### Trek 12

1 – TREKKER’S MANUAL

A game by Bruno CATHALA

Illustrations by Olivier DEROUETTEAUPortraits by Jonathan AUCOMTE

Trek 12 enables you to trek through the Himalayas to open new routes to the summits. Carefully map the area and set up your lines, but be careful on the most dangerous paths. Wits and nerve are necessary to make the best choices, to boost your reputation and, who knows, to become a legendary alpinist.

Chilling by the fire!

#### Trek 12 supports three game modes:

The “Express Ascent” mode for an easy and quick game, ideal for when you have limited time and/or for beginners.

The “Expedition” mode allows for successive ascents. Each time you succeed in a challenge, you get new gear and meet new and very useful rope companions. This mode is explained in the Alpinist Manual.

The “Free SOLO” mode Home alone, on a plane or on the train? Put your spikes on for either an Express Ascent or for an Expedition, faced against seasoned alpinists. This mode is explained in the Soloist Trek Manual.

#### EQUIPEMENT

#### Layout of the Ascend Card

#### EXPRESS ASCENT

Whoever wants to climb a mountain has to stout at its base (Chinese proverb)

This game mode introduces you to all the BASIC RULES to play Trek 12. We strongly advise you to play a few games using the Express Ascent mode before you take on the Expedition mode.

#### # GOAL

Get the highest score by cleverly filling up your card in order to set up Fixed Lines and map Zones while you climb.

#### Pack your bag

➯ Pick a notebook and give one Ascent card per player. We advise you to pick the DUNAI card for your very first game.➯ Each player needs a (functioning) pen.➯ Place the two dice in the centre of the table.

The rest of the material is put back into the box (the Assist cards, the Challenge envelopes, the Lead Climber card) as it’s not necessary for this mode.

#### # HOW TO PLAY

1 – One player rolls both dice. 1 Example: 1 and 42. Each player chooses their result at the same time.a – To choose a result, each player picks only one of these operations:⇩ The lower result (here: 1)⇧ The higher result (here: 4)– The difference between the two results (here: 3- The difference can be o but never negative)+ The sum of the two results (here: 5)X The product of the two results (here: 4)b – Tick an empty box in the line corresponding to your choice.

When all boxes are ticked in the same line, that choice is no longer available to you.– Report the result in a circle of your choice (Example #1):– Place your first result in the circle of your choice.-All subsequent results have to be adjacent to an already filled circle. Then, apply the outcomes of your choice: either a Fixed Line and/or a Zone.

#### # FIXED LINES

A Fixed Line is a sequence of numbers that follow one another.

When you place a number, if it creates or continues a sequence with the next number (either one up or one down), draw the Fixed Line by adding a line between the two numbers. If your result could be linked to several adjacent circles, you can only pick one.

In this example, after the fourth roll, Takla places a 2 and sets up a Fixed Line with the 1. He draws a line between the 1 and the 2. Then, after the fifth roll, he places an 11 and sets up a Fixed Line with the 12. He then draws a line between the 11 and the 12.

#### Two types of circles

Basic circles: MAX. 12. In these circles, you cannot write a number over 12. If you choose to write a number over 12, or if you have no other choice, draw instead.

Dangerous circles: MAX. 6. In these circles, it’s FORBIDDEN to write a number over 6. If you choose to write a number over 6, or if you have no other choice, draw instead.

#### # END OF THE GAME

Once all the circles from the playing surface are filled, each player adds the value from the Fixed Lines, the Zones, the bonuses and penalties.

Fixed Lines: Each Fixed Line is worth as many points as the highest number it contains, +1 point per circle that is a part of the Line.

is equal to a penalty at the end of the game w

#### # Mapping the ZONES

A mapped Zone is a group of at least 2 adjacent and equal numbers. When you write down a number, if it’s identical to the adjacent number, it creates or expands a Zone. Draw a pattern in each circle that’s part of the Zone. To facilitate the final count, you should use a different pattern for each Zone.

Zones: Each mapped Zone is worth as many points as the number of one of its circles, +1 point per circle that is a part of the Zone. Bonus: Your longest Fixed Line AND your largest Zone grant you a bonus, depending on their size (see example below). Malus: Draw a in each orphan circle (that is neither part of a Fixed Line nor a Zone). – You can simply cross out the number. Each is a 3-point penalty.

You’re now equipped for beautiful ascents! After a few climbs and once fully acclimated to the altitude, we won’t have anything left to teach you. You’ll then be able to challenge the best alpinists and go on longer Expeditions. You will find everything you need in the Alpinist Manual.

Enjoy the climb!

Bruno, Corentin and the Lumberjacks want to acknowledge a roper companiow…

Theo agreed, with a smile’ to modify the planning and push his expedition towards Brain Camp back a fear moutes.

Thio Riviere

“Yes. I assure you, writte o smile. OK, maybe the wewe was still a bit too fresk when we took his picture.

We would like to introduce to you two associations that are dear to us, that (really) pushed us towards choosing the Himalayas for Trek 12’s mountains. They both accomplish amazing humanitarian work each year, benefiting local populations. Thank you!

Due to climate change, the inhabitants of Dhye, Mustang, have to move their village. The Du Bessin au Népal association helps them and fights for the survival and sustainable development of the village, and that of their neighbours, so that its people won’t have to move. More information can be found here: http://www.bessin-nepal.com

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