For Teens Adventures
Everything in the library worth setting up for for teens.
Teenagers will play almost anything, on one condition: it must not be obviously made for younger children. That is not about theme or artwork. It is about whether the puzzles trust them.
A teenager can tell within one puzzle whether a game has been made easy for them, and once they have decided that, the phones come out and the afternoon is over. So use ciphers that are genuinely coded rather than decorated, let the chain be long enough to get lost in, and allow a puzzle that stalls the group for five minutes. Being stuck is the part they are there for.
Mysteries and heists work better than treasure hunts from about thirteen, because the pleasure is in reasoning and arguing rather than in finding. And resist supervising. The fastest way to lose a room of fifteen year olds is to stand in it explaining. Hand over the first page, say how long they have, and leave.
Build It Yourself







