Round & Revel / Reverse construction and exchange of player-authored causal puzzles
Before the Confetti
Start at the ending. Build the causes. Hand someone else the pieces.
Original authored print-and-play game. Time is a planning estimate. This edition has not had a live group playtest.
What you need
One copy of 18 public scene briefs
Eight blank event slips per round, pens, and two private construction ledgers
Two copies of the fact tracker and event-format reference
Four arbitrary labels A–D per team, cut separately, and a cover for each team’s construction ledger
Set up
Form two teams as evenly as possible, each with 2–4 players. Every team will create a puzzle and solve the other team’s puzzle in each of three rounds. All six solved puzzles belong to one cooperative table.
Shuffle the 18 briefs and take six without previewing their scenes. Each round, deal one face up to each team, leaving the other four covered. A brief supplies three FACT names, exactly two permitted values for each, a START state, and a FINISH state. Two facts finish changed; the TEMPORARY fact finishes where it started.
Give each team four blank event slips, randomly shuffle its A–D labels, and put one random label on each slip as it is written. Letters identify slips only; they must not encode chronology. Keep a private four-place ledger for the proven order. Prepare one public fact tracker per team. The printable labels supply A–D once for each team. Copy the event template 24 times, the private proof six times, and the tracker once per team; pencil permits tracker reuse. Copy the shared session record once.
Read the worked gate-and-cart puzzle together before creating a scored puzzle. Writing the event sentences is part of the game: the printed scene briefs, exact transition language, templates, and construction procedure provide the whole creation kit.
How to play
Every event has four lines: an arbitrary LETTER; a short TITLE or fictional sentence; REQUIRE naming exactly two facts and their required values; and CHANGE naming exactly one of those facts, its old value, and its other printed value. Example: REQUIRE GATE CLOSED; FLAG RAISED. CHANGE GATE CLOSED → OPEN. The changed fact must be one of the two requirements. The other requirement is checked but not changed.
Facts are literal labels. At every moment each fact has exactly one of its two printed values. A legal event has both REQUIRE values true, then changes only its named fact to the other value. All other facts stay exactly as they were. Flavor text can explain why this happens but never adds an effect, exception, hidden object requirement, real-world knowledge test, or rule.
Build backward. Copy the brief’s FINISH onto your private tracker. Choose a fact to reverse, flip it to its other value, and treat that new tracker as the moment immediately BEFORE the event you are about to write. Write REQUIRE using that fact’s current value plus one of the other two facts’ current values. Write CHANGE returning the reversed fact to the value it had just before this backward step. Your event therefore leads forward from the new tracker to the previous tracker.
Continue backward for exactly four events, writing them into private ledger positions 4, 3, 2, and 1. Reverse each of the two finish-changed facts once and the TEMPORARY fact twice. The two temporary reversals cannot be adjacent in your proof order: at least one different fact must change between them. Use the supplied tracker to count this. After the fourth backward step your tracker must equal the printed START in all three facts.
Share authorship. Within a team take turns choosing the next backward event and its second prerequisite. With two players, each creates two events; with three, the first creates two and the others one, rotating that first author next round; with four, each creates one. All teammates may help, but the current author chooses. A partner can do the handwriting. Keep titles short and concrete; spelling, wit, and literary quality do not score.
Now prove the puzzle forward. One teammate who did not write the current slip reads each event while another starts from START, checks both requirements, and applies its one change. Use private ledger order 1 through 4. Confirm that every letter appears once, the effect counts are one/one/two, temporary changes are separated, all four events are legal, and the final tracker equals FINISH. Repair as much as needed before exchange. A puzzle without this complete proof cannot be sent.
Shuffle your four event slips thoroughly and exchange them with the other team, together with the scene brief. Keep your private proof ledger covered. The receiving team may inspect every event and the whole brief, discuss freely, and use the fact tracker to try candidate orders. Titles may help make a story, but REQUIRE and CHANGE are the complete scoring authority. Event letters and handwriting contain no intended chronology.
When the solving team has an order, read its four letters and announce “submit.” The creators check that exact order from START, applying each event in turn. A submission succeeds if both requirements on each of the four events pass and FINISH is reached after using every event once. The order need not match the authors’ proof. Never reject a different valid route because it tells a different story.
If a submitted order fails, identify the first illegal event and name its unsatisfied requirement, or say which final fact is wrong if all events were legal. Do not reveal the private proof yet. The solvers may discuss and submit once more. After a second failed submission, reveal the proof and replay it together. A team can ask to reveal without making either submission; record that puzzle as explored rather than solved.
If a genuine authoring defect appears after exchange, return the puzzle for repair: malformed syntax, impossible proof, wrong state vocabulary, missing event, or an inaccurate ledger are defects. Allow fresh unlimited thinking time and restore both submissions for that puzzle after repair. Earlier information remains known. If it cannot be repaired comfortably, use a fresh scene and author again, or mark it explored and continue. Do not punish solvers for an impossible authored set.
After both exchanged puzzles are resolved, mark each SOLVED or EXPLORED, share the forward fictional scenes, and begin the next round with two new briefs and fresh slips. All discussion and checking is untimed. The next round’s first author moves one person along inside each team. Keep the event slips if everyone wants to revisit a particularly satisfying puzzle.
A worked example
Complete off-deck brief: FACTS are GATE = CLOSED/OPEN, CART = EMPTY/LOADED, and FLAG = LOWERED/RAISED. START: GATE CLOSED, CART EMPTY, FLAG LOWERED. FINISH: GATE OPEN, CART LOADED, FLAG LOWERED. TEMPORARY fact: FLAG. The four event letters below are deliberately not in alphabetical order.
Event C, “The signal goes up”: REQUIRE FLAG LOWERED; GATE CLOSED. CHANGE FLAG LOWERED → RAISED. Event A, “The gatekeeper responds”: REQUIRE GATE CLOSED; FLAG RAISED. CHANGE GATE CLOSED → OPEN.
Event D, “The cart rolls through for loading”: REQUIRE CART EMPTY; GATE OPEN. CHANGE CART EMPTY → LOADED. Event B, “The loading signal comes down”: REQUIRE FLAG RAISED; CART LOADED. CHANGE FLAG RAISED → LOWERED.
Backward construction starts at the finish. Undo B to raise FLAG, undo D to empty CART, undo A to close GATE, then undo C to lower FLAG. The tracker now matches START. Forward proof C → A → D → B gives CLOSED/EMPTY/RAISED, then OPEN/EMPTY/RAISED, then OPEN/LOADED/RAISED, then OPEN/LOADED/LOWERED.
A proposed A → C → D → B fails at its first event because A requires FLAG RAISED while START has it LOWERED. Solvers receive that precise feedback and may try again. If another puzzle allows several valid orders, each one earns exactly the same SOLVED mark.
Ending and ties
Finish after three rounds and six exchanged puzzles. Count the SOLVED marks out of six; all six is a fully reconstructed session. EXPLORED means the proof was revealed after a request or two failed submissions. Everybody shares the result. No creator wins for making a puzzle difficult, and there are no individual scores or tiebreaks.
Estimated duration is 30–45 minutes, with extra time for first-time puzzle authors. This authored edition has not had a live group playtest. For an introductory session, agree before starting to play one round and solve two puzzles; use the same construction and checking rules.
Make room for everyone
Use the large fact tracker, read both requirements aloud, and move word cards rather than writing new states when useful. A teammate may handle every mark while the current author makes the choices.
Titles and fictional sentences can be spoken, signed, typed, or omitted if language composition is a barrier; the complete REQUIRE/CHANGE rows still make a valid puzzle. No drawing or acting is needed.
The scenes are wholly fictional. Nobody performs the physical actions, operates machinery, handles food, or reveals personal experiences. Replace an unwanted brief without explanation; safety changes may be made even after a story is written.
Bring it back to the table
Eighteen scene briefs provide three complete six-brief sessions. Use unused briefs first, then revisit favorites with a different temporary-event placement and different second prerequisites.
A returning group may choose the twin-route challenge before a round: the creators try to prove two different valid forward orders, and the solvers try to find both. Keep this as an unscored variant and do not quietly require two solutions from a standard puzzle. The creators must verify both before exchange.
ROUND & REVEL / Before the Confetti / PLAYER MATERIALS
Printable materials
Print single-sided at 100% size. Cut only the pieces described in setup; leave boards and reference sheets whole. Check the print preview before printing.
BC01 / The little street concert
FINAL SCENE: The courtyard gate is open, the musician’s stool is occupied, and the lantern is dark again.
FACT VALUES: GATE = CLOSED or OPEN; STOOL = EMPTY or OCCUPIED; LANTERN = DARK or LIT.
START: GATE CLOSED; STOOL EMPTY; LANTERN DARK.
FINISH: GATE OPEN; STOOL OCCUPIED; LANTERN DARK.
TEMPORARY FACT: LANTERN. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC02 / Tea under the awning
FINAL SCENE: The tray is full and the cup upright; the service bell has gone quiet again.
FACT VALUES: TRAY = EMPTY or FULL; CUP = INVERTED or UPRIGHT; BELL = QUIET or RINGING.
START: TRAY EMPTY; CUP INVERTED; BELL QUIET.
FINISH: TRAY FULL; CUP UPRIGHT; BELL QUIET.
TEMPORARY FACT: BELL. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC03 / The paper parade
FINAL SCENE: The banner is unfurled and the cart ready, with its signal flag lowered again.
FACT VALUES: BANNER = FOLDED or UNFURLED; CART = PARKED or READY; FLAG = LOWERED or RAISED.
START: BANNER FOLDED; CART PARKED; FLAG LOWERED.
FINISH: BANNER UNFURLED; CART READY; FLAG LOWERED.
TEMPORARY FACT: FLAG. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC04 / The midnight library
FINAL SCENE: The book is displayed and the notice visible, while the desk-light is off again.
FACT VALUES: BOOK = SHELVED or DISPLAYED; NOTICE = COVERED or VISIBLE; DESK-LIGHT = OFF or ON.
START: BOOK SHELVED; NOTICE COVERED; DESK-LIGHT OFF.
FINISH: BOOK DISPLAYED; NOTICE VISIBLE; DESK-LIGHT OFF.
TEMPORARY FACT: DESK-LIGHT. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC05 / The clockwork picnic
FINAL SCENE: The basket is open and the blanket spread; the pennant is down again.
FACT VALUES: BASKET = CLOSED or OPEN; BLANKET = ROLLED or SPREAD; PENNANT = DOWN or UP.
START: BASKET CLOSED; BLANKET ROLLED; PENNANT DOWN.
FINISH: BASKET OPEN; BLANKET SPREAD; PENNANT DOWN.
TEMPORARY FACT: PENNANT. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC06 / The toy-train arrival
FINAL SCENE: The barrier is raised, the platform occupied, and the signal returned to STOP.
FACT VALUES: BARRIER = LOWERED or RAISED; PLATFORM = EMPTY or OCCUPIED; SIGNAL = STOP or GO.
START: BARRIER LOWERED; PLATFORM EMPTY; SIGNAL STOP.
FINISH: BARRIER RAISED; PLATFORM OCCUPIED; SIGNAL STOP.
TEMPORARY FACT: SIGNAL. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC07 / The window exhibition
FINAL SCENE: The curtain is open and the model uncovered; the work-lamp has gone off again.
FACT VALUES: CURTAIN = SHUT or OPEN; MODEL = COVERED or UNCOVERED; WORK-LAMP = OFF or ON.
START: CURTAIN SHUT; MODEL COVERED; WORK-LAMP OFF.
FINISH: CURTAIN OPEN; MODEL UNCOVERED; WORK-LAMP OFF.
TEMPORARY FACT: WORK-LAMP. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC08 / The rooftop reading
FINAL SCENE: The chair and book are open, with the wind-screen lowered again.
FACT VALUES: CHAIR = FOLDED or OPEN; BOOK = CLOSED or OPEN; WIND-SCREEN = LOWERED or RAISED.
START: CHAIR FOLDED; BOOK CLOSED; WIND-SCREEN LOWERED.
FINISH: CHAIR OPEN; BOOK OPEN; WIND-SCREEN LOWERED.
TEMPORARY FACT: WIND-SCREEN. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC09 / The quiet bakery display
FINAL SCENE: The shelf is arranged and its label written; the shutter is down again.
FACT VALUES: SHELF = BARE or ARRANGED; LABEL = BLANK or WRITTEN; SHUTTER = DOWN or UP.
START: SHELF BARE; LABEL BLANK; SHUTTER DOWN.
FINISH: SHELF ARRANGED; LABEL WRITTEN; SHUTTER DOWN.
TEMPORARY FACT: SHUTTER. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC10 / The pond festival
FINAL SCENE: The bridge and booth are open, while the streamer hangs low again.
FACT VALUES: BRIDGE = CLOSED or OPEN; BOOTH = SHUT or OPEN; STREAMER = LOW or HIGH.
START: BRIDGE CLOSED; BOOTH SHUT; STREAMER LOW.
FINISH: BRIDGE OPEN; BOOTH OPEN; STREAMER LOW.
TEMPORARY FACT: STREAMER. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC11 / The traveling puppet stage
FINAL SCENE: The stage is assembled and the puppet ready; the rehearsal-sign is hidden again.
FACT VALUES: STAGE = PACKED or ASSEMBLED; PUPPET = BOXED or READY; REHEARSAL-SIGN = HIDDEN or SHOWN.
START: STAGE PACKED; PUPPET BOXED; REHEARSAL-SIGN HIDDEN.
FINISH: STAGE ASSEMBLED; PUPPET READY; REHEARSAL-SIGN HIDDEN.
TEMPORARY FACT: REHEARSAL-SIGN. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC12 / The garden welcome
FINAL SCENE: The arch is decorated and bench set, with the guide-rope down again.
FACT VALUES: ARCH = BARE or DECORATED; BENCH = EMPTY or SET; GUIDE-ROPE = DOWN or UP.
START: ARCH BARE; BENCH EMPTY; GUIDE-ROPE DOWN.
FINISH: ARCH DECORATED; BENCH SET; GUIDE-ROPE DOWN.
TEMPORARY FACT: GUIDE-ROPE. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC13 / The paper planetarium
FINAL SCENE: The dome is open and the projector ready; the room-light is off again.
FACT VALUES: DOME = CLOSED or OPEN; PROJECTOR = IDLE or READY; ROOM-LIGHT = OFF or ON.
START: DOME CLOSED; PROJECTOR IDLE; ROOM-LIGHT OFF.
FINISH: DOME OPEN; PROJECTOR READY; ROOM-LIGHT OFF.
TEMPORARY FACT: ROOM-LIGHT. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC14 / The miniature harbor
FINAL SCENE: The lock is open and the boat positioned, while the beacon is dark again.
FACT VALUES: LOCK = CLOSED or OPEN; BOAT = MOORED or POSITIONED; BEACON = DARK or LIT.
START: LOCK CLOSED; BOAT MOORED; BEACON DARK.
FINISH: LOCK OPEN; BOAT POSITIONED; BEACON DARK.
TEMPORARY FACT: BEACON. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC15 / The ribbon workshop
FINAL SCENE: The spool is mounted and the frame dressed, with the clamp loose again.
FACT VALUES: SPOOL = STORED or MOUNTED; FRAME = BARE or DRESSED; CLAMP = LOOSE or TIGHT.
START: SPOOL STORED; FRAME BARE; CLAMP LOOSE.
FINISH: SPOOL MOUNTED; FRAME DRESSED; CLAMP LOOSE.
TEMPORARY FACT: CLAMP. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC16 / The courtyard supper
FINAL SCENE: The table is open and the plates set; the doorbell is quiet again.
FACT VALUES: TABLE = FOLDED or OPEN; PLATES = STACKED or SET; DOORBELL = QUIET or RINGING.
START: TABLE FOLDED; PLATES STACKED; DOORBELL QUIET.
FINISH: TABLE OPEN; PLATES SET; DOORBELL QUIET.
TEMPORARY FACT: DOORBELL. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC17 / The small observatory
FINAL SCENE: The roof is open and telescope ready, with the finder-light off again.
FACT VALUES: ROOF = SHUT or OPEN; TELESCOPE = COVERED or READY; FINDER-LIGHT = OFF or ON.
START: ROOF SHUT; TELESCOPE COVERED; FINDER-LIGHT OFF.
FINISH: ROOF OPEN; TELESCOPE READY; FINDER-LIGHT OFF.
TEMPORARY FACT: FINDER-LIGHT. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC18 / The confetti finale
FINAL SCENE: The box is open and canopy decorated; the sign has returned to WAIT.
FACT VALUES: BOX = SEALED or OPEN; CANOPY = BARE or DECORATED; SIGN = WAIT or READY.
START: BOX SEALED; CANOPY BARE; SIGN WAIT.
FINISH: BOX OPEN; CANOPY DECORATED; SIGN WAIT.
TEMPORARY FACT: SIGN. Change it twice, separated by at least one other event in your proof. Change each other fact once. Four events total.
BC-EVENT / Copy four per team per round
Copy four per team per round: 24 total for a three-round session. Random letter: ________. Do not number events in chronological order.
| Field | Complete this event |
|---|---|
| Title or fictional sentence | |
| REQUIRE fact 1 and value | |
| REQUIRE a DIFFERENT fact 2 and value | |
| CHANGE fact 1: old value → other value |
Only fact 1 changes. Every other fact stays as it was. Both REQUIRE rows must be true before applying the CHANGE.
BC-TRACK / Fact tracker
Copy one per team; use pencil or fresh copies between constructions and solves. Brief ID: ________.
| Fact name | Allowed value 1 | Allowed value 2 | Current value |
|---|---|---|---|
| TEMPORARY: ______ |
Backward effect checks: first other fact ☐; second other fact ☐; temporary fact ☐ ☐. The temporary changes are separated in the proof. Reverse from FINISH; verify forward from START.
BC-PROOF / Private construction ledger
Private. Copy one per team per round: six total. Brief ID: ________. Fact 1 name: ________. Fact 2 name: ________. Temporary fact name: ________.
| Step | Event letter | Fact 1 state | Fact 2 state | Temporary state |
|---|---|---|---|---|
| START | — | |||
| 1 | ||||
| 2 | ||||
| 3 | ||||
| 4 / FINISH |
Write backward in order 4, 3, 2, 1. Then start a fresh tracker at START and verify this forward order. Keep the proof from solvers until their puzzle is resolved.
BC-CHECK / Before exchange
Four distinct event letters. Exactly two different facts in every REQUIRE. One of those facts is changed to its other value. Effect counts: one / one / two. Temporary effects separated in the proof. All four events legal in proof order. Initial and final states match the brief. Shuffle slips before exchange.
BC-LOG / Table record
One shared sheet per session. Mark each puzzle SOLVED or EXPLORED after both submissions, a successful route, or a requested reveal.
| Round | Puzzle brief ID | SOLVED or EXPLORED |
|---|---|---|
| 1 | ||
| 1 | ||
| 2 | ||
| 2 | ||
| 3 | ||
| 3 |
SOLVED total: ______ / 6. Everyone shares the result; no individual winner.
BC-LABEL / Team One / A
A
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team One / B
B
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team One / C
C
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team One / D
D
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team Two / A
A
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team Two / B
B
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team Two / C
C
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.
BC-LABEL / Team Two / D
D
Shuffle your team’s A–D labels before assigning one randomly to each new event. The letter identifies the slip; it never encodes chronology.