Each turn consists of 2 phases:
• Cheer (Bid)
• Climb (Rolls)
CHEER
• The active player places their Player Item at the bottom of the Ladder Track on step #1.
• All other players place their Player Items on either the Success or Fail spaces on the board, based on whether they believe the active player will stop willingly, or fail their climb.
CLIMB
• If you wish to climb, take the die indicated by your current level on the Ladder (shown to the left of the ladder) and drop it into the tower. If the die pushes the miniatures around, return the miniatures back onto their original places. Leave the die in the tray where it landed.
• Result: After the roll you compare the result to the target number, shown on the left side of your current ladder space.
- Successful Climb: If the number on the die is equal to or higher than the target number, you move your Player Item up the Ladder Track 1 step. If you reach the end of the Ladder Track (one step beyond level 9), you win immediately. In other cases either Continue Climbing to roll again, or Complete Climbing to stop rolling and earn the reward (See Rule End of Turn section Completed Climb).
- Failed Climb: If the number on the die is less than the target number, you may use your Torch Points or available cards to try to salvage the situation and turn the result into a Successful Climb. If the result remains lower than the target number, then you fail your climb (See Rule End of Turn section Failed Climb).
• Continue Climbing: You continue climbing by dropping the indicated die into the Dice Tower. If you have already dropped all 3 dice, see Clearing the Pit.
• Clearing the Pit: Once all 3 dice have been rolled, check the zones in the snake pit where the dice have landed. The players who control those zones gain 1 Torch Point for each die in their zone. Then, take all 3 dice out from the pit.