The mountain closes
Lava may seal the Summit. If nobody can reach it, the most Golden Tickets wins.
Build the mountain. Master the climb.
Build the mountain as you climb it. First on the Summit wins.
Setup at a glance
Day40 cards, shuffled
Food50 cards, shuffled
Golden Tickets10 cards, shuffled
+4EnergyFirst game? Play the Short mountain, about 30 minutes.
One round is one day
New daysame weather for all2 Refill energy
+

4 + 1 + 2 = 7Energy
Your cards refill you at the start of every turn: Base Camp plus provisions in play.3 Act, any order
4 End
7Energy0Energy
Unused energy is lost.On the Summit? You win at once.
Example: Lena’s turn
Today’s Day card: moving on Elevations 1–2 costs 1 Energy less.
Entering a tile costsgreen 2teal 2blue 4white 8Summit 6 / 8 / 10

= 5Energy
Snow, Elevation 1−12 − 1, Snow Boots
Snow, Elevation 1−12 − 1, Snow Boots
Clear, Elevation 2−12 − 1Each step costs the elevation you step onto
START
Elevation 12Energyno gear needed
Elevation 22EnergySnow Boots
Elevation 34EnergyRopeSnow BootsTent
Rock needs Ice Axe and Rope. No Axe: no entry.

Lava can never be entered. Go around it.
Lena has 8Energy and owns Boots, Rope and Tent:
= 8, three steps this turn ✓


Down costs the same. Entering Elevation 2 is 2Energy, from above or below.
RopeSnow BootsTentOwn every icon on the tile when you step on it.
Snow BootsTentBoatWater needs the Boat. On a shore, plus the land gear.

Lava: never. Go around it.

No blocking. Climbers share tiles.

Lose gear later? You stay where you are.
Viewpoints: photograph for a Golden Ticket
End your move on a viewpoint
First photo: a Golden Ticket

Three Summit tiles: cost and gear are printed on each
Short6EnergyIce AxeRopeSnow Boots highest frame
Standard8EnergyIce AxeRopeSnow BootsTent highest frame
Expedition10EnergyIce AxeRopeCramponsTentHelmet highest frame






The mountain closes
Lava may seal the Summit. If nobody can reach it, the most Golden Tickets wins.
All 26 pages, as printed. Turn them here, or take the PDF with you.
The colour of the frame under your feet tells you the elevation, the price of a step, and which bag feeds it. Every tile prints the icons of exactly the gear you need to enter it, so the board teaches the rules.
White frame. Ice walls and ice fields. Crampons and Helmet country.
8 Energy a step
Ice wall ×18
Ice field ×9
Water ×5
Lava ×3Blue frame. Snowfields, icy rock, ridges and deep water. The Tent comes out.
4 Energy a step
Snowfield ×8
Icy rock ×6
Ridge ×5
Deep water ×4
Snow shore ×3
Icy shore ×3
Snow patch ×3
Lava ×3Teal frame. Snow, slopes and rock. Boots first, then Rope and Axe.
2 Energy a step
Snow ×11
Snow slope ×5
Rock ×5
Clear ground ×4
Water ×5
Snowy rock ×3
Lava ×2Green frame. Meadows, streams and the first snow. Most tiles need no gear at all.
2 Energy a step
Clear meadow ×12
Clear stream ×10
Snow ×4
Water ×7
Lava ×2Ten tiles carry a camera icon. End your move on one with the Camera, pay one energy, and you’re the first to photograph it: draw a Golden Ticket. Arrive later and the view still pays three energy, so a detour is always worth it.
Tickets are also insurance. Lava may be placed anywhere, even beside the Summit, and if it closes every route the climber holding the most Golden Tickets wins.



Seven more in the deck: Sponsor’s Gift, Sherpa’s Blessing, Weather Charm, Cartographer’s Map, Hidden Energy Cache, Expedition Backpack, Guardian Spirit. One copy of each, and only the first photographer of a viewpoint draws one.
Each player takes one full turn. The weather changes for everyone at once, so bad luck reads as weather, never as a personal grudge.
Clear skies, a blizzard, a spring thaw. The card changes movement costs for the whole round.
At the start of your turn, your cards refill you: 4 from your Base Camp, plus each provision in play. Nothing carries over.
Buy terrain, gear or food, photograph a viewpoint and climb as far as your energy and gear allow. In a team game you may also trade with your partner.
Unused energy is lost. The next climber faces the same sky.



Everyone starts with a Base Camp worth 4 Energy every turn, and nothing else: no boots, no rope, no tent. The only way to grow is food. Rations give a burst this turn; provisions stay in front of you and pay out every turn for the rest of the game, up to three at a time.
A climber living on four energy takes one step at Elevation 1. With three provisions in play, they can reach ten or more, enough for two steps at Elevation 3 or one on the ice.
Energy spent by one climber across a whole game, on each of the three mountains.
| Energy spent on | Short | Standard | Expedition |
|---|---|---|---|
| Movement | 12 | 22 | 36 |
| Food | 14 | 20 | 28 |
| Equipment | 8 | 12 | 18 |
| Terrain | 6 | 10 | 14 |
| Summit | 6 | 8 | 10 |
| Total | 46 | 72 | 106 |





Climbers start with nothing and buy one piece per turn. The box holds four of every piece, one per player, so nothing can be bought out from under you, and each price sits below the income you’ll have when the mountain first asks for it. Rivals never hand over their rope; only a teammate will.
2 Energy
Snow and mixed ground on Elevations 1 to 3. The item the mountain asks for most.
2 Energy
Optional. Photograph a viewpoint for a Golden Ticket.
3 Energy
Slopes, ice and ridges. Required for every Summit.
3 Energy
Cuts steps in rock and hard ice. Often you can route around it.
4 Energy
Shelter from Elevation 3 upward.
5 Energy
Ice at Elevation 4 and the Expedition Summit. They replace the Snow Boots on the ice.
6 Energy
Open water at any elevation. Never needed for a Summit.
6 Energy
Elevation 4 and the Expedition Summit.
The same fourteen frames build a quick family climb or a full expedition. Arrange them any way you like; there are no connection rules.

The first climb. Teaches every rule in about 30 minutes with four pieces of gear.

The full game. Snowfields, ridges and the Tent come into play.

The longest route, up to the white frames. Ice walls and the Helmet come into play.
Pick a size, then build it. Every layout on this page uses only the frames in the box.
No printed board
Every game, a new mountain. Lay out the frames, then fill them tile by tile as you climb.
The START tiles are placed so every seat gets the same climb to the Summit.
A broad peak with a white spire. Wide below, narrow at the top.
14 of 14 frames · Expedition Summit
Fair for 4 players: every seat climbs 11 steps (2 green, 3 teal, 2 blue, 3 white), 42 Energy.
Pick a colour, then tap + to add a frame. Tap a frame to recolour it, again to remove it.
Draw a tile. It lands in a frame of its colour.
Our favourite layouts, plus the best ones players send us. Every one is fair for every seat.
A broad peak with a white spire. Wide below, narrow at the top.
One long ridge from meadow to ice. A single lava tile can force a detour.
Two valleys, two climbers in each. They meet below a blue Summit.
A switchback through a pass two frames wide.
Two elevations, about 30 minutes. Start here.
Build one, send us the link, and we’ll feature it here with your name.
Magic Mountain is a working prototype. The frames and terrain are 3D printed, the cards are printed from the final art, and the game is in playtesting now.



The prototype is in playtesting now. Groups of 2–4 players, ages 10 and up, help shape the final game.
Join a playtestThe rulebook, component list and production notes are ready, and the prototype is on the table.
See the publisher notesMagic Mountain: Reach for the Peak: a family-weight expedition game with a physical board that grows on the table.
| Terrain tiles, sculpted in relief35 per elevation in 69 designs, 10 of them viewpoints | 140 |
|---|---|
| Frame hexagons5 green, 4 teal, 3 blue, 2 white; 7 tiles each | 14 |
| Summit and START tilesOne Summit per mountain length; START tiles in four player colours | 3 + 4 |
| Draw bagsColour-matched to the frames | 4 |
| Food cards18 provisions, 32 rations | 50 |
| Day cardsWeather and events | 40 |
| Golden TicketsOne of each | 10 |
| Base Camp cardsOne per player: +4 Energy every turn | 4 |
| Equipment pieces, 3D printedBoots, Crampons, Rope, Axe, Tent, Boat, Helmet, Camera; one of each per player | 8 × 4 |
| Climbers, markers, dice | 4 + 10 + 2 |