Make it belong
Why would this character own this object? Why would its information appear in this form?
The designer’s shelf
Start with a prop, an action, or a spark of an idea. Find a technique, then make it belong to your story.
Try fewer filters or a different search.
See the move
Simple diagrams to spark a version of your own. These are illustrative examples, not tested game props.
From technique to puzzle
Use these prompts when an idea becomes a candidate. Leave unknowns open while you brainstorm.
A phrase, an odd mark, a missing piece. Subtle is fine; the connection must be inferable.
Read, align, sort, measure, compare. Include the information or key they need inside the game.
A word, a code, a location, or an opened compartment. Make the reading order and destination clear.
Why would this character own this object? Why would its information appear in this form?
Does the answer fit the real lock’s length and available letters? Can the container be opened and relocked as planned?
Point toward the material, explain the connection, then show the solving steps. Keep the final answer separate.
Print at final size. Check legibility, alignment and lighting. A browser preview cannot establish physical reliability.
What goes where? What needs replacing? Can the next group start without evidence left by the previous players?
Keep observations separate from interpretation: what players tried, where they stalled, which hint helped, and what to change.
Existing game examples are retained as design notes; their current implementation and playtest status have not been verified. New examples are illustrative proposals. Difficulty ratings on older entries are inherited estimates; new entries remain unrated.
Each technique has either a specific design brief or a clearly labelled family checklist. These are design guidance, not proof of a successful build. Action, material and output tags are editorial suggestions.
Selected primary references were reviewed on September 28, 2026 and are labelled on the relevant cards. Other links remain unverified. A checked mechanism reference does not validate our adaptation.
Create a puzzle with the kit's new command, then paste the copied brief into its body. The library holds reusable mechanisms; each backpack's records hold actual decisions and evidence. The Coverage view shows where further detail is still needed.
Breadth and depth
No catalogue is exhaustive. Counts show coverage, not the number of proven or production-ready puzzles.
Build and test physical samples; replace imported game examples with links to current records; add specific briefs where only family guidance exists; then add production files and measured tolerances only when tested.
Electronic sensors, scent/taste, phone-dependent tasks and effects needing precise optics require more context than this general catalogue provides. Treat them as specialist prototypes. No entry currently claims a verified physical playtest.