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Kids Escape Room Ages 7-10: The Dragon Who Slept on the Key, Printable Birthday Game PDF

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Highlights

  • Designed by ARLingStudio
  • Digital download
  • Digital file type(s): 2 PDF

Printable kids escape room for ages 7 to 10: 8 puzzles in 8 envelopes for a birthday party, a sleepover or class, and the adult running it does not need to know the answers. Crumble the dragon has fallen asleep on the key to the toy cupboard, and the Winter Toy Fair opens at five. Only Grandpa Tobias’s music box can wake him, and Grandpa has locked it inside a chain of 8 puzzles. Every answer opens the next envelope.

A printable escape room for kids aged 7 to 10. Print it at home, fill 8 envelopes and play at a birthday party, a sleepover, in class or on a rainy afternoon.

HOW IT PLAYS
The children solve a puzzle card, then look up their answer on The Key Ring page. Every answer on the list has a picture, and they ask you for the envelope with that picture. You keep the envelopes in a pile in the order of a one page table: if the picture is the one on top, they get it; if not, Crumble is still snoring, so they check their work or take a hint. You do not need to know the answers. For 5 or 6 players, the plan shows how to run two teams at once.

THE 8 PUZZLES
1. A coded note and a code wheel (the key hides in a picture of Crumble)
2. A maze with letters on the way
3. A note written back to front, read in a mirror or against a window
4. Counting toys on Grandpa’s shelf
5. A pattern on a knitted scarf
6. A boat picture cut into 9 pieces: two ropes, follow the one to the anchor
7. A logic puzzle with a chest of drawers and 4 apprentice cards
8. The music box lock: 4 questions about things the children have already seen
At the end the children sing the Wake-Up Song, Crumble wakes up, and they open the toy cupboard where you hid a small treat.

WHAT YOU GET
Two PDF files: A4 and US Letter, 16 pages each.
Story page, code wheel with warm-up codes, 8 puzzle cards, The Key Ring, 16 hint tickets (2 for each puzzle), 8 envelope labels, 4 Apprentice Toymaker badges and a paper brass key, a plan for grown-ups with a one hour timeline and a checklist, a no scissors version, the Wake-Up Song page to open last, 4 certificates to a page, and full solutions step by step.

Players: 2 to 6. For 5 or 6 players, print the badge page and the certificate page twice.
Time: 30 to 60 minutes to play (younger children take longer), plus about 30 to 40 minutes to print, cut and fill the envelopes. The no scissors version takes about 10 minutes; its cards come two to a page, so you hand out folded pages instead of envelopes.
You need: a printer (print one sided), 8 envelopes or folded paper and clips, pencils, scissors and one paper fastener (brad) for the code wheel (or play without scissors), and a small treat to hide.

A GENTLE STORY
Nobody is bad, nothing is stolen and nobody is in danger. A sleepy dragon, a kind old toymaker and four apprentices. There is no countdown clock, so children can take their time.

ONE ANSWER, CHECKED
The maze, the code, the logic puzzle and the boat pieces were checked by a computer: each has exactly one answer, the logic puzzle needs every clue, and the 9 boat pieces fit together in only one way.

GOOD TO KNOW
This is a digital download. Nothing will be shipped.
Story, drawings and puzzles by ARLing s. r. o., made with the help of AI tools. The drawings are simple shapes drawn in code.
Personal use: print as many copies as you need for your own family, party, classroom or club. Please do not share or resell the files.

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Listed on Sep 26, 2026