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Miss Alice's Shop

A lover of puzzles, logic, and critical thinking! I make out-of-the-box puzzles and games for ages 5-11+

A lover of puzzles, logic, and critical thinking! I make out-of-the-box puzzles and games for ages 5-11+
Sherlock Holmes Escape Room - KS3 +
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Sherlock Holmes Escape Room - KS3 +

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The game is afoot! Step into the shoes of celebrated detective Sherlock Holmes to crack the case of a cunning criminal. This fun, history-themed escape room is riddled with riddles, peppered with puzzles, and bursting with codes and cyphers to crack! Students will test their reading comprehension, literacy skills, and social skills. *This is an escape room-style printable game. Escape rooms are always a little tricky, and hopefully, this can activate their logic and critical thinking skills as well as give them a class to remember! WHAT’S THE STORY? Celebrated sleuth Sherlock Holmes has received a curious note from a very special informant alerting him that something is amiss, and only a man of his impeccable calibre could possibly solve the series of clues that are being left like crumbs to a duck. Who is the mysterious crook leaving cryptic clues and cyphers to solve? Will you be the next great private detective whose name is on everyone’s lips? HOW TO PLAY THE SHERLOCK HOLMES ESCAPE ROOM This enigma at-home escape room puzzle takes little prep. Simply print out the PDF document and follow the simple instructions to set it up. There is a little cutting and folding, but it should only take a few minutes to get the party started. There are also some handy ‘hints’ included in case you get stuck inside a locked cupboard and can’t remember the code to get out! All the instructions are included, and the players will have fun trying to pass the test before their time runs out. Play: 60 minutes + Age: 15+ Younger players may also find this fun with adult guidance. Players: 2 - 6 is recommended. You could also use two copies of the game for bigger groups and let players battle it out! *Disclaimer - The time limit is a guide only, and escape rooms may not always be completed in this time limit. All clues are meant to test mental agility and allow players to think out of the box. The answers are not designed to be obvious at first glance. SET-UP The game is designed to need minimal set-up. You need nothing more than paper, the provided PDF documents, a colour printer, and scissors. You don’t need any special equipment, and the person who sets up the game can also join in the fun! You can easily set up the experience in any space: an event space, at home, or even at a team building party! Players will move from room to room on the hunt for clues, feeling like they’ve jumped right into the world on Agatha Christie’s page. INCLUDED DOCUMENTS A PDF file with the instructions and game materials, plus answers and explanations. All rights reserved. This work is protected by copyright law and is solely intended for personal use. Any unauthorised distribution or use for commercial purposes is strictly prohibited.
Enigma Escape Room - Alan Turing WWII History Topic
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Enigma Escape Room - Alan Turing WWII History Topic

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A great way to engage students when learning the WWII topic. Use as a classroom activity to test logic reasoning and critical thinking skills, or as a reward for Golden Time. Suitable for KS2 -KS3 players. *This is an escape room style printable game - if you love real life escape rooms, you’re sure to adore getting to play this in your own space, in your own time! Escape rooms are always a little tricky, and hopefully this can activate your logic and critical thinking skills. Enjoy the challenge! WHAT’S THE STORY? Join the coding crew at the top secret base in Hut 8 in Bletchley park to try to crack the Enigma code. You’ll be playing the celebrated mathematician and MVP of WWII, Alan Turing. Can you clock the cyphers, crack the codes, and find a way to save the world in time? Good luck. HOW TO PLAY THE ENIGMA CODE ESCAPE ROOM This enigma code at-home escape room takes little prep. Simply print out the PDF document and follow the simple instructions to set up. There is a little cutting and folding, but it should only take a few minutes to get the party started. There are also some handy ‘hints’ included in case you get stuck. All the instructions are included, and the players will have fun trying to crack the cryptic codes. Play: 60 minutes + Age: 11+ Younger players may also find this fun with adult guidance. Players: 2 - 6 is recommended. You could also use two copies of the game for bigger groups and let players battle it out! *Disclaimer - The time limit is a guide only and escape rooms may not always be completed in this time limit. All clues are meant to test mental agility and allow players to think out of the box. The answers are not designed to be obvious at first glance. SET-UP The game is designed to need minimal set-up. You need nothing more than paper, the provided PDF documents, a colour printer, scissors, and some sticky tape. You can easily set up the experience in any space: at school, at home, or even at a team building party! Players will move from room to room on the hunt for clues, feeling like they’ve jumped right into the shoes of Alan Turing. INCLUDED DOCUMENTS A PDF file with the instructions and game materials