Official Rulebook
Cabin Gameplay
Quick Start
Main Objective: Reveal at least 3 Trails and gather 10 Evidence (EV) before your rival Camper does!
- Build your Deck of exactly 50 cards using any number of Cryptids, Memories, Supplies, and Traps. Shuffle your deck and place it in the Deck Zone.
- Choose 10 Lanterns, shuffle them, and place them face-down in your Lantern Deck Zone.
- Choose 6 Trails and place each one face-down on a Site of your choosing.
- Choose 1 Unique Cryptid Companion and place it face-up in the Companion Zone.
- Each Camper rolls a die to determine who goes first.
- Both Campers draw 7 cards from their deck.
- Both Campers draw 1 Lantern and place it face-up in their Lantern Zone. (After the first turn, only the active Camper will do this.)
- The active Camper resolves the Start of the Day Phase in this order:
a. Reset: Switch all of their Lanterns to the “off” position (vertical).
b. Draw Lantern: Draw 1 Lantern and place it face-up in their Lantern Zone (Skip if this is the very 1st turn of the game).
c. Draw Card: Draw 1 card from their deck. - The active Camper resolves the Camp Phase.
a. Play: Pay the cost to immediately play a Memory, a Supply, a Cryptid with the “Swift” Trait, or
your Companion Cryptid.
b. Play: Pay the cost to reveal and play a face-down Cryptid they set.
c. Switch: Switch the battle mode (ATK/DEF) of any of their entities.
Note: You must pay 1 Vision of the same gem type as the card you are attempting to play.
Any remaining cost can be paid for with any Vision type. - The active Camper resolves the Adventure Phase.
a. Switch: Switch the battle mode (ATK/DEF) of any of their entities up until that Entity uses its
adventure action or the phase ends.
b. Move: Have an Entity use its adventure action to move from one Site to another.
c. Explore: Have a Cryptid use its adventure action to explore a Site.
d. Alternate Action: Use a Cryptid’s written effect that requires the use of an Adventure Action. - The active Camper resolves the End of Day Phase.
a. Set Entity: Place any Cryptids or Traps from your hand face-down, in any battle mode, into any
of your empty Sites.
b. Resolve: Resolve any effects that take place during this phase. - The game continues until a Camper reveals at least 3 Trails and gathers 10 Evidence. When this
happens, that Camper wins the game!
For more detailed information on playing Cryptid Camp, please refer to the “Playing the Game” section of the rulebook.

Movement
Movement occurs when an Entity, like a Cryptid or hidden Entity, uses its Adventure Action to move during the Adventure phase or is moved by a card effect. Entities have a default movement range of 1 space, allowing them to move to an adjacent Site.
Key Movement Rules:
- No Move Action into Rival Camp:
Your Entities can’t use their Move Action to enter a rival's Camp but can move back into your own. Card effects can override this. - Switching Places:
When moving into a Site occupied by another Entity, the two swap places, effectively moving both with one action. - Movement Range Increases:
Cryptids can extend their movement through effects, but hidden Entities can only extend their range through external effects.