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14ers box art

14ers

Game ID: GID0004555
Game Info
Year
2026
Collection
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Description

Colorado is a state full of adventure, but its greatest challenges are the mighty mountains towering above. The highest of these peaks reach over 14,000 feet elevation, and are called "14ers." Can you conquer these climbs and assemble the best collection of peaks bagged and stories earned across one summer?

14ers is a quick tableau-building card game where you will take turns adding one "Climb card," each representing a different 14er, to your Hiker by tucking the Climb card under one of the four sides of your Hiker card to reveal a specific ability they can now use for the rest of the game. These abilities can either help you gain more difficult and powerful Climb cards or score points at the end of the game. You may also have to deal with injuries and the weather along the way, which may limit some players but could be a powerful advantage for others! After 9 rounds, count up your score based on which 14ers you have climbed and what abilities from them you chose; the player with the highest score is the winner!

We are excited to feature original artwork from Hinterland Outdoors based in Colorado. All art is made without any use of AI and is licensed from the original creator.

—description from the designer

Description

Colorado is a state full of adventure, but its greatest challenges are the mighty mountains towering above. The highest of these peaks reach over 14,000 feet elevation, and are called "14ers." Can you conquer these climbs and assemble the best collection of peaks bagged and stories earned across one summer?

14ers is a quick tableau-building card game where you will take turns adding one "Climb card," each representing a different 14er, to your Hiker by tucking the Climb card under one of the four sides of your Hiker card to reveal a specific ability they can now use for the rest of the game. These abilities can either help you gain more difficult and powerful Climb cards or score points at the end of the game. You may also have to deal with injuries and the weather along the way, which may limit some players but could be a powerful advantage for others! After 9 rounds, count up your score based on which 14ers you have climbed and what abilities from them you chose; the player with the highest score is the winner!

We are excited to feature original artwork from Hinterland Outdoors based in Colorado. All art is made without any use of AI and is licensed from the original creator.

—description from the designer

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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 3
This page: 3
Sentiment: pos 3 · mix 0 · neu 0 · neg 0
Mentions per page
Showing 1–3 of 3
Video Z3oIV1Y1PHY Let's Table It Review at 0:12 sentiment: positive
video_pk 84218 · mention_pk 321355
Let's Table It - 14ers video thumbnail
Click to watch at 0:12 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Fast-paced gameplay that rewards planning and route choice
  • Strong mountain/climber theme with satisfying tableau-building
  • Multiple scoring options and cross-over potential between plans, capstones, and accolades
  • Upgradeable via training, gear, and guides to reach higher climbs
  • Replayability due to varying card availability and player count interactions
Cons
  • Card stat-tracking is fiddly and can be fiddly to read
  • Card availability changes with player count, reducing predictability
  • Would benefit from token-based stat tracking for simplicity
Thematic elements
  • mountaineering ambition and scoring through tableau-building
  • Colorado mountains; pursuit of summiting 14ers
  • tableau-building with character and equipment progression
Comparison games
none
Mechanics (from transcript analysis)
  • accolades and diversified scoring — An accolade card provides scoring opportunities; interplay with plans and capstones influences final points.
  • card-driven action with side-tucking — On a turn, select one of four available climb cards and tuck it under your hiker to gain a side (training, gear, capstones, or plans).
  • Deck Building — Form a climb deck by layering level 4 at the bottom, then level 3, 2, and 1 on top; top three cards are available to choose from.
  • deck-building and tiered climb deck construction — Form a climb deck by layering level 4 at the bottom, then level 3, 2, and 1 on top; top three cards are available to choose from.
  • end-of-round and end-of-game scoring — Nine rounds of play, followed by scoring from climb cards, plans, capstones, and hired guides with photo icons.
  • gear, training, capstones, and plans — Cards you tuck can be placed on four slots (training, gear, capstones, plans) to improve attributes and scoring potential.
  • guide mechanic — Hire a guide to discard a tucked card and ignore certain constraints (endurance/technique, hazards, or weather) for a turn.
  • optional weather/round-tracking — Weather cards can be used to track rounds and impose limitations on abilities in a given round.
  • reference grid and board state — Each player has a hiker card and AB/CD reference cards; you choose sides appropriate for the player count and reference the grid.
  • stat tracking via endurance and technique — Use counters to track endurance and technique, which determine climb eligibility and progress.
  • Track Advancement — Use counters to track endurance and technique, which determine climb eligibility and progress.
  • variable deck availability by player count — The number of players affects which cards appear in the climb deck, altering strategy and reachability.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • It's a fast playing game where the mountains you climb as you go might determine which climbs you can climb in the future as you progress through the game.
  • the best thing about the game for me is seeing all the mountains of course you know especially the ones I have climbed and the ones I want to climb
  • Overall, it's a nice tableau building card game about climbing the best peaks around, and that's with 14ers by Grazing Bear Games.
  • There are four choices most of the time.
  • The card system to track your stats is a little bit rough, you know, a little bit fiddly.
References (from this video)
No references stored for this video.
Video WggWCdakDU8 Where There's A Wilz, There's a Play Review at 0:08 sentiment: positive
video_pk 84173 · mention_pk 321354
Where There's A Wilz, There's a Play - 14ers video thumbnail
Click to watch at 0:08 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • Strong Colorado-specific theme and authentic feel through cards and mountains
  • Beautiful, thematic artwork by Hinterland Outdoors
  • Easy to learn and family-friendly with accessible gameplay
  • Excellent, informative player aids that clearly present attributes, rounds, and scoring
  • Strong two-player replayability thanks to varied card sets, accolades, hikers, and weather/backcountry options
Cons
  • Luck and card draw can significantly influence outcomes, limiting strategic control
  • Downtime can be noticeable at higher player counts
  • Limited depth of strategy and limited player interaction beyond racing to the peaks
  • Some players may find replayability limited after many plays unless they value theme and variability
  • Prototype copy may undergo changes before final release
Thematic elements
  • mountaineering, peak-bagging, weather-influenced ascent
  • Colorado, United States; the 14ers mountain peaks (14,000+ feet) and Colorado terrain
  • thematic, card-driven journey up peaks with sequential class/level progression
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Players flip a card and tuck it to their card, choosing how to use it as gear, training, plans, or capstones; cards determine available actions and future scoring potential.
  • card drafting / tuck — Players flip a card and tuck it to their card, choosing how to use it as gear, training, plans, or capstones; cards determine available actions and future scoring potential.
  • Compound Scoring — Endgame scoring comes from accolade cards, star counts in plans, sum of summit points, and the potential use of guides to influence scoring.
  • dual-purpose card use — Cards can be used as gear, training, or other functions depending on their class, rank, and position on the player board.
  • guide cards — Guides enable ignoring certain hazards or weather, affecting feasibility of certain routes or cards.
  • Multi-Use Cards — Cards can be used as gear, training, or other functions depending on their class, rank, and position on the player board.
  • Resource Management — Endurance and technique are tracked on separate sliders to simplify resource management and reduce card-counting overhead.
  • Resource tracking — Endurance and technique are tracked on separate sliders to simplify resource management and reduce card-counting overhead.
  • scoring tracks / set collection — Endgame scoring comes from accolade cards, star counts in plans, sum of summit points, and the potential use of guides to influence scoring.
  • solo mode (Jerry AI) — A dedicated solo mode where an AI named Jerry chooses from the rightmost column and follows deterministic tucking rules, offering a solvable challenge.
  • Unique Player Powers — Hiker cards (starting attributes) create varied starting conditions and influence strategy across games.
  • variable player power — Hiker cards (starting attributes) create varied starting conditions and influence strategy across games.
  • weather / backcountry variant — Weather cards (temperate or severe sides) and a backcountry variant add thematic variability that changes what you can do on peaks.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • This game has a strong theme um that really comes through in the cards.
  • the artwork in these is absolutely beautiful.
  • It is probably my favorite artwork that I've seen in a long time.
  • This is a prototype copy, so there will be some changes to the game.
  • 14ers is a beautiful, easy tolearn game that really captures the spirit of climbing Colorado's tallest peaks.
  • On the flip side, it is definitely more of a light family experience. Luck of the draw can play a big role, and there's not a ton of deep strategy or player interaction once you've played a few times.
  • If you're looking for a relaxing outdoor game to enjoy with family, friends, or fellow hikers, 14ers does exactly what it sets out to do.
  • I love this game.
  • This game is fun.
  • I will back this one for the final copy for sure.
References (from this video)
No references stored for this video.
Video bAQr-VJZ7KM Where There's A Wilz, There's a Play Playthrough at 0:55 sentiment: positive
video_pk 84165 · mention_pk 321353
Where There's A Wilz, There's a Play - 14ers video thumbnail
Click to watch at 0:55 · YouTube ↗
Overall sentiment (raw)
positive
Pros
  • tight decision space with meaningful trade-offs
  • thematic integration of Colorado 14ers and real-world weather
  • compact playtime with good two-player variability
  • visuals and components (artwork) contribute to immersion
Cons
  • new players may find the interaction of guides, gear, and weather initially daunting
  • planning can skew if players over-focus on end-game plans early
  • weight and key terms may require a learning curve
Thematic elements
  • guided expedition planning and scoring through gear and routes
  • Colorado mountains, backcountry climbs of 14ers with variable weather
  • live, conversational playthrough with real-time weather and terrain decisions
Comparison games
none
Mechanics (from transcript analysis)
  • Card Drafting — Players pick from a pool of tiered climb cards that grant endurance, techniques, or gear and set up future actions.
  • card drafting / action selection — Players pick from a pool of tiered climb cards that grant endurance, techniques, or gear and set up future actions.
  • guides and ignore mechanics — Guides allow ignoring certain requirements; you can discard cards to use guides for points or to ignore constraints.
  • planning and scoring through plans/capstones — Plans offer end-of-game scoring tied to gear and class, while capstones grant guaranteed points as peaks are reached.
  • Resource Management — Endurance and technique tokens are spent to climb or to use certain card effects; wilds (utilities) help flexibility.
  • round-based progression with nine rounds — Game is designed to be played in nine rounds; decisions must balance near-term gains with end-game scoring.
  • Set Collection — Climbs have class (level) designations; gear and axes/backpacks increase capability to take advanced routes.
  • set collection / class ranks — Climbs have class (level) designations; gear and axes/backpacks increase capability to take advanced routes.
  • Weather system — Backcountry mode introduces forecasted weather and round-based weather effects that alter what you can do.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
  • We really enjoy this one. It's fun.
  • This game is only nine rounds.
  • Obi-Wan Kenobi, you're my only hope.
  • Weather cannot increase the boots or axes needed for this climb.
  • Kickstarter tomorrow, October 21st, 2025.
References (from this video)
No references stored for this video.
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