The Tracker Club: The False Treasure
Teams in a town game receive conflicting directions. Polish game materials.
Shadows vanish, clocks run backwards and the post brings letters dated tomorrow. Investigate three strange reports and find their shared cause. For 3–5 players aged 8–12 and a separate facilitator. Polish game materials.
PDF: Digital download — no physical delivery.
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An ordinary afternoon in town suddenly slips out of order. A girl cannot find her shadow, the town clocks count minutes backwards and letters carry tomorrow’s date. Everyone is safe, but very puzzled. The Bureau of Impossible Things accepts three reports. Choose places to investigate, compare records and carry out paper experiments together. The whole Bureau has seven investigations to spend. Flet, the paper-bird courier, brings reports from places you skipped, so progress never depends on one lucky choice. Finish by diagnosing the problem and testing your proposal on the device board. For 3–5 children aged 8–12 and one additional facilitator. The facilitator receives descriptions, a card-distribution procedure, outcome tables and gradual hints. Acting skills are unnecessary. Players can point at pictures, and all evidence stays shared. All game materials are in Polish; this English text describes the product. Play is entirely offline. This is a complete, standalone case with a fixed explanation. The estimated 65–90 minutes of play and about 20 minutes of preparation after reading, excluding printing, remain unmeasured. Review and model simulations have been completed; playtests with children and a physical print check are pending.
7 PDF files in each complete colour and black-and-white edition. Rules, a five-location map, 18 B cards (including three initial reports of anomalies), 5 replacement reports, 5 experiments, 7 investigation tokens, 3 report markers, a device board, 6 setting tiles, 3 activation cards and a diagnosis sheet. A separate facilitator guide contains five dialogue profiles, all eight setting combinations, the explanation and three hint levels for four areas. Print guide and font licences. Each edition contains 36 game pages and 7 optional covers.
Print one set, single-sided on A4 at 100%. Choose colour or black and white. There are 36 pages without decorative covers, or 43 with them. Cut the large shadow-experiment fields, reports, tokens, setting tiles and activation cards along straight lines. The facilitator sorts materials by location. DRUK.txt lists exact page ranges and preparation steps.