K2

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

K2 is a hand management mountaineering game where each player directs a team of two climbers trying to reach the peak of K2 (8611m) and survive an 18-day expedition. Players simultaneously select cards for movement and acclimatization, balancing the race to the summit against deadly weather and oxygen deprivation. The higher a climber reaches, the more victory points they earn, but if their acclimatization drops below 1, the climber dies and scores nothing.

Components

Setup

  1. Choose which board side to play (easier recommended for first game).
  2. Each player takes a color set: 4 climbers, 2 tents, player mat, 18 cards, 2 acclimatization markers, rescue card (family variant only).
  3. Place 2 differently shaped climbers on the start space of the board and 2 on the lowest score space.
  4. Set acclimatization markers on “1” spaces on the player mat.
  5. Choose weather tile set (summer = easier, winter = harder). Shuffle and deal 2 face-up above the board. Place remaining tiles in a stack under the second tile. Weather marker goes on the first day.
  6. Place risk tokens face-down; randomly reveal 3.
  7. Each player shuffles their cards and draws a hand of 6.
  8. The player who was most recently in the mountains takes the starting player marker.

Turn Structure

The game lasts 18 turns (an 18-day expedition). Each turn has 5 phases.

Actions

1. Card Selection

All players simultaneously select 3 cards from their hand of 6 and place them face-down. Reveal simultaneously.

2. Risk Tokens

Players add up movement points on their selected cards. For rope cards, only the upward movement value is counted. Acclimatization cards are not counted. The player with the highest total movement must take one of the 3 visible risk tokens and place it beside their cards. Ties: none of the tied players takes a risk token.

3. Action Phase

Players play cards one at a time, starting with the player holding the starting player marker, then clockwise. Players can perform multiple actions per turn as long as they have cards.

Actions available:

Risk Token: If you have one, you must subtract points (1 or 2) from movement or acclimatization (your choice of distribution across played cards/climbers).

4. Acclimatization Checks

Check each climber separately:

Acclimatization limits: Max 6 (reduce any above 6 to 6). If it drops below 1, the climber DIES. Victory points are reduced to 1.

5. End of Turn

Reveal a hidden risk token (so 3 are visible again). Advance the weather marker. Draw cards back to 6.

Scoring / Victory Conditions

After 18 turns, the game ends. Each player’s score is the SUM of their two climbers’ victory points. Highest total wins. Dead climbers score only 1 point.

The victory point for each climber is the HIGHEST point on the mountain they reached during the game (not their final position).

Special Rules & Edge Cases

Player Reference

Card Type Function
Movement Move climber up or down (green circles)
Rope Move in one direction only (up or down arrows)
Acclimatization Add acclimatization points to a climber
Key Numbers Value
Game length 18 turns
Hand size 6 cards
Cards played per turn 3
Climbers per player 2
Max acclimatization 6
Death threshold Below 1 acclimatization
Dead climber score 1 VP
Cards per player deck 18