Related guide
Team Building Escape Room Game: Five Ways to Run One
Choosing a team building escape room game comes down to your head count, your budget and the room you have.

The Hundred-Year Capsule
Four teams, four trunks, one time capsule. Nobody opens it alone.
This escape room for large groups starts a hundred years ago, when four founders buried a time capsule and split the way to it into four locked trunks. Each team opens one trunk, and then the whole room opens the capsule together.
Instant download. After payment you land on our thank-you page, and the files come to you by email.
Also in all 7 games for $49.99, about $7.14 a game.
Chapter IThe story
A hundred years ago the four founders of Larkspur Hollow, a baker, a mapmaker, a clockmaker and a bandleader, buried a time capsule on the town green. They split the way to it into four parts and locked each part in a trunk, so that nobody could open it alone.
Each team opens one trunk and recovers one piece of the founders' walk. In the finale the whole room puts the four pieces together on one map, walks the green stone by stone, finds the founders' words, and opens the sealed capsule as one room.


Cover and one inside page, shown whole
Chapter IIWho it’s for
The Hundred-Year Capsule gives everyone a job by splitting the room into 2–4 teams of 3–6. Every trunk has three puzzles that run side by side, so nobody sits waiting. The finale needs every team's piece, and the whole group finishes at the same moment. A timer and a race for the first stamped seal card are optional.
Prep is designed for under 25 minutes for four teams, reading the host guide once included. Nothing is cut before the game: the teams cut their own pieces during play, all with straight cuts. You sort the printout into four trunk piles, tape the capsule wrapper shut and set out a table per team.
Chapter IIIWhat you print
Print each trunk once, whatever the group size: 23 player pages plus the 12-page host guide. US Letter.
The low-ink edition has no illustrations and no colour fills, with the same sizes and puzzles.
Chapter IVHow the night runs
About 5 minutes of welcome, 30 to 40 in the trunks and 10 for the finale: designed for 45–60 minutes in total.
You read the opening and hand out the trunks. With 2 teams each takes two trunks; with 3, the largest team takes two; with 4, one each.
Three puzzle pages per trunk can be solved at the same time by different players, so nobody sits waiting. The fifth page needs all three answers.
You check each team's seal card against the answer key and stamp it. Three graded hints per puzzle are in the host guide.
Each team plays its part on the town green map: the starting landmark, the directions, the paces and the letters. Twelve letters give the founders' words.
One player from each team breaks a seal at the same moment, and you read the founders' letter aloud. Each player can add a line to the room's own capsule message.
Chapter VHints, prep and answers
Scissors and two pencils.
One coin, a roll of clear tape and a pen for stamping seal cards. A ruler helps but is optional.
A mirror, a phone camera or a bright window.
In 2–4 teams of 3–6, with one adult host who does not play.
A design target; no group has timed it yet.
23 player pages for any group size. Optionally print a second copy of a trunk's first page for a big team.
It is written for birthday parties, family reunions, youth groups and scouts, library and church events, and team and community events: mixed groups from about 10 to adult. Younger children can join a team with an adult.
The party extras file has a welcome sign, a table card for each of the four trunks so teams know where to sit, and Honorary Founder certificates, two to a page.

The Hundred-Year Capsule is one of seven
The Hundred-Year Capsule is one of seven printable escape rooms. The collection adds two birthday games, Halloween, a family Christmas, a classroom and a teen detective night, for $49.99 in total.
Eight people is not too many for The Hundred-Year Capsule: eight is the smallest group it is built for. Eight players split into two teams, each taking two trunks, so everyone has a puzzle in hand.
Yes, 13 people can play The Hundred-Year Capsule together. Thirteen players fit in three teams of four or five (the largest takes two trunks) or four teams of three or four. The host guide has team splits by group size.
The Hundred-Year Capsule costs $12.99 for the whole group, not per person. You print it once for any group size from 8 to 24, and you may print it again for your own family, party or class.
A good escape room game for a large group splits the room into teams and brings them back together at the end. The Hundred-Year Capsule does that with four trunks and a shared finale. For a whole class of grades 3–5, see The Time Capsule Case.
The Hundred-Year Capsule takes 8 to 24 players, split into 2 to 4 teams of 3 to 6. One adult hosts and does not play.
Seven people is a good size for The Snowglobe Clock or The Halcyon Blackout, which both take up to 8 players. The Hundred-Year Capsule starts at 8 players, so seven is one short of its smallest group.
Yes, nine people can play The Hundred-Year Capsule in two or three teams. With two teams each team takes two trunks; with three, the largest team takes two.
Related guides
Related guide
Team Building Escape Room Game: Five Ways to Run One
Choosing a team building escape room game comes down to your head count, your budget and the room you have.
Related guide
Escape Room for Youth Group: Run It in 90 Minutes
Planning one meeting for twenty young people and a single leader is a lot to carry.
Pairs well with
The Hundred-Year Capsule and the six other games, ages 6 to adult.
Twenty-five years ago a class buried a capsule. Yours has one period to find it.
The clock in the snow globe stopped on Christmas Eve. Everyone gets it ticking again.