New to Yoto
Spy Club - Mission: Bring Back Boyd
- English
- 8-12
Yoto Says: Join Spy Club in this interactive audio game to solve the mystery of the missing teacher.
Do you have what it takes to join Spy Club?
This interactive audio game will have listeners solving puzzles, breaking codes, and dodging lasers.
Players will be transported to Fleming High – what seems like a regular school on the outskirts of London…but something fishy is going on. Mr. Boyd, the geography teacher, and leader of the school’s Spy Club, has disappeared! It’s up to Spy Club members, Jane, Ollie, Zora, Rohan – and you! – to solve the mystery.
Can you bring back Boyd? Time to find out…
Included in your Spy Pack is:
- Mr. Boyd’s School ID (Audio Card 1 )
- Lumera Operations Key Card (Audio Card 2 )
- Lumera Technologies Key Card (Audio Card 3)
- Spy Pack - including 4 worksheets, 1 business card and 1 red reveal card
A few tips to be the best spy agent you can be:
- Be sure to play your audio cards in order.
- Start with Card 1: Mr. Boyd’s ID.
- Listen very carefully for clues.
- Keep a close eye on your Yoto player’s display. Press your Yoto’s buttons to solve puzzles and answer questions.
- Pay close attention to your Spy Pack. Hold on tight to it – everything inside is essential for solving riddles.
- Keep a pencil handy. Writing down clues just might help you.
Are your kids stuck on the mission?? Head to Spy Club HQ on Yoto Space to ask for help and swap tips with other families looking to give their kids a helping hint.
PLEASE NOTE: This pack requires a Yoto Player or Yoto Mini and the physical Spy Pack to play this interactive audio game. Without them, listeners will not be able to decipher clues and take action like a true spy.
Spy Club: Mission - Bring Back Boyd Card 1
After long, boring lessons on a wet Wednesday afternoon, Jane, Ollie, Zora, and Rohan race to Mr. Boyd’s class room for Spy Club, but he’s not at his desk, or staring at his globe like he loves to do. He’s not there, and neither is the globe. He’s gone. Mr. Boyd’s classroom has been stripped bare – except for a small package sitting on his desk, right in the middle.
Inside, the kids find two key cards - Lumera Technologies and Lumera Operations, along with four worksheets covered in cryptic scribbles and hidden codes, a business card with circular and rectangular cutouts and a red reveal card.
Spy Club need to work together to figure out what they have to do, and where they have to go.
Their adventure begins. Trade Craft beckons…
Spy Club: Mission - Bring Back Boyd Card 2
After finding a clue left for them by Mr. Boyd, Rohan and Zora head to Lumera Operations where the story starts to unfold. There, they have to pass a series of tests, crack codes, and solve puzzles using their best listening and memory skills. They can only be reunited with the rest of Spy Club if they stick together – and only you can help them!
Spy Club: Mission- Bring Back Boyd Card 3
Using the key card left for them by Mr. Boyd, Jane and Ollie enter Lumera Technologies… and it’s safe to say that this place is huge! With computers and screens galore and worksheets in hand, the pair use their spy skills to problem solve, stay alert, and dodge lasers! But will they ever reunite with their friends? Will they ever save Mr. Boyd? Only you can help them complete their mission – are you up to the challenge?
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