Tick·Box Manual

For the experts only

The Tick·Box
Defusal Manual

Edition 1

Someone near you is holding a ticking puzzle box. They can see it; you can't. You have this manual; they don't. Ask them what they see, find the right page, and tell them what to do.

Check the edition on the box's lid matches this one. Tables change from edition to edition.

§0 Before you start

The box

Each side of the box holds one module, or four smaller ones. A module is solved when the light in its top-right corner turns green. Solve every regular module to open the box.

Strikes: every mistake lights a red ✕ on the lid and makes the clock run 25% faster. Reach the strike limit and the box goes off. So does running out of time.

Needy modules have a red two-digit countdown. They can't be solved; keep tending them until the box opens.

The markings

Many rules need the box's markings. Ask for them first and write them down:

  • Serial number: on the lid, e.g. KR4EM8. Its last digit is odd or even; vowels are A E I O U.
  • Batteries: on the maker's plate underneath. Count the cells (each AA is one battery).
  • Lamps: labelled lights on the plate, lit or unlit. Labels: .
  • Ports: on the plate. Types: .
Scratch sheet Serial ______________Last digit odd / evenVowel yes / noBatteries ____Lit lamps ____________Ports ____________Strikes ____