MISADVENTURE IN tOpsy-turvy LAND: The Case of the...
Transcript of MISADVENTURE IN tOpsy-turvy LAND: The Case of the...
MISADVENTURE IN tOpsy-turvy LAND: The Case of the Pilfered Pocket Watch
TABLE OF CONTENTS List of Characters 2 Instructions for Parent Host 4 Name Tags 8 Ransom notes, coded messages, code keys 10 Pregame Starter Cards 17 Round One Clue Cards 23 Investigation Sheets 29 Round Two Clue Cards 41 Round Three Clue Cards 48 Menu Suggestions 54 Bonus Games 56 Proposed Time Line 61
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materials. This document may not be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, scanning or by any information storage and retrieval system without express written consent from mymysteryparty.com. The buyer has purchased this as a single use non-profit game and is hereby entitled to use these materials for one event only in a private setting. The buyer shall purchase Multi-Use licenses from mymysteryparty.com in the event this game is to be utilized for profit and /or for multiple events in any setting (commercial venue,
private home, etc.). DISCLAIMER: Because we have no control over the application and production of this game, mymysteryparty.com cannot guarantee results and will not be responsible for any personal injury, death and/or loss to participants. No use of this production other than the stated entertainment use is implied or intended. Such use is the sole responsibility of the user. The subject matter
contained here is fiction and is intended purely for entertainment. The names and actions carried out by the characters are not intended to represent or imply the behavior of any person, living or dead. Any likenesses to real persons or events are purely coincidental.
GAME SYNOPSIS The charming Kingdom of Topsy-Turvy Land turned dreadful after the Scarlet Queen thieved the crown from the
unsuspecting Silver Queen who had ruled the land peacefully for the previous 101 years. The wicked Scarlet Queen seized control of Topsy-Turvy Land but as a cruel and uncaring dictator under the protection of her beastly ally – the Greasy Goon!
Allie, a loyal friend of the Silver Queen, hatched an ingenious plan to steal the crown back from the Scarlet Queen! The Flying Monkeys were the unwilling night guardians of the Queen’s crown as they were unable to escape the palace unless it was a
precise time of day that they could fly. Therefore, to keep them prisoners in the palace, the Queen didn’t allow clocks around the Flying Monkeys. Reluctantly, they guarded the crown each night and did their duty to avoid her wrath!
As Allie and friends strategized to save Topsy-Turvy Land, the White Bunny searched frantically around the Topsy-Turvy Land Woods for a pair of missing gloves. The White Bunny was the Queen’s herald and followed a rigid schedule around the
daily criminal trials in the Palace Garden. After returning home with gloves in hand, the White Bunny stumbled upon a ransom note along with a curiously coded message on the table! The White Bunny was stunned to learn that a thief had stolen
her pocket watch! The White Bunny knew she was in big trouble and needed serious help from her friends! The White Bunny arrived at the Crazy Cap Maker’s Afternoon Tea Party and shared the note and curiously coded message with her friends. The guests of the tea party mingled about and discussed the crime. To everyone’s shock, another ransom
note surfaced that led to an exciting scavenger hunt through Topsy-Turvy Land Woods. Once the group decoded the curiously coded message, they investigated who might have pilfered the White Bunny’s pocket watch. More peculiar notes from the thief arrived on the sly but this time; the notes led the guests to the hidden pocket watch! A thorough forensic
analysis was performed on the watch and the guests of the tea party submitted their best guess of Whodunit! Each guest took turns admitting their involvement, if any, in the crime and out of the blue…the thief confessed to the crime! With Topsy-Turvy Land in an uproar, the tea party guests made a valiant effort to seize the Scarlet Queen’s crown right off of her head!
The question is: were any of them successful? To be continued…
CHARA
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GOLIM TH
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GENERAL INSTRUCTIONS FOR THE PARENT HOST Thank you for purchasing ‘The Case of the Pilfered Pocket Watch Mystery Game’. This mystery is a light-hearted mystery that allows your guests to step into different characters while trying to solve the entertaining mystery. The party can be a huge success as long as everyone relaxes and lets the mystery unravel during each round. The party pack (this document) needs to be printed in advance of the party. Cut out the clues and slip them into envelopes labeled with the appropriate round and character for each round of the party. It is optimal to choose different colored envelopes for each round. You can also scroll the clues and tie a ribbon around them (be sure to label them with the character and round) or you can simply pass them out to the guests for each round. There is also a scavenger hunt that needs preparation in advance of the game (see the game break down below).
INVESTIGATION ROUND / ROUND TWO: Deliver these clue cards and allow the guests to mingle. If you are going to serve a light dinner, you can do so at this time but it is optional. After mingling and implementing the tasks and sharing the information on their clue cards, the four notes (ransom-style notes #4-7) are presented to the guests and will lead them to the pocket watch hidden in the refrigerator. A forensic analysis report is given to the guests after the pocket watch is found and the final guesses of whodunit are submitted. FINAL SOLUTION ROUND / ROUND THREE: Cake and hot chocolate can be served during this round as the guests read their final solutions in front of the group. If there is time, accusations can be made by each guest before the Round Three Solution Cards are read (acted out).
For further questions, check out our FAQ web page at http://www.mymysteryparty.com/helpful.html Our number is 1-800-714-3951 and hours are M-F, 10-3 PM Central Time.
If your question is not listed in our FAQ, contact us at the email addresses below.
Mystery Content / Flow Questions: [email protected]
Web based Questions: [email protected] Tech Support: [email protected]
Public Relations: [email protected]
OPTIONAL PRE-GAME Host Instructions: Before the party, send out the free, printable game invitations to your guests as they have a character list and a mystery synopsis. This way, the guests can be familiar with the other guests at the mystery before they arrive to the party and will have an idea where the story line is headed. You can always elect to read the synopsis to the guests prior to passing out the Round One Clue cards. Once you have your guests who have RSVP’d - proceed with the pre-game starters about 1 week or so before the party (see below). This optional pre-game round is to be implemented approximately one week before the party. Please note that this round generates pre-game excitement and is not necessary to solve the mystery. The ways to deliver these clues are as follows:
FULL INSTRUCTIONS IN THE PURCHASED GAME
ROUND ONE IT’S time for a mad Tea PARTY! Parent Host Instructions:
PARTY DÉCOR: Set up a long table with a brightly covered table cloth(s). Place teapots of all colors, shapes and sizes on the table and use mismatched chairs of all sizes. Hide a toy mouse in a sugar bowl. Hang colorful lanterns over the table. Decorate the front door to the party area like a rabbit hole or even a big mirror (i.e. a looking glass). Hang signs around the party area that say ‘this way, ‘up’, ‘down’ ‘that way’, etc. Put clocks around the room that are stopped at ‘tea time.’ Decorate the room with giant playing cards and chess pieces (use cardboard and paint if you cannot find them at your local party store). Put a few lawn flamingos around the room and / or purchase a flamingo light set. If you have lawn flamingos, you need some stuffed hedgehogs as well. Fill vases with white and red roses and even some white roses that are half-way painted red.
PROP LIST: These are props needed for this round. Collect these items in advance and have them ready. Ransom note #1 and the Curiously Coded Message Guest Instructions and Character Descriptions Round One Clue cards in sealed envelopes Mystery Investigation Sheets (page 29+) Pens/Pencils for each guest (host supplied) Ransom note #2 (and optional #3) Decoder Keys in brightly-colored envelopes and hidden in the Topsy-Turvy Land Woods
ROUND TWO the investigation commences! PARENT HOST INSTRUCTIONS:
Hand out the Round Two Clue Cards to the guests and instruct the guests to mingle and discuss the clues on their clue cards with each other and continue to take notes on their mystery investigation sheets. Explain that they should continue to ‘gossip’ about each others’ characters and the Stolen Pocket Watch and then, they can work as a team or in teams (however you choose) on the mystery once everyone discusses the information on their clue cards. Explain to the guests that the information in their clue cards should be enough to reveal who the thief is (plus the forensic report that you will disclose as soon as the pocket watch is found).
PROP LIST: These are props needed for this round. Collect these items in advance and have them ready. Round two clue cards in labeled, sealed envelopes Ransom-style notes #4 through #7 in labeled (open me, etc.), sealed envelopes Toy Pocket Watch hidden in the refrigerator Forensic Report in a labeled, sealed envelope
ROUND THREE who is the naughty one? PARENT HOST INSTRUCTIONS:
Collect the Mystery Investigation Sheets from your guests. Instruct them to sit in a circle before you pass out the round three envelopes to the guest. At this time, serve dessert and hot chocolate. If time allows, instruct
the guests to one at a time accuse who they believe is responsible for the crime and why they think it is
PROP LIST: These are props needed for this round. Collect these items in advance and have them ready. Round three clue cards in sealed, labeled envelopes Small pieces of paper for the guests to write their favorite color on and a pen for each guest.
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ROUND TWO ONE CLUE cards
EACH CHARATER WILL HAVE A ROUND TWO CLUE CARD INCLUDED IN THE
PURCHASED GAME
Topsy-Turvy Land forensic report
FORENSIC REPORT INCLUDED IN THE PURCHASED GAME
ROUND TWO - MEEDLE MUM Clues to share with other characters:
You can’t think of any reason why you would have touched the White Bunny’s pocket watch so if you or your twin’s fingerprints are on the watch – you two might be big suspects!
You and your twin’s favorite food is a chocolate cupcake covered with grape jam! You had ten of them for breakfast this morning.
The guilty one would definitely have left fingerprints on the pocket watch as the only one who wears gloves in Topsy-Turvy Land is the White Bunny. Furthermore, the White Bunny searches for the gloves all the time!
When the pocket watch is found, it probably has the thief’s fingerprints on it!
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MENU SUGGESTIONS Attach labels with the words ‘eat me’ and ‘drink me’ in front of the snacks and
beverages. Write ‘eat me’ with squeeze-tube frosting on the cupcakes and display on a cupcake stand. Serve lots of iced sweet tea in tea cups (unless the guests want hot
tea – but most likely not at this age). MAD APPLE SLICES
CRAZY CAP MAKER MEATBALL SUBS THE CHEF’S CINNAMON-FREE TERYAKI CHICKEN WINGS
CHESTER THE CAT’S FAMOUS CHICKEN - PAW-LICKIN’ GOOD! GOLIM THE CATERPILLAR’S CHOW MIX
THE SCARLET QUEEN’S CHERRY SMASHER WHITE BUNNY’S CARROT CAKE SMOOTHIE
RECIPES INCLUDED IN THE PURCHASED GAME
OPTIONAL BONUS GAMES:
FUN WITH FUNYUNS
THE PERFECT TOPSY-TURVY LAND CHEER
FRUGAL FASHIONISTAS
THE WHAT TOPSY-TURVY LAND THING AM I GAME
TOPSY-TURVY LAND CHARADE CHALLENGE
THE CRAZY CANDY BAR CAPER
More quick game suggestions:
GAME INSTRUCTIONS (AND DOCUMENTS WHEN APPLICABLE) INCLUDED IN THE
PURCHASED GAME
Proposed estimated party timeline: (1.5 - ~ 2.5 hours for the mystery – extended with bonus games to up
to ~4 hours if desired) 2 weeks prior: Send invitations including a character list and mystery synopsis. Using the My Mystery Party free invitations will provide this information. 1 week prior: Send pre-game starter cards (i.e. the ‘reminders’ of the Crazy Cap Maker’s Tea Party) 1 week prior to the party. You can send a copy of the guest instructions to each guest prior to the game. GUESTS ARRIVAL: When the guests arrive, allow them to view the ransom note #1 and the Curiously Coded Message that the White Bunny found in her home this morning. TIME O: announce each character to the group and allow the guests to ask questions on how to play the mystery game. At this time, you can read over the game synopsis once more to ensure the guests know the background of the story. Serve snacks and fun beverages. 10 MINUTES: pass out the round one envelopes and the Mystery Investigation Sheets (along with a pen for each guest) and allow the guests time to mingle and discuss the clues given to them on their Round One Clue cards. 30 MINUTES: Present the group with Ransom Note #2 (and #3 is optional). Allow the group to discuss the note(s). 35 MINUTES: Scavenger hunt for the four decoder keys in ‘Topsy-Turvy Land Woods.’ 45 MINUTES: Allow the guests time to decode the Curiously Coded Message as a group. 40 MINUTES: Bonus game of your choice. 60 MINUTES: Pass out the Round Two Clue Cards and give the guests time to mingle and discuss the crime and the evidence thus far. *Can serve a light dinner at this time. 1 HOUR, 15 MINUTES: Present the guests with the final four ransom notes. This will lead them to the pocket watch hidden in the refrigerator. Once the pocket watch is found, give the guests the forensic analysis report and ask them to do their final investigation on the crime. The forensic analysis report will narrow the suspect list down. They are to submit their final guesses of whodunit. 1 HOUR, 30 MINUTES: allow the guests to one by one accuse who they believe is the guilty one and why they did it. *Can serve dessert (birthday cake) and hot cocoa at this time. 1 HOUR, 40 MINUTES: pass out the Round Three solution cards and one by one, the guests read (act out) their final solution card in front of the group. The thief reads theirs last and confesses to the group. The order of reading the cards are on the cards themselves. At the finale, each player will choose a color in hopes of picking the same as the Scarlet Queen which means they steal her crown and save Topsy-Turvy Land. If nobody chooses the same color as the The Scarlet Queen, she continues to rule Topsy-Turvy Land. 1 HOUR, 50 MINUTES: Bonus game of your choice. 2 HOURS, 10 MINUTES: Optional Awards Ceremony. There are many awards certificates available on My Mystery Party in the Mystery Prop Emporium at http://www.mymysteryparty.com/mypapr.html