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★ Gather it, unlock it ★

Collect and unlock

Trays, sets, recipes, pieces, keys and locks, for games where gathering things is the point.

All 7 tools

Things to gather, and a reason to gather them

Collecting is the oldest motivation in games and it works on everybody. The half-built set is more interesting than the finished one, and the piece you are missing is the one you think about. What collecting needs is somewhere reliable to put the things, because a game that loses track of who holds what stops being a game and becomes an argument.

That is what this family is for. Everything is on one shared screen, everything is visible to the room, and everything survives a refresh, which is more than can be said for a handful of counters on a table.

Holding, making and completing

The inventory tray is the foundation: a tray per player, a shared bank, and a move that takes from one and gives to another without anything going missing in between. The crafting table is what happens next, turning recipes you write into something new and spending the ingredients to do it.

For progress that has a shape, the set collection board shows how close each player is to a full set and what it will score, and the puzzle pieces board says the same thing as a picture filling in, which is the version that works on a class of six year olds.

Locked, and then not

Three of these exist for one moment: the moment something opens. Keys and locks hands out keys and opens a lock when the set is complete, either in one player's hands or pooled across the table. The treasure chest holds something you wrote behind a code, a key name or the host's tap. Crack the safe turns it into a puzzle, with clues given out one at a time and a dial the room works on together.

They chain. A lesson can put the answer to a question into a chest code, the key to that chest into a set that has to be collected, and the reward for the set into the safe. None of it needs a component that can be lost, and none of it needs anybody to be trusted with the answer.

Where the things live

In this browser, on this device. The item names, the recipes, the sets, the reveal texts and the codes are all things you typed, so none of them goes into a share link and none of them is uploaded anywhere. There is no server here to upload to.

The practical consequence is that the device you set a game up on is the device you have to run it on. Set the codes and the contents before the players are looking rather than while they are, and use the reveal toggles when the panel has to be open in a room.

Questions

Do I need any pieces or counters?
No. Everything in this family is drawn on the screen: trays, items, sets, puzzle pieces, keys and locks. Nothing is printed, nothing runs out and nothing ends up under the sofa.
Can players see each other's things?
Yes, and that is the point of most of them. Everything here is on one shared screen and visible to everybody looking at it. The exceptions are the things a host sets up in advance, like a safe combination or what is inside a chest, which sit behind a reveal toggle so the panel can be open in front of a room.
Does any of this survive a refresh?
Yes. Every tool writes its state into your browser as it changes, so a closed tab or a locked phone brings the same game back. Nothing is uploaded and nothing is tied to an account.
Can I use them together?
They are built to be. Keys earned on the locks page are what a chest asks for by name. Items held in the inventory are what the crafting table spends. Sets and puzzle pieces are two ways to show the same progress, one abstract and one a picture.

Other families

Every family is listed on the tools page.