6. Coin Toss
Players need to occasionally toss a coin to determine heads or tails which may lead to different
outcomes. For example, upon reaching the lake players need to toss a coin to decide whether they
would be proceeding by the bridge or paddling the kayak instead. Each path comes with its unique
challenges and coin toss in this instance adds randomness to the game.
7. Rulebook
The rulebook can be used to quickly look up what the next move or current task should be in any
specific step of the game. It is clear and concise to ensure maximum user-friendliness.
Before Game Starts
Players need to set up the game board, tokens, cards, etc in place. Additionally 1. An initial HP of 5
will be given to the team. 2. In case of 2 players, each will receive 4 cards. In case of 4 players, each
will receive 2 cards (From the deck consisting of items, recipes, and ingredients). They'll also place
their location token at the point marked as "Start" and advance from there.
Ideal Gameplay Rounds
From start to finish, Camp Sajek has a well-organized collection of different gameplay rounds. At
each round of the game, the players will take turns completing the task at hand and then move to the
next round. Meaning, except carrom minigame and fishing minigame only 1 player would actively
participate in the game. The next player would then lead the team in the next round. It should be
noticed that in Camp Sajek, all the players always move concurrently since it is a collaborative team
game. So there would never be a situation where one player is ahead in the game and others are
falling behind. Here’s how to play each round:
1. Path Round Rules: These are the most common rounds during the game. There are a total
of 14 path rounds among which some of the rounds are carrom rounds and some are fishing
game rounds. The game ends when players complete the 15th round and reaches the
destination which is the native village on top of Konglak Hill.
Some of the random events(indicated with a ? sign) take place in the path rounds. Players
have to roll two dice simultaneously and pick the path event card associated with the sum of
the dice. If the happiness point (HP) of the team becomes zero or negative, then players need
to go back to the last campsite (or start point if no campsites have been reached). Camp
round rules will be followed again in that case. The other two types of path rounds are the
cave round and the lake round.
In the cave round, the player will toss a coin, if it is a heads, player will get a rare gem that
gives +3 HP. If tails, player will be affected by a bat attack and lose -2 HP.
In the lake round, the player will toss a coin, if it is a heads, player will take the bridge and not
gain any additional HP. If tails, player will get to cross using a kayak and gain + 3HP since the
experience will relax them and bring much more happiness.
2. Camp Round Rules: In between the paths, there are 3 campsites in the game as indicated
on the board. Upon entering a campsite, there are 4 tasks to complete in this particular
sequence: 1. Draw a card 2. Cook food 3. Hydrate 4. Roll a die to pick the camp event card
associated with that number.
Cooking requires a recipe card. Upon cooking, players will gain HP specified in the recipe
card and if players fail to cook, they will lose 3 HP. Similarly, hydration gives 1 HP, and failing
to do so loses 2 HP. Players have to return the recipe, ingredient, and water token to the deck
after cooking and hydration respectively.