← Evangeline's Lost Ledger
Proposal for discussion · October 4, 2026

Evangeline's Lost Ledger: Auction Night

Plain-text version for AI readers · Tap any picture to see it full size.

TL;DR

About the pictures: the easel screens are rendered by the real easel software we have running today (its art, fonts and layout). The paddle-code, fate and payoff screens are new screens drawn in that same style. The auction stand, witnesses and props are mock-ups in the same palette. Lot names, lines and props are sample content (Lot 1, "The Captain's Pocket Watch", is the easel's placeholder lot), not proposed canon.

Why change the auction step

In the current version the coins are "digital credit and are not consumed," and running low on credit is always fixed by a quick recovery question. Together, those two rules mean the player never has a real choice:

The auction is really the gate between the easel and the ledger, and the best part of this game is discovering what happened to the lot. So the auction stand gets a better job: it's where the player hears what happened that night, from the ghosts who were there. Every fate on the list (sold, returned, refused, withdrawn, missing) is something that happens at an auction.

The player's journey

1

Find your lot number, go to that lot's easel

The player receives a case slip and finds their lot number in the Library portraits, then goes to the easel with that lot number.

An intended change from your document: instead of each player getting three lots and deducing which one matters, each easel is one lot, and the game goes deeper on that one lot: its story, its auction night, its witnesses, its clues and its questionnaire.

2

The easel tells the story

Unchanged from the easel we have today: the attract screen shows the lot, the doorbell starts the narrated story.

Real easel attract screen: Evangeline's Lost Ledger, a gold ring with LOT 1, The Captain's Pocket Watch, two candles, 'Ring the doorbell to begin', and a button legend: Doorbell begins the story, Begin answers the questions
Attract screen (real app)
Real easel story frame: a portrait silhouette and a pocket watch, the time 11:15 in gold, and the caption 'The watch stopped at a quarter past eleven, and no one ever wound it again.'
Narrated story (real app)
3

New: the story ends with a paddle code

Instead of sending players off with a list of clues, the last screen gives the lot's paddle code: the three colored buttons in a particular order. The easel shows the code on screen and says it aloud several times. Nothing is printed or handed out: the easel giving you the code is the point. Pressing each button exactly once gives exactly six orders, one for each of the six stories, so every auction stand is identical and can play any lot. Any stand can be used, and the stands will be clearly marked as auction stands so players know where to go.

New easel screen in the real style: 'Your paddle for Lot 1, The Captain's Pocket Watch'. A panel says 'At any auction stand, press each coin once, in this order:' and shows Gold 1st, Copper 2nd, Silver 3rd. Below: 'Then listen to what the room remembers. Come back to Lot 1 when you know what became of the watch.' Legend: Doorbell hears the story again, Begin gives your answer.
Paddle code screen (new, drawn with the app's own screen code)
Story 1Gold · Copper · Silver
Story 2Gold · Silver · Copper
Story 3Silver · Copper · Gold
Story 4Silver · Gold · Copper
Story 5Copper · Silver · Gold
Story 6Copper · Gold · Silver

Six button orders, one per story. The assignment shown is an example.

4

The auction stand: standby, then séance

A stand waits in standby, ready for a code. The player presses their paddle code. A wrong or partial code gets "There is no such lot in my book. Try again." A valid code switches the stand to séance mode: it plays that lot's moment from the auction night as a short ghostly audio scene (the auctioneer, the two ghost bidders, the room) while the five lights count down green, green, yellow, yellow, red: "going once, going twice…" The scene breaks off before the hammer falls. Then the voice explains whose button is whose: each button flashes as its ghost is introduced ("the gold button is the Auctioneer…"). Press a ghost's button once to select them, again to hear their account. After an idle timeout the stand returns to standby for the next group.

The auction stand in six panels. Standby 1, ready for a code: buttons pulse, 'Present your paddle, if you please.' Standby 2, paddle code entered: Gold, Copper, Silver lit in order; a valid code switches to séance mode. No such lot: a wrong or partial code gets 'There is no such lot in my book. Try again.' Séance 3, the auction replays: green, green, yellow lights on. Séance 4, whose button is whose: the silver button flashes while the Bidder is introduced. Séance 5, select then confirm: the gold button stays lit after one press; a second press plays the Auctioneer.
The stand as specced: standby, a wrong code, and séance mode. An idle timeout returns it to standby.
5

Question the witnesses

Each of the three buttons belongs to one ghost: the Auctioneer (gold), a Bidder (silver) and the Porter (copper). Press a ghost's button to hear their account. Each tells part of what happened, and one of them is lying. The stand finishes by naming the lot's ledger number, so the player knows which physical ledger to find. Audio only is a strength here: it's a séance, and the player is eavesdropping on the dead.

What the witnesses say about Lot 1. The Auctioneer (gold, marked as lying): 'Withdrawn, I tell you. That watch never crossed my block. Look in my day book if you doubt me.' The Bidder (silver): 'I bid nine guineas. A lady in the back row said eleven, and the hammer fell before I could answer.' The Porter (copper): 'I wrapped it for the lady myself. She signed for it with one letter. Ask the clerk's desk in the study.'
What the player hears, written out (sample)
6

Paper clues and the ledger settle it

The witnesses point to places in the house. Printed props hidden around the venue (a bill of sale, the auctioneer's day book, a pawn ticket, a telegram) and the lot's physical ledger show who lied. Some props belong to other lots, so players read carefully. This brings back the paper clues from the earlier version and spreads groups across the venue.

Three printed props. A bill of sale: Lot 1, a gentleman's pocket watch, purchaser E., eleven guineas, porter T. Ames, December 1893 (found in the clerk's desk, Study). The auctioneer's day book: Lot 1 pocket watch, 'sold, 11 gns' struck through and 'withdrawn' written in fresh ink (found in the Library by the stand). A pawn ticket from Holloway and Sons for one silver key, Lot 2 (a clue for a different lot).
Printed props (sample). The signed bill of sale and the altered day book expose the Auctioneer.
7

Back to the easel: name the fate, close the case

The player returns to the same easel and presses BEGIN to start the interactive questionnaire, on the easel's existing question screen (UP/DOWN to choose, CONFIRM to answer). Many of the questions use information they can only get by listening at the auction stand; that is the point of the stand. The questionnaire ends with what became of the lot (the five fates), then the case-slip mystery.

After a wrong answer the easel gives a hint that tells them what they need to go and get: for example "Ask the Porter where the watch went" or "Find the bill of sale in the Study". They can go, come back and try again: never a dead end. Staff are also walking the room to help anyone who is stuck.

The real easel question screen with new content: 'What became of the Captain's pocket watch?' with five choices A Sold, B Returned, C Refused, D Withdrawn, E Missing; A is highlighted. Legend: Up/Down choose, Confirm answers.
Fate question on the real question screen
The same screen after answering: A Sold turns green, 'Correct!' appears, with 'Sold, to a buyer who signed only E.' Legend: Confirm continues.
Real "Correct!" feedback
Payoff screen in the easel style: 'Case closed.' A gold-edged plate reads 'Lot 1, The Captain's Pocket Watch: SOLD'. Below, Evangeline's closing line: 'He asked me to wait for him. So I bought back the one thing he left, and I wound it every night until the key wore thin.' Legend: Doorbell, new story.
Payoff (new, in the easel style)

A lighter option, if you want the bidding kept

At the key moment the scene pauses: "Do I hear more for Lot One?" The player answers with a button, and that choice decides which witness speaks first, or which part of the story they hear next. The bidding steers the investigation, but the player can't lose and there's no balance to track.

What stays from your design

Kept

  • Case slip, portrait hunt, easel, auction, back to the easel, in the same order
  • Copper / Silver / Gold, now the colors of the stand's three buttons
  • Five countdown lights: green, green, yellow, yellow, red
  • The auctioneer and two ghost bidders
  • Eight physical ledgers, one per lot
  • Never a dead end
  • Every playthrough ends with a closed story

Changed

  • There are no coins or credit. The stand has three colored buttons: they take the paddle code, then each belongs to one ghost.
  • The auction replays the night the lot's fate was decided, instead of being a bidding contest.
  • Each easel is one lot, explored in depth, instead of three lots per player and deducing which one matters.
  • Recovery questions are replaced by the questionnaire's hints (what to go and find), plus staff in the room.
  • Printed paper clues return, placed around the venue.

Hardware: nothing new

StationWhat it needs
EaselThe Raspberry Pi easel as it is today: portrait screen, speaker, doorbell, BEGIN, UP, DOWN, CONFIRM. New content only: the paddle-code screen and the fate question.
Auction standThe painted stands, as specced: 3 colored buttons (gold, silver, copper), 5 lights, speaker. Every stand is the same and holds every lot's audio.
CluesPrinted props plus the 8 physical ledgers. No electronics.

Every station runs on its own. Nothing needs the venue Wi-Fi, nothing is written to a tag, and no station has to remember a player. The code the player carries in their head is the only link between stations.

Questions for you

  1. Are the five fates still Sold / Returned / Refused / Withdrawn / Missing, and is it the same list for every lot?
  2. At the final easel, is it two answers (the fate, then the case-slip mystery) or one combined answer?
  3. Is choosing with UP/DOWN and CONFIRM on the easel (as it works today) fine for the fates, or do you want a button per fate?
  4. How many auction stands are built and painted?
  5. Can the paper clues be loose props that staff reset between groups, or do they need to be mounted or framed so nothing walks off?
  6. Roughly how long should one playthrough take, and how large is a typical group?
  7. Are the eight physical ledgers still being made as written books? Should they carry part of each lot's evidence?
  8. Do you prefer the full witness version or the lighter bidding-steers-the-story version?
  9. Six stands playing audio in one room will bleed into each other. How should we handle it: speaker placement and spacing, handsets players hold to their ear, headphones, or directional speakers? Where will the stands sit in the room?