Creature Caravan Game

SKU
042856
Grade 3-AD
Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.
Our Price
$54.99 $54.99 $42.50
Rainbow Savings: $12.49

Description

Who knew that you could travel through a mythical land and experience an action-packed adventure in just 12 turns?  In the Creature Caravan Game, players set off with their caravan and 12 tents to pitch during their quest to reach the city of Eastrey. Along the way, they will experience dice-drafting and card tableau–building challenges to gain rewards and points, collect treasures, fight zombies, and trade for coins and food. At the end of each turn, they pitch their tent and get ready for the next day. After everyone has played 12 turns, the game ends and the player with the highest score wins!

There are four double-sided boards that are randomly connected to create a different journey each time you play. The trail you create on the road to Eastrey will have different types of terrain (plains, canyons, mountains and lakes) that contain dangers and exploration rewards. 

On their turn, a player rolls five D6 dice, which they can assign to actions on their player boards or the caravan cards they have played. The basic actions available each turn have minimum die values required. These actions are:

  • Travel: Move your caravan token to an adjacent map area based on which type of terrain is allowed by the card or player board location in which you place a die. Some cards allow more than one movement in a turn.  
  • Gain Resources and Cards: Some available action spaces on cards and your player board provide food, coins, or bag tokens. Food is used to play cards, and some cards require coins and/or bags. Bags and coins can also be used in trade actions. Players each start with 8 cards and because cards are spent often in this game to gain food or coins, gaining additional cards is crucial.  
  • Trade at the Market: This action allows one trade at the market using coins or bags to trade for bread.
  • Attack: If a player moves through or ends their turn on a threat symbol, they must take a zombie token. When a player ends their travel on a threat and they have not yet pitched their tent, they may attack a zombie. Because each zombie subtracts a point at the end of the game, and attacking them results in game-end points, it is wise to try to attack them.

Playing a creature card to your tableau is a free action that a player can execute any time during their turn, provided they meet the card’s required resources. These cards sometimes give additional bonuses in addition to their scoring points.

At the end of each turn, players pitch one tent in the area their caravan travels to. It is wise to travel each turn for two reasons: 1) At the end of the game, 1 point is awarded per distance forward traveled, and 2) if you reach the final destination of Eastrey, you earn an additional 5 points.

Because there is a large 135-card deck, there is a nice variety of rewards, points, and actions that players can choose from in this game. The largest challenge is efficiently using the 12 turns available to create the best card action synergies to move your caravan and gain rewards and game-end points. During the time I spent with this game, I enjoyed discovering new opportunities and strategies. I always felt compelled to play again! Creature Caravan includes both a Solo Mode and a small expansion. For 1-4 players with a 60–90-minute game time. ~Marsha

Publisher's Description of Creature Caravan Game
In Creature Caravan, players build a card tableau of creatures while traveling through a magnificent and dangerous land. Players take turns simultaneously, placing dice on actions on their cards, moving their caravan on the map, and playing new creature cards. Players also compete to trade goods and rare coins in a shared market, search the mysterious white towers, and fight ember zombies as they travel. The game ends when one player reaches Eastrey. The player with the most points wins.

The game includes 134 cards, each with a unique illustration and combination of actions and abilities. Simultaneous gameplay allows one to four players to play together without increasing the game’s length, with the Wanderers expansion (sold separately or comes inside the Deluxe Edition) allowing for up to six players. 

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Details
More Information
Product Format:Other
Grades:3-AD
Brand:Red Raven Games
EAN/UPC:198168359242
Length in Inches:11.6875
Width in Inches:11.6875
Height in Inches:2.875
Weight in Pounds:3.7
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