A friendly-ghost mystery
Spooky-lite and kid-kind: every ghost is friendly, and the Phantom just needs his song finished. Teams gather evidence with Ectoplasm, dodge Cold Drafts, question witnesses like Duchess the Cat and the backwards Hall Clock — and one team is secretly the Phantom's Ally. The trail of ten manor treasures ends at the piano bench.
0-13 min
Explore the manor's rooms and wake its first treasures.
13-40 min
Briefings, cold drafts, and the Phantom's midpoint whisper.
40-60 min
Only the Unfinished Waltz lets the manor hear your answer.
Solve who woke the Gloom, with what, where, when — and why the Phantom's heart broke.
One team (at 3+) secretly keeps the manor dark. Frost-touched, not wicked.
Create a game and invite your group, or join one that's already running.