# 🏰 The Relic Riddles

## Game Type
Multi-room riddle path adventure

## Duration
Variable (based on path chosen, ~5-10 minutes)

## Player Count
Solo or pairs

## Difficulty
Medium - Logic & Navigation

---

## Overview
A choose-your-own-adventure style riddle game where players move between rooms in Blackwood Manor. Each choice leads to a different location and outcome. Players must solve riddles to determine their path through the mansion.

---

## Game Flow

### **Step 1: Starting Point**
At a central station (Great Hall), players receive a **starter riddle card**.

**Example Starter Riddle:**
> "I guard what's precious, yet I'm not alive. Break me, and secrets spill. What am I?"

**Choices:**
- **A: Chest** → directs to Library
- **B: Egg** → directs to Dining Room
- **C: Mirror** → directs to Cellar

### **Step 2: Room-Based Clues**
In each destination room, there's a small card, envelope, or sign with the next riddle or mini-puzzle.

**Example (Library card if they chose "Chest"):**
> "Wooden walls, iron lock — what treasure do I hide?"

Answer leads them to another room or an ending card.

### **Step 3: Outcomes**
Depending on their path, players eventually find a final card:

- **🏆 Treasure Card**: "You uncover a relic. Claim a candy prize!"
- **💀 Curse Card**: "The chest slams shut. You lose your way."
- **👻 Ghostly Message Card**: "Lady Evangeline whispers: Seek the lantern..." (lore tie-in)

---

## Design Principles
- Each branch should be **2-3 cards total**
- All branches end in roughly the **same number of steps** (fairness)
- Cards can be **swapped/rotated nightly** for variety
- Naturally splits players across rooms → **prevents bottlenecking**

---

## Room Setup Requirements
- [ ] Identify available rooms in venue
- [ ] Determine card placement locations in each room
- [ ] Create signage or card holders
- [ ] Design clear visual markers for each station

---

## Materials Needed
- [ ] Starter riddle cards (at central station)
- [ ] Room clue cards (2-3 per branch)
- [ ] Outcome cards (Treasure/Curse/Ghostly)
- [ ] Small envelopes or card holders for room placement
- [ ] Prizes for treasure outcomes
- [ ] Map of room flow (for staff reference)

---

## Example Branches to Create

### Branch 1: The Library Path
1. Starter → Chest → Library
2. Library → Book riddle → ???
3. Outcome: Treasure or Curse

### Branch 2: The Cellar Path
1. Starter → Mirror → Cellar
2. Cellar → Shadow riddle → ???
3. Outcome: Ghostly Message

### Branch 3: The Dining Room Path
1. Starter → Egg → Dining Room
2. Dining Room → Food riddle → ???
3. Outcome: Treasure or Curse

---

## Lore Integration
Cards can include hints to other manor games:
- "Lady Evangeline whispers: Seek the lantern..."
- "The Shadow Market awaits those who dare..."
- "Beware the Alchemist's cursed formulas..."

---

## Implementation Status
- [ ] Map out full branching flow
- [ ] Write all riddles
- [ ] Design card layout/graphics
- [ ] Print and laminate cards
- [ ] Test paths for timing
- [ ] Set up room stations
- [ ] Create staff reference guide

---

## Notes
- Works well for **solos or pairs**
- Adds **movement and suspense**
- **Modular and paper-based** (easy setup)
- Can be adjusted for difficulty by room

---

**Original concept in**: `brett-old/relic riddles.docx`
