



Peak to Peak
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Pairs well with
FroGames — Moments You'll Remember
When night falls, someone has won. The others are still wondering who stole that card from them. Play again in five minutes.
WHAT IT'S ABOUT
An altitude race that ends when you least expect it
Peak to Peak is a card game by Jake and Nate Jenne, published by Marmot Card Games and distributed by Last Night Games. It's a competitive filler designed to scale: it works with two, explodes with eight, and each game lasts as long as a coffee break.
Each turn you draw a card, you can steal one from an opponent by replacing it with one of yours, and then you add a card to one end of your number chain. The goal is to build the highest number chain when the deck runs out. But the deck runs out when it wants to, and other players can plunder your mountains. Up to twice. Then you're safe.
What they say abroad
Build, steal, protect. In twenty minutes, you'll know if you're an opportunist or a strategist.
— FroGames
The game that unites those who love numbers and those who love chaos.
— FroGames
Peak to Peak
The elements at play
What you have in hand
Numbered cards
Each card has a number. The sum of your chain determines who wins. High values are golden, but must be protected.
Personal chain
Your row of cards in front of you. You only grow at the ends. You cannot insert numbers in the middle. Choose carefully where to put what.
Theft limit
Each chain can only be plundered twice. After that, you are untouchable. But as long as you are vulnerable, you are truly vulnerable.
Unpredictable ending
The deck runs out when it runs out. You don't know when night falls. You might get one more turn, or none. It always counts.
In twenty minutes, someone will have the highest chain. The others will already be shuffling for a rematch.
A game in five moments
What happens at the table
Not the rules. The experience.
Cautious start
Everyone draws, everyone plays. The first cards hit the tables without much strategy. No one steals yet. You are building the foundation, but you don't know how long the game will last.
The first steal
Someone steals a card from someone else. Usually the best one. The victim protests, but the rules are clear. The take-that has begun, and now everyone is looking at each other's chains.
Desperate protection
Someone has already been stolen from twice and is now locked down. Others try to figure out if it's worth wasting a steal on a 9 or saving it. Tactical alliances last half a turn.
The deck thins
Everyone feels the game is about to end. But they don't know when. Some play aggressively, some hoard their hand, some steal out of desperation. Tension rises, but remains light.
Night falls
The deck runs out. Chains are counted. Someone won by a point, someone else regrets not playing that 7. In two minutes you're already shuffling for the rematch.
How to play
The flow of each turn
Three simple actions, infinite tactical combinations.
From the common deck. You add it to your hand of three cards. Always three in hand, never more.
You can steal a card from another player's chain and replace it with one of your own. Each chain can be stolen from a maximum of two times. After that, it's untouchable.
Choose a card from your hand and add it to one of the two ends of your chain. You cannot insert it in the middle. The chain only grows at the ends.
When the deck runs out, the game ends immediately. Each player sums the values of their chain. Whoever has the highest total wins.
Why it's different from others
Six mechanics that make a difference
Invisible endgame
You don't know when the deck will run out. There's no counter, no announced final round. The game ends when you least expect it, and this changes every tactical decision. Do you keep that card or play it now?
Progressive protection
Each chain can only be stolen from twice. After that, it becomes untouchable. This means that whoever gets stolen from early becomes shielded sooner, and can play peacefully. Others remain vulnerable until the end.
Calibrated take-that
Stealing hurts, but it's not devastating. You have to replace it with one of your cards, so you don't plunder for free. And the two-steal limit prevents bullying. It's direct interaction, but civilized.
Constrained growth
You can only add cards to the ends of the chain. You don't insert in the middle, you don't reorganize. This means that every placement choice matters, and a wrong card at the beginning will haunt you until the end.
True scalability
It works as a tactical duel with two players, and explodes into chaotic party game with eight. The dynamics change with the player count, but the game remains fast-paced and direct. It's not a "works with many too," it's a "really works with many."
Minimal hand management
Always three cards in hand. Draw one, play one. There's no paralyzing combo, no eurogame analysis. You decide in ten seconds and pass the turn. Downtime doesn't exist.
How it ends
How to win and how to lose
The deck runs out without warning. Whoever has built the highest numerical chain wins. Whoever held the best cards in hand loses.
Victory
- Sum the values of all cards in your personal chain
- Whoever has the highest total wins immediately
- In case of a tie, the player who suffered fewer steals during the game wins
Defeat
- If you hold high cards in hand waiting for the right moment, you risk the game ending prematurely
- If your best cards are stolen and replaced with discards, your chain loses value
- If you build an unbalanced chain (too many low numbers), you won't recover
Peak to Peak is the filler you've been missing: twenty minutes, eight players, zero downtime. Build numbers, steal from others, and hope night falls at the right time.
Frequently Asked Questions
Peak to Peak FAQ
How long does a game actually last?
Twenty minutes declared, twenty minutes actual. The game ends when the deck runs out, and the deck is not huge. There are no endless rounds, no paralyzing analysis. Draw, play, pass. Even with eight players, you won't exceed 25 minutes.
Does it work well with two players?
Yes, but it has a different flavor. With two, it's a direct tactical duel: every steal hurts, every card counts double. With eight, it's controlled chaos and instant alliances. Both experiences work, but they are different games.
How "mean" is the take-that?
Calibrated. You can steal, but you have to give one of your cards in return. And each chain can only be stolen from twice, then it's untouchable. This means that interaction is direct but not destructive. You are never completely out of the game.
Is it suitable for those who don't like overly chaotic games?
It depends on the player count. With 2-4 players, it's tactical and manageable. With 7-8, it becomes more unpredictable and festive. If you seek absolute control, play with fewer people. If you seek lightness and interaction, bring many.
Is it available in Italian?
No, this edition is in English, published by Last Night Games. However, language dependence is nil: the cards are numbered, there is no text to read. The rulebook is in English, but once you understand the three actions of the turn, the game flows smoothly.
Peak to Peak is a competitive card game designed by Jake and Nate Jenne, published by Marmot Card Games and distributed by Last Night Games. It supports 2 to 8 players, lasts exactly 20 minutes, and is recommended for ages 8 and up. The central mechanic is tactical take-that: you build a numerical chain by stealing cards from opponents and protecting your own. The game ends when the deck runs out, without warning, making each turn a choice between playing now or risking being left with cards in hand. Available on FroGames.it.

Peak to Peak
Frequently Asked Questions
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