
Top 95 · #12 of 32 in Party
Camel Up
A rowdy Egyptian desert betting party game where camels race while riding piggyback on each other. The thrill comes from betting on each leg and the overall standings while working out the odds.
Rules
Reveal a die from the pyramid to move a camel, then bet on whoever is leading at the moment — in this party betting game, camels ride on each other's backs, and two crazy camels running the wrong way keep shuffling the standings.
Components
| Component | Count | Notes |
|---|---|---|
| Game board with a large 3D palm tree | 1 | Race track, pyramid space, and betting spaces for the overall winner/loser |
| Racing camels | 5 (blue, green, purple, red, yellow) | Move clockwise. All are open to bets |
| Crazy camels | 2 (black, white) | Move counterclockwise. Cannot be bet on |
| Racing dice | 5 (matching the camel colors) | Each shows 1, 2, and 3, each twice |
| Grey die | 1 | White numbers 1/2/3 and black numbers 1/2/3 — controls the crazy camels |
| Betting tickets | 20 (4 per color: 2, 2, 3, 5) | Bet on which camel leads the current leg |
| Pyramid tickets | 5 | Mark a reveal-the-die action. Worth 1 Egyptian Pound each |
| Finish cards | 40 (5 per character) | Bet on the overall winner or overall loser |
| Spectator tiles | 8 (1 per character) | Two-sided: cheering (+1 space) / booing (−1 space) |
| Partnership cards | 8 (1 per character) | Used only with 6 or more players |
| Egyptian Pound coins | 80 (50 of value 1, 30 of value 5) | The only currency — no paper money |
| Starting player marker | 1 | Marks who starts each leg |
| Dice pyramid | 1 | Assembled by the players; a button releases one die at a time |
What changed from the 1st edition
The 2014 1st edition has no crazy camels and no grey die, and one of its 5 racing camel colors was white. The 2nd edition moved white to the crazy camels and added purple as a new racing color. The 1st edition's Oasis/Mirage desert tiles have the same effect as the 2nd edition's spectator tiles (cheering/booing). Money was also simplified from a mix of coins and bills to only 1- and 5-Pound coins.
Setup
- 1Place the game board in the middle, stack the 5 pyramid tickets, and place them on their space.
- 2Sort the betting tickets by color. For each color, place the two 2-Pound tickets on the bottom, the 3-Pound ticket in the middle, and the 5-Pound ticket on top. Tickets are taken from the top, so betting earlier pays more.
- 3Sort the Egyptian Pound coins by value next to the board as the bank.
- 4Give each player 3 Egyptian Pounds.
- 5Each player chooses a character and takes that character's 5 finish cards and 1 spectator tile. With 6 or more players, also give each player their partnership card with the available side up (with 5 or fewer, leave the partnership cards in the box).
- 6Roll all 5 racing dice together. Place each camel whose die shows a 1 onto space 1, a 2 onto space 2, and a 3 onto space 3. Stack camels that land on the same space in any order, all facing clockwise.
- 7Roll the grey die. If it shows a white number, place the white crazy camel; if black, place the black crazy camel. A roll of 1 goes to space 16, 2 to space 15, and 3 to space 14. Roll again and place the other crazy camel the same way. If both land on the same space, stack the second one on top. Both crazy camels face counterclockwise (away from the finish line).
- 8Put all 5 racing dice and the grey die into the pyramid and set it on its space.
- 9Give the starting player marker to the youngest player and begin the race.
A turn — one of four actions
Starting with the player holding the starting player marker, each player performs exactly 1 action, proceeding clockwise. There are 4 possible actions (a 5th is added with 6 or more players), and you must choose one on your turn.
| Action | What it does | Notes |
|---|---|---|
| 1. Take 1 betting ticket | Take the top ticket from any color's stack on the board and place it in front of you. | Bets that color's camel will lead this leg. No limit on count or color |
| 2. Place or move your spectator tile | Place it on an empty space (not space 1, not adjacent to another spectator tile) with either the cheering or booing side up. | Already on the board? Use this action to move it under the same rules |
| 3. Take a pyramid ticket and reveal a die | Take a pyramid ticket, then immediately shake the pyramid and reveal one die, moving the matching camel. | Each pyramid ticket is worth 1 Egyptian Pound at scoring |
| 4. Bet on the overall winner or loser | Place 1 finish card face down on the winner or loser betting space. | Irreversible once placed; you may keep adding cards as long as you hold any |
The 5th action with 6 or more players — betting partnership
A player whose partnership card shows the available side may trade cards with another player in the same state, becoming betting partners for the rest of the leg. At the leg scoring round, each partner may choose one of the other's tickets (betting or pyramid) and add its reward to their own (not mandatory). After scoring, the cards return to their owners with the available side up.
Camel movement and stacking
When a racing-colored die is revealed from the pyramid, move that camel clockwise the number of spaces shown (1 to 3). Camels on the same space form a stack, and moving the whole stack together is called a camel unit.
- 1If the moving camel is part of a stack, it carries along every camel sitting on top of it. Camels beneath stay where they are.
- 2If the destination space already has another camel or stack, the moved camel(s) jump on top of it as a unit.
- 3After moving, place the revealed die onto its tent so everyone can see which dice are already out of the pyramid.
Within a stack, the top camel is in the lead
No matter how it got there, the camel on top of a stack is always considered ahead of every other camel on that space.
Crazy camels and the grey die
The two crazy camels (black and white) run the race track in the opposite direction (counterclockwise). No one can bet on them, but they can carry racing camels backward on their backs, scrambling the standings.
- 1When the grey die is revealed, move the crazy camel matching its color (white or black) counterclockwise by the number shown.
- 2Exception: if only one of the two crazy camels is currently carrying any racing camels on its back, move that one, regardless of the color shown on the grey die.
- 3Exception: if one crazy camel sits directly on top of the other (with no racing camel between them), move the one on top, regardless of color.
Entirely ignored for ranking and betting
Crazy camels cannot be bet on and are completely ignored when determining the leg's leader and runner-up, and the game's overall winner and loser. In the rare case a crazy camel carries racing camels across the finish line counterclockwise, the race still ends immediately, and those racing camels count as the least advanced.
Leg betting and spectator tiles
Betting tickets are scored against the leg's leader and runner-up at the end of the leg. You may take several of the same color, and since each color has only 4 tickets (2, 2, 3, 5), betting earlier secures the higher 5-Pound payout.
- 1A spectator tile may only go on an empty space with no camel or spectator tile, and not adjacent to another spectator tile, nor on space 1.
- 2When you place (or move) it, choose the cheering or booing side.
- 3When any camel unit ends its movement on that space, the tile's owner immediately receives 1 Egyptian Pound from the bank.
- 4Then, if the tile shows cheering, the camel unit moves 1 more space forward; if booing, 1 space backward. Landing on another unit while moving forward jumps on top as usual; landing while moving backward instead slides underneath.
For crazy camels, the effect applies in their own direction
A crazy camel landing on a spectator tile is affected the same way — 1 Egyptian Pound to the owner, plus 1 extra space — but the extra space follows the crazy camel's own direction of travel (counterclockwise). Cheering moves it 1 space further counterclockwise; booing moves it 1 space back, clockwise.
Leg scoring
A leg ends the moment 5 of the 6 dice in the pyramid (5 racing dice plus the grey die) have been revealed, leaving just 1 inside. The player who took the last pyramid ticket reveals that 5th die, and scoring happens for everyone before the next player's turn.
| Holding | Reward |
|---|---|
| Each betting ticket of the leg's leading camel | The value printed on the ticket (2, 3, or 5) |
| Each betting ticket of the camel in 2nd place | +1 Pound |
| Each betting ticket of any other camel | −1 Pound |
| Each pyramid ticket | +1 Pound |
No player ever drops below 0 Pounds
If the scoring round would take more money than you have, that loss is simply waived. No player ever drops below 0 Egyptian Pounds.
- 1Return all betting tickets to their color stacks, in order from the bottom: 2, 2, 3, 5.
- 2Restack the 5 pyramid tickets on their space.
- 3Return spectator tiles to their owners.
- 4Return the 5 revealed dice to the pyramid.
- 5Pass the starting player marker to the player on the left of whoever took the last pyramid ticket, then begin the next leg.
End of the game and final betting payouts
The race ends the instant any racing camel unit crosses the finish line. If a crazy camel drags racing camels across the finish line while moving counterclockwise, the game ends just the same.
- 1Carry out one final leg scoring round.
- 2Reveal the deck on the overall-winner betting space — since the bottom card was placed first, flip the whole deck so the first-placed card ends up on top.
- 3Go through the deck in that order, paying the reward only to cards showing the actual winning camel. Any card showing a different camel instead pays 1 Pound to the bank.
- 4Score the overall-loser betting space the same way — the overall loser is the least-advanced racing camel (the one at the bottom of a stack, if any).
- 5After scoring, everyone counts their money. The player with the most wins; ties are shared.
| Order matched | Reward |
|---|---|
| 1st matching card | 8 Pounds |
| 2nd | 5 Pounds |
| 3rd | 3 Pounds |
| 4th | 2 Pounds |
| 5th onward | 1 Pound |
| Each non-matching card | −1 Pound (paid to the bank) |
It's the order placed, not how many players guessed right
Even cards backing the actual winner are paid in the order they were placed, 8 → 5 → 3 → 2 → 1 Pound. A card placed later on the same camel pays less.
Strategy tips
- Count which racing dice haven't been revealed yet to estimate how far a camel could still move this leg. Instead of betting on a settled outcome, look for the moment the 5-Pound ticket is still available.
- Spectator tiles' cheering/booing sides are a way to disrupt a rival's lead. Placing booing just ahead of a leading camel can slow its advance.
- If a camel you favor is near a crazy camel, be careful this leg — getting carried away counterclockwise can drop its ranking sharply.
- Overall winner/loser bets pay more the earlier they're placed (8 → 5 → 3 → 2 → 1). Calling a likely camel early in the race pays off.
- Betting tickets reset every leg, so taking the same color repeatedly within one leg is also a valid tactic.
Editions and expansions
| Item | Notes |
|---|---|
| This guide covers | The 2nd Edition (2018, eggertspiele/Pretzel Games) base rules for 3 to 8 players |
| Differences from the 1st edition (2014) | No crazy camels or grey die, and white was one of the 5 racing colors (the 2nd edition moved white to the crazy camels and added purple as a new racing color). The Oasis/Mirage desert tiles have the same effect as the 2nd edition's spectator tiles (cheering/booing). Money moved from a mix of coins and bills to only 1- and 5-Pound coins. Partnership cards began as a 1st-edition expansion and are now part of the 2nd-edition base game for 6 or more players. |
| Camel Up: Supercup (2015) | Expansion adding more players and betting options (rules not cross-checked) |
| Camel Up: Off Season (2021) | Expansion where players take on merchant roles (rules not cross-checked) |
| Camel Up Cards / Camel Up: The Card Game (2016, reprinted by Pretzel Games in 2023) | A separate card game in the same setting — different components and rules from the board game covered here |
| Mobile app (2015) | Android/iOS digital version |
Expansions and spin-offs were only confirmed by name
Supercup, Off Season, the card game, and the mobile app were confirmed only for existence and release year via wiki sources; their rules were not cross-checked. This guide covers only the 2nd-edition base game for 3 to 8 players.
Frequently confused rules
Q. Can one player take several betting tickets of the same color?
Yes. There is no limit on count or color, so you may stack up several tickets on the same camel.
Q. Can crazy camels be bet on, in a leg or overall?
No. Crazy camels cannot be bet on and are entirely excluded from ranking. They can still carry racing camels backward, scrambling everyone else's standing.
Q. Exactly when does a leg end?
The instant 5 of the 6 dice in the pyramid have been revealed (leaving 1 inside). The player who took the last pyramid ticket reveals that 5th die.
Q. Can spectator tiles be placed right next to each other?
No. A spectator tile cannot go on a space adjacent to another spectator tile, nor on space 1. The same rule applies when moving an existing tile.
Q. Can I take back an overall-winner card after placing it?
No. Once placed, a card stays exactly where it is. If you still hold cards, your only option is to place another one.
Q. Can partnership cards be used with fewer than 6 players?
No. Partnership is the 5th action used only with 6 or more players; with 5 or fewer, the cards stay in the box entirely.
Q. What happens if a scoring round would take more money than I have?
That loss is waived. No player ever drops below 0 Egyptian Pounds.
History and editions
Designed by Steffen Bogen and published by eggertspiele in 2014, the game won Germany's Spiel des Jahres that same year.
A 2nd edition debuted at Essen Spiel 2018, bringing crazy camels, the grey die, spectator tiles, and partnership cards into the base game, with new illustrations by Dennis Lohausen and Chris Quilliams. North American distribution was first handled by Pretzel Games; the 2024 English rules cross-checked for this guide are a Lookout Games (Asmodee) reprint.
Several spin-offs exist: the expansions Supercup (2015) and Off Season (2021), the standalone card game Camel Up Cards (2016, reprinted by Pretzel Games in 2023), and a 2015 mobile app (their rules were not cross-checked).
In Korea, Korea Boardgames officially distributes the 2nd edition under its Korean title (confirmed via its product page on 2026-10-10). No official Korean rulebook text could be obtained, so this guide is based on the English rules.
Sources
Lookout Games — official English rules for Camel Up (2nd Edition, PZE30070)For reference only — official English rules for the eggertspiele/Z-Man 1st edition (2014), used to compare editions; not the subject of this guideBoardGameGeek: Camel Up (153938)Wiki cross-check — English Wikipedia: Camel UpWiki cross-check — Namuwiki: Camel Up (Korean)Korea Boardgames — Camel Up 2nd Edition product page (confirms the Korean retail release)Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.
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Last updated 2026-10-10
💡 Master tip
Instead of betting on an outcome that's already settled, count which dice colors haven't come out yet and bet when the payout odds are highest. Using the oasis/desert tiles to disrupt the order of an opponent's camel is also a useful tactic.
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