FOR SHARP MINDSPLAYDAYVAULT ORIGINALOperation: Cipher VaultA PRINT-AND-PLAY ADVENTURERecover a stolen research file from a private vault. Reconstruct an agent’s plan across eight logic, cipher, and timing puzzles.

A PRINT-AND-PLAY ADVENTURE
Eight puzzles. Two timelines. One way home.
A clockmaker’s workshop is running two hours at once. Untangle eight interlocking clues and return the town to its rightful timeline.
Household and private, non-paid gatherings. License details
English language. No physical product. Applicable tax added at checkout.
Every clock in the town of Ternwick stopped at 6:17. Every clock, except the one on your table. Inside its case is an invitation to the workshop of the missing clockmaker Elian Vale. Two versions of his notes disagree about what happened. Separate cause from effect, set the mechanisms in order and choose the timeline that can bring him home.
Work through 8 connected puzzles: ordering, logic, letter wheels, and bring the clues together for a final answer. Play at your own pace, with two progressive hints for every puzzle.
Play times are estimates and vary by group. Ages are guidance; younger players may need an adult.
FOR SHARP MINDSPLAYDAYVAULT ORIGINALOperation: Cipher VaultA PRINT-AND-PLAY ADVENTURERecover a stolen research file from a private vault. Reconstruct an agent’s plan across eight logic, cipher, and timing puzzles.
NEW · NIGHT AT THE MUSEUMPLAYDAYVAULT ORIGINALMuseum After MidnightA PRINT-AND-PLAY ADVENTUREAn original glass bird has vanished before opening night. Examine witness statements, a restoration grid and a curator’s codes across ten connected puzzles.
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