


Campy Creatures: Volume 1
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The FroGames card
You play your best monster. The other person plays the same monster, same number. Someone bluffed. Someone laughs. The civilian goes to whoever understood everything from the beginning.
WHAT IT'S ABOUT
Mad scientists competing for the most monstrous creatures
Designed by Mattox Shuler and illustrated by Josh Emrich, Campy Creatures brings the aesthetics of '50s B-movie horror films to the table: gooey monsters, white-coated scientists, terrified civilians to abduct for questionable experiments. This third edition of the original 2017 game completely refreshes the deck: new creatures with unprecedented powers, civilians with surprising abilities, locations that change the way points are scored.
Each round, you secretly choose one of your creatures and a number to play. Everyone reveals together. Whoever played the highest number wins the civilian or activates the location, but creature powers trigger in reverse order: the weakest acts first. Bluffing, reading opponents, building sets of civilians to multiply points. Fast games, constant tension, guaranteed laughs when the Blob eats half the table.
What they're saying abroad
"Campy Creatures is fast, fun, and full of delightful chaos."
Campy Creatures is fast, fun, and full of delightful chaos.
— The Dice Tower
The third edition refines everything that already worked and adds layers of tactical choice without weighing it down. New creatures, more interesting powers, locations that reward different strategies. The result is a game that continues to surprise even after dozens of plays.
— FroGames
Campy Creatures: Volume 1 (Third Edition)
Your monstrous horde
Creatures, civilians, and locations that make a difference
The Creatures
Each scientist controls 5 unique monsters with asymmetric powers. The Blob absorbs other players' cards, the Mummy blocks enemy abilities, the Werewolf swaps already captured civilians. Each creature has numbers from 1 to 5: the highest number wins the prize, but powers activate in reverse order.
The Civilians
They're not just points: they have abilities that trigger when you abduct them. Some let you draw extra cards, others multiply points if you build sets of the same profession. At the end of the game, sets of identical civilians are worth the square of their number: 3 scientists = 9 points, 4 = 16 points.
The Locations
Each round, a location appears that rewards different strategies: the Clock Tower makes the player who played the lowest number win, the Secret Lab duplicates creature powers, the Abandoned Cemetery lets you draw cards from discarded decks. They change the risk calculation every turn.
The double choice
Each turn, you secretly choose a creature AND a number to play (1-5). Everyone reveals together. Whoever has the highest total wins the main prize, but powers activate from lowest to highest: playing weak makes you act first, often with devastating effects if you've read the table well.
Recommended sleeves 112 cards in 2 sizes ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 50 × 75 mm | 77 |
| 63 × 88 mm | 35 |
| Total cards | 112 |
Come si gioca
Video dimostrativo di gameplay.
🎲How to playThe rules in four steps▼
How to play
The flow of each round
Campy Creatures is structured in identical rounds until the Citizen deck runs out. Each round lasts 2-3 minutes.
The citizen at stake and any round location are revealed. Locations and citizens have abilities written on the card: read them aloud.
Each player secretly chooses one of their 5 creatures and plays a number from 1 to 5 (face down). No one knows what others have chosen.
Everyone reveals their creature and number simultaneously. The creature's value is added to the number played: the highest total wins the citizen or location. In case of a tie, no one wins.
Creature powers activate in order from lowest to highest number (regardless of who won). Some powers steal cards, others block abilities, and still others draw extra citizens. Then it's back to step 1.
⏱️Your first gameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
First creatures, first glances
You draw your 5 creatures, read the powers, and immediately understand who is strong and who has situational abilities. Others do the same. Everyone studies the first citizen on the table, secretly decides on a creature and number. Reveal simultaneously: someone won easily, someone played too low. Powers start from the smallest number, and already here the Blob steals a card from someone who thought they had won.
The bluff takes shape
After 2-3 rounds, you understand who plays aggressively and who conserves strong creatures. A location appears that rewards the lowest number: suddenly playing weak becomes a tactical choice. Someone pretends to want to lose but actually wants to activate their power before others. Tension rises, laughter already begins.
Sets start to matter
Mid-game, you've captured 3-4 citizens. You have two of the same profession: if you get a third, it's worth 9 points instead of 3. Everyone knows this. When the citizen you need appears, you play your strongest monster hoping no one reads your intention. Someone still gets it, plays even stronger, you lose. But your power activates first and turns everything around.
The legendary moment
Two players play the same creature with the same number. Perfect tie: no one wins the citizen. Powers cancel out. All planning in vain. General laughter, someone good-naturedly swears, the third player who had played low wins the prize almost by chance. This is the moment you'll talk about later, the one no one expected.
End of game and scoring
The last citizen is captured. Points are counted: those who built large sets make huge score jumps (4 identical citizens = 16 points). Those who took scattered citizens fall behind. The difference between first and last is often 10-15 points, but everyone wants to play again immediately because now they understand how to use the powers they had underestimated.
🐸Good to know beforehandThree honest things, from friends▼
Good to know beforehand
Three honest things
Bluffing and psychological reading work really well when there are more opponents to study. In 2 players, the game becomes more mathematical and predictable: cards already played are counted, and what remains is easily deduced. It remains fun, but loses some of the chaotic magic that shines in more crowded games.
Asymmetrical powers and citizen abilities create sudden point swings. If you draw poorly in the first few hands or lose 2-3 rounds in a row, recovering becomes difficult: those who build large sets multiply their points exponentially. It's not a game where the best bluffer always wins: a minimum of luck in the initial draw is also needed.
The basic rules are explained in 5 minutes, but understanding WHEN to use each creature requires a warm-up game. New players often waste strong monsters too early or don't utilize situational powers. After the first game, everyone understands the timing, but that first one can seem a bit confusing if you're playing with people completely new to board games.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
The game ends when the citizen deck is exhausted. Points printed on captured citizens are counted, multiplying identical sets.
Victory
- Each citizen is worth the points printed on the card (usually 1-3)
- If you have N citizens of the same profession, they are worth N² points (e.g., 4 scientists = 16 points)
- Some citizen or location abilities give bonus points at the end of the game
How to fall behind
- Don't build sets: scattered citizens are worth little, the multiplier set is everything
- Always play the highest numbers: you burn strong creatures to win weak prizes
- Ignore powers: they activate in reverse order, playing low makes you act sooner and often matters more
Campy Creatures is accessible bluffing, fast games, irresistible aesthetics. It's not the deepest game in the world, but it's what you pull out when you want to have fun without thinking too much. And it always works.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Campy Creatures: Volume 1 (Third Edition)
What is the difference between this third edition and previous ones?
Completely renewed deck: new creatures with unprecedented powers, citizens with surprising abilities, locations that reward different strategies. The basic rules remain identical (simultaneous auction + powers in reverse order), but the gameplay experience is more varied and balanced. If you have the second edition, it's not a mandatory purchase, but if you love the game, you'll immediately notice the difference.
Does it work well with 2 players?
It works, but it loses some of its magic. Bluffing and psychological reading shine when there are 3-5 opponents to study. With 2 players, it becomes more deductive and mathematical: cards played are counted, and what remains is predictable. It remains a good quick filler, but if you're looking for a specific bluffing game for 2 players, there are better choices.
How long does a game actually last?
20-25 actual minutes with players who know the cards, 30-35 for the first game when powers are read aloud. Each round is very fast (secret choice, reveal, power activation), and the game ends when the citizen deck is empty (usually 8-10 rounds).
What mechanics does Campy Creatures use?
Simultaneous auction (secretly choose creature and number, everyone reveals together), hand management (manage 5 creatures with limited uses), set collection (build groups of identical citizens to multiply points), asymmetrical powers that activate in reverse order of played strength. Bluffing is implicit: feign weakness to activate power sooner, or feign strength to intimidate.
Is it available in Italian?
This edition is in English. The texts on the cards are present (creature, citizen, and location abilities), but they are short formulations and the rules are simple. With a basic grasp of English or a translation of the cards (easily found online), the game is accessible even to those who don't speak the language.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Campy Creatures: Volume 1 (Third Edition) is a bluffing and deduction game for 2-5 players, recommended age 10+, duration 20-30 minutes. Designed by Mattox Shuler and published by Keymaster Games, it uses simultaneous auction, hand management, and set collection mechanics with asymmetrical powers that activate in reverse order. Each player controls 5 monstrous creatures and competes to kidnap citizens by building sets that multiply points. Third edition with renewed deck, new creatures, and unprecedented locations. Available on frogames.business.
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
The photos on the website often come from BoardGameGeek and are intended to give you an idea of the game. They may vary slightly from the version you receive. The content declared by the publisher is always binding.
📦Does the content of the box match what is indicated?
We always strive to provide the correct content, but minor variations are possible due to reprints or updates. The information comes directly from the publishers. If you have any questions, please contact us!
⏳How do pre-orders work?
Pre-order the game before release, payment is immediate, and the game is reserved for you. As soon as it arrives, we'll ship it right away! If there are any delays, we'll update you promptly.
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