Camp Keepalive
FILE FILE CK-05

Camper System

"Helpless and dull-witted" — the store page's own words. Campers are not your fighting force; they are your win condition. Getting them back to their beds is how you score, and how you stay sane.

Camper States

The Wandering Camper

🔴 HIGH

The store page's official verdict: "helpless and dull-witted". They will not dodge danger on their own and drift toward the least sensible direction — the main source of escort pressure.

Value: Mid · Fragility: High

The Bedtime Camper

🟡 MEDIUM

The objective unit: walking them back to their beds counts as "saved". The further from bed, the longer your escort chain and the bigger the exposure en route.

Value: High · Fragility: Mid

The Isolated Camper

🔴 HIGH

Campers standing alone near the treeline or riverbank are the Axe Murderer's first pick. Isolated = top rescue priority; Dave's Rally should point at them first.

Value: High · Fragility: High

The Clustered Campers

🟢 LOW

A bunched-up camper group is paradoxically the safest state: one Rally drags the whole cluster, maximizing escort efficiency. Your first job every level: gather strays into a block.

Value: Low · Fragility: Low

Protection Priority Matrix

Allocate rescue resources by camper value × zone danger.

Value \ ZoneLow-danger zone (inner ring)High-danger zone (treeline / riverbank / perimeter)
High-value campers (far from bed / big count gap)Standard escort

Walk them home tile by tile along the counselor escort chain — never break your trap line for them.

Top priority

Dave moves in to Rally immediately, even at the cost of this turn's Gather — with a big count gap, one high-value camper is worth three.

Regular campers (already inner-ring / covered by the chain)Low priority

No extra investment — they drift home with the escort chain naturally.

Tactical call

Save them if convenient, but remember the loss quota is 10: while quota remains, give up two-front rescues decisively and keep the line intact first.

Escort & Evacuation Routes

The Escort Chain (core play)

Risk: Low

Counselors form a relay line between camp and the perimeter: Dave rallies → mid-chain hands off → inner ring tucks them in. Stable but manpower-hungry; best for low-monster opening levels.

The Bridge Corridor

Risk: Mid

Exploit the hard rule that rivers are only crossable at bridges: collapse the escort route to one bridge side and seal the other with traps. Escort and defense share one corridor — maximum efficiency.

The Cabin Shelter Line

Risk: Mid

Walk campers who cannot reach their beds into the nearest cabin (also Wyatt's trap resupply point). One building, two jobs — the standard answer for mid-game levels.

The Cut-Loss Line

Risk: High

The last resort when the loss quota (10) is about to break: abandon the farthest strays and collapse everyone onto escorting the main group. Brutal, but medals and clears outrank pride.

Full tactical map — two rivers cut the camp into defensible sectors
▲ Steam — Full tactical map — two rivers cut the camp into defensible sectors

Sacrifice & Rescue Calls

Quota thinking

"Lose no more than 10" is not a fail state — it is a budget. Spend it like 10 resource points: abandon perimeter strays when needed, and spend the quota on keeping the escort chain orderly. That scores higher than heroic all-in rescues.

Rally vs Gather

Dave can do only one thing per turn. Rule of thumb: isolated camper on the field → Rally first; campers already clustered → Gather in peace. Hesitating and doing both halfway is the worst option.

The sunk cost of traps

Never uproot a laid trap line just because "the monster doesn't seem to be coming". Random movers always wander into the fan eventually — trap play demands patience, not micro.