Keeper's prep
Before your first table, run one adventure all the way through by yourself, out loud. Then read these seven rules once.
- Read it once, then put it down. Run the whole adventure by yourself first. At the table, look at the children, not the screen.
- Say how you win first. “We win when the lamp is lit.” One sentence, before anything else.
- Jobs, not characters. Every child gets a job card. Nobody is the hero; the crew wins together.
- 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.
- Every guess counts. Say each guess back out loud. A wrong guess that helps the crew think is a good guess.
- Watch the clock, gently. Each scene has a few minutes. If one runs long, skip a nudge, not a child.
- 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.
🔢 Counter
Counts things and works out the sums. Fingers and pencils are allowed.
📜 Reader
Reads the clue cards to the crew. Can’t read yet? You read, they say it back.
❓ Asker
Asks you, the keeper, the questions. You only answer yes or no.
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.