Keeper's prep

Before your first table, run one adventure all the way through by yourself, out loud. Then read these seven rules once.

  1. Read it once, then put it down. Run the whole adventure by yourself first. At the table, look at the children, not the screen.
  2. Say how you win first. “We win when the lamp is lit.” One sentence, before anything else.
  3. Jobs, not characters. Every child gets a job card. Nobody is the hero; the crew wins together.
  4. Ask before you nudge. When they are stuck, first ask “what do you notice?” Then give the smallest nudge. The answer is the last thing you show.
  5. Every guess counts. Say each guess back out loud. A wrong guess that helps the crew think is a good guess.
  6. Watch the clock, gently. Each scene has a few minutes. If one runs long, skip a nudge, not a child.
  7. End while it is fun. Twenty minutes, then the ending and three questions. Stop before anyone is bored.

The four jobs

  • 🗺️ Mapper

    Holds the map and says which way the crew goes next.

    If they are shy: Let them point instead of talk. A point counts.

  • 🔢 Counter

    Counts things and works out the sums. Fingers and pencils are allowed.

    If they are shy: Count out loud together, then let them say the last number.

  • 📜 Reader

    Reads the clue cards to the crew. Can’t read yet? You read, they say it back.

    If they are shy: Whisper the clue to them first so they can say it loud.

  • ❓ Asker

    Asks you, the keeper, the questions. You only answer yes or no.

    If they are shy: Give them a question starter: “Is it …?”

Three children? One child is Mapper and Asker. Five? Add a second Asker. Every child has a job.

Never run a table before? Start with MentorDojo's table mode, then come back.

🗝️ Choose an adventure 🖨️ Print one