Player handbook

How to play an ImmA investigation

You and your team solve a real case, in a real place. You walk to the locations, scan the codes you find there, and question the characters by typing whatever you want to ask them, in your own words. There is nothing to install and nothing to read in advance. Everything you need to know is on this page, and reading it takes about five minutes.

Find an investigation

Part 1

Before you go

What an investigation actually is, what you need to bring, and how a team gets in. You need a phone and nothing else, and none of it has to be arranged in advance.

What an ImmA investigation is

It is an investigation played on your feet, in a real place, by a team sharing one case, each player on their own phone, and no actors in costume. A writer built the case; the platform runs it.

Three things make it different from a boxed mystery game:

  • The suspects answer you. Every character is played by an AI that stays in role and responds to whatever you type. There is no list of three questions to pick from. If you want to ask the housekeeper what she was doing at eleven, you ask her that, in your own words.
  • The evidence is in the world. Clues sit behind QR codes at real locations, in what people tell you, and sometimes inside a physical object the organizer hid before you arrived.
  • You are a team, not a queue. Everyone plays at once on their own phone, sharing one pool of points and one case file. Splitting up is a real strategy.

A session usually runs one to three hours, and the scenario page tells you which before you book.

Browse investigations
What you need
  • A phone with a camera and a browser. There is no app to install. You open a link and you are playing.
  • A charged battery, ideally. The screen stays on for the session and the camera opens in bursts, so a power bank is worth packing for a long one. Neither is required, and nobody will check.
  • Teammates. Most investigations are built for a small group. One person can play, but the characters are more fun when someone is arguing with you about who is lying.
  • Comfortable shoes, if it is an outdoor scenario. You are walking between locations.

You do not need to have played before, to know the setting, to read anything in advance, or to be good at puzzles. The characters will tell you what you need if you ask them properly.

Getting in: buy, create, join
  1. One person buys the team's access. You pay once for the whole team, not per head, and the price is set by the event.
  2. That person creates the team and gets an invite code, shown as a code and as a QR your teammates can scan.
  3. Everyone else joins free with that code, up to the scenario's maximum number of players. They each need an account, which is a matter of seconds.
  4. You gather in the lobby, see who has arrived, and one tap takes the whole team into the investigation.

If you arrive and someone hands you a QR code, just scan it. It carries the invite, so it drops you straight onto the join screen with the code already filled in.

Part 2

The three rules that matter

There are only three things to understand: what your points are for, why no single clue solves anything, and how the characters decide what to tell you. Everything else is a detail you can pick up while playing.

Action Points, the only resource

Your team starts with a pool of Action Points, shared by everyone, and almost everything you do spends some. This is the whole economy of the game and it is what stops an investigation being "ask everyone everything".

  • Talking costs points, and a hostile character costs more per question than one who likes you. Being liked is literally cheaper.
  • Searching a location costs points, though some places are free to search and the game says so.
  • Scanning a new location could earn points, and so could any number of other things your team does. The scenario decides what pays and what does not, so acting on the world is often what funds the questioning.
  • The ledger shows every movement, so a team can see where the budget actually went.

You are not meant to have enough for everything. Deciding what not to ask is the game. If the team genuinely runs dry, the organizer has a hint code that tops you back up, at the cost of some final score.

Evidence, and why one clue is never enough

Clues arrive three ways: you find them by searching a location, someone tells you because they trust you enough, or something you did unlocked them.

The important rule is that no single clue convicts anybody. The case is written so that the culprit is only provable by combining several, which is why a team that splits up and pools what it found beats a team that walks around together.

Evidence is not only for reading. You can present a piece of evidence to a character during a conversation, and some of them react to being shown a specific thing in a way they never would to a question. Items marked with ??? are the ones with a reaction waiting.

Talking to people who lie

A conversation is a chat box. You type or talk to them, and they answer in character, out loud if you want them to: every character can be heard as well as read, and you can mute them or change the speaking speed.

Two things govern what you get out of them:

  • How much they like you. Every character tracks how they feel about your team, and it moves during the conversation depending on how you treat them. A character who trusts you concedes things they flatly deny to a stranger, and costs you fewer points per question.
  • What they are willing to lie about. Each one has things they answer honestly and things they do not, and the second list is where the case is.

Catching a lie is a move, not an observation. When something a character said contradicts something you know, you select the claim and then cite the statement that contradicts it, straight out of your team's history: every question anyone has asked and every answer anyone has been given is searchable, so you can confront this character with what a different one told a teammate on the other side of town. You can still type a quote by hand when the proof came from somewhere else. A confirmed contradiction compels them to give up the truth, and it counts on your final score.

Part 3

The Game Screen

Everything happens on one screen with three panels and a scan button. This part walks through each of them, starting with the scan, because scanning is the action the whole game turns on.

Scanning, the action everything runs on

The scan button is on screen at all times, and it is how the real world gets into the game. Point the camera at a code and one of several things happens:

  • A location opens up, and you can now search it.
  • You are paid points for reaching somewhere new.
  • A character becomes reachable, and appears in your Talk panel.
  • A piece of evidence lands in the case file.

If the camera will not read a code, there is a manual entry box: type what is printed under it and it works exactly the same. That is the fix for a dark corner, a wet code, a cracked lens, or a phone that will not grant camera permission.

The three panels

Along the top is your team's point balance. Along the bottom are three panels and the scan button. That is the entire interface, and it is built to be used one-handed while standing up.

Map

A live map of the game with your team's position on it. It is the architect's own map, the one they built the scenario on: the same pins with the same photos, the edge of the playing area, the entry point. You see the parts you have unlocked, and they appear as you find them.

What you can do here

  • See where you are against the places you have unlocked, so the next walk is a direction and not a guess.
  • Stay inside the game. The red outline is the boundary the organizer set. Outside it there is nothing to find.
  • Check what you skipped. An unsearched location, or one where you never spoke to anyone, is the most common thing a stuck team has forgotten about.
  • Open the scanner straight from here when you have not found anything yet.

Talk

The directory of everyone your team has met. Your companion sits at the top and is always free; below are the characters you have unlocked, each showing how they currently feel about you.

What you can do here

  • Start a conversation with anyone you have unlocked, and pick up where the team left off.
  • Read the mood before you spend anything: a character who has warmed to you is cheaper and more forthcoming.
  • Talk to your companion for free, which is the right first move whenever nobody knows what to do next.
  • Present evidence during a conversation, and challenge a claim you can prove is a lie.

Case File

The team's shared brain: your point balance, every clue anyone has found, a notebook, the code redeemer and the full ledger of what the points were spent on.

What you can do here

  • Read every clue the team has, including the ones a teammate found on the other side of town.
  • Write in the shared notebook: suspects, timings, contradictions. It saves itself and everyone sees it.
  • Redeem a secret code, whether it came from the organizer or from somewhere in the story.
  • Check the ledger when the balance drops faster than expected.

History

Everything your team has done, in order: every question asked and answered, every clue found, every point spent or earned. It stays available until the scenario ends or for a month afterwards, so the argument you had about who said what has an answer.

What you can do here

  • Read back a whole conversation instead of trying to remember it.
  • Tap an answer to hear it again, in the character's own voice.
  • Follow the colours. Questions, discoveries and point movements are each shown differently, so you can find the moment you are after without reading the lot.

Part 4

Ending it, and after

How an investigation closes: you decide when you are ready, you answer the case questions as a team, and you get a score, a rank and something worth sharing.

Ending the investigation

You end it when your team decides to, not when a timer says so. Once you are holding the evidence that matters, a Resolve the mystery banner appears, and one of you confirms.

What follows is the case questions: who did it, how, and why, plus whatever else the writer chose to ask. You answer them as a team, in your own words, and they are scored the moment you submit, against the truth the writer wrote.

Ending is final, so agree on it first. If nobody resolves it, the investigation closes itself when the time is up and you answer the same questions with whatever you have.

Your score, and what to do with it

The recap is a page of its own, and it is safe to share: it shows your team name, not anybody's real one, and it never reveals the solution.

  • Your score and your rank against every other team who played that investigation.
  • How the team did: clues found, lies caught, points earned, places visited.
  • A share button, because the link is the point.
  • A review box. Reviews appear on the investigation's public page, and they are the main way the next team finds a good one.

Scores also feed the leaderboards, which run across every investigation on the platform.

See the leaderboards
Book one of your own

You probably arrived at your first game because somebody else organised it. You can be that person, and it takes about ten minutes.

The Little Mysteries are single evenings you buy outright: pick a story, pick a date, pay once. Up to five teams play, and everyone you invite plays free: you are the only person who pays anything.

What you actually do on the night: print the QR code kit (plain A4, one sheet per place), put the sheets up wherever you are playing, and send your guests a link by email. They scan the first code and the game starts. There is nothing to install, nothing to learn beforehand, and nothing to referee: you get a live screen showing where every team is.

Where people run them: a flat, a garden, a village hall, a few streets. Birthdays, weddings, leaving parties, shop openings, family gatherings that need something to do.

If your plans change, cancel up to a week before and you are refunded in full.

Browse the Little Mysteries
If something goes wrong
  • A code will not scan. Use the manual entry box and type the characters printed under it.
  • You are completely stuck. Ask the organizer for a hint code. It gives the team points back and costs a little final score, which is a fair trade for finishing.
  • A character is being useless. They are usually protecting something. Try what you know rather than what you want, and consider whether they simply do not like you yet.
  • Something is actually broken. Tell the organizer first, since most problems on the night are local. The bug report link in the footer reaches us directly with a screenshot.

Your companion is always free to talk to. Asking them for direction never costs a point, so when the team is going in circles, start there.

Go to the help centre

That is all of it

Walk, scan, ask, argue, accuse. The mystery is already written and the suspects are waiting.

Find an investigation
How to play: an ImmA investigation, explained — ImmA