Puzzle

Prank Day

Kind pranks: she never chases, she tidies

Ages 6 and up Kids Mode

Prank Day

Prank Day

Puzzle

Puzzle Ages 6 and up Kids Mode for 6-8 More Puzzle games For little ones

How to play

  • Tap a glowing spot: your critter walks there and works on a prank. Stay out of the yellow wedge, that is where she looks.
  • Tap a toy to knock it over. The clatter calls her away and she tidies it up. That is your chance to sneak a prank in.
  • Some pranks hide in her own chores: the rubber duck in the teapot fires when she makes tea. Watch the ribbon for the next chore.
  • Tap a hiding place to duck out of sight. If she spots you she just scoops you into your basket. No harm done.
  • Land every prank on the list before the sun crosses the window, then she laughs: the Big Laugh!
  • Kids Mode (tap the turtle) has no clock and no fail: if she spots you, you both play Peekaboo.

Controls

  • Phone or tablet: Tap a glowing spot, a toy or a hiding place. Tap the floor to walk. Tap TIPTOE to sneak (from Day 8).
  • Keyboard: E or Enter does the next prank, Q knocks a toy over, H hides or comes out, T tiptoes, Esc pauses.
  • Mouse: Click a glowing spot, a toy or a hiding place. Click the floor to walk. Click TIPTOE to sneak (from Day 8).

Tips

  • She never chases you. A toy you knock over is bait: it walks her out of the room, so the hidden prank in her chore fires later.
  • Watch the chore ribbon. A set-up you leave near her teapot, plants or sofa fires by itself when she gets to that chore.
  • The yellow wedge is exactly what she sees. Tall furniture and walls block it, and a hidden critter is only seen up close.
  • Pans are loud (Chef Bo cannot hear), Gus wears headphones, and walls muffle sound: a far-off clatter goes unheard.

About this game

Prank Day is a gentle prank puzzle in a bright toy house. You are a small critter with a to-do list of silly pranks, and the grown-up of the house is fussy, tidy and kind. The twist: she never chases you. She tidies.

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Every mess you leave is bait. Knock a cushion off the sofa and she tuts, walks over and puts it back, with her back to the kitchen door. Slip past, drop the rubber duck in the teapot, and duck behind the counter. When she comes back, a little late and in a hurry, she makes her tea and, QUACK, the duck pops out of the spout. She gasps, laughs, and your list gets a tick and a shower of confetti.

Five picture lessons teach it step by step, with a ghost hand that shows the next move. Thirty days in all take you from Nan Ora's flat to Chef Bo's kitchen, Gardener Gus's garden (headphones on: he sees far and hears nothing), Sitter Sol's pet shop and a party house, with a Party Day every sixth day. A chore ribbon shows what she does next, a yellow wedge shows what she sees, and little ripples show where a clatter was heard. Walls cut sound, tall shelves block sight.

Come back for the Daily Day (the same house for everyone each day, with a Fridge Wall that keeps the biggest laugh of every Daily you win), the Cup Week with three party days, Pass the Paw for two players on one phone, and the Scrapbook of every prank you landed, with hats to earn for your critter. Kids Mode (tap the turtle) has no clock and no fail: if she spots you, she waves, you both play Peekaboo and the day goes on.

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