32 illustrated mountains of the Alps, from all eight Alpine countries, including information on each mountain. Five categories provide lots of fun. Get to know the most important mountains in the Alps.
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Edition 2: 01-04-2017
Number: 32 Playing-cards
Format: 59 x 92 mm
Paper: Playing Card Board 320 gr/m²
Barre des Écrins, Chemin des Révoires, Dom, Drei Zinnen, Finsteraarhorn, Grande Casse, Grauspitz, Grimming, Grintovec, Grossglockner, Hochfrottspitze, Hochkönig, Hochvogel, Hoher Dachstein, Kitzsteinhorn, La Meije, Matterhorn, Mont Blanc, Monte Viso, Ortler, Peitlerkofel, Piz Bernina, Piz Palü, Tödi, Triglav, Tschingelhörner, Watzmann, Wilder Kaiser, Wildspitze, Zuckerhütl und Zugspitze.
The prominence of the summit characterizes the height of a mountain or hill's summit by the vertical distance between it and the lowest contour line encircling it but containing no higher summit within it.
The orometric dominance (OD) represents the autonomy of a mountain. It is calculated by dividing the prominence of a mountain by its height. A mountain rising from sea level would have an OD of 100%.
For example, the OD of the Matterhorn: (1.042m / 4.478m) x 100 = 23,27
Various scales measure the difficulty of climbing. In Central Europe, the scale of the International Mountaineering and Climbing Federation (UIAA scale) is commonly used. It begins with I and currently ends at XII. Experienced climbers will need a lifeline at Stage IV. Inexperienced climbers can at most cope with the second stage.
Not all mountain ascents are documented. If the first ascent is unclear, we have used estimates to ensure comparability.
An overview of height, climbing difficulty and location of the different mountains in the quartet.
Any number of players can participate, with the minimum number of participants being two. Initially, the cards are shuffled and distributed, and the player sitting to the left of the dealer begins. He names a category on his top card. The player with the higher or lower value on his top card - depending on the category and agreement - wins and receives the cards of the other players. If a player has a maximum of only three cards, he may choose the card he uses. If two values are equal, a second round follows. The player with the same value who shouts out "Stich" first may select the new value in the second round. The game ends when one player has collected all the cards.
The game can be played with at least three players. There are eight quartets - from 1A-1D to 8A-8D. The aim of the game is to collect as many quartets as possible. Initially, the cards are shuffled and distributed, and the player sitting to the left of the dealer begins by asking another player of his choice for a certain card, for instance 2D. However he must have at least one card from this quartet on his hand already, in this example 2A, 2B, or 2C. If the other player does have the card which was asked for he has to hand it over. In that case it is the first player's turn again, until somebody does not have the card which was asked for. Then the turn of the next player to the left begins. When a player has a complete quartet he puts it out openly in front of him. The winner is the player who has collected the most quartets.