Paper
Towns
Enjoy
playing a game full of secrets and spoilers of the book Paper towns. Join Quentin and his friends on a trip to find Margo
Roth Spiegelman. You can be Quentin, Radar, Lacey, or Ben. Each card gives you
a new hint to where Margo may be hiding next. Why is Margo not in school? Why
did Margo take Quentin to the SunTrust building in Orlando? Why did Margo leave
behind clues for Quentin? Does she really want him to find her? Where is Margo
heading to? All these questions and more can be answered within this game. The
first to reach Algoe, New York wins!
This
game describes the book with its many features. In Paper Towns, Margo Roth Spiegelman goes missing after her and
Quentin vandalize many of Margo’s friend’s’ homes. Quentin believes that Margo
is leaving behind clues for him to come find her. He uses these clues and
travels to different parts of Orlando looking for her until he finds a clue
leading to New York. Quentin has help from the gang (Lacey, Ben and Radar).
They all want to find her and bring her back home where she belongs. This game
relates to the story because Quentin travels all over the place to find Margo.
The game has different spots where Margo could be hiding or where Quentin and
the gang go to talk about where Margo could be hiding. Each of the cards give
you a clue of where to move. The clues are clues that Quentin or someone from
the gang has found that could reach to Margo. The first little logo on the
board is an apple; the apple represents the school in which all the kids
attend. It’s their senior year so they are ready to leave for college and
graduation is just around the corner. The second logo is the Sun Trust building
where Margo took Quentin after vandalizing houses and told him her thoughts
about paper towns. The clue “The town was paper, but the memories were not,”
(Green) led Quentin into thinking where Margo might be once she went
missing. The bow logo represents Margo’s
house. Quentin saw a poster through Margo’s bedroom window of Woody Guthrie
which led him to the song called Walt
Whitman’s Niece which then led to Walt Whitman’s poem Leaves of Grass where he found highlighted lines. He noticed that
the lines were clues to the where she may be so he read them over and over
again. The clues lead him to an abandoned Mini Mall in Christmas, Florida where
Quentin finds more clues from Margo. This place was used on the board because
it’s an important landmark in the book. Many of the clues lead to abandoned Subdivisions
which Quentin goes to, to find Margo. These are also big landmarks in the
story. Quentin finally knew where he had to travel to find Margo. He didn’t
want to leave “It is so hard to leave—until you leave. And then it is the easiest
goddamned thing in the world,” (Green). On the day of Graduation he packed some
things, went to graduation and told his friends he had to leave for New York
and wouldn’t stay at graduation. The gang takes the 20 hour trip to New York to
find Margo. When they arrive, Quentin finds her, “I didn’t need you, you idiot.
I picked you. And then you picked me back.” (Green). The book ends with the two
of them talking about Margo never coming back to Orlando.
With
the game being based off Candy Land the characters can travel to different
parts of the story while using clues to make their way to Margo just like in
Candy Land when you’re trying to be the first to the Candy Castle. Find Margo
is the situation Quentin is in because he loves her so why not have you and
your friends go on the same thrill-seeking adventure as Quentin. Anyone can
join the gang in the search for Margo.
Examples of Cards: most of the cards will just have colors on them like Candy land b
- You found a note from Margo in your door advance to Margo's house
- Margo wasn't at any of the subdivisions move back 10 spaces