Don’t Stop Yeti

Pass-and-play
Round 1
THE RULEBOOK

Don’t Stop Yeti

Objective

Be the first player to climb both of your pawns to SUMMIT. You must land there by exact count.

Set up

Choose 2, 3, or 4 players using the arrow beside New game. Each player has two pawns. All pawns begin at BASE CAMP; the Yeti begins at SUMMIT. Red goes first, followed by Blue, Green, and Gold when playing.

With two players, all pawns share one lane. With three or four, each player’s first pawn climbs the left lane and the second pawn climbs the right lane. The Yeti walks the numbered rail between them.

On your turn

  1. Spin. The wheel shows how many spaces you may move, or BUST.
  2. Choose a pawn. Click a highlighted pawn to move it the full number of spaces toward SUMMIT. A dashed ring shows where each pawn would land.
  3. Follow a slide. Land on 5 and slide up to 9; land on 7 and slide down to 4. Resolve any bumps at the slide’s destination.
  4. Keep climbing or stay safe. Spin Again to keep moving, or Stay Safe to bank the turn and pass play.

Illegal moves

  • You cannot move past SUMMIT or move a pawn already at SUMMIT.
  • Your two pawns cannot end on the same number, even in different lanes. They may share BASE CAMP and SUMMIT.
  • If neither pawn can use the result, you bust. The NO MOVES card has a Why? link that explains what stopped each pawn.

Bumps & free spins

Land on another player’s pawn in the same lane and send it back to BASE CAMP. Pawns of different colors in separate lanes may share a number.

Land on the Yeti’s number in either lane and send it back to SUMMIT. You earn a mandatory FREE SPIN: This is exactly one protected spin. A Bust or a result with no legal move ends the free spin without undoing any progress. After resolving it, choose whether to spin again normally or stay safe.

Bust!

Spin BUST, or have no legal move, and your entire turn is undone—including bumps. Click the BUST warning to pass play. A free spin protects you from busting only while that free spin is being resolved.

The Yeti’s turn

After everyone has played, click to spin for the Yeti. It climbs down toward BASE CAMP and ignores slides. Every pawn on its landing number goes back to BASE CAMP, in both lanes. A Bust leaves the Yeti in place. If it reaches BASE CAMP, it returns to SUMMIT. Then Red begins a new round.

Winning

Get both pawns to SUMMIT and you win immediately!

Pawns
SUMMIT
11
10
9
8
7
6
5
4
3
2
1
BASE CAMP
Red

Click your card to spin.

After you move, Spin Again to push your luck or Stay Safe to keep what you climbed. A BUST undoes the whole turn.
Don’t Stop YetiRace to the summit before the Yeti comes down
PLAY LOCALLY
OR
THE RULEBOOK

Don’t Stop Yeti

Objective

Be the first player to climb both of your pawns to SUMMIT. You must land there by exact count.

Set up

Choose 2, 3, or 4 players using the arrow beside New game. Each player has two pawns. All pawns begin at BASE CAMP; the Yeti begins at SUMMIT. Red goes first, followed by Blue, Green, and Gold when playing.

With two players, all pawns share one lane. With three or four, each player’s first pawn climbs the left lane and the second pawn climbs the right lane. The Yeti walks the numbered rail between them.

On your turn

  1. Spin. The wheel shows how many spaces you may move, or BUST.
  2. Choose a pawn. Click a highlighted pawn to move it the full number of spaces toward SUMMIT. A dashed ring shows where each pawn would land.
  3. Follow a slide. Land on 5 and slide up to 9; land on 7 and slide down to 4. Resolve any bumps at the slide’s destination.
  4. Keep climbing or stay safe. Spin Again to keep moving, or Stay Safe to bank the turn and pass play.

Illegal moves

  • You cannot move past SUMMIT or move a pawn already at SUMMIT.
  • Your two pawns cannot end on the same number, even in different lanes. They may share BASE CAMP and SUMMIT.
  • If neither pawn can use the result, you bust. The NO MOVES card has a Why? link that explains what stopped each pawn.

Bumps & free spins

Land on another player’s pawn in the same lane and send it back to BASE CAMP. Pawns of different colors in separate lanes may share a number.

Land on the Yeti’s number in either lane and send it back to SUMMIT. You earn a mandatory FREE SPIN: This is exactly one protected spin. A Bust or a result with no legal move ends the free spin without undoing any progress. After resolving it, choose whether to spin again normally or stay safe.

Bust!

Spin BUST, or have no legal move, and your entire turn is undone—including bumps. Click the BUST warning to pass play. A free spin protects you from busting only while that free spin is being resolved.

The Yeti’s turn

After everyone has played, click to spin for the Yeti. It climbs down toward BASE CAMP and ignores slides. Every pawn on its landing number goes back to BASE CAMP, in both lanes. A Bust leaves the Yeti in place. If it reaches BASE CAMP, it returns to SUMMIT. Then Red begins a new round.

Winning

Get both pawns to SUMMIT and you win immediately!