⌁BIG BASS BONANZAJunarexol · Campwater Circuit Field Log
Independent tabletop field edition

Find the bank.
Keep the entry.

Campwater Circuit is an imagined fishing board game about slow creek choices: choose a route, keep your gear dry, finish a Trail Order and make one final cast at Old Weir.

Junarexol is an editorial field log only, not an official game product, booking service or publisher.

Unfold the creek map →
EditionCreek survey
Route4 bank types
ConditionRain line
FinishOld Weir
Crew provisions

A boat, a clue and room for one bad-weather decision.

Every crew begins at Survey Dock with objects that create a real first choice. The Circuit is not a race around a loop; it is a field day where small decisions travel with the canoe.

  • Canoe pawnChoose the reach, then chart its condition.
  • Map clueTrade it later for a safer bend or keep it for the Weir.
  • Dry stampUse it once when weather asks the whole table to drift.
  • Fish badgeBank it only when the field log lets the crew stop.
Fictional Campwater crew around a tabletop game
Foldout map

A creek route you can read with your fingers.

Fictional creek board game map
Fictional rain marker on tabletop creek
Weather postcard

Rain changes the creek for everyone.

When the rain line turns, every canoe reads the same effect. A crew may use dry gear, accept a drift or redraw a route with a suitable card. The condition stays visible until it is resolved.

Read the rain line →
Four field notes

One turn, logged before the next one begins.

A good field book makes the table slow in the right places and quick everywhere else.

I

Check the bank

Read the current creek state and the nearest legal waypoint.

II

Log the find

Take a clue, order or badge in view of every crew.

III

Pack the kit

Spend only one field tool when it changes the route clearly.

IV

Close the entry

Bank the catch or travel onward, then reset the weather.

Orders & tools

Old paper, practical advantage.

Fictional trail order cardsTrail Order · upper creek

Trace the hidden inlet.

Visit a Reed Reach, then end the next turn on a Sandbar Bend without using the shortcut.

Reward: 4 field points + one map clue
Dry gear · lure roll

Canvas Lure Roll

After a missed cast, keep one lure and return the rest to the shared case.

Route tool · compass

Creek Compass

After rolling, turn one adjacent blue waypoint into a valid destination.

Weather tool · stamp

Dry Tackle Case

Ignore a current drift, then draw one fresh lure after the rain line.

Fictional field tackle case
Packing list

The small gear tells the whole creek story.

A compass, a dry stamp, the lure you almost spent and the badge you banked at the right time all become physical evidence that a crew made the reach.

Case rule: exchange one visible badge for one face-up dry tool before the final round.

Scorebook

The crew with the best record wins.

Fish matter, but the finish favours the crew that completed its expedition rather than the crew that simply rushed to the Weir.

Banked creek catch2
Matched lure catch4
Finished Trail Order4
Full dry gear set5
Old Weir bass10
Evening entry

Bring a map. Bring your nerve.

When the first canoe arrives at Old Weir, finish the round so every crew receives one equal final turn. Matching gear opens a final attempt; then the ledger closes the night.

Read the Old Weir entry →
Fictional Old Weir tabletop game finale