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Keys and locks

Locks need keys. Players earn keys, and when the set is complete the lock opens and reveals what you wrote.

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Add names in the Players tab, then hand out keys. A lock opens when the keys it names are held.

    Players

    No players yet. Type a name and press Add.

    Everybody carries their own keys, and the rule below decides whether they can be put together.

    Names stay in this browser. They are never put in a link, and every tool with players reads the same list.

    Opening a lock never spends a key, so one key can open two locks

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    A door that is worth walking to

    The oldest structure in adventure games is the locked door: you cannot go through it yet, you know roughly what it will take, and everything you do in the meantime is coloured by it. It works because the goal is specific. Collect three things is a chore; collect two iron keys because the cellar door needs two iron keys is a plan.

    This is that door with the awkward part done for you. The lock lists what it needs, the screen counts what is held, and the moment the set is complete it opens and reads out what you wrote inside. Before that, the line under the lock says exactly how far off it is, which keeps a treasure hunt honest without a host having to referee every claim.

    Escape rooms and treasure hunts

    The reveal text is the part that makes this an escape room rather than a counter. Put the next clue behind a lock, or the combination for a real box, or the location of the thing everybody is looking for, and the screen becomes the gate between one stage and the next. Keys are awarded for whatever you like: a puzzle solved, a task finished, a question answered correctly by a group.

    Pooling is the setting to think about before you start. Pooled makes the whole room one team, which is what you want for a class or a party where nobody should be stuck. One player at a time makes keys worth trading, which is what you want when the game is about negotiation. Both are one tap apart, so it is easy to loosen the rule halfway through when a group is genuinely stuck.

    Held, not spent

    A lock reads what is held rather than taking it, so a key can open two doors and a lock can be shut again with nothing to refund. That is a deliberate difference from a resource game: if you want keys to be spent, the inventory tray is the page that moves things around and the crafting table is the one that consumes them.

    For a box that opens on a code rather than a set of keys, or on nothing more than the host deciding, the set collection board is the nearest page here today. Names come from the same shared list every tool here with players uses, and nothing you type reaches a link.

    Nothing to install, nothing to sign up for

    The tool runs entirely in your browser. There is no account, nothing you make is uploaded, and nothing you type is sent anywhere or put into a link.

    The page itself is not silent, though: it carries advertising code and a visit counter that sets no cookie, and the cookie page says exactly what each of those does.

    This page remembers your settings in your browser under pph.unlock.locks, pph.unlock.state and pph.unlock.muted, and nowhere else. Clearing your site data for papercarnival.com removes it.

    Player names are kept under pph.players so every tool with players reads the same list. They stay in this browser and never reach a link.

    Questions

    What does pooled mean?
    With pooling on, every key in the room is counted together, so two players holding one key each can open a lock that needs two. With it off, somebody has to hold the whole set themselves, which turns every lock into a reason to trade. The difference matters most for a lock that needs two of the same key.
    Does opening a lock use up the keys?
    No. A lock is a condition on what is held, not a price, so a key can open two different locks and nothing disappears when a lock opens. That is also why a lock can be shut again without anything being refunded.
    Can the players see what is behind a lock?
    Only when it opens. The reveal text is typed in the Locks panel and shown nowhere else until the lock is open, so a host can set the whole thing up in front of the room as long as nobody reads over their shoulder. It never goes into a link.
    Where do the keys come from?
    A key exists because a lock asks for it. Name a key on a lock and it appears in the list under the locks, where the plus and minus buttons hand it out. There is no separate key editor, because a key nothing needs is not a key.
    Does it remember the locks?
    Yes. The locks, the reveals, who holds which keys and which locks are open are kept in this browser, so a game survives a refresh or a locked phone. Nothing is uploaded, and a share link carries only the pooling rule.

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