the peak of K2. Players decide which board they will play on and put it in the middle
ofthe tabled) For the first game we suggest using the easier board.
Each player chooses a color and takes the following pieces in this color:
| e a set of pieces (4 climbers, 2 tents, two acclimatization markers),
s a player mat,
# a set of 18 player cards,
s a rescue card (only when playing the family variant).
Each player puts their mountaineer pawns:
« 2 differently shaped ones on the start space of the board, @
« 2 differently shaped ones on the lowest score space.
The acclimatization markers should go on the player mats, on the spaces
with value "1" (@)
One of the sets of weather tiles (summer - easier, or winter - harder) should be
chosen for use in the game; the unused set can be set aside in the box. The
weather tile sets can be freely combined with the easier and harder sides of the
r
LE Ц ы, Г
VEY FREY
Buvuouvouvue
SE EES EEA РЕЛЕ,
During the first game, we suggest the summer weather tiles.
The weather tiles should be shuffled, and 2 of them are dealt face up above the board to form a sequence of six spaces
(days) with weather values. © The other tiles should be placed in a stack under the second weather tile. The
weather marker is placed on the first day (on the left side of the left weather tile).(6)
The risk tokens are placed faced down, then 3 are randomly selected and revealed face up ©
Each player shuffles their deck of cards (except the rescue card) and deals a hand of 6 cards.
The player who was most recently in the mountains takes the starting player marke re)
The game is ready to begin.
@ SEQUENCE OF PLAY
The game is played for 18 turns (an 18-day expedition). Each turn is divided into several phases, played one after the
other. Most of the phases are played by all players simultaneously, except for phase 3.
1. Card selection
2. Risk tokens
3. Action phase
4. Acclimatization checks
5. End of turn
1. CARD SELECTION
All players select 3 out of their 6 cards in their hand, and place the 3 cards face down in front of them. When all players
have chosen their cards, they reveal them simultaneously.
2. RISK TOKENS
Players add up the movement points on their 3 selected cards. For rope cards (with different movement values up
and down), only the upward movement value is added. Acclimatization cards are not counted. The player with the
highest sum chooses one of the three visible risk tokens and puts it beside their 3 selected cards for this turn. In the
action phase (phase 3), the player must take the risk token's effect into account.
Inthe case of a tie for the most movement points, none of the players takes a risk token.
Example: Brian played two cards with a movement value of 1 each and a rope card with a value of 1 (up) / 3 (down).
Anna played two movement cards, one with a value of 1 and one with a value of 3, and an acclimatization card with
a value of 1. William played one movement card with a value of 2 and two acclimatization cards, one with a value of 2
and the other with a value of 1. Brian's total risk is 3 points, Anna's is 4, and William's is 2. In this situation, Anna must
choose one of 3 revealed risk tokens.
Then one of the hidden risk tokens is drawn and placed face up so that once again three risk tokens are visible.
3. ACTION PHASE
In this phase the players play one after the other, starting with the player with the starting player marker, and then
going clockwise. Players can do more than one action as long as they have enough cards. A player who holds a risk
token during their turn will have to suffer the consequences.
During their move, players can perform the following actions with their mountaineers:
CLIMBER MOVEMENT
A player can use movement cards to move a climber with the given number of movement points (shown on the cards),
up or down.
A climber can move only between adjacent spaces (shown connected with rope). The cost to enter a space is marked
in a yellow circle in that space. If the space has no cost shown, then it costs 1 movement point to enter.
U
У щи:
N a |
To do this, a player indicates the mountaineer who will move and the card or cards to be used. The amount of usable
movement points is the sum of the movement points on the indicated cards (the values in the green circles on the
cards).
A rope card gives movement points in one chosen direction; use the points beside the up or down arrow. For other
movement cards, the number of points does not depend on the movement direction (they can be used for upward
and downward movement). During a single move, it's also possible to change direction as desired, e.g. move up and
then down.
Movement points from one card may not be divided between two climbers. It's not required to use all movement
points, and it's legal to not move a climber at all.
Example: Brian played two cards, both with movement values of 1, and a rope card with a value of 1 {up) / 3 (down).
Using them, he moves one of his climbers higher using 2 points up (to enter a space which costs 2), and moves his other
climber lower using 3 points (entering 2 spaces which cost 2 and 1 respectively).
Г
ra 1
m
6
Note!
A given space can only have as many climbers as indicated in the table on the board. Next to the number of players in
the current game appear figures indicating the maximum number of climbers in a space in the given altitude zone.
Above 7000 meters with 5 players there are additional figures in red. Players should agree before play whether to use
the larger maximum number of climbers (easier) or the smaller maximum number (harder).
meters above sea level can have at most 2 climbers.
Example: In a 3-player game each space in the zone between 7000 and 8000
A climber can pass through a space with the maximum number of climbers,
paying the appropriate number of movement points, as long as the climber
doesn't stop there, but keeps moving.
„>
MARKING VICTORY POINTS
Every time a mountaineer successfully goes higher (to a space with more victory points), that climber's marker is
moved up the victory point track to the corresponding value. When a climber goes lower, the corresponding victory
point marker does not change its position - it stays at the maximum reached so far.
*
The victory point marker of the first climber to reach the peak is placed at the top of this victory point space - climbers
who reach the peak afterward arrange their markers in order below it.
RAISING ACCLIMATIZATION LEVEL
A player adds acclimatization points to climbers according to the played cards. Points from one card can not be divided
between 2 climbers, but 1 climber can receive points from multiple cards.
Points are added by moving the marker on the player's mat on the track corresponding to the given mountaineer.
PITCHING ATENT
A mountaineer can pitch a tent on their current space, spending as many movement points as the space 5 entry cost.
In the case of rope cards, only upward movement points can be spent on a tent, not downward movement points.
Each climber can pitch only one tent during the game - place the climber's corresponding tent. À tent can not be
moved - once placed, it remains in that space until the end of the game. With enough movement points, a climber can
enter a space and place a tent there in one turn. A given space can have more than one tent.
Example: William played one movement card with a value of 2 and two acclimatization cards, one with a value of 2
and the second with a value of 1. Because his climber at 6500 meters is exhausted, William uses the cards to raise that |
climber's acclimatization level by 3 points. Then he moves his other mountaineer onto that space (which costs 1) and
places a tent there, in which both climbers can seek shelter.
RISK TOKEN
If a player has a risk token, it must be applied.
If the token has a value of 0, nothing happens.
If the token has a value of 1, the player must subtract one point from movement points or acclimatization points.
This can be done in one of three ways:
# subtract 1 movement point from one of the played cards;
e subtract 1 acclimatization point from one of the played cards;
« subtract 1 point from the acclimatization level of a mountaineer to whom at least one card was
assigned this turn.
In the case of rope cards, the player must decide whether the climber will use it to move up or down, and subtract the
risk token point from the selected value. A mountaineer who does not move in a given turn and who did not receive
acclimatization points can not suffer the consequences of a risk token.
If the risk token has a value of 2, the player must subtract 2 points as described above. The player can divide the
penalty points between movement and acclimatization points, and even between climbers. Remember that the
penalty can only be applied to a mountaineer who is moving or getting acclimatization points due to card play.
Example: Anna played two movement cards, one with a value of 1 and one with a value of 3, and an acclimatization
card with a value of 1. She has the highest total of movement points among the played cards, so she has to take
arisktoken, and, sadiy for her, they all have value 21
Thanks to the cards played (movement 1, acclimatization 1) she moves one of her climbers with 1 movement point
and adds 1 point to the acclimatization level. She decides to use 1 point of the risk token by subtracting 1 from that
mountaineer's acclimatization level. The second point from the risk token is used by subtracting 1 from the value of the
movement 3 card, then moving her second mountaineer into a space costing 2 and stopping there.
WEATHER INFLUENCE
Each weather tile shows the weather forecast for the next 3 days. Each forecast gives information about the weather
which will affect a given altitude zone (or zones) and about the effects (modifiers) which mountaineers in this zone will
suffer.
The marker on the weather tile shows the current weather conditions for climbing.
Red circles are acclimatization symbols with the number of points which every climber in the given altitude
zone (or zones) must subtract from their acclimatization level in phase 4 (acclimatization checks).
This means entering every space in the given zone costs the indicated number of additional movement points
(both when moving up and down). Note! This also applies to placing atent.
D This means that both symbols work at the same time, according to the descriptions above.
© No weather modifiers.
f 1 The indicator on a weather
tile tells us which zones are
affected. Each part of the
diol corresponds to an
altitude zone on the board.
In the adjacent illustration,
the cloudiness and negative |
acclimatization modifier
affects two altitude zones:
7000-8000 meters and over
- 8000 meters.
4. ACCLIMATIZATION CHECKS
After all players have performed the actions from their played cards, there are acclimatization checks. Checking each
climber separately, add or subtract the appropriate number of acclimatization points by adjusting the marker on the
climber's track on the player's mat.
« |f the climber is on a space with favorable acclimatization (blue circle), then add as many acclimatization
points as indicated by the number in the circle. If the climber is on a space with unfavorable
acclimatization (red circle), this number should be subtracted.
« [f the space has a tent with the same color as the climber (not necessarily that specific climber's tent), the
climber gains 1 acclimatization point.
a |f the current weather affects the zone where the climber is, then the climber loses the indicated number
of acclimatization points.
At the end of this phase, check whether climbers’ acclimatization levels are greater than 6. Any which are higher than 6
are reduced down to 6.
If any climber's acclimatization level drops below 1, that mountaineer dies. That climber's victory points are
reduced to 1, and the climber is removed from the board.
Example: One of Brian's mountaineers has an acclimatization level of 3. He is on a space with negative acclimatization
(-1) in the altitude zone above 7000 meters, which is affected by the current weather (-2). Fortunately, he is in a tent
(+1), and therefore loses a total of only 2 acclimatization points. Next turn Brian will need to do something to help this
mountaineer - otherwise he will not be able to survive another day.
Family variant
If players decide to play the family variant, then at the moment a climber dies, the
player can use their rescue card to save the climber, moving the climber to any space
at an altitude below 6000 meters. The victory point marker for that climber must be
moved backward 4 spaces.
The rescue card can only be used once - after this use, itis discarded to the box.
Strategy advice: Remember that mountaineers must not only reach the summit, but also survive to the end of the
game - a climber who dies gives only 1 point. Therefore after reaching the peak, or attaining a good altitude, it is
usually good to go back down to a place where the mountaineers can shelter against the bad weather and the
destructive influence of negative acclimatization.
mia DO
5. END OF TURN
The player to the left of the starting player receives the starting player marker. This new starting player will start
playing the card actions first in the next turn.
The weather marker should be advanced to the next space on the weather tile. If it moves onto the first space of the
weather tile on the right side, then move this tile to the left side, revealing a new one on the right side, as shown in the ¢
picture. |
If the marker is moved onto the last tile weather (you can not reveal a new tile), then only 3 days remain until the end
of the game.
After moving the weather marker, all players draw 3 more cards to have 6 in their hands. If there are no more cards to
draw, then in the next turn players will have only 3 cards to play. Only when the players have no cards left in their
hands do they shuffle their cards and draw 6 new cards.
A new turn begins (with phase 1 - card selection).
9 GAMEEND
The game ends at the end of the last (18th) day - when all weather tiles have run out. Whoever has the highest sum
of victory points from their 2 mountaineers is the winner. If several people gained the same amount, the winner is
the person (among those with the most points) whose climber reached the peak first. (That is indicated by the order of
markers on the peak's victory point space.) Otherwise the players with the highest total points tie.
@ SOLO PLAY
You can also play K2 solo. The game rules are the same as usual. The maximum number of climbers in a given space is
the same as for the 2-player game. The player always takes a risk token, no matter what cards are played. If one of the
climbers dies, the game ends immediately, and the player gains as many victory points as the surviving climber scored,
plus 1 victory point for the dead climber. Then the player compares the number of victory points with the table below
to find out the victory level achieved.
been tied to a climbing rope with me, especially Iza, my climbing partner, who became my partner in life.
Alot of people playtested K2 at different stages of the design. | would especially like to thank the following individuals:
my wife Iza, Jacek Nowak, Krzysztof Klemiriski, tukasz and Rafat Bober, Robert Buciak, Mirek Tkocz, llona and Adam
Weister, Robert and Zaneta Podsiadio, Alek Pala, Wojtek Dziwok, Tomek Koteczko, Wojtek and Jola Chuchla, Rafat and
Dagmara Szczepkowski and Maciej Teleglow.
Adam Kaluia
Game rules: Adam ,Folko” Katuza
lllustrations and graphic design: Jarek Nocor
Corrections: Magdalena Jedlinska, Maciej Telegtow, Artur Jedlinski
English translation: Anna Skudlarska, Russ Williams
© 2010 Publisher REBEL.pl
MADE IN POLAND
REBEL.PL
A WORD FROM THE AUTHOR
| have dedicated a significant part of my life to mountains and climbing. | dedicate the game K2 to everyone who's
Centrum gier
ul, Matejki 6
80-232 Gdarisk
POLAND
http://wydawnictwo.rebel.pl
Distribution and wholesale: http://hurt.rebel.pl, [email protected]
© Climbing routes
©, Victory point track
©) Table with climber limits © Altitude indicators
Base camp - starting space (© Spaces along the climbing trails
®
©
©
Acclimatization modifier
Required movement points
Victory points
Rope connecting adjacent spaces
NA
Rin
Mu
TURN SUMMARY
1. CARD SELECTION
a. Each player plays 3 cards face down.
b. Players reveal them simultaneously.
2. RISK TOKENS
a. The player with the most movement points takes a risk token. In case of tie, no one
takes a risk token.
b. Another risk token is revealed if needed.
3. ACTION PHASE
a, Players move their climbers using their played cards.
b. Placing a tent costs the same as the cost to enter that space.
c. Players Increase their climbers’ acclimatization levels using their played cards.
d. The player with a risk token must suffer the consequences.
e. Each climber's newly gained victory points are marked on the victory point track.
f. Note the influence of weather on movement (only in winter weather)!
4. ACCLIMATIZATION CHECKS
a. Add / subtract acclimatization according to each climber's current space.
b. A tent adds +1 to acclimatization.
c. Subtract acclimatization resulting from the current weather, if in the affected altitude
zone.
d. If acclimatization exceeds 6, it is reduced back to 6.
e. If acclimatization drops below 1, the climber dies.
5. END OF TURN
a, Pass the starting player marker to the left.
ча
NS
Ч b. Move the weather marker to the next space.
E
c. Draw 3 cards to have 6 again.
Was this manual useful for you? yes no
Thank you for your participation!

* Your assessment is very important for improving the work of artificial intelligence, which forms the content of this project

Download PDF

advertisement