A hunt that unlocks itself
Write a step for every place your players have to reach. Each one carries a code, and typing that code in opens the next step — so the whole hunt runs itself while you watch.
A chain of challenges; each one ends in a code that unlocks the next.
Write a step for every place your players have to reach. Each one carries a code, and typing that code in opens the next step — so the whole hunt runs itself while you watch.
Hide a word or a number at each location and put it in that step's code field. Capitals and spaces are forgiven, so a code written on a card in marker still works when it is typed back in a hurry.
A step can carry a link — a map, a video, or another Puzzel activity whose answer is the code. Players get a button on the card and a banner to come back with.
In sequence, one step waits for the one before it. In any order, every step is open at once — which is what you want when thirty players would otherwise queue at the same spot.
Upload a picture of your venue, your school or an island you drew, and drop each step on it. Players get numbered pins joined by a dotted trail instead of a row of cards.
Give a step a date and time and it stays shut until then, whatever else has been solved — a countdown calendar rather than a trail across a building.
Set how many wrong codes a step survives and how long it freezes afterwards. A short countdown is enough to stop a team typing every word on the wall.
The last code ends the hunt. A completion message is where you tell them what to do next — show this screen at the desk, come back for the badge, meet at the gate.
Players join one session and share a board, so a code found by one of them opens the next step for everybody. You watch the progress from your own screen.
A hunt somebody already built, played the way your players will play yours.