Name and Purpose
- Mystery Puzzler 3: The Hospital Lights develops logical deduction and collaborative thinking.
- Players practise building a picture one question at a time.
a.k.a.
- Lateral Thinking Puzzle, Yes/No Mystery
Age / Group / Time / Space
- Ages 10-16 | 5-30 players | 10-20 minutes | Any indoor or outdoor space where the group can sit together
Materials
- No materials required
- Optional: printed clue card for the facilitator
Quick-Run Card
- Seat the group in a circle.
- Read the clue: “A woman presses the elevator button. The doors open partway and then stop. Across town, her friend passes away. What happened?”
- Group asks yes or no questions.
- Staff answers yes, no, or “not relevant.”
- Reveal the answer and debrief.
Setup and Boundaries
- Seat the group comfortably
- Signal: raised hand = pause and listen
- No physical setup needed
How to Play
- Facilitator reads the clue clearly and slowly.
- Players take turns asking yes or no questions.
- Facilitator answers: yes, no, or “not relevant.”
- Offer a gentle hint after a few minutes if the group is stuck.
- Confirm the answer warmly: the elevator and the friend’s life support were both on the same hospital power circuit that failed.
- Move to debrief.
I-OPt Options
- A (Active): Ask questions and propose answers aloud
- S (Support): Keep track of what has been confirmed or ruled out
- Q (Quiet): Follow along and signal agreement quietly
- O (Observer): Watch the group reason through the puzzle; join when ready
Inclusion Adaptations
- Players may pass a written question to the facilitator
- Smaller side discussions allowed before bringing ideas to the full group
Stewardship Moment
- No cleanup required
- Reflection: “How does working together help us solve things we couldn’t solve alone?”
Consent
- Pre-brief: “This puzzle involves a scenario where someone becomes unwell. If this feels uncomfortable, you are welcome to listen in or take a break. No pressure.”
- For those not comfortable with any part of this activity, sitting out or joining as an observer is another option.
- Mid-game check: Scan the group; invite anyone disengaged to take a quiet role.
- Opt-out/re-entry: Step back at any time and return when ready.
Risks and Mitigation
- Group finds the scenario upsetting: have the next activity ready and move on warmly
- Puzzle solved too quickly: have a follow-up discussion question about hospitals, technology, or connection
- Dominant voices: use a talking object or turn-taking structure
Warm-Up Suggestions
- “Connections”: give a word and the group brainstorms things connected to it (e.g., “electricity”)
- “Two Truths and a Lie” to warm up reasoning
Debrief Questions
- What? “What piece of information changed your thinking the most?”
- So What? “What does it feel like when different pieces of a puzzle click together?”
- Now What? “Where in your life does understanding connections between things matter?”
Cleanup and Reset
- No cleanup required
- Store printed clue cards for reuse
