Tents, a washblock and a lake shore — the second-largest drawer, and the most open floor plan in the game.
Pitches with tents, a caravan, the washblock, a camp kitchen, a reception hut, a fire pit, a shore. Almost everything is outdoors, and the few enclosed spaces are small, which turns the usual logic of the game on its head.
With little enclosure, room clues lose most of their power and the work shifts to distance and direction — Chebyshev reach, who was north of whom, who was within a step of whom. The largest boards in the casebook live here, up to twelve by twelve, and they stay open for a long time before anyone can be placed.
A case picks its floor plan from this theme’s room pool, so the same places recur across the drawer and you learn to read them: Forest, Clearing, Lake, Campsite 1, Campsite 2, Campfire, Picnic Area, Jetty, Playground, Parking Lot, Restroom, Showers, Kiosk, Reception, Cabin. No single case uses all of them — the generator and the hand-built cases alike take a subset, which is why two cases in the same setting can still feel unalike.
18 cases — 6 easy, 6 medium, 6 hard, on boards from 6×6 to 12×12. Every one is verified to have a single solution reachable by forward deduction alone, so none of them needs a guess.