Initiation Collection

The Multi-Award-Winning Escape-style Adventure You Play at Home

PLAYERS: 1-4 Adventurers
DURATION: 60-90 Minutes per Chapter
AGE: 14+
STYLE: Grand Adventure

Three Curious Adventures. One Complete Experience.

Embark on an exhilarating journey with three thrilling chapters of Curious Correspondence! Uncover hidden secrets in a mysterious old museum. Brave the treacherous wharf and survive its lurking perils. And finally, unlock what's concealed within a cryptic antiques store.

Dive into the challenge that is Curious Correspondence as you begin this epic puzzle adventure!

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$40.00 USD

Initiation Collection
$40.00 USD

The Story

What is Curious Correspondence?

AN IMMERSIVE ANALOGUE PUZZLE EXPERIENCE DELIVERED DIRECTLY TO YOUR DOOR

WAIT! An immersive analogue puzzle experience – what does that even mean?!?

Well, The Curious Correspondence Club is kind of like an escape room adventure delivered to your home - think Sherlock Holmes meets Indiana Jones. Each envelope contains the next Chapter of an ongoing episodic puzzle adventure; uncover clues, crack codes and solve puzzles that challenge you, your family and friends.

What is Curious Correspondence?

AN IMMERSIVE ANALOGUE PUZZLE EXPERIENCE DELIVERED DIRECTLY TO YOUR DOOR

WAIT! An immersive analogue puzzle experience – what does that even mean?!?

Well, The Curious Correspondence Club is kind of like an escape room adventure delivered to your home - think Sherlock Holmes meets Indiana Jones. Each envelope contains the next Chapter of an ongoing episodic puzzle adventure; uncover clues, crack codes and solve puzzles that challenge you, your family and friends.

Sample adventure in our Starter Collection. These collections provide three Curious Correspondence envelopes packed full with a variety of puzzles packaged together in a specially crafted sleeve for easy storage and display.

The Initiation Collection is a self-contained introduction to Curious Correspondence, perfect for newcomers looking to experience the intrigue without committing to a larger adventure.

Please note: The Initiation Collection is a standalone product and cannot be continued into subsequent chapters. If you're looking for a full experience, we recommend our Master Collection: the complete nine chapter adventure.

The Initiation Collection contains the following three games:

- Chapter I: The Custodian's Keys (explore a natural history museum)
- Chapter II: Warehouse on the Wharf (Find what's hiding in an abandoned wharf)
- Chapter III: The Tinker's Trinket (Bullseye award - Best Tabletop Game Winner)

The Guardians are in need of assistance from puzzle-minded folks who can hunt down clues, crack codes, and solve mysteries that are often hidden in plain sight. Typically they only seek out the assistance of those fourteen and above but some clever younger children may be able to get through their trials with a bit of guidance. Regardless, you’re not in this alone; if you ever get stuck you can always refer to the digital hint library that is available for every chapter.

Each singular envelope contains enough puzzling fun to fill about an hour or so. But unlike a traditional escape room, there is no running clock that you need to work against. You can certainly set up that challenge for yourself but it’s perfectly fine to take the puzzles at a more leisurely pace.

Contents

Sample adventure in our Starter Collection. These collections provide three Curious Correspondence envelopes packed full with a variety of puzzles packaged together in a specially crafted sleeve for easy storage and display.

The Initiation Collection is a self-contained introduction to Curious Correspondence, perfect for newcomers looking to experience the intrigue without committing to a larger adventure.

Please note: The Initiation Collection is a standalone product and cannot be continued into subsequent chapters. If you're looking for a full experience, we recommend our Master Collection: the complete nine chapter adventure.

The Initiation Collection contains the following three games:

- Chapter I: The Custodian's Keys (explore a natural history museum)
- Chapter II: Warehouse on the Wharf (Find what's hiding in an abandoned wharf)
- Chapter III: The Tinker's Trinket (Bullseye award - Best Tabletop Game Winner)

Audience & Difficulty

The Guardians are in need of assistance from puzzle-minded folks who can hunt down clues, crack codes, and solve mysteries that are often hidden in plain sight. Typically they only seek out the assistance of those fourteen and above but some clever younger children may be able to get through their trials with a bit of guidance. Regardless, you’re not in this alone; if you ever get stuck you can always refer to the digital hint library that is available for every chapter.

Duration

Each singular envelope contains enough puzzling fun to fill about an hour or so. But unlike a traditional escape room, there is no running clock that you need to work against. You can certainly set up that challenge for yourself but it’s perfectly fine to take the puzzles at a more leisurely pace.