The Tinker's Trap

Within your hands, the Tinker’s devious challenge awaits. Step into a realm of mystery and mechanical marvels, and prepare to test your wits, guile, and puzzle-solving prowess. Will you escape with your prize, or fall into his fiendish trap?

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Audience: 14+ (Family Friendly)

Duration: 60-90 Minutes Trapped

Players: 1-4 Tinkerers

Experience: Escape-Room-Style Puzzle

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Within your hands, the Tinker’s devious challenge awaits. Step into a realm of mystery and mechanical marvels, and prepare to test your wits, guile, and puzzle-solving prowess. Will you escape with your prize, or fall into his fiendish trap?

The Tinker’s Trap is a tabletop escape room designed for solo or cooperative play. Gather your team and embark on a mesmerizing journey into the enigmatic Tinker’s Workshop. As the walls close in, you’ll have just 90 minutes to escape!

The included hints and easy-to-follow format make The Tinker’s Trap perfect for both seasoned and novice puzzlers alike. Tick, tock, friends. Time is running out!

Note: If you have played Curious Correspondence Chapter III: the Tinker’s Trinket, you will find Escape From: The Tinker’s Trap’s gameplay all but the same. Escape From games have taken the core mechanics of some of our more beloved Curious Correspondence Chapters and put them into a standalone narrative format for people who don’t have the time to invest in an ongoing campaign.

  • Audience & Difficulty

    The Tinker has set a trap that will require puzzle-minded folks who can hunt down clues, crack codes, and solve mysteries that are often hidden in plain sight. While his workshop is only meant to be accessible to those fourteen and above, some clever younger children may be able to escape the Tinker’s devious devices with a bit of guidance. Regardless, you’re not in this alone; if you ever get stuck you can always refer to the included hints to point you in the right direction.

  • Duration

    If you’re looking for an escape-room style challenge you’re welcome to set a timer for ninety minutes to see if you can escape the tinker’s trap before the walls close in around you. That being said, players can choose a more leisurely puzzling experience and leave the countdown out of it. Other unfortunate explorers have escaped the Tinker’s workshop in sixty minutes before though your pace of sorting out his tricks and traps is really up to you.

  • Contents

    Inside the game box you’ll find a trove of paper-craft wonders that the Tinker has left behind in his workshop. Scribbled notes, rusted gears, and odd devices. The Tinker’s work is all you need to escape his trap. Scour the documents for clues, crack codes and puzzles hidden within the machines, and be prepared to use the Tinker’s devices against him in order to escape.

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