
In Animal Crossing: New Leaf, players can have a random non-resident villager stay at their campsite. After interacting and playing games with the visiting villager, the player can convince them to move into their town. This can be done through conversation or by winning a mini-game, such as rock-paper-scissors or charades. It is important to note that the camper will only consider moving in if there is space in the player's town, meaning they cannot have 10 villagers already. Additionally, the player should carry an item such as furniture, bugs, fish, wallpaper, or carpet as campers often play a game where the player must wager an item for the chance of the camper moving in.
Characteristics | Values |
---|---|
Number of villagers | Less than 10 |
Items to carry | Furniture, bug, fish, wallpaper, or carpet |
Camper's request | To play a game |
Game type | Guessing directions, rock-paper-scissors, charades |
Wager | Wager an item to get them to move in |
What You'll Learn
You need to have 9 or fewer villagers for a camper to move in
To get a camper to move in, you need to have 9 or fewer villagers in your town. If you already have 10 villagers, the camper won't ask to move in as your town is already full.
If you have fewer than 10 villagers, it might take some time and effort to convince a camper to move in. You can try talking to them and playing games with them. Some campers might ask you to play a game and if you win, they will move in. You can also refuse to play any games that aren't related to moving in.
It's important to note that you should have at least one item on you, such as furniture, bugs, fish, wallpaper, or carpet, as some campers will only agree to move in if you wager an item in a game. If you don't have anything to wager, they won't be able to play their move-in game.
Additionally, it seems that certain days have a higher chance of campers showing up, and campers may be less likely to show up if you already have 9 villagers and are waiting for your 10th to move in from another town.
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Play games with the camper to convince them to move in
To convince a camper to move in, you must first ensure that you have less than 10 villagers in your town. If you already have 10 villagers, the camper will not ask to move in.
Next, visit the campsite and talk to the camper. After an extended conversation, the camper may ask you if it would be nice to live in your town. If they do, they will likely ask you to play a game with them. Accept the game, as it will determine whether or not the camper moves in.
The camper will propose a game, such as rock-paper-scissors, charades, or guessing directions. The camper may say something like, "Okay, let's play a game. If I win, you give me your banana hammock. If you win, I'll move in." It is important to note that this is different from the games they play to buy items.
If you lose the game, the camper will not move in, and you can try again by resetting the game. Keep in mind that you can refuse any game that the camper offers that isn't related to moving in. Repeat this process until the camper is convinced to move in.
Additionally, make sure you are carrying an item such as furniture, bugs, fish, wallpaper, or carpet. Some campers will only play the move-in game if you have an item to wager.
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Carry an item to wager when playing games with the camper
To make a camper move in, in Animal Crossing: New Leaf, you need to have only nine villagers in your town and no one moving in the next day. When a camper visits, they may express a desire to move in. If they don't, you can try to convince them to play a game with you.
Carrying an item to wager when playing games with the camper is a good strategy to convince them to move in. Here are some tips to help you with this process:
Firstly, ensure you have an item to wager. This could be a piece of furniture, bug, fish, wallpaper, or carpet. The camper may ask to play a game, and if you win, they will move in, but if you lose, they will keep the item you wagered.
When you talk to the camper, they may ask to play a game where you guess the names and prices of items they have. You can choose to purchase the item at the stated price or pass and move on to the next item. If you pass on the first four items, you will be forced to buy the fifth one. However, if you guess correctly three times, the camper will give you the item for free.
Another game the camper might suggest is one where they want to buy an item that you are carrying. They will play a random guessing game with you, and if you get enough correct guesses, they will pay a high price for your item. If you don't guess correctly, they will pay a lower price.
It's important to note that campers will not offer to play these games if you have a full inventory or less than 5,000 Bells. Additionally, Feng Shui seems to impact the minigames. Yellow Feng Shui may raise the prices of buying and selling items, while Green or Red Feng Shui may affect game outcomes. With low Feng Shui, the games may be in the camper's favour, but with high Feng Shui, the odds are more even.
By following these steps and carrying an item to wager, you can increase your chances of convincing a camper to move into your town in Animal Crossing: New Leaf.
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You can refuse any game that isn't about moving in
To convince a camper to move into your town in Animal Crossing: New Leaf, it's important to have fewer than 10 villagers, as campers won't ask to move in if your town is already full. Once you have space, you can try to convince a camper to move in.
When a camper is in your campsite, they may ask you about the town and whether it would be nice to live there. They will then likely ask you to play a game with them. Any game that a camper asks you to play has the chance to be a game that determines whether or not that camper moves in. For example, they might say something like, "Okay, let's play a game. If I win, you give me your banana hammock. If you win, I'll move in."
To speed up the process, you can refuse any game the camper offers that isn't about moving in, and repeat if you happen to fail one of these games. Since the camper hasn't moved in yet, refusing to play certain games won't offend them, and you are free to do this as often as you need to until the camper is convinced.
Additionally, it's important to ensure you're carrying an item such as a piece of furniture, bug, fish, wallpaper, or carpet. Many campers will only play a move-in game if you have an item to wager. If you don't have an item to wager, they won't be able to play their move-in game.
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Feng shui may affect the camper's minigames
In Animal Crossing: New Leaf, Feng Shui is a game mechanic that can influence the player's Happy Home Academy score and luck with items and money. This is achieved by arranging furniture in the player's house according to the ancient Chinese practice of Feng Shui, which involves placing items in a certain way to increase the flow of positive energy.
Feng Shui may affect the campers' minigames in New Leaf. The minigames that campers offer are not mandatory to play, but they can influence whether a camper decides to move into the player's town. Feng Shui can impact the outcome of these games, making them more even or more in the villager's favour.
For example, Yellow Feng Shui can increase the amount of money found, while Red Feng Shui can increase the number of items found. Green Feng Shui can increase overall luck. In a camper's minigame, this could mean that with high Feng Shui, the player has a better chance of winning the game and convincing the camper to move in.
Additionally, the arrangement of furniture in the player's house can impact their Feng Shui score. Each side of the house (west, east, and south) corresponds to a specific colour: red for the east, green for the south, and yellow for the west. Placing furniture of the correct colour in these areas can increase the player's Feng Shui score and, therefore, their luck in the campers' minigames.
It is important to note that campers may also request to play games unrelated to moving in, such as Charades or Rock-Paper-Scissors. Players can refuse to play these games and wait for the camper to offer a game that will determine whether they move in or not.
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Frequently asked questions
You need to have 9 or fewer villagers in your town for a camper to move in. Once you have space, you can try to convince a camper to move in by playing games with them, such as rock-paper-scissors or charades. If you win, they may move in.
The games vary depending on the personality of the camper. For example, a lazy villager will play "Guess What I Ate", and a jock villager will play "Price Fixer".
To play games with campers, you need to have less than 5,000 Bells and enough space in your inventory. It's a good idea to carry a piece of furniture, a bug, a fish, wallpaper, or carpet as some campers will ask you to wager an item.
To increase your chances of getting a camper, you can visit a friend's town and talk to their neighbours. You can also create a new character and check your campsite. If there's no camper or it's not a camper you want, reset your game and try again.