Tips for grown-ups
Acornonauts provides the spark. You and your explorer create the adventure.
Out on a walk
- Use it before you leave, or halfway through a walk when enthusiasm runs out.
- More than one child? Each one adopts their own acornonaut, and they take it in turns to choose what the tree grows next.
- Let your explorer lead the conversation.
- Invent stories about what their acornonaut is up to.
- Swap, simplify or reinterpret any mission you like.
- If they invent their own adventure, tick a different mission and go with it.
- Never interrupt a brilliant moment to get back to the checklist.
- Make sure they see the star, the hat and the tree at the end — that bit is theirs.
- There is no wrong way to play.
Whose turn is it?
Explorer's turn
Choose together
Let your explorer meet the acornonauts and choose their new adventure buddy.
Chat about the characters together. Give them voices, invent stories, and imagine what they might get up to.
The magic is in what you make together.
Grown-up's turn
You lead the adventure
During the walk, you hold the phone, share the missions and tick them off.
There are no strict rules. Use Nearly!, swap a mission, make it easier — or invent something completely new on the spot.
The goal is a happy adventure, not a perfect score.
Explorer's turn again
Share the magical moments
Pass the phone back when the quest is complete.
Your explorer gets to see their acornonaut earn a star, get a new hat, and make something magical happen at the Great Acorn Tree.
Start before your walk, halfway through when little legs need encouragement, or whenever an ordinary outing needs a bit of magic.