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Orgo-Life the new way to the future Advertising by AdpathwayHere's an overview of the 1-5 player game The Four Doors:
The Shadow Veil wants to cover the land with darkness, so your challenge in The Four Doors is to collect the relic from behind each door, then gather everyone at the beacon in order to light it.
To set up, place the four door cards in a column; reveal nine cards from the deck, placing them to the left or right of the matching colored door based on the card's design; deal each player a hand of 2-4 cards and a random adventurer, placing the matching token at the depicted door; and set the shadow level.
On a turn, a player takes up to three actions: drawing a card, moving to an adjacent door, giving a card (or relic) to someone at your door, illuminating a shadow card from your door by discarding a card that bears a lantern of the same color, or finding a relic by discarding four cards of the color matching your door. Each adventurer has a special power that modifies an action or offers a new action.
Each door has a relic behind it, and once you find a relic, the holder can use its power by discarding a card bearing the relic's symbol, sometimes as an action on its own, sometimes not.
To end a player's turn, they draw two cards, then place "shadows" from the deck equal to the shadow level. If a fourth card would be placed on either side of a door, flip the card to its partially closed side; if the door would flip a second time, remove it from play. If the players don't already have this relic, they lose.
Each time players need to shuffle the deck, the shadow level increases — and this level will increase more quickly as the game progresses since some cards, such as spells that provide a one-time effect, are removed from play instead of being discarded. If you have no cards to shuffle or the shadow level tops out, the players lose.
To set up, place the four door cards in a column; reveal nine cards from the deck, placing them to the left or right of the matching colored door based on the card's design; deal each player a hand of 2-4 cards and a random adventurer, placing the matching token at the depicted door; and set the shadow level.
On a turn, a player takes up to three actions: drawing a card, moving to an adjacent door, giving a card (or relic) to someone at your door, illuminating a shadow card from your door by discarding a card that bears a lantern of the same color, or finding a relic by discarding four cards of the color matching your door. Each adventurer has a special power that modifies an action or offers a new action.
Each door has a relic behind it, and once you find a relic, the holder can use its power by discarding a card bearing the relic's symbol, sometimes as an action on its own, sometimes not.
To end a player's turn, they draw two cards, then place "shadows" from the deck equal to the shadow level. If a fourth card would be placed on either side of a door, flip the card to its partially closed side; if the door would flip a second time, remove it from play. If the players don't already have this relic, they lose.
Each time players need to shuffle the deck, the shadow level increases — and this level will increase more quickly as the game progresses since some cards, such as spells that provide a one-time effect, are removed from play instead of being discarded. If you have no cards to shuffle or the shadow level tops out, the players lose.
All the classic Leacock co-op elements are in place: unique player powers, multiple actions on a turn, shared knowledge between players, rising threats as the game progresses, bad things when you get the fourth of something, and three ways to lose.
▪️ The other Happy Camper release is one I covered in July 2024 when talking about two iterations of Toshiki Arao's 2021 card game Hachi Train.
One of those iterations is Jungo from Cocktail Games, which previously brought Kaya Miyano's nana onto the world market as Trio. Happy Camper was Cocktail's English-language partner on Trio, and now it will release Jungo in the U.S. in July 2025. Here's how to play:
Jungo is a hand-building game in which you try to be the first player to get rid of your cards.
From a deck of 64 cards, with eight copies each of 1-8, players get a hand of cards that they cannot rearrange. The starting player leads a card or set of cards with the same value — but they can play multiple cards only if the cards are adjacent to one another in their hand. If cards have been played on the table, to play you must play the same number of cards with a higher value or a larger set of cards, e.g., 2 < 5 < 3,3 < 6,6 < 2,2,2 < 1,1,1,1. When you overplay someone, you can pick up the cards you beat and add them to your hand where you wish, or you can discard them.
If you cannot or choose not to play, you must pass, drawing a card from a facedown pile; some cards have two values on them, e.g., 1/2 or 5/6, and can be played as either number. You either add this card to your hand where you wish, discard it, or — calling on the law of the "jungo" — play it immediately as part of a combination from your hand that beats what's on the table.
If all but one player pass, clear the table, with the player who last played leading to an empty table.
Whoever first empties their hand wins! Alternatively, since the game is short, play multiple rounds, with the first player to win two rounds winning the game.
From a deck of 64 cards, with eight copies each of 1-8, players get a hand of cards that they cannot rearrange. The starting player leads a card or set of cards with the same value — but they can play multiple cards only if the cards are adjacent to one another in their hand. If cards have been played on the table, to play you must play the same number of cards with a higher value or a larger set of cards, e.g., 2 < 5 < 3,3 < 6,6 < 2,2,2 < 1,1,1,1. When you overplay someone, you can pick up the cards you beat and add them to your hand where you wish, or you can discard them.
If you cannot or choose not to play, you must pass, drawing a card from a facedown pile; some cards have two values on them, e.g., 1/2 or 5/6, and can be played as either number. You either add this card to your hand where you wish, discard it, or — calling on the law of the "jungo" — play it immediately as part of a combination from your hand that beats what's on the table.
If all but one player pass, clear the table, with the player who last played leading to an empty table.
Whoever first empties their hand wins! Alternatively, since the game is short, play multiple rounds, with the first player to win two rounds winning the game.

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