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.
Animals are avoiding the waterhole. Compare tracks, photographs and reports, then plan three suitable detours. For 2–5 players aged 8–12 and a separate facilitator. Polish materials.
PDF: Digital download — no physical delivery.
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Something has changed the night-time route to a natural waterhole in a fictional reserve. Ranger Ewa asks the team to compare tracks, images from two days and observation records. Temporary water stations are already available, so the team can investigate calmly. Choose the order of three packs: Water, Tracks and Changes. One question token opens a complete pack; initial hypotheses can be revised. A later report helps test the cause. Then arrange eight route sections and allocate four work markers to meet the explicit needs of three animal groups. A cooperative paper game for 2–5 players aged 8–12 and one separate facilitator. The facilitator reveals documents and checks routes against a complete table. Players can dictate, draw or point to their report. Two-level hints and a partial ending support shared completion without harm to the animals. All game materials are in Polish; this English text describes the product. The map and animal needs form a simplified puzzle, rather than a field guide. The case has a fixed diagnosis. The intended 60–80 minutes of play and around 20 minutes of preparation after reading, excluding printing, remain estimates. Review and rules modelling have been completed. Playtests with children, a physical print check, independent facilitation and a naturalist’s review of simplifications are pending.
6 PDFs in each complete colour and black-and-white edition. Rules, briefing with two views, an A4 map and full connection table, 12 document cards across investigation and planning, three pack fronts, five track boards, three animal-needs cards, eight large route sections, three work orders, four work markers, three question tokens, diagnosis and route forms, six hints and a separate facilitator guide. Animal needs are R10–R12, while track boards belong to R03, R06 and R09; they are not counted twice. Print guide and full font licences. Each edition has 39 game pages and 6 optional covers.
One set, single-sided A4 at 100%. Choose colour or black and white. There are 39 pages without decorative covers, or 45 with them. Cut out large route sections, orders and tokens along simple outlines. Leave the map and evidence on full sheets. The facilitator reads the separate guide beforehand; DRUK.txt gives exact page ranges and reveal order.