How to play

Build a machine. Climb until it breaks.

Survive the rising minimum, build your passes, and see how far the mountain lets you go.

Every turn

  1. Choose a run from the market.
  2. Choose your skis and up to two gear cards.
  3. Choose any playable skills.
  4. Review Control, Difficulty, Send, Risk, and Vert.
  5. Play Safe for guaranteed run Vert, or Send for a style roll.

The numbers

Control
Must meet the run Difficulty to complete the line.
Difficulty
The target printed on the run.
Send
Improves the Push for Style roll.
Risk
Reduces the style roll.
Vert
The run’s base score before style and pass effects.

Safe or Send?

Safe gives the run’s guaranteed Vert and no style multiplier. Send rolls 2d6 with your Send and Risk. Crashes score zero and cost cards; Sketchy, Clean, and Stomped runs pay different multipliers.

The climb

The minimum rises every round. Three crashes flame you out. Missing the minimum on a non-crash round freezes you out. Between rounds, spend your wallet in the Pro Shop on Mountain Passes, swaps, hand upgrades, and run upgrades.

Passes create builds: specialize around Powder, Groomed, Trees, Steep, or style. The market gets harder after Round 12 and continues into the Summit Push.