C A M P H Y R E
Camphyre
The Camphyre figure: a weathered stone body with a black butterfly for a head

CAMPHYRE

\ ˈkamp-ˌfī(-ə)r \·campfire

The game that plays you.

An experimental competitive conversation game for close friends, family, or anyone you trust. And even people you don't. 4–10 players · 18+ · About half an hour, unless it isn't.

First run is limited. Waitlist gets it first.

Things will be said.

the idea

You play the cards.
Camphyre plays you.

Every conversation is already being scored. Someone isn't listening. Someone is taking up all the air. Someone just said the thing everyone had agreed not to say. You notice all of it, and you say none of it.

Camphyre deals you the cards for it.

The Collective figure from the deck

The Question Cards

Decide what the room talks about — what gets asked, who has to answer, whether anyone may interrupt, and when it ends.

The Points Cards

Decide what the room does about it — who is rewarded, who is penalised, whose answer is thrown out, and who loses it all.

So two things are happening at once. A conversation. And a room watching itself have one.

Most conversation games ask what you think. Camphyre is also watching how you listen, interrupt, make space, take space, change your mind, and hold the room when it's yours.

the mythology

Camphyre is a compound of three elements.

Campfire
Where we have always gathered. An antidote to darkness.
Camphor
Our oldest known medicine. A salve for burns.
Pyre
The altar where something is burned and remembered.

Camphyre is not a card game but a cure.

Dosed carefully, the contents will heal. Dosed carelessly, they will combust.

Consume responsibly.

Camphyre decides where the game will go.

a round

01

Ask

You're the moderator. Play a question. Read it out loud.

02

Choose

Name at least two people who have to answer it.

03

Control

You decide who else speaks, whether anyone may interrupt, and how long this goes on.

04

Award

Give the point to the answer that deserved it. Entirely your call.

05

Interfere

Everyone else is holding cards. They can reward someone, penalise someone, overrule your decision, or take your points.

06

Pass

The person on your left takes the room. Begin again.

First to four points.
Three if there are eight or more of you.

Nobody wins until everyone has held the room at least once.

the questions

Fifty-two questions.
Four directions.

You're dealt one of each. So every hand can go anywhere.

The Individual archetype card

Individual

inward
What is most on your mind at 3AM?Individual
What or who are you currently avoiding?Individual

The questions about what you're carrying. Camphyre asks them, so you don't have to be the one who brought it up.

The Collective archetype card

Collective

between us
Who here is lying?Collective
Talk about one: a time someone in the room let you down, or a time you let someone in the room down.Collective

The questions where the subject is sitting at the table. This is the category people talk about afterwards.

The Cosmic archetype card

Cosmic

outward
What is the most valuable lie we tell children? Or the most dangerous?Cosmic
Is truth discovered or constructed?Cosmic

The questions that let the room get serious without anyone having to make it about themselves.

The Dumb archetype card

Dumb

sideways
Describe the person to your right as a household object.Dumb
Which endangered species deserves to die?Dumb

The questions that let everyone breathe. Not all of them do.

the points cards

Forty-eight cards
that judge the room.

Everyone is holding four of these, face down, all game. Nobody knows which.

Templar

+1

Rewards the room

  • +1 for changing your mind in public.
  • +1 for making space for someone else.
  • +1 for being here.

Tyrant

−1

Punishes the room

  • −1 for taking up too much space.
  • −1 for not being present.
  • −1 for how you behaved while the room was yours.

Tempest

±1

Decides which one it was

The same interruption either rescued the conversation or wrecked it. Somebody at this table is holding the card that decides which.

Trickster

Changes the game

  • Set a law the room has to obey.
  • Steal a point off anyone, whenever you like.
  • Swap a card out of someone's hand, blind.
  • Aim a question at whoever deserves it.
  • Call a vote to end the game now, while you're ahead.

You cannot give yourself a point. Everything you have, somebody in this room decided you deserved.

Camphyre decides when the game is done.

what actually happens

Things that were said.

Real games. Real rooms. Nothing staged.

“I hate this game. I can’t wait to play again.”
“Truly unlike any other game I’ve played.”
“Honestly kinda scared to play it again.”
“I’m not even sure if I want to win.”
“Was still thinking about it weeks later.”
“There are so many people in my life I want to play this with. And so many I don’t.”
“I can’t explain it. You have to play it to understand it.”
The Camphyre box, front, spine and reverse

the offer

Camphyre

108 cards. 4–10 players. 18+.

Free shipping over $X · Ships in Y days · 30-day returns

the offer

The first run is limited.

Camphyre goes to the waitlist before anyone else. One email when it's ready. Nothing before that.

Or watch it get made: @camphyre

in the box

52Question Cards
48Points Cards
8Archetypes
4–10Players
18+Age
~30Minutes

Low Flame

Questions and Templar Cards only. The room can reward each other but not penalise. Start here if it's your first game, or if you don't yet know how hard this group hits.

Full Burn

Everything. Reward, penalty, reinterpretation, and the Tricksters. This is the game as it was built.

Every game uses a different fraction of the deck. Four players see sixteen questions of fifty-two. You will not run out.

who it's for

Not for coworkers.

Camphyre is for people who are already past small talk.

It works with friends who have known each other long enough to have something at stake. It works with people who can disagree at a table and still be at that table an hour later.

It does not work as an icebreaker. It does not work with people you have to see on Monday. It is not a team-building exercise and it will go badly as one.

Play it with people whose opinions can still hurt you.

Camphyre remembers who made room, and who took it.

questions

How do you say it?

Campfire. The spelling is the only difficult thing about this game.

Is this like Cards Against Humanity?

No. Nobody is trying to be the most offensive person at the table. The questions are real questions, and the points are awarded for how people actually behave in the conversation.

Is it a therapy thing?

No. It's a competitive game with a winner, and about a quarter of the deck exists purely to break the tension. Nobody has to process anything.

What if I don't want to answer a question?

Say so. It costs nothing and it isn't scored — the moderator moves the question to someone else and the round carries on. Camphyre is meant to be uncomfortable. It isn't meant to trap anyone.

Can we play it with people we don't know well?

You can, and it's a different game — sharper, funnier, less devastating. But it's built for people with history. If a group has never disagreed about anything, start on Low Flame.

Do we need to drink?

No. Alcohol isn't part of the game and nothing in it depends on drinking.

How long does it take?

About half an hour to finish a game. Most groups don't stop when it finishes.

What's the best number of players?

Any number from four to ten works. Five or six is the sweet spot — everyone gets the room more than once and no one waits long for their turn.

Why 18+?

Not for shock. The questions ask adults to be honest in front of people who know them, and the game gives other players the power to judge how they did.

Can I read the rules before buying?

Yes. All of them are here.

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