- Goal
- Points come from tokens and from maxing a skill to 7a. First to the target ends it - then the round is played out so everyone has had equal turns. Most points wins; tie goes to fewer tokens.
- Your turn
- Do one: take 2 cards · climb · train.
- Take
- 2 cards, any mix of the 5 face up and the deck. Hand limit 10.
- Train
- 3 cards of one colour → +1 skill in that colour. Wilds count as any.
- Climb
- Tap a bottom-row card, then keep tapping upward. For every card on the route: your skill in that colour must be ≥ its grade, and you pay one card of that colour. All in one turn.
- Reward
- The token, if nobody took it. Plus a skill - but only if the finish card's grade is exactly your current grade. Every climb is at least 2 cards.
- Maxing out
- Taking any skill to 7a - by climbing or training - scores 3 points on the spot.
- The wall
- Two piles: rows 1–3 come from the lower pile (5a–5c), bar one slot in row 3; that slot and everything above it from the upper pile (6a–7a). Bigger circle = harder hold.
- Tokens
- Rows 1–2 none · row 3 = 1 · row 4 = 2 · row 5 = 3 · row 6 = 5 · row 7 = 8 · row 8 = 12 (7-row wall: 1 · 3 · 5 · 8 · 12)
- Ladder
- 5a5b5c6a6b6c7a