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A glowing weather bureau filled with bottled storms, brass instruments and impossible clouds
The Sixth Key · Print & Play Escapes

The Bureau of Unclaimed Weather

The rain is rising. The labels are wrong. Your shift just got interesting.

A postponed wedding’s snow. A museum’s seven minutes of sunshine. An unopened thunderstorm. Every vessel in this Bureau belongs to a moment someone is waiting for. Tonight, one shipment is awake, its destination has rejected it, and the ceiling collector is filling. Basil Wren hands you a dry pencil. Get the weather home before the Bureau runs out of room.

One purchase for your table · Digital PDF download
Screen edition + low-ink printables included

Designed for1–4 players
Suggested age12+
Allow approximately60–90 minutes
Your tableSolo or together
A strange little world. A proper mystery.

Follow the evidence.
Find the impossible truth.

Inspect impossible cargo, untangle a trail of paperwork, trace a working pipe route and arrange the dispatch controls. Every fictional weather rule you need is supplied. Bring a pencil, a curious mind and a healthy suspicion of loose labels.

Cooperative play, a self-contained story and optional hints let your table move at its own pace.

The actual screen casebook cover for The Bureau of Unclaimed Weather
ACTUAL SCREEN CASEBOOK · INCLUDED IN YOUR DOWNLOAD
A spoiler-free peek at the case

Read the room.
Then question the label.

You will compare observations with the records, untangle how the wrong cards got there and bring an impossible delivery under control. The evidence gives you the rules; making the connections is your job.

From W01 · Your supervisor

A note from Basil Wren

“We store impossible things. We still expect the paperwork to be possible.”

From W02 · Containment rules

Awake weather

Once a delivery has awakened, it sustains itself until a compatible receiver accepts the full cycle.

So where was this one supposed to go?

Text excerpts from the included casebook, presented here as preview cards. No solutions shown.

One game. Both editions.

All the atmosphere.
A lighter print job.

Let the screen carry the cinematic color while your table handles the evidence. Pair it with just 7 low-ink sheets, or print the complete fourteen-page casebook.

Every required clue appears in both editions. Color sets the mood; symbols, labels and text carry the evidence.

  • Vibrant 16-page screen casebook
  • 14-page low-ink casebook in US Letter and A4
  • Clear, spoiler-free setup instructions
  • Progressive hints to open only when needed
  • Separate solution and story ending
From download to game night

Your table. Your way to play.

01

Open the case.

Download and unzip the game. Read Start Here before opening the evidence. Keep the solution folder closed.

02

Set the scene.

Choose screen + paper, paper only or screen with a notebook. Print Letter or A4 if you want physical clues.

03

Make your case.

Investigate solo or compare theories with your people. Follow the evidence, use a hint if you need one, and earn your explanation.

Before you open the file

A few useful answers.

What arrives with my purchase?

A ZIP folder containing PDFs. Download it, unzip it and open Start Here. This is a digital product; nothing is shipped.

What do we need?

Paper and pencils, plus a PDF reader for screen play. Scissors and envelopes are optional. No special locks or purchased props are required.

Can I play on my own?

Yes. You receive all the evidence and need no other players or hidden host knowledge. A notebook gives you room to test your theories.

Can the host play too?

Yes. Setup is spoiler-free. Keep the separate solution closed until your group finishes, and everyone can investigate together.

Do we need an app or a Key?

No app, subscription, Guest Key or Founder’s Key is required. This standalone printable game is purchased separately from the virtual tabletop Rooms.

Can we play entirely on paper—or entirely on screen?

Yes. The full low-ink casebook includes every required clue. For screen play, use plain paper for notes and copy any optional cut-out pieces. After downloading, no internet connection is needed.

How do hints and replay work?

Hints progress from a nudge to a connection to an answer. The mystery has a fixed solution. Once you know the ending, you can host a fresh group, though the original surprise will be different.

Which paper size should we print?

Choose US Letter or A4 and print at 100%. Black and white is fine. Clue IDs match across editions; page numbers may differ. These are static PDFs, so write on paper or use your PDF reader’s annotation tools.

One complete night at the Bureau

An impossible office. A case you can close.

This is the full, standalone Bureau of Unclaimed Weather game. No earlier case, platform Key or future purchase is needed to solve it or reach its ending.

The Sixth Key · Print & Play

Somebody is waiting for this weather.

A complete mystery for $24. One purchase covers your table—there is no per-player charge. Any applicable tax appears at checkout.

For personal game nights. Print copies for your group; please do not resell or redistribute the files.

The Sixth Key · For players who know where to look.
A House 6 Designs production.