Camp Grizzly is a semi-cooperative survival horror board game for 1-6 players.
The year is 1979, players take the roles of Camp Counselors who are being stalked through a maze of cabins and camp trails by 'Otis', a homicidal killer with an unhealthy bear fetish.
Working together, the Counselors explore the camp grounds while searching for a combination of objectives that can trigger one of four different game endings. Those who survive the finale win the game!
It won't be easy. After every round of player turns, the NPC killer, Otis, stalks the closest targets around the board, attacking whenever he gets the chance. Unarmed players PANIC, are injured and forced to run away. Those lucky enough to have found protection are able to fight Otis with a dice roll. Better weapons mean higher value dice and a greater chance of success. Beat Otis and he disappears form the board until re-emerging from the woods on his next turn.
Be warned, as the body count rises, Otis gains strength, moves faster and becomes more deadly. Just when you think you're safe, you may find him waiting right in front of you!
If that's not bad enough, players must draw Cabin Cards which have a wide variety of game changing effects, both positive and negative. They contain Plot Twists, Cameos, weather changes, special Otis cards, clever Campers, helpful Weapons and Items, and fate tempting "foolin' around" cards.
The Counselors won't give up so easily. In addition to their own inherent talents, Survival Cards grant the players unique abilities and tactics to help elude or confront the killer.
Who, if anyone, will survive?
- Flexible player count and no player elimination in the new edition.
- Offers variety through different setup cards and finales.
- Focuses on storytelling and emergent moments.
- Humorous and epic endings.
- Good for fans of horror movies and campy fun.
- Straightforward and easy to play.
- Can be fun for older children who enjoy horror themes.
- Not a highly strategic or tactical game.
- Outcome heavily influenced by luck (card draws, dice rolls).
- Some card art might be too dark for very young children.
- Cooperative survival against a killer
- A summer camp
- Last Night on Earth
- Final Girl
Mechanics (from transcript analysis)
- Card drawing — Players draw cabin cards which can be items, events, or attacks, significantly impacting the game's luck.
- character abilities — Each counselor has unique abilities that affect gameplay, such as rerolling dice or moving extra spaces.
- Combat — Players can fight Otis, with combat outcomes determined by dice rolls and character abilities/weapons.
- Movement — Players move around the board to different locations, with movement values affected by health and abilities.
- NPCs — Cameos and other characters like Morris and Detective Haden appear, affecting gameplay and moving around the board.
- Objective Completion — The game requires players to complete objectives to trigger narrative finales.
- player elimination — The original game had player elimination, but the new edition removes it.
- set collection — Players need to collect specific items (keys, crowbar, rope) to achieve objectives and trigger narrative finales.
Video topics + discussion points
Quotes (from this video)
- This is an experience game. This is a rules light fun game that is going to tell stories.
- The endings are pretty hilarious and epic.
- So, if you're into that kind of goofiness, if you're a fan of horror movies like I am, so you get the references, I think this could be a great time for you.
References (from this video)
- Cooperative play where all players generally win or lose together
- Flexible movement including nature trails and quick repositioning
- Items/weapons management with choices for one-handed or two-handed use
- Multiple finales add variability and replayability
- Horrified status can significantly hamper dice rolls and actions
- Stock increases for Otis can escalate difficulty quickly
- Plot twists and cameos can complicate planning and add risk
- counselors trying to escape a killer (Otis) in a camp setting
- Set in 1979; players are counselors at Camp Grizzly
- cooperative, scenario-driven with randomized cabin cards, finales, and cameos
Mechanics (from transcript analysis)
- Cabin draw — After movement, players draw and resolve the top cabin card; some cards grant items or trigger events.
- Cameos and environmental effects — Cameos stalk or attack; plot twists and special events can modify the board; environmental effects (like nature trails) affect movement.
- end game bonuses — Finale scenarios (van, ranger tower, barn/boat) determine victory conditions; require collecting specific objectives and may involve a driver in the van finale.
- Events — Cameos stalk or attack; plot twists and special events can modify the board; environmental effects (like nature trails) affect movement.
- Fight or panic resolution — When attacked, players may fight or panic; dice are rolled based on weapon; ties go to Otis; damage reduces health and increases body count.
- Finales — Finale scenarios (van, ranger tower, barn/boat) determine victory conditions; require collecting specific objectives and may involve a driver in the van finale.
- Horrified status — A horror condition reduces die rolls; leads to a cameo phase; removal or mitigation can require specific actions.
- Items and weapons management — Items and weapons go to a backpack or can be equipped; players can hold up to two hand symbols worth of items; weapons can be used one-handed or two-handed.
- Movement phase — Each turn has up to four phases; move up to a counselor's movement value along paths, with special abilities for characters (e.g., Sherry can use nature trails freely).
- Objective tokens and locks — Objectives are drawn or revealed; some occupy spaces; locks require keys to pass; keys can unlock and are kept for future use.
- Stock and cameos — Otis has a stock value that increases as body count rises; cameo cards (e.g., officers Jenkins and Taylor) appear and possibly stock or threaten players.
- Stock holding — Otis has a stock value that increases as body count rises; cameo cards (e.g., officers Jenkins and Taylor) appear and possibly stock or threaten players.
Video topics + discussion points
Quotes (from this video)
- We are all going to probably win or lose together.
- Keep still. You remove Otis from the board.
- The driver must roll a d6.
References (from this video)
- Unique horror theme
- Semicooperative gameplay
- Horror survival
- Summer camp
- Semicooperative
Mechanics (from transcript analysis)
- Survival — Avoiding a killer at a summer camp
Video topics + discussion points
Quotes (from this video)
- Let's talk about the hottest and most popular board games right now.
- We're going to rank them in two categories: how well we liked the game or how badly we want to play it.
References (from this video)
- Thematic horror setting
- Second edition with streamlined rules
- No player elimination
- Difficulty increases as game progresses
- Horror Survival
- Summer Camp (1979)
- Slasher Film
- Friday the 13th
- Halloween
Mechanics (from transcript analysis)
- Semi-cooperative — Players try to survive against a killer named Otis
Video topics + discussion points
Quotes (from this video)
- All aboard the mama train!
- I always say a game is a great game and it can be even greater with dice.
References (from this video)
- Thematic horror setting
- Second edition with streamlined rules
- No player elimination
- Difficulty increases as game progresses
- Horror Survival
- Summer Camp (1979)
- Slasher Film
- Friday the 13th
- Halloween
Mechanics (from transcript analysis)
- Semi-cooperative — Players try to survive against a killer named Otis
Video topics + discussion points
Quotes (from this video)
- All aboard the mama train!
- I always say a game is a great game and it can be even greater with dice.
References (from this video)
- immersive theme and strong story component
- distinct finale-card mechanic
- thematic consistency with camp survival vibe
- prototype-only impressions; final balance unknown
- slasher-inspired suspense with a narrative arc
- thematic survival horror at a camp
- story-driven with player-specific finale cards
Mechanics (from transcript analysis)
- character powers and stats — Each player has distinct abilities affecting play.
- Semi-cooperative — Players cooperate to survive but have individual win conditions.
- unique finale card — Each player carries a finale card dictating personal objectives.
Video topics + discussion points
Quotes (from this video)
- we freaking loved it
- the story part felt like it mattered
- it's very thematic storyish game where, well, you make the story
- combat is fairly quick and it doesn't take like a whole hour to defeat those bad guys
- you will remember everything that you do