Bureau of Impossible Things
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.
Huge impressions by the marina, four missing objects and a glint above the water. Compare pictures, times and possible explanations. For 2–5 detectives aged 8–12, with no required facilitator. Polish materials.
PDF: Digital download — no physical delivery.
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Unusual marks appear beside a quiet lake. A bicycle bell, a ladle and two wooden spoons are missing from the marina store. Hubert mentions a glint above the water, while a local legend describes a gentle giant. Which details are observations, and which are assumptions? Investigate three folders in any order: Shore, Marina and Workshop. Each offers four pieces of evidence and a paper comparison activity. Study shapes, object features and times, then decide what supports each hypothesis. Markers record your reasoning rather than provide a scored answer. Change your mind, use hints and revisit any evidence. A cooperative game for 2–5 children aged 8–12, with no required facilitator. Duties rotate after each folder and every document remains available to everyone. There are no penalties, action limits or compulsory witness performances. Play takes place entirely at a table, with no visits to real water. All game materials are in Polish; this English text describes the product. One complete case with a fixed solution. The intended 55–80 minutes of play and around 15 minutes of preparation after reading, excluding printing, are estimates. Review and dependency modelling have been completed. Human playtests, a physical print check and independent preparation by a new person are pending.
6 PDFs in each complete colour and black-and-white edition. Rules, an incident report, a five-place map, three hypotheses with a comparison board and nine markers. Four person cards and a separate naturalist source card. Three folder guides, 12 evidence cards, three comparison activities, six hints, a shared reasoning example, intermediate findings, two report sheets and a separate ending. Print guide and font licences. Each edition has 40 game pages and 6 optional covers.
One set, single-sided A4 at 100%. Choose colour or black and white. There are 40 pages without decorative covers, or 46 with them. Cards, the board and markers work as whole sheets. DRUK.txt gives the exact folder ranges, preparation order and when to open the ending.