Ladder Climbing Games
Browse all Ladder Climbing board games in the Meeple Pulse database.
Styles
Themes
AbstractAdventureAncientAnimalsArtBusinessCard GameCo-operativeComic BookCooperativeCrimeEconomicEnvironmentalismExplorationFantasyHistoricalHorrorHumorIntrigueLiteraryMagicMarvelMedievalModernMuseumMysteryMythologyNatureNauticalPoliticalPress Your LuckSatireSci-FiSocial CommentarySocial InteractionSpaceSuperheroesThematicTravelWarWesternWord-Guessing
Mechanics
3D PlacementActingAction / DexterityAction DraftingAction Point AllowanceAction Point Allowance SystemAction Point SystemAction PointsAction ProgrammingAction QueueAction RetrievalAction SelectionAction/EventAlliancesAlternate ActivationApp-AssistedApp-DrivenArea ControlArea InfluenceArea MajorityArea Majority / InfluenceArea MovementArgumentationAsymmetricAsymmetric FactionsAsymmetric GameAsymmetric PowersAsymmetrical PowersAuction & BiddingAuction/BiddingAuctioningBag BuildingBettingBetting and BluffingBetting and WageringBetting and WagersBiddingBingoBlind BiddingBluffingCampaign / Battle Card DrivenCampaign / LegacyCampaign / Legacy GameCampaign / Mission-basedCampaign / ScenariosCampaign GameCampaign PlayCard DraftingCard DrawingCard DrivenCard Driven ActionCard Driven CombatCard Driven Dice AllocationCard Driven MovementCard ManagementCard PlayCard Play / Hand ManagementCard Play Conflict ResolutionCard SheddingCard-Driven MovementCharacter CreationCharacter ProgressionChit-Pull SystemCo-op PlayCo-operative GameCo-operative PlayCode-breakingCombat ResolutionCombo ChainCommand CardsCommodity SpeculationCommunication LimitsContract FulfillmentContractsCooperative GameCooperative GameplayCooperative PlayCooperative Trick-takingDebateDeck BuildingDeck ConstructionDeck, Bag, and Pool BuildingDeck-BuildingDeductionDexterityDice DraftingDice PlacementDice RollingDiplomatic InfluenceDraftingDynamic Battle SystemEnclosureEnd Game BonusesEngine BuildingEngine-BuildingEscape RoomEvent DrivenExplorationFarmingFlip and WriteFollowFollow ActionGrid CoverageGrid MovementHand ManagementHex-and-CounterHexagon GridHidden MovementHidden RolesI Cut You ChooseIncomeInfluence / Area MajorityLadder ClimbingLegacyLegacy ElementsLegacy GameLegacy SystemLimited CommunicationLine DrawingLine of SightMancalaMap MovementMarketMarket DraftingMarket ManipulationMarket MechanicMarket SpeculationMatchingMeasurement MovementMemoryMission ObjectivesModular BoardModular Board ConstructionMovement TemplatesMulti-Use CardsMulti-use CardsMultiple ScenariosMust FollowNarrative ChoiceNarrative Choice / ParagraphNegotiationNegotiation MechanicsNetwork & Route BuildingNetwork BuildingNetwork and Route BuildingOne vs ManyOne vs. ManyOpen DraftingPaper-and-PencilPartnershipsPattern BuildingPattern RecognitionPick-up and DeliverPlayer EliminationPlayer InteractionPlayer JudgePoint SaladPoint to Point MovementPolyominoesPush Your LuckPush-Your-LuckPuzzlePuzzle-LikePuzzle-SolvingRaceReal-TimeRecipe FulfillmentResource ManagementRole PlayingRole SelectionRoll / Spin and MoveRondelRoute BuildingRoute-BuildingRoute/Network BuildingSanity SystemScenario / Campaign PlayScenario / Mission / Campaign GameScenario / Mission FunctionSecret Unit DeploymentSemi-Cooperative GameSet CollectionSheddingSimulationSimultaneous ActionSimultaneous Action SelectionSimultaneous Hidden AllocationSocial DeductionSocial InteractionSolo / Solitaire GameSpace ExplorationStat Check / Skill CheckStock HoldingStorytellingStrategic PlanningTableau BuildingTactical Decision-MakingTake ThatTargeted CluesTeam PlayTeam-Based GameTeam-Based GuessingTeamworkTech TreesTech Trees / Tech TracksTechnology & Armament TracksTechnology TreeTension & Aggression TracksTile DraftingTile LayingTile PlacementTime TrackTime TravelTower DefenseTrack MovementTradingTrick-takingTug of WarTurn Order: PassTurn Order: Stat-BasedUnit PlacementVariable Phase OrderVariable Player PowersVariable Set-upVariable SetupVictory Point TracksVotingWord AssociationWord GameWord GuessingWord-GuessingWord-guessingWordplayWorker Placement

RANK #103
SCOUT
2019SCOUT is a brilliantly distilled card game where players take on the role of circus ringmasters competing to create the most impressive show. Underneath its charming and minimalist circus theme lies a deeply strategic experience centered around a single, game-changing constraint: you cannot rearrange the cards in your hand. Each card features two different numbers, one on the top and one on the bottom. At the very start of a round, you must make a critical decision to orient your entire hand one way or the other, locking in the sequence of values you'll have to work with. The goal is to skillfully play sets of cards to earn victory points and be the first to empty your hand, avoiding the penalty for leftover cards. This simple premise forces players to think several turns ahead, evaluating the potential of their current card order and planning how to turn a seemingly chaotic hand into a winning performance.
The gameplay elegantly alternates between two core actions: 'Show' and 'Scout'. To 'Show', a player plays a set of one or more cards from their hand to the table. The catch is that these cards must be physically adjacent in their hand. These sets can either be a run of consecutive numbers (like 4-5-6) or a group of matching numbers (like 7-7-7). A newly played show must be more powerful than the set currently on the table, following a clear hierarchy—more cards are better, and sets of a kind beat runs of the same length. If you can't, or strategically choose not to, play a better show, you must 'Scout'. This involves taking one of the end cards from the active show on the table and adding it anywhere into your own hand, in whichever orientation you prefer. This clever mechanism allows you to break up your rigid hand order, bridging gaps to form more powerful sets for future turns. The player whose show was scouted from receives a point token as compensation, creating a fascinating push-and-pull dynamic.
The genius of SCOUT lies in the constant, delightful tension between these two simple actions. Do you play a weak set now just to get cards out of your hand, or do you patiently 'Scout' to build towards an unbeatable combo that could win you the round? This decision-making process makes every turn engaging and consequential. Its fast-paced rounds, which end when a player empties their hand or a show makes it all the way around the table unchallenged, ensure the game never overstays its welcome. Its blend of easy-to-learn rules and surprising strategic depth has earned it widespread acclaim, including a prestigious Spiel des Jahres nomination. SCOUT is the quintessential 'filler' game that packs the punch of a much heavier experience, offering immense replayability and proving that the most compelling designs are often the most elegantly constrained.
1-4 60m⚖️ 1.4