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Yeti Mountain-Working Out the Mechanics

Yeti Mountain Rough Layout

I've worked out a rough idea for the layout and game play for Yeti Mountain. Because of the 'path building' nature of the theme I'm going to use a card laying mechanic. I've posted a rough sketch that shows the general idea of how the cards would be laid out during the course of a game (I also drew a mountain in for affect). Basically there would be two decks of cards-one made up of plain slope cards and the other made up of yeti cards. To keep things spaced out somewhat evenly I have some placement rules: yeti cards must be vertically space apart by two slope cards and horizontally spaced by one card (or card length since a card wouldn't horizontally go between two yeti cards). I need to work out the wording of the placement rules so they aren't confusing.

Anyway as yeti cards are placed the players find out from details on the cards what the yeti wants before it will allow passage. If the player doesn't have the object needed they can travel over a new branch of the path. To find objects the players can search the slope cards. I'm not sure of the exact mechanic for this but I'm leaning toward something like roll a die to see if something is found (50/50 chance?) and pull a token to see what was found. A slope card can only be searched once so a special token would be put on the card indicating the card has been searched. Also I'm thinking players can only carry a limited number of objects so they would have to leave an object when they take a new one if they are at carrying capacity. Left objects can be picked up by other players.

When a player gives a yeti a wanted object they can now travel over the card (marking the card with a player token-I'm seeing lots of tokens being needed for this game) and up the mountain.

The player that moves onto a card that is in the tenth vertical card space wins the game.

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gamejournal | by Dr. Radut