Campfire
Where we have always gathered.
An antidote to darkness.
Pronounced campfire
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.

01 / An invitation

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 questions open the room. The Points Cards let the room answer back.

02 / A moment at the table
A question starts it.
What you do with the answer is also in play.
Illustrative round · Fictional players
Describe the person to your right as a household object.
+Moment 1 / 5
Alex reads the card and chooses Sam and Jo to answer. Sam describes Jo as a smoke alarm: “Very sensitive. Usually right. Impossible to ignore.”
Points Cards can be played during the game, subject to the timing on each card.
03 / Four ways in
The same question.
A different room. A different game.

Describe the person to your right as a household object.
An invitation to lose the plot. There may be something in that.
04 / The room answers back
Reward presence. Punish performance.
Or change the terms entirely.
Every point you possess reflects someone else’s judgment. Read every card effect ↗
A complication
Try to look sincere. Try to be generous. Try to say the cleverest thing in the room.
Now imagine everyone has a card for that.
Four points wins the game.
Wanting them too much may be your undoing.
An invitation, when it’s time.
Be the first to hear when CAMPHYRE is available.

The name carries something.
Where we have always gathered.
An antidote to darkness.
An ancient salve.
Something for the burns.
Where something is burned.
And something is remembered.
A gathering. A salve. A little combustion.
An experimental competitive conversation game. Question Cards give the room something to talk about. Points Cards let players reward, challenge, or disrupt what happens during the conversation. The first player to reach four points wins.
Close friends, family, or anyone you trust. And even people you don’t. Bring four to ten adults, give the game its own room, and give each other your attention.
About half an hour, unless it isn’t. Conversations can wander. If all Question Cards run out before someone reaches four points, the highest score wins.
The moderator decides which response deserves the Question Card. That judgment is subjective. Someone else at the table may have a Points Card—and a different opinion.
Points Cards may be played during the game. Follow any timing printed on the card: Affirm and Veto effects, for example, must be used in the relevant round.
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