SPYLIGHT

The game you play

Day or Night

Turn any space into a treasure hunt — inside or out

Three children sweeping torch beams across a hedge in a dark back yard, searching for hidden cards.

Three games, one box

Choose one of three treasure hunt games, or combine them. Hide the cards and let the hunt begin — after dark, the monster’s eye catches your torch beam and flashes it straight back.

Pick the game to suit the day.

Ten minutes before dinner. An afternoon at the campground. A birthday party, a sleepover, a rainy day indoors.

Every card brought home scores two points, with or without treats. What happens back at base is where the three differ.

FIND (Game 1)

Hunt, then trade

The one to start with. Hide the cards, blow the whistle, and they’re gone. Every card that comes home scores two points, and can be traded for the treat with the matching number. No reading required. Treats are optional, though — plenty of players just play for points.

The back of a card: the cyclops, its eye throwing a torch beam back as a white flash. A Find card: bring it back and swap it for the treat with the matching number.

Cyclops side out in the holder for night hunts — that’s the side that flashes. Treat side out by day.

ACT (Game 2)

Hunt, then perform
Children balancing on one leg in a lounge while the Game Master holds up an Act card.

The one that gets them laughing. Every card is something daft to do — stand on one leg like a monster, howl at the moon, melt like an ice cream. Whoever found the card goes first, then the other team tries to outdo them.

An Act card: be a monster that can only stand on one leg, waving your arms and making ridiculous noises.

Send them out to find everything first, then work through the performances back at base.

SOLVE (Game 3)

Hunt, then solve
Children sitting on a rug, one with a hand up, while the Game Master holds up a Solve card.

The one that rewards a good guess. A riddle on every card, worth most if they get it first go. Whoever found the card gets first attempt — miss it and the next team gets a turn, with an easy clue in reserve.

A Solve card: a riddle about a tiny creature whose tail gives a glow in dark caves.

Good for winding the evening down.

Spylight cards standing in clear holders on a table, with two torches beside them.

Torches are required for night play — not included. One per team is enough.

How it works

Slot the cards into their holders, hide them — then hunt them down by day or torchlight.

Each card slots into a clear holder so it stands up on its own — on a fence rail, in a flower bed, on a shelf in the hall. You can angle the eye to face wherever they’ll come searching from.

The monster’s eye does the work. It throws a torch beam straight back the way it came, so the second a beam sweeps past, it flashes white — one bright spark in a dark hedge, half a garden away. A decent torch picks one out from fifty metres. No batteries, no charging, nothing to switch on — it runs on your torch.

After dark

The eye side out

Torches on, lights off. The darker it gets, the better it works. Sends them to bed properly worn out.

In daylight

The picture side out

No torch, no dark, no waiting until bedtime. Turn the cards to the picture side and hunt them in daylight. Perfect for a birthday party.

In the box

Everything except the torches and the treats.

Made for backyards, parks, campgrounds and beaches — and all through the house.

  • 12 clear card holders
  • 54 cards — 12 Find, 20 Act, 20 Solve, 2 answer cards
  • 150 reflective dots (54 needed, the rest spares)
  • Score pad, pencil and whistle
  • Rules booklet

Torches and treats are not included. Night play needs at least one torch per team — any household torch will do. For the Find game you supply the treats to trade the cards in for.

NZ$59.99

Designed in Christchurch, New Zealand. Non-toxic reflective dots; holders are moulded clear acrylic. Small parts — not for children under three.

Tell me when it’s ready →

When to play

There’s no board — play wherever you are.

Small back yards or wide-open parks. Inside or outside, day or night. Play one game on its own, or combine two or three.

Questions

The things parents ask.

How many kids can play?

Anywhere from two to twelve. Small groups play as individuals; bigger ones split into teams of two or three. One adult runs it as Game Master.

Do I need a big backyard?

No. A small yard, a park, a campground or the inside of the house all work. For a short game you only need somewhere to hide a dozen cards where they can’t be seen from Base — and in a tighter space, just put fewer holders out. Six well-hidden cards in a small yard beats twelve obvious ones.

Can younger children play?

Yes. Find needs no reading at all, so five-year-olds manage happily, while Solve and Act give older kids more to chew on. Every Solve card carries an easy clue so a younger player can still get there.

How long does it take to set up?

A few minutes. You hide the holders, note where they went, and blow the whistle. The dots are fitted once, before the very first game, and stay put after that.

Is it easy to learn?

Yes. Hide the cards, blow the whistle, and the hunt is on — that is the whole of Find, and you can play it without reading anything first. Act and Solve add one rule each. An adult runs the game as Game Master, but the job is mostly counting points and calling everyone back to Base.

What if it rains?

Play indoors. Spread them through the house — bedrooms, under the table, behind the curtains, on top of the bookshelf.

Do I have to buy torches?

For night play, yes — but only one per team, and they’re not included. A team hunts together on a single beam, so most households already have enough. Any household torch works. A phone torch is fine up close, though a weaker beam won’t pick a card out from nearly as far. Daytime games need no torch at all.

Are the treats included?

No, you supply those. The Find cards are numbered so you can match each one to whatever treat you like — or skip treats entirely and just play for points.

Is it safe for little ones?

The reflective dots are small parts, so keep spares away from under-threes. Adult supervision is needed, particularly after dark, and the rules ask players to walk rather than run with a torch.

Where do you ship?

New Zealand, for the first run. If you’re elsewhere and want one, join the list and say so — enough interest and we’ll look at it.

Register your interest

The first run is 500. List members get first pick.

We’re only making 500 for the first run. Leave your email and you’ll hear before anyone else, with first call on a box. Nothing else in your inbox — and you can drop off any time.

Shipping within New Zealand. Afterlight NZ Limited, Christchurch — we won’t pass your address on.

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