Available now
CASE FILE 001
The Midnight Museum Heist

A museum heist. One hour to crack it. Ages 9-13.
- 45-60 minutes
- 2-6 players
- Instant PDF
CLUE HARBOR GAMES · PRINTABLE FAMILY MYSTERIES
Original print-and-play mysteries with clue cards and envelopes for family game night, birthdays and classrooms. Download the case, print the clues, and solve together in about an hour. No locks, apps or board pieces.

THE CATALOGUE
Each mystery is a complete printable case with a Player Pack, spoiler-safe Host Guide, clue envelopes, hints and a final reveal.
Available now
CASE FILE 001

A museum heist. One hour to crack it. Ages 9-13.
Available now
CASE FILE 002

A ghostly trail. A stolen manuscript. One hour before midnight. Ages 9-13.
Available now
CASE FILE 003

Five puzzles. Four evidence cards. One missing spellbook. Ages 7-10.
YOUR MISSION, MADE SIMPLE
Print at 100% on US Letter paper. Color is recommended, not required.
Add the packets to envelopes or fold the sheets. The host guide walks you through it.
Hand over the START packet and watch your detectives follow the evidence.
WHAT YOU ACTUALLY GET
Ownable facts only. No rankings. No invented awards.
Each case has its own linked clue trail, suspects and final reveal.
Adults prepare envelopes in 10–15 minutes without spoiling the night.
Printer, envelopes, scissors and pencils. US Letter PDF, grayscale-friendly.
One household or one classroom per purchase, with printable certificates.
vs Clue board game · vs escape apps · Classroom guide · Detective desk

SCREENS CAN WAIT
Designed for birthdays, rainy afternoons, family nights and small classroom teams. The puzzles reward observation, logic and working together—not random guessing.
“You bring the printer. We bring the mystery.”
CLASSROOM & HOMESCHOOL
Run a cooperative trail that builds careful reading and teamwork. Licensed for one classroom per purchase. Best with 2–6 players per printed trail.
Classroom detective guideBEFORE YOU OPEN THE FILE
Clue Harbor cases are printable family mysteries with clue cards and envelopes for ages 9-13. Choose The Midnight Museum Heist for a year-round heist or The Haunted Library Mystery for a gentle Halloween library story. Both run 45-60 minutes for 2-6 players.
Yes. After checkout on Gumroad you receive instant PDF files. Allow 10-15 minutes to print and pack clue envelopes, then start a 45-60 minute detective night the same evening.
Flagship cases launch from $12.90 to $14.90 USD as instant PDF downloads. Each purchase covers one household or one classroom. See the catalogue for current launch prices — no hidden fees or shipping.
Clue Harbor Games publishes printable mysteries that use clue cards and sealed envelopes inside an original story. They are not the Hasbro Clue board game and not a competitive trading-card game.
No. You only need a printer, seven envelopes or folded sheets, scissors and pencils. The Haunted Library Mystery also uses a window or lamp for one stained-glass puzzle.
Most flagship games are designed for ages 9-13. Mini cases such as The Missing Witch's Spellbook target ages 7-10. Children under the stated range can enjoy the story with adult help.
Yes. Each purchase is licensed for one household or one classroom. Print the Player Pack, prepare envelopes in 10-15 minutes, and run a cooperative trail for a small team. See the classroom guide for practical notes.
The Haunted Library Mystery fits Halloween and library-loving kids — friendly ghost, not horror. The Midnight Museum Heist works year-round for birthdays, rainy days and family game night.
Each case has one solution, so replay works best with a new group. Previous players make excellent hosts.
No. You receive printable PDF files instantly. Nothing is shipped to your address.