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Resource and route adventures
Which journey works with the supplies available?
A route is a plan with consequences. Players connect locations and instructions while checking the resources and route conditions printed in their adventure.
A good choice for your group
Choose this when children like maps, tracing alternatives and working out why a possible-looking journey will or will not work.
The players’ job
Read the route’s start, destination and rules together. Trace one complete option at a time and keep its resource checks beside it, rather than mixing pieces of different routes.
How the reasoning works
Read the route rules
Find the start and finish, allowed links and any stated supply limit. Keep the page legend visible while tracing.
Try a complete journey
Use the badge results where the route asks for them. Record costs or conditions at each stop so you can check the whole plan.
Check arrival
Confirm that the route reaches the required finish and satisfies every condition before reading the final code or destination.
If the result does not fit
A connected line alone does not prove a route works. Recheck direction, required stops and the supply conditions printed on that game’s final sheet.
For the host: Let a child trace the route while another checks the rules. If they need help, ask where their first uncertain step occurs.
Choose a mission
Each adventure has its own evidence, story and final instructions. Open a game to check its full setup and print plan.
A complete player preview
Rooftop Shuttle Route
Welcome to the rooftop shuttle station. The shuttle route must visit a charger before it reaches the roof where the boxes are needed. Your team has the original records on the table. First recover five pieces of information, then use the final plan to plan the rooftop supply route. Keep every result beside its badge so another teammate can check your reasoning.
Read every clue below, including the final instructions. Answers and host hints stay in the host materials.
Clue 1 of 6
Path
Trace a legal supply journey from S to F. The map's arrows are one-way roads. Visit every required stop, stay inside the travel budget and use the cheapest complete journey. Report all stop letters.

Read this clue in text
Travel map (one way)
S=Loading roof; C=Charger; L=Cargo lift; B=Balcony; F=Receiving roof
S > C: 2 units
S > L: 1 units
C > B: 1 units
B > L: 2 units
C > L: 6 units
L > F: 2 units
B > F: 1 units
L > C: 1 units
Journey rules
Start S; finish F; limit 9 units.
Visit C, L. Use the least total cost.
Write every stop in order, with hyphens.
Clue 2 of 6
Window
The shuttle log mixes two immediate handoffs with longer before notes. Reconstruct all five jobs and report the requested position only after checking each note.

Read this clue in text
Event cards
C: Charge shuttle
L: Load box
H: Close hatch
T: Test lift
F: Fly to roof
Witness notes
C is before L.
L is immediately before H.
H is before T.
T is immediately before F.
Report the event ID in position 4.
Clue 3 of 6
Signal
Recover the complete desk-signal legend from the training cards. Compare which signals and words appear together across the cards; word order on a card is not a clue. Decode the received message in order. The desk uses this message when handling the rooftop supply boxes.

Read this clue in text
Unlabelled legend
Signals: DOT, BAR, ARC, RING. Words: WAIT, SEND, TURN, REST.
Each signal has one word; each word is used once.
Training messages
DOT means SEND (any order)
BAR+ARC means TURN+REST (any order)
ARC+RING means REST+WAIT (any order)
Received message
RING > BAR
Report decoded words in order, with hyphens.
Clue 4 of 6
Record
Use the roof requests and lift ledger to follow the completed record. Match printed keys, then report the requested field. A planned or cancelled entry cannot prove a move.

Read this clue in text
Roof requests
item: Lift | tag: PINE | status: cancelled
item: Roof | tag: WAVE | status: draft
item: Pad | tag: STAR | status: checked
Lift ledger
tag: STAR | bay: NORTH
tag: PINE | bay: EAST
tag: WAVE | bay: WEST
Cross-check
Match A.tag to B.tag.
A.status is checked.
Report B.bay.
Clue 5 of 6
Food
Use the stock and dependency cards to find which transfer system can run now. Follow each chain from an available part. A pair of systems waiting for each other is still unavailable.

Read this clue in text
Shuttle readiness dependencies
POWER needs CELL
HATCH needs KEY
LIFT needs POWER AND HATCH
WINCH needs POWER AND ROPE
ROPE needs WINCH
Starting conditions
Available now: CELL, KEY.
A result becomes available when its needs are met.
Which of LIFT, WINCH, ROPE becomes available?
Clue 6 of 6
Final
Use each result to recover the load for its leg. At each leg choose the cheapest road that can carry that load. A road with too little capacity is closed to this cargo. Report the five road IDs in journey order.

Read this clue in text
Cargo key, one leg at a time
Leg 1 (Path): S-C-B-L-F=2; S-L-C-B-F=4
Leg 2 (Window): T=2; C=4
Leg 3 (Signal): WAIT-SEND=2; WAIT-TURN=4
Leg 4 (Record): NORTH=2; EAST=4
Leg 5 (Food): WINCH=2; LIFT=4
Roads: load capacity / travel cost
1: B 6/4 | A 3/2
2: C 3/2 | D 6/4
3: F 6/4 | E 3/2
4: G 3/2 | H 6/4
5: K 6/4 | J 3/2
Route rule
Choose the cheapest road carrying each load.
Report the five road IDs in leg order, with hyphens.
Start after: Path, Window, Signal, Record, Food
All 9 games in this collection

Plan a resource routeAges 8–10 · Est. 35–50 min
Two bridges can carry small baskets, while the heavy lantern stand needs another road. Work together to plan the lantern delivery route.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
The banner poles are too bulky for some passages between the train carriages. Work together to route the banner delivery.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
The dragon can carry every bundle, but narrow gates limit the loads on its ground route. Work together to choose the dragon delivery route.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
One shortcut is closed and a supply stop is required before the final crossing. Work together to plot the survey supply route.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
Planks and survey tools need different bridge crossings because the load limits differ. Work together to plan the camp bridge delivery.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
The sample cards must pass a checking station and stay within every carrier load limit. Work together to route the amber sample delivery.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
The convoy must collect rope before the crossing, avoid a closed lane and carry enough repair supplies. Work together to route the bridge repair convoy.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
A light kit must cover three growing needs, then each parcel must use a road that can carry its load. Work together to choose the seed parcel carriers.
6 clues · 2–6 players · No cutting
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Plan a resource routeAges 8–10 · Est. 35–50 min
The shuttle route must visit a charger before it reaches the roof where the boxes are needed. Work together to plan the rooftop supply route.
6 clues · 2–6 players · No cutting
See clues & prepare → Try a different reasoning task next
Choose this when the group enjoys putting events in order, comparing times and spotting a clash in a plan.
Build a timetable →