Kids’ Quests (Ages 5–10) — Children Are in Charge

Children lead the story; adults support. Parents attend as squires—cheerleaders who help gently while heroes make the choices. We use big soft dice, colourful minis, and scenic terrain so new players feel safe, seen, and excited.

How a session feels: Welcome and names → pick a hero (large-print, icon-guided sheets) → explore the map with minis and soft dice → short water/snack break → friendly finale with high-fives, stickers/XP, and a quick recap. Plain speech like “I open the door” or “I help my friend” is perfect.

Squire’s oath (for parents): Cheer, don’t steer. Help softly—point to a line, track a token, roll the soft die together. Model kindness and take breaks whenever needed.

We provide: immersive terrain and minis, big soft dice (plus standard dice when ready), character sheets and tokens designed for young readers, gentle safety tools, and a calm, patient GM.

Tone & accessibility: PG adventure, cooperative play, no graphic content. Predictable structure, clear visuals, and an optional quiet corner/ear defenders for anyone who benefits.

Supervision: A parent sits at the table as a squire. Sign-in and sign-out are required. Games run on visible in-store tables.


Teens Tables (Ages 11–17)

More strategy and deeper stories—still beginner-friendly. Teens plan, investigate, and fight smart at inclusive, small tables. We teach rules as we play, and plain-speech narration is always welcome.

Flow of the 2 hours: quick onboarding and safety check → focused scenes with fair spotlight → short break at the halfway mark → clear climax and debrief on time. Most weeks are D&D 5e, with occasional Daggerheart or accessible sci-fi.

Culture & safety: No acting required—“I attack / I cast / I investigate” is enough. Session-zero-lite, lines/veils on request, and breaks are normal. EN & NL welcome.

Supervision: Ages 11–13—a parent/guardian remains in-store (joining the table is optional). Ages 14–17—no parent required; teens sign themselves in and out. We keep an emergency contact on file for all teens.


Why parents love this

Kids and teens practice communication and teamwork, make smart choices with light numeracy, read maps and prompts that spark imagination, and build confidence and empathy by sharing wins at the table—all in a safe, welcoming space.

Schedule & Tickets — Kids & Teens

Sessions run 2 hours; please arrive 5–10 minutes early. Seats are limited, so booking ahead is recommended. If a table is full, join the waitlist—we often open a second table.


Parent FAQ — Kids & Teens (Ages 5–17)

Core principle: Children are the heroes at our tables. Parents are their squires—a calm, supportive presence who help when things get tough, in game and out, without taking over.
Our approach blends child-led play, gentle structure, and co-regulation so each young person can participate safely and unforced, even when the story gets exciting or a little scary.


What does “children are the heroes” mean in practice?

Your child leads their character and makes the decisions. We design scenes with clear, simple choices so heroes can choose their path, roll the big soft dice, and see their actions matter. This supports autonomy (“I choose”), competence (“I can”), and belonging (“we’re a team”).

What does a “squire” (parent) actually do?

A squire is a secure base and gentle scaffold. Sit nearby, offer quiet prompts, read a line if asked, help count spaces, partner-roll the soft die, and manage practical needs (water, snack, bathroom). You suggest; the hero decides. If your help starts to steer the scene, we’ll kindly hand the reins back to your child.

How do you keep things safe if a scene feels scary?

We use friendly PG tone, predictable structure, and a quick “session-zero-lite” to name boundaries. Every table has a simple pause signal and “ok/not-ok” check-ins. Challenges are presented as manageable steps with a guaranteed “safe return” at the end of the session. If a moment spikes anxiety, we de-escalate, simplify, and let the hero choose a smaller next action—or take a breather.

What happens if my child freezes or feels overwhelmed?

We pause, lower the stakes, and offer a menu of tiny choices (look, listen, help a friend, roll to move). You can co-regulate as a squire: a sip of water, a slow breath, a short walk, or sitting closer. When they’re ready, we re-enter gently so the hero keeps agency and the win still feels theirs.

My child is shy—will they be okay?

Yes. Participation is opt-in and graded. Heroes can point, nod, or whisper; they can describe actions in plain speech without performing a voice. We spotlight small, early wins to build confidence and invite bigger choices only when they’re ready.

How do you support neurodivergent players?

We keep routines predictable (welcome → play → short break → wrap), use visual aids (icon sheets, terrain, tokens), and can seat players where lighting and sound feel best. Tell us any supports that help—processing time, movement breaks, or specific cues—and we’ll integrate them.

Are parents always required?

  • Ages 5–10: yes—sit at the table as your hero’s squire.
  • Ages 11–13: parent/guardian stays in-store (joining the table is optional).
  • Ages 14–17: no parent required; teens sign themselves in/out.

Do kids need experience or to “act” a character?

No experience or acting needed. Plain speech like “I open the door” or “I help my friend” is perfect. We teach as we play and keep the rules light so focus stays on choices, teamwork, and fun.

How long are sessions and what’s the flow?

Sessions are 2 hours with a short mid-break. The rhythm is welcoming, then play in small, achievable scenes, then a clear, on-time finish. Finishing well reinforces success and makes it easier to return next time.

What should we bring?

A water bottle and, if helpful, a small comfort item or ear defenders. We provide character sheets, pencils, minis, scenic terrain, and big soft dice at kids’ tables.

How do you handle mistakes and conflict?

We frame mistakes as learning moments (“try again with advantage if you team up”) and use collaborative problem-solving for table friction. If behaviour disrupts play, we reset kindly, take a short break, and coordinate with you. The goal is repair and return, not shame.

Is there content we avoid?

Yes. Kids’ tables are PG, adventurous and bright, with no graphic content. Teens default to 12+ tone and can be dialled lighter or moodier by request. We avoid themes you flag as off-limits and check in before any spookier moment.

Can siblings or mixed ages sit together?

Often, yes. We follow the stricter supervision level for the younger hero (e.g., a 9-year-old with a 14-year-old means a squire stays at the table). We’ll adjust difficulty so both feel capable.

Is this therapy?

No—it’s a recreational, educational activity that can support social skills, self-efficacy, and resilience. If your child has clinical needs, tell us what helps; we’re happy to adapt where appropriate.

Birthdays and private kids’ sessions?

Yes. Our Hero & Squire parties and class outings use the same child-led, safety-first approach with custom themes (knights & dragons, magical school mystery, friendly sci-fi). Tell us ages, group size, and vibe; we’ll propose a simple package.


We build a table where participation is invited, not forced. Heroes choose; squires support. With soft dice, clear choices, and a gentle pace, children get to be brave their way—and leave proud of what they did.