CLASSROOM ADVENTURE · C01

The Adventure Club's First Badge.

Each group earns a paper badge by solving an invitation and sharing role clues.

A shared club mission that ends with a group-made paper badge.

  • Ages 6–12Story audience
  • 2–35 studentsTeacher-led group
  • 5 checkpointsConnected paper clues
  • A4 & US LetterPrintable PDFs

This edition is being prepared. Its ready-made PDF is not available yet.

The Adventure Club's First Badge paper-art story illustration
Story illustration · see the printable contents below
WHAT YOU GET

Inside the Classroom adventure

The player pages and adult instructions are separate. Choose A4 or US Letter for each file; the story and answers are the same in both paper sizes.

FOR STUDENTS

Player Pack

Five connected checkpoints, story clues and the paper pieces needed for this mission.

  • Invitation choices and a six-place route map
  • Shuffled route strips and equipment cards
  • Separate role clues and badge-symbol code
  • Group result card and fillable badge template
FOR THE TEACHER

Teacher Guide

Use this separately from the player pages to prepare and guide the story.

  • Setup and paper-card handout order
  • Answers and three levels of hints for each checkpoint
  • What to give players if a checkpoint is skipped
  • Final check and paper ending

Four PDF files per edition: Player Pack in A4 or US Letter, and Teacher Guide in A4 or US Letter. These are paper activities; the illustrations do not contain hidden digital game steps.

REAL FILE PREVIEW

Look at the printable before you decide

A representative PDF page will appear here when the file is available. The artwork above is a story illustration, not a PDF screenshot.

THE STORY ROUTE

What players actually do

Each result becomes a clue for the next checkpoint. The full answers stay in the Teacher Guide.

  1. 01

    Find the invitation

    Compare the paper invitation cards as a group.

    Leads to: The starting gate
  2. 02

    Trace the route

    Connect route strips on the unconnected club map.

    Leads to: The workshop destination
  3. 03

    Share equipment clues

    Combine role cards to select one equipment card.

    Leads to: A four-part badge code
  4. 04

    Arrange the badge

    Use the selected code to place the badge symbols.

    Leads to: A badge layout
  5. 05

    Complete the club task

    Record the group result and finish the paper badge.

    Leads to: A shared club ending
WHY CHOOSE THIS ONE

What makes this story different

01

Each group follows its own Adventure Club invitation.

02

Role clues give students a reason to share information.

03

The finale is a badge template rather than a birthday activity.

BEFORE YOU PLAY

Simple paper setup

Print the Player Pack for your groups and read the Teacher Guide first. Ordinary paper and pens are enough to begin. Where cards have borders, the adult can cut them apart or keep them on the original page for players to compare and mark.

A teacher guides each checkpoint, distributes role clues and checks the group’s conclusion. No special equipment or digital account is needed by children.

Play length and final print count have not been confirmed through physical printing and real-group play tests.

CHOOSE YOUR NEXT STEP

Get this story, or create your own

The ready-made game has a fixed story and answers. Custom creation is a separate new adventure.

READY-MADE · CLASSROOM

The Adventure Club's First Badge

The Player Pack and Teacher Guide described on this page, in A4 and US Letter. No AI rewrite is included.

Planned price US$14.99

This ready-made edition is not available to order yet.

CUSTOM ADVENTURE

Make a different story

Use this world as a starting point, then choose your own players, place and story direction. This creates a separate game.

Custom Classroom proposal · US$19.99Explore custom creation

Looking for a different group? See “The Missing Birthday Chest” for home