Kids Detective Escape Room Party Game, The Case of the Vanishing Trophy, Printable Mystery
NowPrice:$9.74
Original Price: $12.99
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Highlights
Designed by Creouts Publishing using original prompt(s) and AI (Claude by Anthropic). Illustrations made with AI image tools. Every puzzle is computer-checked to have exactly one answer.
THE CASE OF THE VANISHING TROPHY: a printable detective escape room party game for kids of 8 to 12, with no crime in it
It is the morning of the big final at Dunelark School: the Kites play the Palms for the Lagoon Cup. The Cup stands in the glass cabinet by the front door, on a red cushion. At least, it did. Tiptoe the meerkat, the school lookout, looks up, and the cushion is empty. Nothing is broken and nobody is in trouble, but one of the twenty early helpers carried the Cup away this morning and forgot to say so. Who? Where is it now? When did it go? The final begins in 60 minutes. No Cup, no final!
THIS IS A DETECTIVE ESCAPE ROOM PARTY GAME, played with printed puzzle pages, envelopes, detective cards, evidence cards and an evidence file, at a table or all over the house. It is not a book and not a worksheet pack. There is no crime in it: nothing is taken for keeps, nobody lies, nobody is blamed. A helper took the Cup away to mend it, and logic finds it again.
You get an evidence file: a Team Sheet of twenty helpers, a Locker List of twenty lockers and a Match-Day Plan. Read it like a detective.
Every solved puzzle wins an evidence card. Collect all 12 to find the carrier, the locker and the time.
Every player gets a detective card with a name to type or write in, a move to act out and something only they saw.
Needs only paper, scissors and tape. No special paper or pens. Printed in full colour (an ink-saver edition is in the bonus folder).
HOW IT PLAYS
- The players are the Dunelark Detective Club, in three squads. The Footprint Squad finds out WHO, the Key Squad finds out WHERE, the Clock Squad finds out WHEN. All three play side by side, so nobody waits
- Each squad solves four puzzles, easy to harder. Every puzzle is a different kind and gives a code. The squad finds its code on the Medal Board. Same sign as on the puzzle page? The code is right, and the next envelope may be opened
- Inside waits an evidence card: fingerprints on the glass, drops of polish, a note in the caretaker's notebook
- With four evidence cards, its detective cards and the evidence file, a squad works its case board: cross out everybody, every locker or every time it cannot be, until one is left
- Every detective card is needed. Each one crosses out something that no other card does, so every child's clue counts
- The three answers go into the Locker Lock, a team pyramid that everybody solves together. Then twelve gold letters spell two words for the plate of the stand-up paper Cup, to read out loud
- No host is needed to check answers. A full host guide is included
16 PUZZLES, EASY TO HARDER
- 12 evidence puzzles of 12 different kinds: Fingerprints on the Glass, The Line-Up, The Wrong Bar, The Footprint Trail, The Trophy Shelf, The Key Ring, The Court Code, Smudged Scores, The Kit Check, The Score Gap, The Torn List, The Double Match
- Then three case boards (Who? Where? When?) and the Locker Lock finale
- 7 kinds of math pyramid puzzle: an adding pyramid (The Trophy Shelf), a difference pyramid (The Score Gap), a smudge pyramid with hidden digits (Smudged Scores), a light-bar pyramid where one bar is in the wrong place (The Wrong Bar), a Pyramid Maze of big and small steps (The Footprint Trail), a twin pyramid that shares a brick (The Double Match) and a team pyramid that needs all three squads (The Locker Lock)
- 6 more kinds: fingerprints to match, a line-up to reason out, keys and locks that add up, a sports-court cipher, a kit count and a torn list to work backwards through time. And the evidence logic of the case boards
- The maths is for ages 8 to 12: adding and taking away up to a few hundred, the clock in five-minute steps, and one easy times table
PAPER PROPS TO CUT OUT
- 12 evidence cards to win, each with a gold letter
- 14 detective cards, four to a page
- The Lagoon Cup: a paper trophy that stands up, with a plate for the two secret words
- 3 squad cards and 9 magnifier hint tokens
NOBODY GETS STUCK
- The Medal Board checks every code: a wrong code shows the wrong sign, or is not there at all
- Three hints for every puzzle: a nudge, the method, the answer. A hint costs a magnifier token, and the whole squad has to make a magnifying glass with one hand to fetch it
- An answer card, every solution explained, and every puzzle shown solved
- If the 60 minutes run out, nobody loses: everybody has to talk like a sports commentator until the Cup is found
WHAT YOU GET (instant download, 5 PDF files)
- The kit, US Letter (56 pages)
- The kit, A4 (56 pages)
- A tablet copy of the kit for the host, with HINTS and ANSWER buttons on every puzzle
- Party extras, US Letter and A4 (6 pages each): invitations, name badges and thank-you tags with type-in names, a door sign, two snacks made from plants (Half-Time Orange Cups and Golden Cup Popcorn) and four detective games
- Free bonus folder (QR code inside): Extra Time, a bonus round of 5 expert puzzles with its own Extra Board, hints, answers and a Golden Whistle certificate (13 pages, with 1 more kind of math pyramid: The Sign Stack, with plus, minus, times and divide), and an ink-saver edition of the whole kit
INSIDE THE KIT
- Host guide: what to print, how to fill the envelopes, a step-by-step script, a planning page for small and big groups, and a timer sheet
- The briefing to read aloud and five things every detective should know
- The evidence file (3 sheets), 14 detective cards, the Medal Board
- 12 puzzle pages, 12 evidence cards, three case boards and the Locker Lock
- The ending to read aloud, the paper Cup, and certificates with type-in names
- 16 posters for the walls and 19 envelope labels
GOOD TO KNOW
- Digital download only: nothing is shipped.
- Ages 8 to 12. 6 to 14 players in three squads of 2 to 5. For 3 to 5 players, or 15 and more, the host guide has a plan.
- About 60 minutes of play with three squads, 75 with the story and the ending. One small squad that plays everything needs about two hours, or about 80 minutes with the shorter game in the host guide.
- You need a printer (colour looks best), 19 envelopes, scissors, pencils, 3 paper clips and tape. About an hour and a half to print, cut and fill the envelopes.
- Print at 100% (actual size), on one side of the paper.
- Play times are plans, not promises: the puzzles are checked by computer, but no real party has timed this game for us. Hints keep every squad moving.
- A mystery without a crime: nothing is taken for keeps, nobody is hurt, nobody is blamed, nothing scary. Good for a birthday party, a sports club, a class party or a rainy weekend.
- Not suitable for children under 3 (small paper parts).
- Love math pyramids? Creouts Publishing also publishes math pyramid puzzle books in paperback (search "Creouts Publishing" on Amazon).
LICENSE
For one family, one party or one classroom. Print as many copies as you need for your own players. No resale, sharing, uploading or claiming as your own; no AI training.
Digital files cannot be returned.
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