About a plot
You and the other fearless adventurers meet and play a game called “Clockwitch”. It shows a clock face with a turning hand. The hand starts whirling when it is touched, and the wind blows. It blows stronger and stronger. A terrible vortex hurls you all into a gloomy hall. You and your companions have turned into medieval people. There are statues all around – the fate of the previous players.
Over the course of the game
The “Clockwitch” was created by a clock witch to steal the lives of brave children who never follow the rules. Along the
way you will learn important details about the other players, allowing you to hess who is the villain among you. When all the steps are completed, you will vote on who
should be turned into a statue…
Who will lead the Game?
The plot needs 1 Game Masters. All Questime Game Masters have conducted many children’s parties. They love children and can work with this most difficult but the most grateful auditory.
Where and when can we play?
The children’s theme party game “Clockwitch” is a good format for a birthday party, prom or any other celebration. The game can be held in the open, in a house or a flat (if there is enough space) and in a restaurant (in a separate hall).
Duration: 1,5-2 hours.
Number of players: 6-10
Grownups can not only watch but also play.
|Place & Time||Camp/Medieval Castle|
|Atmosphere||Terribly exciting, but fun!|
|Number of players||6-10|
|Associations||Jumanji, Medieval, magic, intrigue, games and activities|
Stargazer. You are sophisticated and mysterious. When talking to a person, consider what they are not saying as much as what they are saying. Be keen, observant.
Cook. You are a kind, smiling person – until a villain is at large. When you find them, they will have a choice: be a ragout, or a steak?
Healer. You are careful and concerned. Are there any injuries? Is everybody all right? You can offer your patients a magical pill (vitamin C) to help them think, or a relaxing massage to persuade them to vote in the right way.
Judge. You are calm and thoughtful, and trust your own judgment. Today there will be a fight between the forces of good and evil. Everyone will try to convince you that they are on the side of good. But they will need to provide proof, as you believe only facts.
Knight. You are brave and decent. Say things like, “How could the other knights of the world let anyone steal children’s lives?” “I’ll put an end to this.” “The evil will be rooted out!” You can shake your sword for effect.
Prince/Princess. Princes are indignant and say such things as, “Why am I here?” “I will punish the guilty!” “You’d better confess!” You’re also smart enough to unite your new subjects to fight against the dark wizards.
Smith. You should continuously laugh in an ominous way and burst out, “Ha-ha! Fear, villains! I’ve almost found you!”
Shepherd. You are timid and perplexed. “How did I get here? Dark magic? Will we all die? Oh, God!” You can even pass out for effect.
Hunter. You are austere and determined. You can’t resist the temptation of frightening someone by sneaking up on them and shouting “Bang!” After all, if a person is nervous, he or she must have a secret.
Troubadour. You’re a careless and funny fellow. You believe that the good will conquer and in singing songs.
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