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Camp Pinetop

Camp Pinetop Rulebook

Table of Contents

Table of Contents

  • Overview
  • Game Components
  • Game Set-up
    • Player Area
    • Map Area
    • Supply Card Area
    • Camper Placement
  • Player Actions
    • Draw Two Cards
    • Drawing a Wild Card
    • Draw & Move
  • Gaining an Achievement Patch
  • Placing Additional Campers
  • Achievement Patches & Rank
    • Advancing in Rank
    • Hand Size
    • The Different Patches
    • Advanced Patches
    • Advancing a Patch
  • Mastery Cards
  • Winning the Game
  • Kickstarter Special Friendship Token
  • Nature Expansion
    • Added During Game Set Up
    • Conditions Cards
  • Observation Tower Expansion
    • Tower
    • Double Supply
  • Game Tips

Overview

You are the leader of a group of campers who are exploring the wilderness. To win, level up your campers to the highest rank by collecting achievement patches, which will give you special abilities. The first player to advance from the starting rank of Possum to the ending rank of Badger is the winner of the game.

Game Components

  • 68 Supply Cards
  • Player Boards, 1 for each color, double sided with 5 Solo Boards
  • Kickstarter Special Token
  • 5 Friendship Tokens (page 12)
  • Achievement Patches, 12 for each color
  • 19 Mastery Cards
  • 35 Map Cards
  • Campers, 4 in each color
  • 1st Player Marker
  • Rank Tokens, 1 in each color
  • Mastery Tokens, 4 in each color
  • Rulebook

Game Set-up

Player Area

Each player will choose a color and take the 4 campers, 4 mastery discs, 1 rank token, and the player board in the matching color.

  1. Take 12 achievement patch tokens with your color band.
  2. Place the board down in front of you and place the rank token on the picture of the possum.

Note: The colored bar on the far right end of the tile signifies the color.

Map Area

  1. Divide the map cards into three stacks. One stack of green tent map cards, one stack of blue tent map cards, and one stack of grey tent map cards.
    • In a 2-3 player game, take 4 of each type for a total of 12 cards and shuffle them into a single deck.
    • In a 4-5 player game, take 5 blue tent cards, 5 grey tent cards, and 6 green tent cards for a total of 16 cards and shuffle them into a single deck.

Note: Green is the CIRCLE, Blue is the SQUARE and Grey is the DIAMOND. These symbols are used throughout the game.

  1. Once you have made the deck of map cards, randomly deal the cards out in a grid as shown below:
    • In a 2-3 player game, set up the grid 3 cards across and 4 cards high.
    • In a 4-5 player game, set up the grid 4 cards across and 4 cards high.

Outer edge cards are cards all around the outside of the grid. Inside cards will have one card between them and the outside of the grid.

Note: If all the blue tent cards are located on the outer edge, swap a blue tent card randomly with one adjacent on the inside.

  1. Shuffle the mastery cards, reveal four cards, and place them so that there are two cards on either side of the map card grid. Place the remaining mastery cards back in the box as they will not be used.

  2. The player that most recently went camping is the first player and receives the first player token.

  3. Take the supply cards and shuffle them thoroughly. Deal out supply cards starting with the first player and then going in a clockwise order. The starting hand size is based on turn order and player count:

    • 2 player game - 1st player 5 cards and 2nd player 6 cards.
    • 3 player game - 1st player 5 cards, 2nd player 6 cards, and 3rd player 7 cards.
    • 4 player game - 1st player 5 cards, 2nd player 6 cards, 3rd player 6 cards, and 4th player 7 cards.
    • 5 player game - 1st player 5 cards, 2nd player 6 cards, 3rd player 6 cards, 4th player 6 cards, and 5th player 7 cards.

Supply Card Area

Once the supply cards have been dealt to each player, the remaining supply cards form the supply deck and are placed on the table face down above the map cards. Two supply cards are placed face up on either side of the face down supply deck.

Camper Placement

In turn order, each player will place ONE of their four campers on one of the map cards. If you place a camper on a map card where a camper already has been placed, you must give ONE supply card of your choice to the player(s) who was there previous to your placement. Once all players have placed a single camper, you are ready to play Camp Pinetop.

Player Actions

A player may perform ONE of these four actions on their turn:

  1. Draw two cards from the supply card area.
  2. Draw one supply card and move one camper to a new map location.
  3. Move a camper to a new map location and collect an achievement patch.
  4. Place a new camper onto the board.

Draw Two Cards

Players may draw up to 2 supply cards on their turn, either blindly from the supply deck, from the face up supply cards on left or right side of the supply deck, or a combination of one side and the deck. Players may not draw from both the left and right sides of the supply deck on the same turn (Note: the supply deck is considered in the center). When drawing a face-up card, the player will immediately replace it.

If at least 3 of the face-up cards have the same supply symbol at the start of a player's turn, and they choose the "Draw Supply Cards" as their action, they may first discard the 3 matching face-up cards and replace them with 3 new supply cards before drawing. In the unlikely event that the 3 new cards are all the same after replacing them, the player may continue to replace the cards until they are not all the same.

Players have a hand limit dictated by the player's current rank and printed on the player board. Players may draw past that number, and may receive cards from other players via sharing, but must discard down to their hand limit at the end of their turn.

Drawing a Wild Card

If players choose to take a face-up wild card, it must be the only card they take that turn. Therefore, players may not take a face-up wild if they have already drawn another card that turn.

A Wild Card can act as a replacement for any of the four suits as well as replace any tent symbol.

Draw & Move

Draw a single face up, non-wild, supply card from the left OR right side OR blindly from the supply deck and move a single camper to a new map card.

Moving a Camper

When moving a camper you MAY move up, down, right, or left. You MAY NOT move diagonally.

Occupied Map Cards

If the map card a player is moving to is occupied by another player's camper, then the player moving onto the card must select a supply card from their hand and give it to the occupying player. If multiple players' campers are already on the map card, then the player moving onto the card must give a card to each occupying player. No more than one card per player should be given in this manner in a single turn.

Campers of the Same Color

If a player moves to a map tile where there are two or more campers of the same color already there, they still only need to pay ONE supply card.

Gaining an Achievement Patch

Move a single camper to a new map card. The camper will cross over an achievement patch. The patch the camper crosses over is the patch you will gain. To gain the patch, the player must pay the cost in supply cards shown at the bottom of the map card.

Example: The Red player moves from "Blue Jug Lodge" to "Penelope's Landing". Red must first give a single card from their hand to yellow, and a single card to blue - the two other players occupying "Penelope's Landing". Red MUST discard cards matching the icons at the bottom of "Penelope's Landing". Red earns the "Trailblazer" patch which is the patch crossed over when moving onto the card from the left. The Red player has now earned this achievement patch and gains the power listed on the achievement patch token.

Once a player has completed the transaction for obtaining an achievement patch, the player should place the associated achievement patch token on the right side of the player board to show that this patch has been sewn onto the sash of the player. The player now has the power listed on the "Trailblazer" patch for the rest of the game.

Placing Additional Campers

To place additional campers, the player must discard a pair of supply cards with matching tent symbols from their hand. The discarded pair will identify the possible map cards where the camper can be placed. If the desired map card is occupied, the same rules for giving supply cards to the occupying player(s) still apply (see "Draw and Move" above).

Example: The blue player wants to place their second camper on the map. They take a camper from their supply and decide to place the camper on "Blue Jug Lodge". They discard two green tent supply. Additionally, a wild card could have been played in place of a proper tent card.

Achievement Patches & Rank

You begin the game at the rank of "Possum". This is shown by placing the rank token on the picture icon of the possum.

Advancing in Rank

Players need to meet the requirements of the next rank before they may advance.

The white stitch lines, next to each animal, separate the required achievement patches for each rank. Players only need to meet the requirements in one of the columns.

Once you have attained the required achievement patches, you must immediately increase your rank to the next rank by sliding the rank token down to the next rank. The adjusted hand size will apply at the end of your turn.

Example: The green player collected their second achievement patch and now has two green patches. To advance from "Possum" to "Skunk", a player must have the number of achievement patches to match the numbers in a single column. The skunk rank requires 2 green OR 2 blue OR 2 grey. The player immediately advances to the rank of "Skunk" from "Possum". The green player now must not exceed a hand size of 7.

Hand Size

If you exceed the number depicted by the hand size icon of your rank, you may choose the cards you want to keep and MUST discard down to the correct number at the end of your turn.

The Different Patches

There are three types of achievement patches: Green (Circle), Blue (Square), and Grey (Diamond).

Each color behaves in a different fashion when it is earned by a player. Also, the front of the achievement patch is the basic version. The back of the patch (with the arrow) is the enhanced version.

Green Circle Patch - These achievements will be taken immediately when the achievement is gained. Green achievements are a one-time use achievement. The advanced version is an enhanced version of the basic achievement.

Blue Square Patch - These achievements will be ongoing for the remainder of the game after you gain them. The advanced version is an enhanced version of the basic achievement.

Grey Diamond Patch - These achievements will be ongoing for the remainder of the game after you gain them. Base achievement allows you to use any supply card as the achievement gained. The advanced version will allow the player to pay one less of that kind of supply card.

Advanced Patches

In order to advance past the rank of "Skunk", you will need to upgrade one of your achievement patches to the advanced level (printed on the back of the achievement patch token). To do this, you will have to acquire the same achievement patch a second time.

The white arrow means you must have at least this number of "Advanced Achievements":

  • Woodchuck - 1
  • Raccoon - 2
  • Badger - 3

Advancing a Patch

In order to advance an achievement patch, you must complete the patch a second time or complete a mastery card. Once you accomplish this, you may flip the achievement patch token to the advanced side showing the white arrow.

Mastery Cards

Mastery cards are placed out on the table at the beginning of the game. During a player's turn, if the requirements on the mastery card(s) are satisfied, the player immediately places a mastery disc on an uncovered achievement patch located on the completed mastery card and earns that achievement patch (new or upgraded to advanced). Claiming an achievement space on a mastery card is on a first come, first served basis. Also, a player may only accomplish the same mastery card once.

Mastery cards can be different each game. There are 16 mastery cards in the base game. Each mastery card offers the chance for players to earn achievements without having to spend supply cards. This is important and can really help to advance players towards the end game if planned out during regular game play. A player can complete a chain of mastery cards in a single turn.

Example: The blue player has three green achievement patches completed and qualifies as a "Master of the Basics". The blue player places a mastery disc onto the mastery card thereby covering the chosen patch and immediately earning that achievement patch -- in this case "Trailblazer". The other three spots remain available for the other players.

Mastery Card Details

  • Basics Mastery - Have 3 green achievement patches.
  • Bushwhacker - Have 3 campers on edge map cards.
  • Camping Cooperation - Have 2 campers sharing a map card with a single other player's camper.
  • Cookie Seller - Have 2 campers sharing 2 different map cards with other player's campers.
  • Frontier Mastery - Have 4 campers on each corner map cards.
  • Ghost Story Night - Have at least 4 campers on a single map card.
  • Guiding - Have campers on 3 different blue square map cards.
  • Intermediate Mastery - Have 4 blue square achievement patches.
  • Lone Wolf - Get to Woodchuck rank with just one camper.
  • Mentoring - Have campers on 3 different grey diamond map cards.
  • Parade - Have 3 campers in the same column on different map cards.
  • Pathfinding - Have campers on 3 different green circle map cards.
  • Regroup - Have 3 campers on a single map card.
  • S'more Festival - Have 2 campers on a map card with at least 2 other campers on it.
  • Skill Diversity - Have 1 of each type of achievement patch (Green, Blue, and Grey).
  • Specialist - Have 3 skill patches, all advanced (no basic).
  • Strength in Numbers - Have 3 campers before reaching Skunk rank.
  • Survivalist - Get to Raccoon rank with just one camper.
  • Technical Mastery - Have 3 grey diamond achievement patches.

Winning the Game

When a player has met the requirements needed to advance to the rank of "Badger", the game will end immediately and that player would emerge as the winner of the game.

Can I win the game from completing a mastery card?

Yes. A player can win by gaining the last needed requirement by completing a mastery card. If this achievement patch or advanced achievement patch allows the player to advance to the "Badger" rank after gaining it, then they are the winner.

Can the game end immediately?

Yes. As soon as any player advances to the rank of badger the game ends. You do not complete the round.

Do I need to match exactly?

You need to match or exceed the requirements needed in a given column to move to the next rank. For example: you could win with 4 green, 4 blue, 4 Grey, and 3 advanced even though that would be over the requirement.

Kickstarter Special Friendship Token

There are 5 of these tokens that were added to the game post Kickstarter as a special gift. They are intended to be added to the game as a module. You do not have to play with them if you do not want to.

If you wish to use them in the game you are playing simply place them off to the side during set up so they are in reach.

Friendship Token Rules: When you move onto a map card with another player you get a friendship token. After you have it, for a free action on your turn, you can spend that for a one time use of any other player's patch power. You can only earn the token one time. Once you use the token it is discarded from the game.

Nature Expansion

Components: Tracking Tokens x9, Animal Card x6, Weather Card x3, Conditions Card x12.

Added During Game Set Up

Shuffle the conditions cards into a single deck and place the deck face up next to the supply card area.

  1. Place the "Bear" and "Eagle" tokens out on two random map tiles.
  2. Choose ONE of the four other animals "Elk", "Trout", "Beaver", or "Otter" and place the single token out on a random map tile.
  3. Place the weather tokens near the board. Reference the top card of the Conditions Deck and place the depicted weather token above the top left map card.
  4. Place the player aid cards for the weather and the animals used below the map cards to reference the abilities during game play.

Conditions Cards

Nature will shift if at any point on a player's turn at least one tower icon is revealed on the back of the supply card. If this occurs, weather and nature will shift ONCE.

To shift nature, reveal the next card on the conditions deck by placing the top card to the left of the conditions deck.

Using the discarded card's icons and arrows and the new card's numerical values, adjust weather and animal tokens accordingly. Weather always moves clockwise around the outside of the map cards. Animals will move according to the direction depicted on the discarded card.

Example: When a conditions card is triggered, the player shifts nature as follows: the sunny weather token is moved 1 space clockwise; the bear token is moved up 1 map space; the eagle token is moved left 2 map spaces. The new conditions card reflects that the forecast for the next nature shift will be: rain is expected to replace the sunny weather token and shift clockwise; otter will move to the right; bear will move to the right.

Player will place the newly flipped card onto the discard pile to reduce confusion. The new conditions card's "Forecast" information may be referenced for future weather and nature shifts.

Observation Tower Expansion

Components: Tower Construct, Double Supply Card x10.

Tower

During set up, place the tower construct on a random map tile.

If a player's camper starts in the same row or column as the observation tower and has elected to move a camper, the player may move one space towards the observation tower for free and then proceed with the remainder of the movement.

Double Supply

During setup after the players have been dealt their starting hands and the initial supply card area has been set up, shuffle the double supply cards into the supply deck. Place the supply deck back in the middle of the supply card area face down.

Double supply non-wild cards are treated as a normal supply card when drawn. When this card is played it counts as both supplies shown on the card. A player may use both of the supplies or just one of the supplies based on what achievement the player is attempting to complete.

Double supply wild cards are treated as a wild supply card when drawn. When this card is played it may count as both the supply shown on the card and as a wild. A player may use the supply and the wild or either based on what achievement the player is attempting to complete.

Game Tips

  • More Campers - By placing more campers out onto the map you gain the flexibility of having a camper in a better position to help you.
  • Mastery Cards - Completing the Mastery Cards is a great way to earn extra achievements without spending supply cards. It is recommended that you do as many of them as you can.
  • Achievement Powers - By planning ahead you can use the powers to your favor. Remember that each color patch acts in a different way. Use these powers to benefit you.
  • Hand Size - Remember that your hand size will shrink as you rank up. It may be easier to do diamond patches when you have a larger hand size.