Showing all 7 results

Choose Your Own Adventure Murder Mystery Game Haunted
Bruffey Manor
Players:  10 or 11-20 Era:   Present Day
Gender:  All Female Crime:   Intrigue
  The fearless young women gathered tonight at Bruffey Manor are here for a variety of personal reasons. Some know each other, others just want a cheap thrill. The house has long been deserted but not abandoned. Someone (or something) keeps the taxes paid so it cannot be torn down. Is the manor haunted? Why would ghosts haunt this place? Cheap Rent? Hidden treasure they guard? Or just took a wrong turn while looking for Liverpool in the fog? Bring a flashlight as the ghosts haven't paid the electric bill recently. Bring your wits because you will help determine the outcome of the game.   Bonuses:  
Players Format/Cost Format/Cost
10 Print/$45.00+s/h Download/$35.00
11-20 Print/$70.00+s/h Download/$55.00
 
not rated $35.00$70.00
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All-girl summer camp mystery game
Camp Run A’Muk
Players:  10 or 10-20 Era:   Present Day
Gender:  All Female Crime:   Theft, Intrigue
If you like this game, try the companion "Shampoo High" mystery - Shampoo High Girls at the Fair!
  The sign over the camp entrance boldly states "Welcome to Camp Run A’Muk." Underneath, someone has written "where minds are lost as well as campers." Shampoo High campers have been sent as a reward by their school for their good grades. Their parents think it is a great opportunity for to spend some quality time relaxing – both for the girls AND the parents too. When the girls arrived at camp, they were told the real reason for being at camp is that the camp is going to be closed next year if the Board of Directors cannot solve the ghost sighting issue and things disappearing. The pride and mascot of Camp Run A’Muk is a midget horse named Archie, but he has not been seen in two days. What happened to him? Someone in your cabins must be the prankster or thief that has been "borrowing" him. You are some of the best in the school at problem solving and the camp needs your help!   Bonuses:  
Players Format/Cost Format/Cost
10 Print/$45.00+s/h Download/$35.00
10-20 Print/$70.00+s/h Download/$55.00
 
not rated $35.00$70.00
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Mystery Haunted Group Role Playing Murder Party
Castle Glenn
Players:  14 Era:   Present Day
Gender:  M&F Crime:   Murder, Intrigue
  Sir Montgomery Glenn was found dead in his castle at Mousey, England. After a Viking burial that same day, the treasure hunt began. The treasure is rumored to be worth $21 million in gold and everyone wants a piece of that pie.  The castle has a garden maze on the grounds, secret passages, ghost sightings, and lots of strange visitors (many of whom spend days and weeks in the area). It’s a great place to visit, but there is just one tiny little problem. Who killed Sir Glenn, and if you find the treasure, are you next?   Bonuses:  
Players Format/Cost Format/Cost
14 Print/$50.00+s/h Download/$40.00
 
not rated $40.00$50.00
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Haunted House Mystery Role Playing Game
Mystery Manor
Players:  10 or 11-15 Era:   Present Day
Gender:  M&F Crime:   Intrigue
  The old Bruffey Manor sits on a hill outside of town. For years, the locals have been divided in their opinion as to whether or not it is haunted. On windy, stormy nights, lights are sometimes seen flashing in the windows and strange sounds come from the building.  The local Rotary club has offered a ski trip to North Dakota to anyone who can definitively prove Bruffey Manor either is or is not haunted. You join a group of strangers who are spending the night in the Manor, determined to collect the reward. Not everyone here is what they claim to be! One of the challenges is to discover who has a sinister reason for being here.   Bonuses:  
Players Format/Cost Format/Cost
10 Print/$45.00+s/h Download/$35.00
11-15 Print/$55.00+s/h Download/$45.00
 
not rated $35.00$55.00
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Disability Awareness Live Action Role Playing Mystery Game
See No Evil, Hear No Evil, Speak No Evil
Players:  10 or 15 Era:   Present Day
Gender:  M&F Crime:   Murder, Intrigue
 Note: This game is designed to increase awareness of and better proficiency in interacting with the disabled. Excellent for organizations, schools, churches, and any group who want to learn and have a good time, yet have an unusual party. A great team building game because a key to success in solving this mystery is for each of the players to learn to pool their capabilities and co-operate to solve the mystery.
  It’s a nice summer day and a group of people from Happy Care Facility are at the Park and Zoo for a picnic and special outing. All appeared to be having a good time and sharing experiences. Some clients are unable to speak with the others due to either language or physical impairments. Other clients are hearing impaired, while still others are blind. They have learned to work together and they complement each other well as a team. The blind are often accompanied by the deaf, who describe what they are seeing. Those who cannot talk, sign to the deaf. No one person has more than one impairment. About 3:15 p.m. the terrified chaperon was found in the Penguin pond. He had been gagged, his hands tied behind his back, and his legs bound together. After he was tossed in the water, all he could do was to stand on his tip toes and hope help would come soon. If he grew too tired he would sink under the water to his death. He said that he was struck from behind and bound and gagged after being blindfolded. His attacker(s) did not say anything and he is unable to identify them. This attack comes just eight days after the mysterious death of another patient. The autopsy has not been made public yet, and the management of Happy Care are adamant this crime wave be stopped.
  • Full Story
  • Cast List 10 player
  • Cast List 15 player
  Bonuses:  
Players Format/Cost Format/Cost
10 Print/$45.00+s/h Download/$35.00
15 Print/$55.00+s/h Download/$45.00
 
not rated $35.00$55.00
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The Fox Colonial Murder Mystery Game
The Fox
Players:  10 or 11-30 Era:   Colonial America
Gender:  M&F Crime:   Spy, Espionage, Intrigue
  Colonial troops are deserting faster than they can be recruited. Supplies are harder to get as the British always seem to seize or requisition all the stockpiles before the Colonists. The farmers now want gold or silver, not paper money. Many people are leaning toward suing for peace and taking their punishment. The year is 1780 in the English Colonies of America. The Colonies have declared for independence and are involved in a revolution against England. The Colonists have had some minor wins, some disastrous losses, and lots of discouragement. A new flag will only motivate the army so far! Headquarters suspects that there is a spy (known as The Fox), passing secrets to the British Forces. General Washington suspects everyone. He is worried The Fox may even be one of his staff. His Chief of Staff, Colonel Hathaway, has called for a meeting at an inn in Fairfax. Virginia. He doesn't want to meet around his other Headquarters personnel where he suspects there may be a leak of information. With luck we should be able to uncover the spy tonight, and after a fair trial The Fox will be hung in the morning. Don't make plans for tomorrow afternoon!   Bonuses:  
Players Format/Cost Format/Cost
10 Print/$45.00+s/h Download/$35.00
11-30 Print/$75.00+s/h Download/$60.00
 
not rated $35.00$75.00
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Choose Your Own Ending All-boy Western team building mystery game
Wagons Ho
Players:  12 or 15 Era:   California Gold Rush
Gender:  All Male Crime:   Intrigue
  Gold has been discovered in California! The year is 1850 and the forty-niners who hit it rich can now afford wives, race horses, or silver engraved double barrel shotguns and pistols.  Having been in California last year, Charlie Streeter knows the value of supply and demand. Prospectors and adventurers from back East are spending lots of money to be delivered to San Francisco, Sacramento, or San Jose. Charlie intends to guide a wagon train from St. Joseph, Missouri to California during the next 9 weeks. Charlie has gathered this daring group despite warnings from several mountain men. As part of the conditions on the trip each person must be a capable marksman and have his own weapons. Indians are less likely to attack well-armed parties. Join us now as we face the decisions of going West with these brave sons of destiny and even braver men who have undertaken to guide and help them. By making the right decisions, everyone will get to California safely. The wrong decisions will result in some shortened or altered lives. Don't let your scalp hang in an Indian lodge or leave your bones bleaching on the sand.   Bonuses:  
Players Format/Cost Format/Cost
12 Print/$45.00+s/h Download/$35.00
15 Print/$55.00+s/h Download/$45.00
 
not rated $35.00$55.00
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