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It's the last week of summer, and Blue cabin and Red cabin settle it the old way: '''Capture the Flag'''. Each camp hides its flag on its own half of the meadow, under one of three camp markers. Sneak across the midline, find the real flag and carry it home before the other camp does the same to you. | It's the last week of summer, and Blue cabin and Red cabin settle it the old way: '''Capture the Flag'''. Each camp hides its flag on its own half of the meadow, under one of three camp markers. Sneak across the midline, find the real flag and carry it home before the other camp does the same to you. | ||
The twist: you never quite know what you're looking at. Your | The twist: you never quite know what you're looking at. Your blocks start '''hidden''', and the other player sees each one only as a "?". Three are real campers; three are '''decoys''', camp hoodies propped on broomsticks. | ||
== How to win == | == How to win == | ||
* '''Bring home the flag:''' a camper carrying the enemy flag steps onto your half. | * '''Bring home the flag:''' a camper carrying the enemy flag steps onto your half. | ||
* '''Jail them all:''' | * '''Jail them all:''' all 3 enemy campers are in your jail (or being escorted there) at the end of a turn. | ||
== Key words == | == Key words == | ||
* '''Camper:''' a real member of your team. '''Decoy:''' a fake block. | * '''Camper:''' a real member of your team. '''Decoy:''' a fake block. | ||
* ''' | * '''Hidden:''' the other camp can't tell a camper from a decoy. '''Face-up:''' everyone knows exactly who it is. | ||
* '''Raider:''' a camper on the enemy half. '''Defender:''' a camper on its own half. | * '''Raider:''' a camper on the enemy half. '''Defender:''' a camper on its own half. | ||
* '''Home line:''' the row of hexes along the far edge of your half. | * '''Home line:''' the row of hexes along the far edge of your half. | ||
== Setup == | == Setup == | ||
# '''Pick your team:''' your Captain plus any | # '''Pick your team:''' your Captain plus any 2 of the other 7 campers. | ||
# ''' | # '''Decoys:''' each camp owns 5. All 3 starting decoys go on the board; the other 2 wait in your supply for Splits. | ||
# '''Adjust your camp:''' your jail, your 3 camp markers (1 flag, 2 empty tents) and your blocks are placed for you. | # '''Adjust your camp:''' your jail, your 3 camp markers (1 flag, 2 empty tents) and your blocks are placed for you. To move a piece, click it, then click a highlighted hex, or re-roll the whole placement. Neither player can see the other's half. | ||
#* The jail must be at least | #* The jail must be at least 5 hexes from the midline. | ||
#* Camp markers | #* Camp markers must be at least 3 hexes from the midline and not next to each other. | ||
#* Blocks | #* Blocks must be at least 4 hexes from the midline. | ||
# | # Blue takes the first turn. | ||
== Your turn == | == Your turn == | ||
* '''Move up to 2 blocks''', one at a time. Campers and decoys both count. | |||
* '''Extras that are free''' (they don't count toward the 2): the Captain's Rally, the Shell Game, escorts and flag returns. | |||
* Spotting and tags are checked after every move. | |||
* Click '''End turn''' when you're done. | |||
While your opponent takes their turn you see nothing. When your turn starts, a replay | While your opponent takes their turn you see nothing. When your turn starts, click '''Show me what they did''' to watch a replay of everything you could see moving from where it was to where it went. If one of your campers is tagged, or may tag, during their turn, you're pulled in to answer, after a quick catch-up replay. | ||
== Terrain == | |||
{| class="wikitable" | |||
! Terrain !! Cost !! Rule | |||
|- | |||
| Open (grass, trails) || 1 MP || | |||
|- | |||
| Rough (mud) || 2 MP || Hidden blocks pay this too. | |||
|- | |||
| Bushes || 1 MP || A block that enters bushes can't be tagged until the end of the opponent's next turn (a leaf badge shows it). After that it can be, even if it stays. | |||
|- | |||
| Rocks, water || — || Can't be entered. | |||
|} | |||
== Moving == | == Moving == | ||
* '''Hidden blocks''' move up to 2 MP. Campers and decoys move the same way, so a hidden move gives nothing away. | |||
* | * '''Hidden blocks can't step onto''' camp markers, flags or jails. | ||
* | * '''Breaking cover:''' at the start of its move, a hidden camper may flip face-up and then use its own MP (2 to 4). | ||
* '''Stop rule:''' moving next to a face-up enemy camper on its own half ends your move. | |||
* '''No stacking:''' a block can't enter a hex that already has a block. | |||
* '''Step by step:''' a block stays selected while it has MP left, so you can move it a hex or two at a time. Click '''End move''' to stop early. Spotting happens once the move ends, and so do tags, except that a defender stepping next to a raider may go after it right away (see Tagging). | |||
* '''Staying put:''' a move may cover 0 hexes ('''Stay here'''). It still uses one of your 2 moves; it's how a face-up camper that's standing still hides again. | |||
* | |||
* ''' | |||
* ''' | |||
''' | |||
* ''' | |||
Before you move a | == Spotting == | ||
* '''Whenever two enemy blocks are within 2 hexes of each other, both are spotted.''' Count distance only: terrain doesn't block it. | |||
* A spotted camper flips face-up. A spotted decoy is removed from the game for good. | |||
* The Lookout, face-up, spots from further away. | |||
* Before you move a hidden block, any hex where it would be spotted is marked with a red eye. Moving a decoy onto one asks you to confirm. | |||
* '''Hiding again:''' at the end of its move, a face-up camper that no enemy can spot may hide again. It can't if it's carrying or walking a flag, escorting, or standing on a marker or jail. | |||
== Vanishing tricks == | == Vanishing tricks == | ||
* '''Split:''' when a camper | * '''Split:''' when a camper hides, you may also use a decoy from your supply and an empty hex next to it. You choose who goes there: the decoy (the camper stays put) or the camper (the decoy takes its old place). Your opponent only sees a second hidden block appear. The new decoy can't use one of your 2 moves that turn (moving it would give it away), but a Rally or a Shell Game can still include it. | ||
* '''Shell Game:''' once per turn, | * '''Shell Game:''' once per turn, swap two of your hidden blocks within 2 hexes of each other, or pretend to. Your opponent sees them whirl around each other either way. | ||
== Tagging | == Tagging == | ||
* ''' | * '''When:''' a raider and a defender are next to each other on the defender's half after a move, whoever moved. The defender's owner may go after the raider (picking one, if there are several) or let them go. A face-up defender that steps next to a raider partway through its own move may go after it right away; tag or not, it can then keep moving with its leftover MP (unless it made a catch, which ends its move), and a raider it lets go isn't offered to it again during that move. | ||
* | * '''Limit:''' each defender gets one try per turn, on either player's turn. | ||
* | * '''The duel:''' the defender secretly plays one of 4 cards: Juke Left, Juke Right, Jump, Duck. The raider names one. | ||
** ''' | ** '''The raider names the right card:''' it escapes (1 in 4) and takes a free 1-hex step away. Another defender next to it may then try. | ||
** ''' | ** '''Wrong guess:''' caught. | ||
* '''Bushes:''' a raider in bushes can't be tagged while its protection lasts. | |||
* '''Bait:''' you can send one raider in to draw a defender's try, or to tie it up escorting, so a teammate can slip past. | |||
== Jail == | == Jail == | ||
* '''Escort:''' from its next turn, the tagger walks the prisoner to its jail, | * '''Escort:''' from its next turn, the tagger walks the prisoner to its jail, 3 hexes a turn. This is free. The prisoner can't be freed on the way, and the escort can't tag or hide. | ||
* '''Jailbreak:''' a | * '''Jailbreak:''' a face-up camper that steps onto the enemy jail frees everyone inside. The prisoners and the rescuer go back to their home line, hidden. | ||
* A flag carrier can't enter the enemy jail. | * A flag carrier can't enter the enemy jail. | ||
== Flags == | == Flags == | ||
* | * '''Grabbing:''' only a face-up camper can step onto an enemy camp marker, and doing so ends its move. An empty tent is removed; the flag is grabbed at once. | ||
* | * '''Carrying:''' the carrier stays face-up and moves at most '''2 hexes per move'''. | ||
* | * '''Dropped flag:''' if the carrier is caught, the flag drops in that hex. | ||
* A defender | ** A raider who steps onto it grabs it again. | ||
** A defender who steps onto it walks it home, 3 hexes a turn, free. | |||
== The campers == | == The campers == | ||
Each camper has an MP value (used once face-up) and one power. | |||
{| class="wikitable" | {| class="wikitable" | ||
! Role !! Blue !! Red !! | ! Role !! Blue !! Red !! MP !! Power | ||
|- | |- | ||
| ''' | | '''Captain''' (always plays) || Priya || Sunny || 3 || '''Rally:''' while face-up, once per turn, another of your blocks within 3 hexes gets an extra move. | ||
|- | |- | ||
| | | '''Sprinter''' || Juniper || Marisol || 4 || '''Breakaway:''' +1 MP (included). | ||
|- | |- | ||
| | | '''Lookout''' || Ezra || Hollis || 2 || '''Eagle Eye:''' while face-up, spots from 3 hexes, or 4 if it didn't move on its owner's latest turn. | ||
|- | |- | ||
| | | '''Anchor''' || Bo || Ray || 2 || '''Long Arms:''' can go after a raider up to 2 hexes away. | ||
|- | |- | ||
| | | '''Tracker''' || Dakota || Arlo || 3 || '''Sniff Out:''' while face-up, once per turn, check a camp marker within 2 (flag or tent?) or a hidden block within 3 (decoy?). Only you learn the answer. | ||
|- | |- | ||
| | | '''Trickster''' || Pip || Moxie || 3 || '''Second Guess:''' when tagged, names 2 cards, so it escapes half the time. | ||
|- | |- | ||
| | | '''Shadow''' || Wren || Kit || 3 || '''Slip Past:''' while face-up, ignores the stop rule. | ||
|- | |- | ||
| | | '''Ranger''' || Theo || Nell || 4 || '''Trailblazer:''' while face-up, rough costs 1 MP. | ||
|} | |} | ||
== Tips == | == Tips == | ||
* Move your decoys like campers. A decoy that never goes anywhere fools no one. | * Move your decoys like campers. A decoy that never goes anywhere fools no one. | ||
* | * With only 2 moves a turn, every move counts. Rally and the Shell Game are free; use them. | ||
* Keep a defender | * Keep a defender at home: only defenders can tag. | ||
Latest revision as of 20:53, 23 October 2026
Download the complete illustrated rulebook (PDF)
Overview
It's the last week of summer, and Blue cabin and Red cabin settle it the old way: Capture the Flag. Each camp hides its flag on its own half of the meadow, under one of three camp markers. Sneak across the midline, find the real flag and carry it home before the other camp does the same to you.
The twist: you never quite know what you're looking at. Your blocks start hidden, and the other player sees each one only as a "?". Three are real campers; three are decoys, camp hoodies propped on broomsticks.
How to win
- Bring home the flag: a camper carrying the enemy flag steps onto your half.
- Jail them all: all 3 enemy campers are in your jail (or being escorted there) at the end of a turn.
Key words
- Camper: a real member of your team. Decoy: a fake block.
- Hidden: the other camp can't tell a camper from a decoy. Face-up: everyone knows exactly who it is.
- Raider: a camper on the enemy half. Defender: a camper on its own half.
- Home line: the row of hexes along the far edge of your half.
Setup
- Pick your team: your Captain plus any 2 of the other 7 campers.
- Decoys: each camp owns 5. All 3 starting decoys go on the board; the other 2 wait in your supply for Splits.
- Adjust your camp: your jail, your 3 camp markers (1 flag, 2 empty tents) and your blocks are placed for you. To move a piece, click it, then click a highlighted hex, or re-roll the whole placement. Neither player can see the other's half.
- The jail must be at least 5 hexes from the midline.
- Camp markers must be at least 3 hexes from the midline and not next to each other.
- Blocks must be at least 4 hexes from the midline.
- Blue takes the first turn.
Your turn
- Move up to 2 blocks, one at a time. Campers and decoys both count.
- Extras that are free (they don't count toward the 2): the Captain's Rally, the Shell Game, escorts and flag returns.
- Spotting and tags are checked after every move.
- Click End turn when you're done.
While your opponent takes their turn you see nothing. When your turn starts, click Show me what they did to watch a replay of everything you could see moving from where it was to where it went. If one of your campers is tagged, or may tag, during their turn, you're pulled in to answer, after a quick catch-up replay.
Terrain
| Terrain | Cost | Rule |
|---|---|---|
| Open (grass, trails) | 1 MP | |
| Rough (mud) | 2 MP | Hidden blocks pay this too. |
| Bushes | 1 MP | A block that enters bushes can't be tagged until the end of the opponent's next turn (a leaf badge shows it). After that it can be, even if it stays. |
| Rocks, water | — | Can't be entered. |
Moving
- Hidden blocks move up to 2 MP. Campers and decoys move the same way, so a hidden move gives nothing away.
- Hidden blocks can't step onto camp markers, flags or jails.
- Breaking cover: at the start of its move, a hidden camper may flip face-up and then use its own MP (2 to 4).
- Stop rule: moving next to a face-up enemy camper on its own half ends your move.
- No stacking: a block can't enter a hex that already has a block.
- Step by step: a block stays selected while it has MP left, so you can move it a hex or two at a time. Click End move to stop early. Spotting happens once the move ends, and so do tags, except that a defender stepping next to a raider may go after it right away (see Tagging).
- Staying put: a move may cover 0 hexes (Stay here). It still uses one of your 2 moves; it's how a face-up camper that's standing still hides again.
Spotting
- Whenever two enemy blocks are within 2 hexes of each other, both are spotted. Count distance only: terrain doesn't block it.
- A spotted camper flips face-up. A spotted decoy is removed from the game for good.
- The Lookout, face-up, spots from further away.
- Before you move a hidden block, any hex where it would be spotted is marked with a red eye. Moving a decoy onto one asks you to confirm.
- Hiding again: at the end of its move, a face-up camper that no enemy can spot may hide again. It can't if it's carrying or walking a flag, escorting, or standing on a marker or jail.
Vanishing tricks
- Split: when a camper hides, you may also use a decoy from your supply and an empty hex next to it. You choose who goes there: the decoy (the camper stays put) or the camper (the decoy takes its old place). Your opponent only sees a second hidden block appear. The new decoy can't use one of your 2 moves that turn (moving it would give it away), but a Rally or a Shell Game can still include it.
- Shell Game: once per turn, swap two of your hidden blocks within 2 hexes of each other, or pretend to. Your opponent sees them whirl around each other either way.
Tagging
- When: a raider and a defender are next to each other on the defender's half after a move, whoever moved. The defender's owner may go after the raider (picking one, if there are several) or let them go. A face-up defender that steps next to a raider partway through its own move may go after it right away; tag or not, it can then keep moving with its leftover MP (unless it made a catch, which ends its move), and a raider it lets go isn't offered to it again during that move.
- Limit: each defender gets one try per turn, on either player's turn.
- The duel: the defender secretly plays one of 4 cards: Juke Left, Juke Right, Jump, Duck. The raider names one.
- The raider names the right card: it escapes (1 in 4) and takes a free 1-hex step away. Another defender next to it may then try.
- Wrong guess: caught.
- Bushes: a raider in bushes can't be tagged while its protection lasts.
- Bait: you can send one raider in to draw a defender's try, or to tie it up escorting, so a teammate can slip past.
Jail
- Escort: from its next turn, the tagger walks the prisoner to its jail, 3 hexes a turn. This is free. The prisoner can't be freed on the way, and the escort can't tag or hide.
- Jailbreak: a face-up camper that steps onto the enemy jail frees everyone inside. The prisoners and the rescuer go back to their home line, hidden.
- A flag carrier can't enter the enemy jail.
Flags
- Grabbing: only a face-up camper can step onto an enemy camp marker, and doing so ends its move. An empty tent is removed; the flag is grabbed at once.
- Carrying: the carrier stays face-up and moves at most 2 hexes per move.
- Dropped flag: if the carrier is caught, the flag drops in that hex.
- A raider who steps onto it grabs it again.
- A defender who steps onto it walks it home, 3 hexes a turn, free.
The campers
Each camper has an MP value (used once face-up) and one power.
| Role | Blue | Red | MP | Power |
|---|---|---|---|---|
| Captain (always plays) | Priya | Sunny | 3 | Rally: while face-up, once per turn, another of your blocks within 3 hexes gets an extra move. |
| Sprinter | Juniper | Marisol | 4 | Breakaway: +1 MP (included). |
| Lookout | Ezra | Hollis | 2 | Eagle Eye: while face-up, spots from 3 hexes, or 4 if it didn't move on its owner's latest turn. |
| Anchor | Bo | Ray | 2 | Long Arms: can go after a raider up to 2 hexes away. |
| Tracker | Dakota | Arlo | 3 | Sniff Out: while face-up, once per turn, check a camp marker within 2 (flag or tent?) or a hidden block within 3 (decoy?). Only you learn the answer. |
| Trickster | Pip | Moxie | 3 | Second Guess: when tagged, names 2 cards, so it escapes half the time. |
| Shadow | Wren | Kit | 3 | Slip Past: while face-up, ignores the stop rule. |
| Ranger | Theo | Nell | 4 | Trailblazer: while face-up, rough costs 1 MP. |
Tips
- Move your decoys like campers. A decoy that never goes anywhere fools no one.
- With only 2 moves a turn, every move counts. Rally and the Shell Game are free; use them.
- Keep a defender at home: only defenders can tag.