Go Higher - The Great Game Of BASE is not a difficult game to play. Within minutes, you'll be up and running! First, take a moment to get acquainted with the different card types and what they allow you to do. Then check out the section explaining the progress of the game. Or just watch other people play and ask questions. I promise that within one game, you'll have figured it out! But you'll have to play more than that to become a master.
Each card type has a specific role in the game. You'll need all of them at some point during a game. It's all about playing the right one at the right time either to fuel your progress or to make it difficult for someone else!
Start a new pile by scouting an exit. Exit cards show the type of object (B,A,S,E), the height you must reach to jump it and the risks you expose yourself to. Choosing the right exits is the key to success!
Climb up to the exit by playing an Altitude card in a pile. To be able to jump, you must accumulate a total of altitude equivalent to the exit's height (or more). If you are lucky, you can fly directly to the top by playing a Heliride card.
Risk/Skill cards can be a risk or skill depending on which side you decide to play them. Minimize the difficulty of a jump by playing a Skill card in one of your piles. Increase the difficulty of a jump by playing a Risk card in one of your opponent's piles.
When you've reached the exit's height and the jump is not too risky for your taste, take the leap by playing a Jump card. This is where you roll the die and test your luck!
Spice up the game by playing an Action card (at any given time, even if it's not your turn! ...then pick a new card). These cards give the game a twist when you least expect it. They can help or destroy you, know your limits!
If you fail a jump (aka, you couldn't beat the risk of a jump when you rolled the die), then you must pick a Consequence card. There is a wide range of consequences, but you never know what you're going to pick. You might get away with a few scratches or simply not be there for the next turn...
As a base jumper in this game, your goal is to successfully jump once from each type of exit. To prove it, you'll have to collect the cards of the exits you jumped from.
1 x Building
1 x Antenna
1 x Span or bridge
1 x Earth or cliff
Separate the consequence cards (red backs) from the main deck (blue backs).
Put both decks face down in the middle of the table. Leave space for a discard pile.
Each player starts the game with 3 cards in hand from the main deck.
First look for exit card in your hand. On your turn, place an exit card in front of you to start a pile. You can build multiple piles, but only one per type of exit.
Each player builds their own piles in front of them.
Add cards to your piles, until you decide to jump. To have a chance to jump, you have to reach the exit's height and minimize the risks using your skills.
You play exit, altitude, skill and jump cards in your own piles, and you play risk cards in your opponent piles.
Players take turns in a circle around the table. On your turn, pick 2 more cards from the main deck (blue backs). Play 2 cards from your hand either on your piles or in the discard pile (if you can't play them on the piles). You should finish your turn with 3 cards in hand.
Action cards can be played at any given time during the game, even if it's not your turn. If you play an action card, show it to the other player, discard it and pick a new card from the main deck (blue back).
If you reach the exit's height (with enough or more altitude), do a final gear check and play a jump card on the pile! Then roll the 12 face die.
To be successful, you must roll a greater number than the jump's difficulty. The jump difficulty is the total of risks in the pile you're jumping : the exit risks + all risk cards.
If you beat the jump’s difficulty
(roll is greater than the difficulty)
(roll > difficulty)
your jump is successful!
Keep the exit card next to you as a token of your success and discard the rest of the pile.
If you do not beat the jump’s difficulty
(roll is smaller or equal to the difficulty)
(roll <= difficulty)
your jump is a failure....
Discard the whole pile (including the exit card), then pick a consequence card.
The winner of the game is the first player to successfully jump once from each type of exit and collect the exit cards to prove it!
If the difficulty of a jump is too high or if you don’t like an exit for any reason, on your turn you can always downclimb a pile. If you chose to do so, you must discard the whole pile (including the exit card) and start over. Downclimbing is not a failure, it is a smart, safe move that can play a big role in your strategy to reach the end goal before every one else.
Always remember...
have fun on the way,
play wisely,
and don’t forget to smile! :-)
Download this file if you need to print a paper copy.
Download First Jump Course PDFSign up to be the first to know about the upcoming Kickstarter campaign!
Copyright © 2024 Go Higher Games