Case № 2 · printable detective game
The Missing Space Signal
The Case of the Hidden Antenna Key
Digital download (ZIP with PDFs). Price includes VAT where it applies; the exact amount is shown at checkout. Personal licence for private events.
A look inside
Real pages from the kit
These are the actual printable pages, rendered from the files you download. Answers and the host guide are not shown.

The letter from the Commander — read aloud to start

Suspect Sheet — five suspects, four traits each

Puzzle 1 — The Last Signal

Puzzle 4 — The Moon Rocks

Puzzle 5 — The Crater Letters

Envelope labels — real and decoy look the same

Mission Sheet — three clues, one culprit

Certificate of Detection
The story
Every night at eight the deep-space probe Comet Chaser sends a signal home to the Little Dipper Space Station. Tonight it did not come — because somebody hid the Golden Antenna Key.
Built for younger detectives: short intros, visual puzzles, short answers. The crew of five includes a commander in a red scarf, a cookie-baking cook, a glittery engineer, a robot and an astronomer who really, really wants everyone to see tonight’s comet.
Seven puzzles, three clues, one sweet reason. When the team names the hider and the locker code, the Signal Locker opens and the probe calls home.
Seven puzzles, one trail
Different skills in every envelope, so every detective gets a moment to shine. No outside knowledge, no phones.
- 1
The Last Signal
The probe’s message in short and long beeps. The key is on the card.
- 2
The Star Map
Column letter, row number, one letter at a time — spell the next envelope.
- 3
The Radar Screen
Four-, five- and six-pointed stars. Only one kind counts, and the count is a code digit.
- 4
The Moon Rocks
Six rocks, one is different. The word under it is the way forward.
- 5
The Crater Letters
Cross out every letter that has a twin. What is left is a place.
- 6
The Fuel Gauges
Nine gauges, four clues written on the wall. Logic for seven-year-olds.
- 7
The Station Map
Follow the arrows through nine rooms to the hiding place — and the last digit.
What you print
- Host Guide (7 pages): 20-minute setup, how to run the game, a 3-level hint ladder for every puzzle, full answer key, troubleshooting
- Case File: the opening letter, Suspect Sheet with five suspects, Deduction Sheet, Notebook
- Puzzle Cards: 7 linked puzzles — beep code, star-map coordinates, star counting, odd-one-out, letter cross-off, logic, a station map
- 3 Evidence Cards and 5 Decoy Cards (wrong answers get a friendly nudge, not a “no”)
- 12 Envelope Labels, party Invitations (two per page) and a Certificate of Detection
- Every file in A4 and US Letter, designed to print in black and white
About 25 pages per team and game. Everything is black-and-white friendly; the suspect sheet and certificate look lovely on thicker paper.
Questions about this case
- Can I hide the envelopes around the house?
- Yes. The games work on one table or as a treasure hunt — same cards. Tell the detectives which rooms are in play.
- What if they get stuck?
- The Host Guide has three hints for every puzzle. Give them one at a time; the third is the answer. Decoy envelopes also catch the most common wrong answers automatically.
- Is it scary?
- No. Something goes missing; nobody is hurt and the culprit has a very human reason. Suitable for sensitive kids.
- Can I use it in a classroom or at a paid event?
- Classrooms and clubs are fine with the personal licence as long as nobody pays to play. For paid events, see For hosts.
- Can I play it again with the same kids?
- Once they know the culprit, the mystery is solved. Print a second copy for a different group, or pick another case.