Pronounced 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.

A weathered stone figure with a black butterfly for a head
Enter with an open mind.
Keep an eye on it.
A word before we begin ↓

01 / An invitation

Things will be said.

The original Collective figure

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

The CAMPHYRE box: front, spine and reverse

Two decks. One room.

What happens next
is between you.

Look inside the game ↗

02 / A moment at the table

Watch the
room turn.

A question starts it.
What you do with the answer is also in play.

Illustrative round · Fictional players

Dumb / Question Card

Describe the person to your right as a household object.

+
AlexModerator0
SamRespondent1
JoRespondent1
LeeListening0

Moment 1 / 5

The question lands.

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

Draw a card.
See what it touches.

The same question.
A different room. A different game.

The original Dumb character card
Dumb+

Describe the person to your right as a household object.

12 / 13CAMPHYRE

An invitation to lose the plot. There may be something in that.

04 / The room answers back

Your intentions
are showing.

Reward presence. Punish performance.
Or change the terms entirely.

Every point you possess reflects someone else’s judgment. Read every card effect ↗

A complication

Careful what
you play for.

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.

Leave your name
by the fire.

Be the first to hear when CAMPHYRE is available.

By joining, you agree to receive CAMPHYRE launch updates. Privacy details.

CAMPHYRE packaging
52 Question Cards · 48 Points Cards
4–10 players · 18+

The name carries something.

01

Campfire

Where we have always gathered.
An antidote to darkness.

02

Camphor

An ancient salve.
Something for the burns.

03

Pyre

Where something is burned.
And something is remembered.

A gathering. A salve. A little combustion.

Before you begin

A few
fair questions.

Open the rules hub ↗
What kind of game is this?

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.

Who should I play with?

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.

How long does it take?

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.

Is there a right answer?

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.

Can I play a Points Card whenever I want?

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.

Can I buy CAMPHYRE yet?

Join the waitlist for availability updates. There is no checkout or payment required to join.