The Apothecary
Two rooms, two devices, one door — and neither of you can open it alone.
Only one of you pays. The other player plays for free.
The chemist’s lodger died in March, and the inquest called it misadventure. You two know he was poisoned. The law makes a chemist write down every poison he sells, so the proof is in his own handwriting, locked up at the back of his shop. Tonight, while he was out at supper, you went in after it.
A CHEMIST’S SHOP ◇ 1890s ◇ AFTER CLOSING
STATUS ◇ THE CHEMIST IS BACK AT SEVEN

The door
It went wrong. One of you is locked in the shop. The other is shut in the poison room behind it. By law that room has one door and two locks, one on each side, and each lock takes its own key. It swung shut, and both locks caught.
The one rule
Get the other player on the phone and keep talking. Each of you can see what the other one needs, and neither of you gets out alone.
How it works
Tap Start. We create your side of the game.
You get a link to send them. They open it on their own device — no account needed.
Get on a call, or sit together: there is no chat in the game. Talk your way out — the thing that makes no sense in your room makes sense in theirs.
New to Play Together? See how the two-player game works
See inside the rooms
The Apothecary
Two rooms, two devices, one door — and neither of you can open it alone.
Only one of you pays. The other player plays for free.
Questions about playing? Read the FAQ



