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Camp Roskilde

Camp Roskilde Rulebook

Table of Contents

Table of Contents

  • Contents
  • Game Setup
  • Object of the Game
  • A Player Turn
    • 1. Fill the Festival Grounds
    • 2. Choose 1 Tile from the Festival Grounds and Place It in a CAMP
    • Vibes
    • Placing Tiles: Beer, Kisses and Music
    • If You Cannot Place a Tile
    • 3. Activate Tile Rules
    • 4. Pass the Turn to the Next Player
  • End of the Game
  • Scoring – AKA "How You Win"
    • Calculating Points
    • Points from the Colourless Tiles
    • The Tiebreaker
    • Scoring Examples
  • Appendix
    • Game Elements
    • Presentation of the Tiles
  • Variants
  • Transcription Notes

Contents

  • This rulebook
  • 6 player boards, each representing a CAMP
  • 60 tiles representing various festival-goers and camping gear
    • 13 green-bordered tiles (green vibe)
    • 13 red-bordered tiles (red vibe)
    • 13 blue-bordered tiles (blue vibe)
    • 13 black-bordered tiles (black vibe)
    • 8 colourless tiles

Game Setup

  1. Hand out a player board to each player. Put unused player boards back in the box.
  2. Mix the deck of tiles and place it in the middle of the table. This is the draw pile. Make room for a discard pile next to it.
  3. Put three tiles face-up in the middle of the table. This is the festival grounds.
  4. The player who has visited Roskilde Festival the most times starts the game.

Object of the Game

Beginning with the starting player, and proceeding clockwise around the table, the players take turns sending festival-goers and gear from the festival grounds to either their own CAMP, or the other players' CAMPS – carrying out any effects the tiles might have. When, at the end of a player's turn, any camp is filled with 9 tiles, the game ends and the player with a perfectly diverse camp wins. If such a camp is not present, the player with the most well-themed camp wins. Ties are broken by the player ending the game.

A Player Turn

  1. Fill the festival grounds so that there is a total of 4 tiles present.
  2. Choose 1 tile from the festival grounds and place it in a CAMP.
  3. Activate the special rule on the placed tile (if any) and tiles this might affect (if any).
  4. Pass the turn to the next player, unless: a) All 9 available spaces in any CAMP have been filled, or b) There are no more tiles in the draw pile (reshuffle 1 time with 5-6 players).

In cases a) and b) the game ends.

1. Fill the Festival Grounds

At the beginning of each turn, the current player draws tiles from the draw pile and places them at the festival grounds until there are 4 tiles to choose from.

2. Choose 1 Tile from the Festival Grounds and Place It in a CAMP

You are trying to either make your own CAMP cooler or wreak havoc in another player's CAMP (see "Scoring" later in the rules), so choose a tile that will help you do just that, and place it in any player's CAMP.

Each tile has a name, a picture, a flavour text, a point value in the corner and either has a vibe (a colour) or is neutral (colourless/grey). Apart from this, most tiles have a special rule text (stuff that happens) and all the coloured tiles are bordered with symbols (beer, kisses and music). The name and picture shows you the type of tile. There are 13 different types of tiles in each of the 4 colours, plus 8 unique colourless tiles.

The value of the tile is the number of points a tile is worth in its colour. Most tiles are worth 1 point, but some are worth 2 points, 0 or even -1 point.

The symbols along the border have to do with how you can place the tile. When you place a tile, the symbols must always match the symbols on the adjacent tiles. The colourless (grey) tiles have no symbols, so you are free to place these as you please.

Vibes

There are 5 groups of tiles in the game: 4 vibes with each their colour and neutral/colourless tiles without a vibe. The different vibes represent different festival moods, reflecting the different types you may meet at a Roskilde Festival. In the game you can either build on getting a strong, unified vibe in your (well-themed) CAMP or build on diversity by having only different types of tiles in your CAMP with all 4 different colours plus at least one colourless tile present (not an easy task).

  • Green vibe: world, ethnic, hippie, ganja
  • Blue vibe: chilled, lounge, cool, melancholic
  • Red vibe: crazy, silly, freaky, party for the sake of party
  • Black vibe: metal, death, goth, vampire

Each vibe has the same elements, so in each of the four coloured vibes you find The Party Animal, The Babe, etc. The neutral, colourless, tiles are elements that work equally well or bad with the other vibes.

Placing Tiles: Beer, Kisses and Music

You can place a tile at any free space in your own CAMP or in a fellow player's CAMP, rotating it any way you want, but taking into account side-symbols on neighboring tiles (if any).

Each tile with a vibe (red, green, black, blue) has one of three symbols on each of its sides: music, kiss or beer. When a tile is placed in a CAMP – taken from either the festival grounds, the draw pile or another CAMP – the tile must be placed so that the symbols on the sides of the tile match the symbols of any neighboring tiles already on the board – beer matches beer, a kiss matches a kiss, music matches music.

It can be a challenge to place the tiles at spaces surrounded by four other tiles. But remember: you are allowed to rotate the tile, making it fit with the surrounding tile symbols.

Colourless tiles are neutral. They have no symbols on the sides, and you can place them next to any other tile just as other tiles can be placed next to them. Colourless tiles can be an effective way to fill up a CAMP.

If You Cannot Place a Tile

a) When placing a tile from the festival grounds as a part of your normal turn action: If any of the 4 tiles from the festival grounds can be placed in any CAMP you must do so, even if it helps your opponent. If none of the tiles from the festival grounds can be placed anywhere, discard all of the tiles at the festival grounds and pass the turn to the next player.

b) When moving a tile because its own or another tile's special rule has been activated: If a special rule on a tile instructs you to do something, you must always try to carry out the action e.g. if a special rule tells you to move a tile and it is not possible to place the moved tile anywhere due to a mismatch of symbols, or because the designated CAMP is full, you must try to move another of the allowed tiles or designate another CAMP. Only if you cannot legally carry out the action the special rule on a tile is telling you to do, you are allowed to ignore it.

Example: Red Music "scares away" a blue, black or green tile from the CAMP it is placed in. If there are no such colours present in the CAMP or if they are all locked or can't be placed in other CAMPs, ignore the special rule (you are still allowed to place the red Music tile in the CAMP).

3. Activate Tile Rules

Many tiles have special rules. These rules are activated when the tile is placed in a CAMP, when it leaves a CAMP, permanently or in the scoring phase at the end of the game. If a tile is moved by another tile and placed again, its special rule might activate again (if it is a rule that activates whenever the tile is placed or leaves). It is possible to cause chain reactions where several tiles are activated and moved around.

It is always the player whose turn it is who decides how to use the special rule on any of the activated tiles, even if the tile is placed in a fellow player's CAMP.

A more thorough run-through of "activation" and "chain reactions" can be found in the appendix – if panic arises.

4. Pass the Turn to the Next Player

Unless all free spaces in any CAMP have been filled or there are no more tiles in the draw pile, the turn is passed to the player to the left.

End of the Game

The game can end in two ways:

  1. When all 9 spaces are filled in a CAMP (your own or a fellow player's) and any special rules on the tiles have been activated. When the last tile is placed in a player's CAMP, any special rules on this tile must be activated before the game ends. For instance, the last space in a CAMP is filled, but the rule of the particular tile moves a second tile out of the CAMP and a new space becomes available – and in this way the game has not ended yet.

  2. If there are no more tiles in the draw pile at the end of a turn.

Exception for 5-6 player games: In games with more than four players, the game does not end the first time the draw pile runs out of tiles. In this case, the discard pile is reshuffled and made into a new draw pile. The second time the draw pile runs out of tiles, the game ends.

If 1) or 2) occurs, the game ends after the active player's turn, and the scores are counted.

Scoring – AKA "How You Win"

There are two ways to win the game:

  1. By diversity: If your CAMP is filled with 9 different tiles and at least one of each vibe is present (green, blue, red, black) and at least one colourless tile, you have won the game. By different tiles this means that there must not be two of the same type in your CAMP, e.g. two Party Animals.

  2. By being well-themed: If no CAMP has 9 different tiles with each their vibe and a colourless (e.g. "have won by diversity"), the player with the most points wins. If the game ends because the draw pile has no more tiles, the number of points will also determine who wins the game.

Calculating Points

The number of points you have is the sum of points on the biggest vibe minus the sum of points on the second biggest vibe. Other vibes are ignored (example 1).

If two vibes both have the highest score, they count as both the biggest and the second biggest vibe. Other vibes are ignored (total of points = 0. Example 2).

If two or more vibes share points in being the second biggest vibe, you only use one of them to subtract points from the biggest vibe. Other vibes are ignored (example 3).

After you have calculated the points of your vibes, you add/subtract the points from any colourless tiles.

Points from the Colourless Tiles

Neutral, colourless tiles are always added/subtracted last in the counting of points, i.e. after the value of the second biggest vibe has been subtracted from the biggest vibe (example 4). This can result in the player having 0 points or a negative score (example 5).

The Tiebreaker

The player that placed the final tile in a CAMP gets to be The Tiebreaker. This applies even if the tile is placed in a fellow player's CAMP.

In case of several players having perfectly diverse CAMPs or equally many points, The Tiebreaker decides who of the tied players win (The Tiebreaker may choose him or herself if he or she is amongst the tied players).

It is, of course, allowed to bribe The Tiebreaker with hugs.

Scoring Examples

Example 1: A CAMP has three vibes going – a red worth 5 points, a green worth 3 points and a black worth 1 point. The player gets two points (5÷3=2).

Example 2: A camp has a blue vibe worth 4 points, a red vibe worth 4 points and a black vibe worth 3 points. The player gets 0 points (4÷4=0).

Example 3: A camp has a blue vibe worth 4 points, a red vibe worth 3 points, a green vibe worth 3 points and a black vibe worth 2 points. The player gets 1 point (the biggest vibe (4÷3=1 – the "3" being either green or red).

Example 4: A CAMP has a black vibe worth 5 points, a green vibe worth 3 points and a colourless tile (-1). The player gets 1 point (5÷3=2 and then 2÷1=1).

Example 5: A CAMP has a blue vibe worth 6 points, a red vibe worth 6 points and a colourless tile (-1). The player gets -1 point (6÷6=0 and then 0÷1=-1).

Appendix

Stop reading! Just go ahead and play. This appendix is only a reference if you encounter problems during your game or want to put a spin on the rules.

Game Elements

Draw pile: At the beginning of each turn you draw tiles from the draw pile and place them at the festival grounds so that there are always 4 tiles to choose from. When the last tile is drawn from the draw pile, the game ends after the active player's turn. In games with 5 or 6 players, the game does not end the first time the draw pile runs out of tiles. Instead, the discard pile is shuffled and made into a new draw pile. The second time the draw pile runs out of tiles, the game ends.

The festival grounds: This is where new festival-goers and gear hang out, when they are not in any of the CAMPS. If the festival grounds are emptied during a turn, you do not draw new tiles.

Note: If The Party Animal gives you an extra turn, you do, however, draw tiles until there are 4 tiles again at the festival grounds.

Discard piles: When moving a tile to the discard pile, do not activate any "when placed" special rule the tile might have. Tiles are generally only moved into the discard pile via The Believer, Main Act on Orange Stage, The Player and Lake of Puke – or if it is not possible to place a tile drawn by Mr. Chaos in a CAMP.

"Activated": Most of the tiles have special rules on them, that activate when the tile is placed in a CAMP (or activated by The Babe), moved from a CAMP or in the scoring phase. Some special rules are permanently activated. It should make sense when playing the game, but to help the gameplay run smoothly small help symbols are placed next to the rule text, helping you to keep track of when the different special rules are activated.

  • "When placed": The special rule on the tile is activated when the tile is placed in a CAMP – either because it is moved from the festival grounds or moved to the CAMP from another CAMP. These "when placed" special rules can also be activated by The Babe. They do not activate if the tile is discarded (it does not count as being "placed" in the discard pile).
  • "When leaving": The rule of the tile is activated when the tile is moved from a CAMP (leaving for either another CAMP or the discard pile).
  • Permanent: The lock rules are permanently activated. The tiles with the lock special rule on them, are not themselves locked – only neighbouring tiles.
  • Scoring: The scoring rule of the tile is not activated until the scoring phase at the end of the game.

A few tiles have several rules activating in different situations. Remember: Not counting special rules only activated in the scoring phase of the game, it is always the player whose turn it is who decides how the special rules of the activated tiles play out – and also taking charge of any chain reactions happening (and gaining any benefits from any Party Animals being activated).

Chain reactions: It is possible to cause chain reactions by means of series of tiles in turn activating each other. Such chains can be long and involve many tiles. It is not until a chain is completely over, that the turn passes to the next player (or the game is declared as ending). So a CAMP may contain 9 tiles during a chain, but if there is only 8 tiles at the end of the chain reaction the game is still on.

Presentation of the Tiles

The Party Animal: When the tile is played or activated, the player gets another turn when his or her present turn is over. New tiles are placed so that there are 4 tiles at the festival grounds, and the turn is played as normal. No matter which CAMP a Party Animal is placed or activated in, it is always the player whose turn it is who gets to take another turn. It is possible to get several turns in a row if The Party Animal is activated by The Babe, The Bum, The Explorer, The Player, The Drunk, Mr. Chaos or Music.

The Bum: When The Bum is placed in a CAMP, or is activated by The Babe, a tile is moved from another CAMP to the same CAMP as the one The Bum has just been placed in. You can choose freely among the other CAMPs, regardless of where The Bum came from. Any "when leaving/placed" special rules on the tile The Bum is moving activates. The Bum does not affect tiles locked by Bar, The Storyteller or Your Mom.

The Explorer: When The Explorer is placed in a CAMP, one of the remaining tiles from the festival grounds is placed in the same CAMP. Activate any "when placed" special rule on the second tile. If none of the tiles at the festival grounds can be legally placed, ignore the special rule on The Explorer. If there are no more tiles left at the festival grounds, The Explorer takes along no tile.

The Believer: The Believer moves a directly adjacent tile (not diagonally) to the discard pile. Any "when leaving" special rules on the removed tile activates. The Believer does not affect tiles locked by Bar, The Storyteller or Your Mom.

The Player: If The Player is moved to the discard pile, another tile is moved from The Player's old CAMP to the discard pile. If The Player is moved to a different CAMP, another tile is moved from The Player's old CAMP to his or hers new CAMP. Also, any "when leaving/placed" special rules on the other tile activates. The Player does not affect tiles locked by Bar, The Storyteller or Your Mom.

Music: When Music moves a tile to another CAMP, any "when leaving/placed" special rules on the moved tile activates. Music does not affect tiles locked by Bar, The Storyteller or Your Mom. Music does not work on colourless tiles.

The Babe: Choose another tile in the CAMP. The rule of the chosen tile activates as if the tile had just been placed. This ability affects The Party Animal, The Bum, The Explorer, Music, The Believer, Lake of Puke and Mr. Chaos. The Babe does not activate special rules which are only relevant "when leaving a CAMP", "in the scoring phase" or "in permanent effect". Neither does it affect tiles with no special rules. Last, but not least, you are not allowed to use The Babe's ability on another Babe as this could result in a paradox creating a black hole in Time and Space and collapsing the universe as we know it.

Bar: Bar's lock effect is permanent and lasts as long as the tile is in play, locking two directly adjacent tiles. Only Main Act on Orange Stage can break Bar's effect. The Bar itself is not locked and can be removed as normally, but it is possible for two lock tiles to lock each other. If a Bar is locked by The Storyteller or Your Mom, and Bar locks the same tile, the two tiles cannot be moved (with Main Act on Orange Stage as the only exception).

The Storyteller: The Storyteller's lock effect is permanent and lasts as long as the tile is in play, locking two directly adjacent tiles. Only Main Act on Orange Stage can break The Storyteller's effect. The Storyteller itself is not locked and can be removed as normal, but it is possible for two lock tiles to lock each other. If The Storyteller is locked by Bar or Your Mom, and The Storyteller locks the same tile, the two tiles cannot be moved (with a Main Act on Orange Stage as the only exception).

The Volunteer: No special rule. The tile is worth 2 points.

The Camper: No special rule. The tile is worth 2 points.

The Music Nerd: No special rule. The tile is worth 2 points.

Cool Stuff: No special rule. The tile is worth 1 point.

Your Mom: Colourless tile. The tile is worth -1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe. Your Mom's lock effect is permanent and lasts as long as the tile is in play, locking all directly adjacent tiles. Only Main Act on Orange Stage can break Your Mom's effect. Your Mom itself is not locked and can be removed as normal, but it is possible for two lock tiles to lock each other. If Your Mom is locked by The Storyteller or a Bar, and Your Mom locks the same tile, the two tiles cannot be moved, (with Main Act on Orange Stage as the only exception).

The Drunk: Colourless tile. The tile is worth -1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe. When The Drunk leaves a CAMP to go to another CAMP or the discard pile, the player who moved The Drunk gets to choose a tile from the festival grounds and place it in the CAMP that The Drunk left. Any "when placed" special rule on the moved tile is activated.

Mr. Chaos: Colourless tile. The tile is worth 0 points. When Mr. Chaos is placed in a CAMP either from the festival grounds or from another CAMP, draw the top tile from the draw pile and place it in the same CAMP as Mr. Chaos. Any "when placed" special rule on the newly placed tile is activated. If the second tile cannot be placed, put it in the discard pile (do not draw a replacement tile).

Lake of Puke: Colourless tile. The tile is worth -1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe. When Lake of Puke is played, or activated by, for instance, The Babe, all directly adjacent tiles to where Lake of Puke is placed (not diagonally) are put in the discard pile. Any "when leaving" special rules on the removed tiles are activated. Lake of Puke cannot remove tiles locked by The Storyteller, Bar or Your Mom. After Lake of Puke is placed it is fully possible to place new tiles next to Lake of Puke.

Main Act on Orange Stage: Colourless tile. When Main Act on Orange Stage has been placed, immediately put it in the discard pile along with another tile from the same CAMP. Any "when leaving" special rule on the removed tile is activated. A Main Act on Orange also affects tiles locked by Your Mom, Bar or The Storyteller, even if these tiles lock each other.

The Mime: Colourless tile. The tile is worth -1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe.

The Rockstar: Colourless tile. The tile is worth +1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe.

Free Beer: Colourless tile. The tile is worth +1 point in the final scoring after the value of the second biggest vibe has been subtracted from the biggest vibe.

Variants

True to the spirit of Roskilde Festival, if you somehow get tired of the original "Camp Roskilde" game, feel free to make up your own rules and variants. Here are some tested variants you can try out:

  • Take a chance: When drawing a tile, you can choose either one of the four tiles from the festival grounds, or you can take the top tile from the draw pile.
  • My camp – my rules: When a tile is placed in another player's CAMP, the owner of the CAMP controls the tile's special ability, and not the player whose turn it is.
  • Get on with it!: You play with a countdown. Each player has 25 seconds to finish his turn or else the next player finishes the turn for him or her.
  • Ups and downs: Tiles may not be turned or rotated when they are placed in a CAMP.
  • The Volunteer: In the original game The Volunteer tile has no special rule. Make one up for him/her.
  • Matchmaking: Instead of placing a tile in a CAMP, the tile can be used to remove a matching tile (e.g. a green vibe The Bum removes a black, blue or red vibe The Bum). Both tiles are put in the discard pile. As the first tile is never "placed" in a CAMP, do not activate any special rule it might have. Colourless tiles cannot be removed by the matchmaking rule. You can either play the matchmaking rule so that it even works on tiles locked by The Storyteller, Bar or Your Mom, or so that locked tiles cannot be removed.
  • Right next to me: Tiles must be placed adjacent to each other (not diagonally) if there is at least one tile in the CAMP. Music, kisses and beer symbols must still match. If there are no tiles already in the CAMP, place the tile at one of the nine spaces of your own choice.

Transcription Notes

Transcribed from the official 2011 Roskilde Festival rulebook (8 pages). The example-play illustrations and tile artwork in the original are images and are not reproduced. Obvious printing typos were corrected silently in the text: "there i a total" is read as "there is a total", "permantly" as "permanently", and "her's" as "her". Credits and copyright lines are omitted.