Gather
Bring 4–10 players together. Give the game its own room and your full attention.
CAMPHYRE / At the table
The game has intentions. It also has rules.
01 / Before you begin
Bring 4–10 players together. Give the game its own room and your full attention.
Shuffle the Question Cards and Points Cards separately. Deal each player any four Question Cards and any four Points Cards, including gold Tricksters. Set all remaining cards aside. These eight cards are each player’s hand for the game.
Choose the first moderator. After every round, the player to the moderator’s left takes over.
02 / One round
The moderator chooses one Question Card from their hand and reads it aloud.
The moderator selects at least two players to respond.
At the moderator’s cue, the selected players answer. The moderator decides who else may speak, who may interrupt, and how long the question continues.
The moderator awards the Question Card, worth one point, to the response they feel is most deserving. The criterion is entirely subjective.
The round closes once the Question Card is awarded. The player to the moderator’s left starts the next round.
03 / Keep score
04 / The end
The first player to accumulate four points from any combination of awarded Question Cards and Points Cards wins.
If all the Question Cards are exhausted first, the player with the highest score wins. If there is a tie, a majority vote decides the winner.
The Game Ender offers a separate way to call for an early ending. Follow its vote and tie instructions in the card reference below.
05 / Question Cards

The things you carry.

The people in the room.

The world beyond it.

The logic of letting go.
06 / Points Cards
Every distinct Points Card effect, with duplicate copies listed once.
Award a point to anyone who has improved the mood or atmosphere of the game.
Award a point to anyone who redirects or interrupts the flow of a conversation for a positive reason.
Award a point to a player providing helpful critique or feedback.
Award a point to anyone who has demonstrated sincere commitment to the game.
Award a point to anyone who made space or opportunity for another player to speak openly.
Award a point to anyone who has brought more clarity and understanding to the conversation.
Award a point to the winner of a Question Card round whose response you found especially compelling. Play it in the round the response was given.
Award a point to anyone being especially present.
Award a point to a moderator who has performed their duties responsibly while maintaining the spirit of the game.
Award a point to a player who has changed their mind, expressed openness to a new idea, or had the courage to share something they would not normally have shared.
Deduct a point from anyone detracting from the atmosphere or mood of the game.
Deduct a point from anyone interrupting the flow of the game.
Deduct a point from anyone who did not give enough detail or depth to their answer.
Deduct a point from anyone who hogged the spotlight or spoke for too long.
Deduct a point from any player showing a lack of commitment to the game.
Deduct a point from anyone being overly critical or uncharitable.
Veto a winning answer from a Question Card round. Play it in the round the answer was given.
Deduct a point from anyone taking up too much conversational space or not providing enough room for others to share freely.
Deduct a point from anyone who seems distracted or not fully present.
Deduct a point from anyone who has abused their moderator privileges or failed to fulfill their moderator duties.
Award a point to anyone adding to the mood and atmosphere, or deduct a point from anyone detracting from it.
Award a point to anyone who has positively interrupted the flow of the game, or deduct a point from anyone who has selfishly interrupted.
Award a point to a good and fair moderator, or deduct a point from anyone who has failed to perform their moderator duties adequately.
Award a point to someone whose answer was succinct, or deduct a point from anyone who failed to provide enough depth.
Award a point to anyone committed to the spirit of the game, or deduct a point from anyone who has not been as committed as they could have.
Award a point to anyone being especially present, or deduct a point from anyone who seems distracted or is not listening attentively.
Award this card to a player whose answer you especially agree with, or use it to veto an answer from winning the round. Play it during the round.
Call a simple majority vote to end the game. If the majority is in favor, the point leader wins. If the majority is against ending, you forfeit a point. The cardholder decides a tie in the vote or a tie for point leader.
Steal all the points of any player at any time of your choosing.
Set a conversational rule for the game. It can be silly or serious. If someone breaks it, steal one point from their points pile. The point steal can be used only once.
Make a blind swap of any unplayed card from your hand with any unplayed card from another player’s hand. Either card may be a Question Card or a Points Card.
Direct any Question Card toward yourself or another player of your choosing.
07 / Clarifications
No. Deal any four Question Cards to each player. The deal does not require a category balance.
No. The rules do not impose a full-table moderation requirement before a win.
No. The target is four points for all group sizes.
No. It steals all points from the chosen player.
No replacement draw is specified. Your initial hand of four Question Cards and four Points Cards is your hand for the game.
The rules do not specify priority for simultaneous card plays, or what to do if a majority vote cannot resolve an exhausted-deck tie. Agree on a table ruling before play. Any extra rule your group adopts is a house rule.
No alternate mode or free-pass mechanic is specified in these rules. If your group agrees to one, treat it as a house rule.