How to play
The mountain has eleven trails, one for each dice total from 2 to 12. Totals that come up often (like 7) have long trails; rare ones (2 and 12) are only three steps.
On your turn, roll four dice and split them into two pairs. Each pair’s total moves a climber one step up that trail. You only have three climbers a turn: once all three are out, you can only use totals they’re already on. If only one of your two totals fits, you take that one.
After each move, choose: roll again to climb further, or stop to plant your flags where your climbers stand. Your flags are safe for good. But if you roll and no pair fits, you bust: your climbers go home and this turn’s climbing is lost.
Plant a flag at the top of a trail to claim it. Nobody else can use that trail after that, and their flags on it come down. The first player to claim three trails wins.
Tips
With one or two climbers out, rolling again is fairly safe. With all three out, the chance of busting depends on their totals: 6, 7 and 8 together almost never bust, while 2, 3 and 12 bust often. Stop when you’ve made good progress, and always stop when you’ve reached the top of a trail.