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v0.3 rules
 
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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 campers start as '''blinds''', hidden blocks the other player sees only as "?". Some are real campers; some are '''decoys''', camp hoodies propped on broomsticks.
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:''' every enemy camper is in your jail (or being escorted there) at the end of a turn.
* '''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.
* '''Blind:''' a hidden block. The other camp can't tell a camper from a decoy.
* '''Hidden:''' the other camp can't tell a camper from a decoy. '''Face-up:''' everyone knows exactly who it is.
* '''Revealed:''' a camper out in the open. Everyone sees that it's a real camper, but not who.
* '''Identified:''' a revealed camper whose identity is known. It becomes identified when an enemy spots it, or when it tags, flips a camp marker, picks up a flag or uses its ability.
* '''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 4 of the other 7 campers.
# '''Pick your team:''' your Captain plus any 2 of the other 7 campers.
# '''Choose your decoys:''' start 1 or 2 decoys on the board; the rest wait in your supply.
# '''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. Click a piece, then a highlighted hex, to move it, or re-roll the placement. Neither player can see the other's half.
# '''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 4 hexes from the midline.
#* The jail must be at least 5 hexes from the midline.
#* Camp markers: at least 2 hexes from the midline, not next to each other.
#* Camp markers must be at least 3 hexes from the midline and not next to each other.
#* Blocks: at least 3 hexes from the midline.
#* Blocks must be at least 4 hexes from the midline.
# Each player draws 3 Scramble cards.
# Blue takes the first turn.
# '''Red's head start:''' Red activates one block, then Blue takes the first full turn.


== Your turn ==
== Your turn ==
# '''Refresh:''' draw Scramble cards until you hold 3.
* '''Move up to 2 blocks''', one at a time. Campers and decoys both count.
# '''Activate''' each of your blocks once, in any order (blocks you can still activate glow white). You may skip any of them.
* '''Extras that are free''' (they don't count toward the 2): the Captain's Rally, the Shell Game, escorts and flag returns.
# Spotting is checked automatically after every activation.
* Spotting and tags are checked after every move.
# Click '''End turn''' when you're done.
* Click '''End turn''' when you're done.


While your opponent takes their turn you see nothing. When your turn starts, a replay shows everything you could see moving from where it was to where it went.
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 ==
=== Blinds ===
* '''Hidden blocks''' move up to 2 MP. Campers and decoys move the same way, so a hidden move gives nothing away.
* A blind moves '''1 or 2 hexes''', whatever the terrain. Campers and decoys move exactly the same way, so movement gives nothing away.
* '''Hidden blocks can't step onto''' camp markers, flags or jails.
* A blind can't spot, tag, flip camp markers, carry a flag or rescue prisoners, and campers can't use abilities while blind.
* '''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.
=== Breaking cover ===
* '''No stacking:''' a block can't enter a hex that already has a block.
* At the start of its activation, a camper blind may '''break cover''' and become revealed. It then gets its full Movement Points (MP): 3, 4 or 5.
* '''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).
* Decoys can't break cover, so any block that moves 3 or more hexes is a real camper.
* '''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.
 
=== Revealed campers ===
* Each hex costs '''1 plus its orange badge''' (Field and Brush +1; Forest, Boulders and Stream +2). Ponds can't be entered.
* A camper with full MP can always move at least 1 hex.
* You must stop when you step onto a camp marker, a flag or a jail.
* '''Running:''' moving 3 or more hexes in one activation (the Shadow: 4 or more). A camper that ran can't go dark while any enemy block is within 3 hexes with a clear line.
* '''On Watch:''' a revealed camper that doesn't move during its activation gets Eyes +1 until it moves again.
 
=== Going dark ===
At the end of a revealed camper's activation, if no revealed enemy can see it (and it didn't just run near an enemy), it may '''go dark''' and become a blind again. Its identity is secret again. A flag carrier or an escort can never go dark.
 
== Seeing ==
'''Only revealed campers can spot.'''
* '''Eyes''' = Vision (2, 3 or 4), +1 standing on Boulders, +1 On Watch.
* '''Exposure''' = Stealth (+1, 0 or −1; decoys 0) + the green cover badge of the target's hex (Field and Brush −1, Forest and Boulders −2, Stream +1).
* '''Range''' = Eyes + Exposure − the number of Brush hexes in between.
* An enemy block is '''spotted''' if it's adjacent, or if the line between the hex centers is clear and the distance is no more than the Range. Forest and Boulders block the line.
 
When a block is spotted:
* A '''decoy''' is removed and goes back to its owner's supply.
* A '''camper''' is revealed and identified.


Before you move a blind, any hex where it would be seen is marked with an eye: solid red if it '''will''' be seen, dashed orange if it '''might''' be (an unidentified enemy with sharp eyes could see it). Moving a decoy onto a red-eye hex asks you to confirm first.
== 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 goes dark on Field, Brush, Forest or Boulders (the Trickster: anywhere), you may take a decoy from your supply. One block stays in the camper's hex and the other goes to an adjacent hex, and only you know which is which.
* '''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, between activations, pick two of your blinds within 2 hexes of each other that no revealed enemy can see, and swap them, or pretend to. Your opponent sees them whirl around each other either way.
* '''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.
* '''Camp Runner''' ''(optional game option):'' at the start of your turn you may place a decoy from your supply on an empty hex of your home line.


== Tagging: the Scramble ==
== Tagging ==
* '''Only defenders tag.''' A revealed camper on its own half tags an enemy on that half by moving into its hex. The Anchor's Long Arms can tag from an adjacent hex.
* '''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.
* Tagging a '''decoy''' removes it, and the tagger's activation ends.
* '''Limit:''' each defender gets one try per turn, on either player's turn.
* Tagging a '''camper''' starts a Scramble: both players secretly pick a card.
* '''The duel:''' the defender secretly plays one of 4 cards: Juke Left, Juke Right, Jump, Duck. The raider names one.
** '''Tagger''' = card + Agility, +1 if it has 2 or more MP left, +1 for each earlier try on this raider this turn.
** '''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.
** '''Raider''' = card + Agility.
** '''Wrong guess:''' caught.
** '''Tagger equal or higher:''' caught! '''Raider higher:''' it slips away but is '''Winded''' (−1 MP on its next turn).
* '''Bushes:''' a raider in bushes can't be tagged while its protection lasts.
* Each camp's Scramble deck holds 8 cards: 0, 1, 1, 2, 2, 3, 3, 4.
* '''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, 2 hexes per activation. A prisoner being escorted can't be rescued and counts as jailed.
* '''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 revealed camper that ends its move on the enemy jail frees everyone inside. The prisoners and the rescuer return to their home line as blinds.
* '''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 ==
* Only a revealed camper can enter an enemy camp marker. An empty tent is removed; the flag stays.
* '''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.
* Picking up the flag costs 1 MP. The carrier moves at most '''2 hexes per activation''' and can't go dark.
* '''Carrying:''' the carrier stays face-up and moves at most '''2 hexes per move'''.
* If the carrier is tagged, the flag drops in that hex. Any raider can pick it up again for 1 MP.
* '''Dropped flag:''' if the carrier is caught, the flag drops in that hex.
* A defender that picks up its own dropped flag walks it home (2 hexes per activation) to where it started. The defender that made the tag must wait until its next turn.
** 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 ==
Every camper has four stats rated 1 to 3, adding up to 8. Agility adds +1/+2/+3 in a Scramble; Movement gives 3/4/5 MP; Stealth gives Exposure +1/0/−1; Vision gives Eyes 2/3/4.
Each camper has an MP value (used once face-up) and one power.


{| class="wikitable"
{| class="wikitable"
! Role !! Blue !! Red !! Agility !! Move !! Stealth !! Vision !! Ability
! Role !! Blue !! Red !! MP !! Power
|-
| '''Captain''' (always plays) || Priya || Sunny || 2 || 2 || 2 || 2 || '''Whistle:''' once per turn, one revealed teammate within 3 hexes gets +1 MP this turn.
|-
| '''Sprinter''' || Juniper || Marisol || 2 || 3 || 1 || 2 || '''Breakaway:''' once per turn, enter one Field or Brush hex without paying the +1.
|-
| '''Shadow''' || Wren || Kit || 2 || 1 || 3 || 2 || '''Quiet Feet:''' moving 3 hexes doesn't count as running; only 4 or more does.
|-
| '''Lookout''' || Ezra || Hollis || 1 || 2 || 2 || 3 || '''Eagle Eye:''' Brush between you and a target doesn't shorten your sight.
|-
| '''Anchor''' || Bo || Ray || 3 || 2 || 1 || 2 || '''Long Arms:''' spend 1 MP to start a Scramble with an adjacent enemy without entering its hex.
|-
| '''Trickster''' || Pip || Moxie || 2 || 2 || 3 || 1 || '''Hoodie on a Stick:''' you may Split anywhere, not only in cover.
|-
|-
| '''Tracker''' || Dakota || Arlo || 2 || 2 || 1 || 3 || '''Sniff Out:''' once per turn, point at an enemy blind within 3 hexes with a clear line and learn whether it's a decoy.
| '''Captain''' (always plays) || Priya || Sunny || 3 || '''Rally:''' while face-up, once per turn, another of your blocks within 3 hexes gets an extra move.
|-
| '''Ranger''' || Theo || Nell || 2 || 3 || 2 || 1 || '''Trailblazer:''' Forest, Boulders and Stream cost you +1 instead of +2.
|}
 
== Terrain ==
{| class="wikitable"
! Terrain !! Move cost !! Cover !! Notes
|-
|-
| Meadow, Trail, Bridge || +0 || 0 ||
| '''Sprinter''' || Juniper || Marisol || 4 || '''Breakaway:''' +1 MP (included).
|-
|-
| Field || +1 || −1 ||
| '''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.
|-
|-
| Brush || +1 || −1 || −1 Range for sight lines that cross it
| '''Anchor''' || Bo || Ray || 2 || '''Long Arms:''' can go after a raider up to 2 hexes away.
|-
|-
| Forest || +2 || −2 || Blocks sight
| '''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.
|-
|-
| Boulders || +2 || −2 || Blocks sight; a spotter standing here gets Eyes +1
| '''Trickster''' || Pip || Moxie || 3 || '''Second Guess:''' when tagged, names 2 cards, so it escapes half the time.
|-
|-
| Stream || +2 || +1 || Splashing makes you easier to see
| '''Shadow''' || Wren || Kit || 3 || '''Slip Past:''' while face-up, ignores the stop rule.
|-
|-
| Pond || — || — || Can't be entered
| '''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.
* Breaking cover is loud. Do it when you need speed, and plan where you'll go dark.
* With only 2 moves a turn, every move counts. Rally and the Shell Game are free; use them.
* Keep a defender or two at home: only defenders can tag.
* Keep a defender at home: only defenders can tag.
* Hover a camper's stats in the side panel for a quick reminder of how they work.

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

  1. Pick your team: your Captain plus any 2 of the other 7 campers.
  2. Decoys: each camp owns 5. All 3 starting decoys go on the board; the other 2 wait in your supply for Splits.
  3. 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.
  4. 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.