General
A straight is two or more dice in ascending sequential order; its value is the highest die × number of dice in the straight.
A 'straight' is a series of two or more dice showing ascending, sequential face values. The total value of the straight equals the face value of the highest die multiplied by the number of dice forming the straight. Only the dice comprising the straight count; duplicate or non-sequential dice are ignored (unless you choose to combine or reroll them). Example: ⚂⚃⚄ = 5×3 = 15. Example: ⚄⚅ = 6×2 = 12. Example: from a roll of 1,3,4,5,6,6 you can extract the straight 3,4,5,6 = 6×4 = 24.
Setup
Players begin the game with three dice.
At the start of the expedition you roll three six-sided dice per turn. Additional dice are unlocked as you ascend into specific rows (see unlock_extra_dice). You never have more than six dice available.
Setup
The player starts at base camp — the bottom-left square of the grid.
Draw a circle in the bottom-left square of the mountain grid to mark your starting position (base camp). This square counts as a marked circle and is included in the final penalty count.
Turn structure
Each turn, roll available dice and attempt a straight meeting the target of the row above; success moves you up-right, failure moves you right.
On your turn, roll all dice currently available to you. Attempt to form a straight (see straight_definition) with a total value equal to or greater than the target number shown to the left of the row directly above your current position. If successful: move up and to the right by one square — draw a circle in that square and a line connecting it to your previous location. If unsuccessful (without a reroll attempt): move to the right by one square within your current row — draw a circle there and a connecting line. You should never cross an existing route line or revisit a previously marked square.
Restriction
You may never cross your own route line or revisit a square already marked with a circle.
Your route is represented by circles (positions) connected by lines. At no point during the game may you move into a square that already has a circle, nor may any movement cause your route line to cross an existing segment of your route. Violating this ends the game (your party perishes).
Special
Before (and after) a reroll, you may combine dice to adjust their values using two methods.
After rolling (and again after any reroll), you may combine dice using two methods as many times as you like: (1) Matching pair: if two dice show the same value, discard one and increase or decrease the remaining die's value by 1. (2) Any pair: take any two dice, add or subtract their values, discard one die, and set the other to the combined result. Constraints: a die's value cannot be changed to higher than 6 or lower than 1. Discarded dice cannot be reused in further combining steps — however, discarded dice CAN be selected for a reroll (see rerolling_dice).
Special
Once per turn, after your initial roll and optional combining, you may reroll any dice (including previously discarded ones); failure after a reroll causes you to fall.
If your dice after the initial roll (and optional combining) are still insufficient, you may choose to perform one reroll. Select any dice you wish to reroll — this may include dice that were previously discarded during the combining step — and reroll them all simultaneously. After the reroll, you may again combine dice (all dice, whether rerolled or not, are eligible). If your straight now meets the target, you ascend normally. If it still does not meet the target, you do not ascend AND you fall: move right and down by one square, draw a circle, and draw a connecting line. Rerolling is optional; the fall penalty makes it a significant risk.
Special
Failing after a reroll causes you to fall: move right and down one square.
If you chose to reroll and still cannot form a straight meeting the target after combining, you fall. Move right by one square and down by one row, draw a circle in that square, and draw a line connecting it to your previous location. If the destination square is not empty, or moving there would require crossing an existing route line (e.g., due to a recently placed camp), the game ends immediately and your party perishes.