
Camel Up
Second Edition
In the box
- Game board
- 7 camel figures + 6 dice + pyramid
- Betting tickets
- Pyramid tickets
- Spectator tiles
- Finish (winner/loser) cards
- Coins
Objective
Finish the race holding the most money from leg bets, pyramid rolls, spectator tiles, and overall winner and loser bets.
Game end
The game ends when any camel or stack crosses the finish line. After final leg and overall payouts, the richest player wins; tied players share the win.
What playing this feels like
Speed, attention and memory: None / Low / Medium / High. Timer is separate: none / optional / core. Bluffing: None / Optional / Conditional / Core. Breaks: Good / Medium / Poor.
- Rules load
- Medium
- Social pressure
- Low
- Talking
- Low
- Speed pressure
- None
- Timer
- None
- Direct conflict
- Low
- Bluffing / deception
- Optional
- Information load
- Medium · Odds / betting
- Memory load
- Medium
- Attention pressure
- Medium
- Noise potential
- Low–Medium
- Break flexibility
- Medium
Setup
- 1Lay. Stack betting tickets by color, set out pyramid tickets, and give 3 coins. Money and ticket stacks sit ready beside the board.
- 2Post. Place the five racing camels and post both crazy camels backwards. All dice enter the pyramid and the youngest player starts.
Your turn: take exactly one action
- 1Ticket. Take the top betting ticket of any color, backing that camel to lead the leg. Earlier tickets on the same camel pay more at leg end.
- 2Pyramid. Take a pyramid ticket, shake the pyramid, release one die, and move the matching camel with its stack. The ticket pays 1 coin at leg end.
- 3Tile. Place or move your spectator tile, cheering or booing side up. Landing camels move one space and pay you 1 coin each.
- 4Overall. Secretly stack one finish card on the overall winner or loser pile. The card stays there until final scoring.
- 5Partner. With six or more players, swap partnership cards with another available player instead of a normal action. At leg end you may each also score one of the other partner's tickets.
Walkthrough: first round
Worked opening: Ama takes a blue betting ticket off the top of its stack. Ben takes a pyramid ticket, shakes the pyramid, and a blue 3 pops out. Blue moves three spaces with the white camel riding on top, and Ben keeps the ticket. When the fifth die leaves the pyramid, the leg ends: blue leads, so Ama collects the printed 5 coins for the early ticket. Leave spectator tiles and overall winner and loser cards in the box for the first leg; add them from the second leg once betting and rolling feel easy.
- 1Bet. Take the top betting ticket of any color for the current leg. Earlier tickets on the same camel pay more at leg end.
- 2Roll. Take a pyramid ticket, shake the pyramid, and move the rolled camel. The whole stack moves and you keep the ticket worth 1 coin.
- 3Close. End the leg when five dice have left the pyramid. Leading tickets pay out and all dice return to the pyramid.
Rules
- 1Stack. A camel landing on an occupied space climbs on top instead of pushing anyone aside. Stacks move as one unit, so a lower camel carries everything above it.
- 2Leg. End each leg when five dice have left the pyramid. Leader tickets pay 5 to 2 coins, second place pays 1, and others cost 1.
- 3Crazy. A grey die moves the white or black crazy camel backwards around the track, carrying any stack it holds. Crazy camels never lead legs and drag any stack with them.
- 4Tile. Place your tile cheering or booing up away from space 1 and other tiles. Landing camels move one space and pay you 1 coin each.
- 5Overall. Once per card, on any turn, secretly stack one finish card on the overall winner or overall loser pile. Correct cards pay 8, 5, 3, 2, then 1 coin and wrong cards cost 1.
- 6Finish. Stop the race when any camel or stack crosses the finish line. Settle the last leg, then overall piles, and the richest player wins.
Scoring
- 1Leg. Pay leg tickets when the fifth die leaves the pyramid. Leader tickets pay printed coins, second place pays 1, and others cost 1.
- 2Overall. Reveal winner and loser piles in placement order at game end. Correct cards pay 8, 5, 3, 2, then 1 coin in order, and wrong cards cost 1.
- 3Finish. After the final leg payout and the overall payouts, count all coins. The richest player wins; tied players share the win.
Examples
- Leg payout: the leg ends with green leading and blue second. Your green tickets pay their printed 5 and 2 coins, your blue ticket pays 1 coin, and each ticket on any other camel costs you 1 coin.
- Overall payout: green wins the race. The first-placed correct winner card scores 8 coins, the next correct ones 5, 3, 2, then 1, while every wrong winner card loses its owner 1 coin.
Common mistakes
- Crazy camels never lead a leg, so bet only on the five racing camels.
- A spectator tile can never go on space 1, on an occupied space, or directly beside another tile.
- Each finish card is single use and each wrong overall bet costs 1 coin.
- With six or more players, partnership is a fifth action that replaces your turn; it is never a free extra.
Rules summary based on Pegasus Spiele.
Keep learning
Play it at game night
Bring this guide with you. We will teach the rest at the table.