2 rooms, circa 30 sq.m, 16 puzzles, complexity: medium, 1 hour, 2-6 people
You are fishermen on your way back home after a good catch. You need to
moor your boat and send the fish to the market.
Find yourself in a fishermen village at the beginning of the XIX century.
Hurry up! You are limited in time!
WHAT WILL YOU GET
Part 1. Script/scenario
- full storyline
- drawing with collocation of props and puzzles.
- detailed description of each prop
- sequence of all puzzles
Part 2. Project
- it includes visualisation and references with room design guide
- electronic circuit for electronics and related parts (for props and puzzles)
- detailed step-by-step guide for room installation
Part 3. Props and puzzles
- all props and puzzles according to scenario
- all props and puzzles are decorated according to theme/script
- some spare parts
- one control board for all props and puzzles
- central music station and speakers