Silver Hoof Games

The First to the Pole

The First to the Pole

The race between the polar explorers for 1-4 players. Who will reach the Northern Pole first?

Summary

On your turn, you roll the dice and place them on the board to gather an expedition, explore the North Pole, and beat the others to it.

The game has 2 modes: solo mode and 2-4 players mode; potentially, there could be even more players, but that would increase the downtime.

Marking (2+) in the rules and on the game components means that it is used in a game for 2-4 players.

Marking (solo) means applicability only to a solo game.

To play you’ll need

  • Personal boards one per player in downloads
  • (solo) board in downloads
  • (2+) board in downloads
  • Writing implements – pens, pencils or markers
  • 5 six-sided dice of one color – Actions
  • 3 dices (solo) or 1 dice (2+) of another color – Competitors

Setup

(2+)

  • each player gets personal board
  • place the (2+) board at the center of the table
  • choose the first player
  • the second player receives 1 Supply, the third one gets 2, the fourth one gets 3
  • the first player takes 5 Action dice and 1 Competitor die

(solo)

  • the player gets a personal board
  • place (solo) board at the center of the table
  • the player takes 5 Action dice and 3 Competitor dice

The End of the Game

The last Pole box is marked – victory!

The last Wound box is marked – defeat.

(solo) The last box of any Competitor is marked – defeat.

(2+) All other players were locked out of the game, except for you – victory.

Gameplay

(2+)

The first player rolls a Competitor die and places it on the game board – this is the special effect for the round.

Following that, each player, starting from the first, takes a turn.

After everyone’s turn is done, the Competitor die is handed over, clockwise – the player who gets the Competitor die becomes the first player in the new round.

During your turn:

  • roll 5 Action dice
  • you may re-roll any of the dice once; that being said, all the dice on which you have rolled a 1 should be placed on the Wound area of your personal board and cannot be re-rolled
  • place all the dice you can (except for the dice on which you have rolled a 1) on your personal board and apply the effects
  • if you have gained an Achievement, check it off

(solo)

During turn:

  • roll 3 Competitor dice
  • place 2 Competitor dice on the game board
  • roll 5 Action dice
  • you may re-roll any of the dice once; that being said, all dice on which you have rolled a 1 should be placed on the Wound area of your personal board and cannot be re-rolled
  • place all the dice you can (except for the dice on which you have rolled a 1) on your personal board and apply the effects

Placing the Dice

  • Sponsors: by placing a die here, you increase your Supply by the die value.
  • Pole: in order to win the game, you need to check off all boxes in order. The first die may have any value, the second must have a value greater by 1; after “6”, place “2”, etc. “2-3-4-5-6-2…”. The number near the box denotes the Supply that should be spent in order to move forward. By default, you can only put one die on the Pole per round. Upgrade allows multiple dice to be used.
  • Competitors (solo): all checked off far-right boxes on the scale take effect simultaneously. If any scale reaches its end – you lose.
  • Competitors (2+): the effect applies to all players until the end of the round.
  • Upgrade: spend “6” to unlock additional options. Double 6s should be played simultaneously during one turn. Upgrades “2-3-4” may be saved up. The Upgrades are not tied to the rewards, so, after meeting the requirements, you may select any reward, but only once.
  • Achievements (2+). The first player to meet the requirements gets the reward. The Achievements are not tied to the rewards, so, after meeting the requirements, you may select any reward, but only once. Each Achievement may be won only by one player. However, each reward may be selected by all players.
    • You can use each achievement once.
    • Re-roll: You can re-roll the dices one extra time.
    • Select Competitors: Declare a Competitors effect instead of rolling a die.
    • + 1D6 Supplies: Roll a die and add value to your Supply.
  • Wound: if a player gets 3 dice with a value of 1 during his or her turn, the player must check off 1 Wound box. Competitors effect can add a virtual “1” immediately.

design Serg Rovenkov

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