WEDDING WONDERS | THE IMAGINARY RECEPTION

ACTIVITY 1

The Four Tables

Four imaginary reception tables sit in a row, numbered 1 to 4 from left to right. Put one sign and one favor at each table. Use every sign and every favor exactly once.

Signs: Key, Leaf, Moon, Star

Favors: Bookmark, Chocolate, Seeds, Tea

Immediately to the right means the next table, with no table between them.

1. The Moon sign is at one of the two end tables.

2. The Star sign is paired with Seeds.

3. Chocolate is at table 4.

4. The Leaf table has neither Tea nor Bookmark.

5. Bookmark is immediately to the right of Tea.

Table 1: Sign ______; Favor ______

Table 2: Sign ______; Favor ______

Table 3: Sign ______; Favor ______

Table 4: Sign ______; Favor ______

Finish when all four tables are filled and every clue fits.

Play alone or together. Joining in is optional. Pause, skip or reveal an answer whenever you like.

Optional help: activity-1-hints.txt. Reveal: activity-1-answer.txt.

For paper play, use the selected player pages and a pencil. A reader or scribe may help.


WEDDING WONDERS | THE IMAGINARY RECEPTION

ACTIVITY 2

The Welcome Route

A fictional reception has eight places. Trace a route from Gate to Table while staying seated. All the information you need is below.

Each line lists every place you can reach in one move. Connections work in either direction; there are no other connections.

CONNECTIONS

Gate: Bench, Bell

Bench: Gate, Clock, Fountain

Bell: Gate, Clock, Lantern

Clock: Bench, Bell, Porch

Fountain: Bench, Lantern, Porch

Lantern: Bell, Fountain, Table

Porch: Clock, Fountain, Table

Table: Lantern, Porch

RULES

1. Start at Gate and finish at Table.

2. Use exactly six moves: seven places in all, including Gate and Table.

3. Visit no place more than once.

4. Visit both Bell and Fountain.

5. During the route, move directly from Clock to Porch.

Write the place reached after each move. Check every connection and every rule.

Start: Gate

After move 1: __________

After move 2: __________

After move 3: __________

After move 4: __________

After move 5: __________

After move 6: Table

Play alone or together. Joining in is optional. Pause, skip or reveal an answer whenever you like.

Optional help: activity-2-hints.txt. Reveal: activity-2-answer.txt.

For paper play, use the selected player pages and a pencil. A reader or scribe may help.


WEDDING WONDERS | THE IMAGINARY RECEPTION

ACTIVITY 3

The Message Mender

An imaginary reception printer has changed one number in each of eight message strips. Restore the numbers and decode its message.

Find all eight letters using only the rules and chart below.

1. Read each strip's four numbers from left to right as positions 1, 2, 3 and 4.

2. In a correct strip, the first and second numbers are each 1, 2, 3 or 4.

3. Third = first + second. Fourth = second + third.

4. Exactly one printed number per strip is wrong. Change that number only; keep the other three unchanged.

5. Use the repaired first number as the chart row and the repaired second number as its column. Write that letter beside the strip.

6. Read the letters in strip order, 1 to 8. Put spaces after letters 4 and 6. No other letters or word guesses are needed.

7. Numbers and letters may repeat between different strips.

LETTER CHART

Choose the line with your repaired first number, then the entry labelled with your repaired second number.

First 1: second 1 gives A; second 2 gives M; second 3 gives I; second 4 gives R.

First 2: second 1 gives S; second 2 gives E; second 3 gives T; second 4 gives U.

First 3: second 1 gives O; second 2 gives P; second 3 gives F; second 4 gives H.

First 4: second 1 gives N; second 2 gives D; second 3 gives B; second 4 gives K.

MESSAGE STRIPS

Strip 1: 3, 2, 6, 7; letter _____

Strip 2: 4, 1, 2, 3; letter _____

Strip 3: 2, 1, 3, 7; letter _____

Strip 4: 2, 4, 3, 4; letter _____

Strip 5: 1, 3, 4, 5; letter _____

Strip 6: 2, 1, 5, 8; letter _____

Strip 7: 2, 1, 4, 5; letter _____

Strip 8: 4, 1, 7, 6; letter _____

Message: _ _ _ _   /   _ _   /   _ _

Each slash marks a space, not an extra character.

Finish when every repaired strip obeys both addition rules and your eight letters fill the stated spaces.

Play alone or together. Joining in is optional. Pause, skip or reveal an answer whenever you like.

Optional help: activity-3-hints.txt. Reveal: activity-3-answer.txt.

For paper play, use the selected player pages and a pencil. A reader or scribe may help.
