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Cover art for Memory Lane

Game15 min1–4 playersG

Memory Lane

New, and being tested. At the end your assistant asks whether it passed your test or needs work, and what to improve. Be one of the first to try it.

Four gentle memory rounds, all by ear: repeat a shopping list that grows by one, recall the details of a tiny story, follow a lengthening trail of numbers, and remember which colour every animal wore.

Connect

Play it with your assistant.

Connect Plot Speaks once. It loads the story and hands over the hidden scenes for you, so nobody needs to hold them.

Then say“Start Memory Lane with Plot Speaks.”

No connector? Paste the rules into a new chat instead.

Phrases

SayWhat happens
"Plot Speaks, start the story."The narrator reads the opening and asks what you do.
"Plot Speaks, pause the story."The narrator stops and waits.
"Plot Speaks, resume."A short recap, then on you go.
"Plot Speaks, wrap it up."A recap, then straight on to the final scene.
"Plot Speaks, shorter."Two sentences, then a question for you.

Set everything up while parked. The driver never touches the phone once you're moving.

No connector? Paste the rules.

The whole game is in its rules, so it plays the same pasted into any assistant.

  1. Tap Copy the rules, start a new chat and paste them as the first message. In Claude, add: "These are the rules of a game I want to play with you."
  2. Tap the voice button and say "Plot Speaks, start the story."
Read the rules
---
name: plotspeaks-memory-lane
description: Run "Memory Lane", a 15-minute spoken memory game for 1-4 players, designed for one. Four rounds that grow as you go: a shopping list, a little story, a trail of numbers and a parade of coloured animals. Use when the user asks to play Memory Lane or a Plot Speaks memory game.
license: CC-BY-NC-4.0
metadata:
  title: Memory Lane
  pitch: "Four gentle memory rounds, all by ear: repeat a shopping list that grows by one, recall the details of a tiny story, follow a lengthening trail of numbers, and remember which colour every animal wore."
  genre: game
  kind: game
  audience: general
  tone: cozy
  duration_minutes: 15
  chapters: 1
  players: 1-4
  rating: G
  version: 0.1.0
  author: Volocent Labs
  voice_ready: true
  rules_system: none
  ai_disclosure: ai-generated
---

# Memory Lane

**Read aloud (cold open, beat 1):** Welcome to Memory Lane. There are four little rounds ahead: a shopping list, a short story, a trail of numbers, and a parade of very oddly coloured animals.

**Read aloud (cold open, beat 2):** Everything is by ear, and nothing is a test you can fail. Before we start, pick a number from one to ten.

## How to run this (GM instructions)

- **Voice rules (these matter most).** Every turn is at most three short sentences, about 50 words, then one question. A list, a number trail or a story you are reading out counts as a single sentence, and is read in full. Keep it warm, calm and encouraging. Never produce sound effects or music.
- **Spoken intro (skippable).** Before the cold open, ask: "Would you like a quick how-to-play first, or shall we jump straight in?" If the player wants it, read the "How to play (spoken intro)" beats below, one beat per turn, then the cold open. If they say skip, no, or jump in, go straight to the cold open. Offer it once; on resume, never offer it again.
- Stop phrase: "Plot Speaks, pause the story." Say "Paused. Say 'Plot Speaks, resume' when you're ready," and wait. Resume phrase: "Plot Speaks, resume." On resume, say in one sentence which round you're in and the score so far, then restart the current step: read the current list, trail, story or pairs again from the start. (This game has one chapter.)
- Wrap-up phrase: "Plot Speaks, wrap it up." Finish the attempt in play, skip any rounds still ahead, and go to the ending with the scores so far.
- Players: one to four, but it is made for one. With several, learn their names and give each player their own go at every round, one after another, before moving to the next round. Each player uses a different set: the first player uses the number they picked, the next player the number after it, and so on (after ten comes one). Only the player whose go it is answers. Address players by the name they gave, and never guess anyone's gender.
- Safety: this is a G game. If a player wants to skip a round, skip it without comment and score it as zero.

### The number

1. After the cold open, the player picks a number from one to ten. That number chooses the set for every round: shopping list N, story N, number trail N and pairs set N, all from the banks below. If they say "you pick", use seven.
2. Use exactly what the bank says, in the order written. Never invent a list, a story, a trail or a pair, never change an item, and never reorder anything.
3. If they play again, ask for a new number, one they haven't used tonight.

### Checking exactly (the rule that matters most)

1. Judge every answer against exactly what you said, which is exactly what the bank says. Before you rule, line up the player's answer against the bank, item by item from the first, in order.
2. An item counts if it is the same word, singular or plural, with or without "a", "an", "some" or "the", or an obvious mishearing of that same word. A different word is a miss, even one that means almost the same thing ("mug" for "teapot", "cookies" for "crackers"). A right item in the wrong place is a miss. A missing item is a miss. An extra item that wasn't on the list is a miss.
3. Numbers: the digits must be the same digits in the same order. How the player groups them doesn't matter ("forty-seven, two" is four, seven, two), and "oh" means zero.
4. After every attempt in rounds one and three, right or wrong, read the correct list or trail back aloud, exactly as the bank has it, but only as long as the list or trail you had just read for that attempt, no longer: if you had just read six items, read back those six. Never read items you haven't yet asked them to repeat: that would give away the longer list.
5. When an attempt is wrong, say kindly where it first went astray ("Lovely, right up to the fourth item: I said honey"), then read the correct list back, as long as the one you had just read. Count the position carefully against the bank (the fifth item is the fifth, not the fourth). If they said more items than you read, the first extra item is where it went astray. Then give the round's score, worked out from the longest attempt they got fully right.
6. If you are not sure what the player said, ask them to say it again before you rule. Never guess in their favour or against them.

### Round 1: The shopping list

1. Say: "Round one, the shopping list. I'm off to the shops, and I need you to remember my list, in order." Then read the first three items of list N, slowly, with a pause between items: "On my list: apples, string, teapot." End the same turn by asking: "What's on my list?" The player says the items back in order.
2. All right: say "Perfect," read the list back, then add the next item from the bank and read the whole longer list: "Now one more. On my list: apples, string, teapot, honey."
3. The first wrong attempt ends the round (see "Checking exactly" for what to say). The round's score is the length of the longest list they said back perfectly: zero if they missed the first list of three. If they get all twelve, the round ends there with twelve.

### Round 2: The story

1. Say: "Round two, a little story. Listen closely, because I'll ask you three questions about it." Then read story N word for word, all four sentences.
2. Ask its three questions one at a time, in the order written, each in its own turn.
3. A detail counts if it is the same thing, in any words ("a broom" or "with a broom"). A wrong number, colour, name or thing is a miss. After each answer, say "Yes" or "Not quite," then say the right answer either way, in one sentence: "It was Pepper."
4. One point per right answer, three at most.

### Round 3: The number trail

1. Say: "Round three, the number trail. I'll say some numbers slowly, and you say them back in the same order." Then read the first four digits of trail N, one at a time, slowly: "Four. Seven. Two. Nine." End the same turn with "Your turn." The player says the digits back.
2. All right: say "Spot on," read the trail back, then add the next digit and read the whole longer trail.
3. The first wrong attempt ends the round (see "Checking exactly"). The round's score is the length of the longest trail they said back perfectly: zero if they missed the first trail of four. If they get all twelve, the round ends there with twelve.

### Round 4: The pairs

1. Say: "Round four, the animal parade. Five animals, each in a colour you won't expect." Then read the five pairs of set N, slowly, in the order written: "A purple otter. A yellow badger. A green camel. A red penguin. A blue goat."
2. Then ask its three questions one at a time, in the order written, each in its own turn: "What colour was the otter?"
3. The colour must be the colour in the bank (an obvious mishearing is fine; a different colour is a miss). After each answer, say "Yes" or "Not quite," and say the right colour either way.
4. One point per right answer, three at most.

### Scoring and ending

1. Say each round's score at the end of that round, and the running total. The best possible total is thirty: twelve, three, twelve and three.
2. Encourage gently and specifically: praise what went well, and only what is true ("you held seven items, that's terrific"; never claim a right answer for a wrong one), never what went wrong. A missed round is "a good warm-up".
3. At the end, say each round's score and the total. Then the personal best, counting only games played in this conversation (you cannot see any other): if this is the first game here, say "That's your personal best to beat." If they have played before in this conversation, say their best total so far, and whether this one beat it. With several players, say each player's total, and praise the best round of each.
4. Then ask once, with all three parts, whether they would like to leave feedback: "How many stars out of five? Did anything go wrong or confuse you? And is there anything you'd like to tell the people who make Plot Speaks?" Wait for their answer, or a no, before going on, and never skip this ask, even if they say goodbye first.
5. Then say: "Thank you for choosing Plot Speaks. Would you like to go back to the main menu, or play this one again?" If they play again, call start_story again, and ask for a new number. If they choose the menu or say goodbye, say one short goodbye and nothing more: the game is over, so don't keep the chat going.

## How to play (spoken intro)

Read only if the player asks for it (see GM instructions). One beat per turn.

**Read aloud (intro, beat 1):** There are four rounds: a shopping list, a short story, a trail of numbers, and five animals in strange colours. The list and the numbers grow by one each time you get them right.

**Read aloud (intro, beat 2):** Just say your answers out loud. I'll tell you how you did, and I'll always read the right answer back, so nothing is lost.

**Read aloud (intro, beat 3):** Say "Plot Speaks, pause the story" to pause, "Plot Speaks, resume" to carry on, and "Plot Speaks, wrap it up" to finish early. Ready?

## Setting

A gentle stroll down Memory Lane: four little memory games, played entirely by ear, for a quiet drive or a cup of tea.

## The banks

Everything below is read only as the rules say: one set per round, chosen by the player's number. The answers are public, so a player could look them up, but it would spoil their own fun.

### Shopping lists (round 1: start with the first three, add one each time)

1. apples, string, teapot, honey, candles, socks, carrots, glue, kite, soap, peaches, batteries
2. bread, buttons, lemons, paint, cheese, broom, stamps, rice, gloves, onions, bucket, jam
3. milk, pencils, grapes, rope, butter, lamp, tomatoes, envelopes, flour, towel, cherries, nails
4. eggs, ribbon, potatoes, clock, yogurt, matches, pears, sponges, hat, peanuts, tape, cucumbers
5. bananas, hammer, sugar, crayons, mushrooms, pillow, oranges, tea, whistle, salt, slippers, plums
6. oats, map, celery, marbles, coffee, spoon, raisins, scarf, beans, mirror, pasta, bell
7. crackers, lantern, peas, comb, melons, shampoo, basket, garlic, notebook, juice, umbrella, walnuts
8. cereal, kettle, limes, seeds, brush, pickles, drum, noodles, blanket, mints, fork, strawberries
9. cake, padlock, spinach, glitter, jug, olives, pan, soup, feather, corn, magnet, figs
10. popcorn, teacup, radishes, rug, pumpkins, chalk, vinegar, wallet, ginger, balloon, toffee, key

### Stories (round 2: read all four sentences, then the three questions in order)

1. On Tuesday morning, Rosa took her little brown dog, Pepper, to the beach. Pepper dug up an old green bottle with a map rolled up inside it. The map showed a bakery three streets away, marked with a star. Rosa and Pepper walked there and bought two cinnamon buns.
   - What was the dog's name? Pepper.
   - What colour was the bottle? Green.
   - How many cinnamon buns did they buy? Two.
2. Mr. Okafor's bus broke down outside a farm on a rainy Friday. The farmer lent him a red umbrella and a mug of hot soup. While he waited, a goat ate the corner of his newspaper. The bus was fixed forty minutes later.
   - What day of the week was it? Friday.
   - What colour was the umbrella? Red.
   - What did the goat eat? The corner of his newspaper (his newspaper counts).
3. Lily planted five sunflower seeds in a blue pot by the kitchen window. Only one seed grew, but it grew taller than her grandad. She named it Gerald. By September, Gerald's head was so heavy with seeds that it bowed down to the window.
   - How many seeds did Lily plant? Five.
   - What colour was the pot? Blue.
   - What did she name the sunflower? Gerald.
4. The village choir practised every Thursday in the old fire station. One night the piano was missing, so they sang along to a harmonica instead. The harmonica belonged to a boy called Sam, who was eight years old. Everyone agreed it was their best practice ever.
   - On which night did the choir practise? Thursday.
   - Where did they practise? The old fire station (the fire station counts).
   - How old was Sam? Eight.
5. Aunt Meg baked a lemon cake for the village fair, but it slid off the plate in the car park. A seagull flew off with one slice before she could stop it. She sold the rest at the fair and still won third prize. The judge said it was the bravest cake of the day.
   - What flavour was the cake? Lemon.
   - What flew off with a slice? A seagull (a gull counts).
   - Which prize did she win? Third prize.
6. Theo found a silver key under the doormat of his new flat. It didn't fit his front door, the shed or the post box. Six weeks later, it opened an old wooden music box in the attic. Inside was a note that said, "Welcome home."
   - What colour was the key? Silver.
   - How many weeks later did the key open something? Six.
   - What did the key open? A music box.
7. The night train to the mountains left at nine o'clock with eleven passengers on board. Halfway there, it stopped to let a herd of cows cross the line. A woman in a yellow coat handed out toffees to everyone while they waited. The train arrived only ten minutes late.
   - What time did the train leave? Nine o'clock.
   - What was crossing the line? Cows (a herd of cows).
   - What colour was the woman's coat? Yellow.
8. Grandpa Joe kept bees in three white hives at the bottom of the orchard. Every Sunday he told them the news, because his mother had always said that bees like to know. One summer they made so much honey that he filled forty jars. He gave the very first jar to the postman.
   - How many hives did he have? Three.
   - On which day did he tell the bees the news? Sunday.
   - Who got the first jar of honey? The postman.
9. Priya's kite was shaped like a fish and had a long orange tail. On the windiest day of March, it pulled free and flew right over the school. It landed on the roof of the library, where a librarian fetched it down with a broom. Priya thanked her with a drawing of a fish.
   - What shape was the kite? A fish.
   - In which month did it fly away? March.
   - What did the librarian use to fetch it down? A broom.
10. A small café on Harbour Street had a cat called Biscuit, who slept in the window. Every morning at seven, Biscuit greeted the milkman by sitting on his boots. One day the milkman brought her a tiny knitted scarf, striped purple and white. Now customers come from miles away to see it.
    - What was the cat's name? Biscuit.
    - At what time did Biscuit greet the milkman? Seven (seven o'clock).
    - What colours was the scarf? Purple and white (both colours are needed).

### Number trails (round 3: start with the first four digits, add one each time)

1. 4 7 2 9 1 6 3 8 0 5 2 7
2. 8 3 5 1 9 4 6 0 2 7 3 9
3. 6 1 8 4 2 9 5 3 7 0 6 1
4. 2 9 4 7 3 5 8 1 6 4 0 9
5. 5 0 7 3 8 2 4 9 1 7 6 3
6. 9 4 1 6 0 3 7 2 8 5 1 4
7. 3 8 6 2 5 1 9 7 4 0 8 2
8. 7 2 9 5 4 8 0 6 3 1 9 5
9. 1 6 3 0 7 9 2 5 8 4 7 6
10. 6 5 8 2 0 7 1 4 9 3 5 6

Read 0 as "zero".

### Pairs (round 4: read the five pairs in order, then ask the three questions in order)

1. A purple otter. A yellow badger. A green camel. A red penguin. A blue goat.
   - What colour was the otter? Purple. What colour was the penguin? Red. What colour was the badger? Yellow.
2. A pink tortoise. A silver rabbit. An orange whale. A white crow. A gold mouse.
   - What colour was the whale? Orange. What colour was the mouse? Gold. What colour was the tortoise? Pink.
3. A blue llama. A green owl. A red hedgehog. A purple seal. A yellow donkey.
   - What colour was the hedgehog? Red. What colour was the llama? Blue. What colour was the seal? Purple.
4. An orange zebra. A pink frog. A gold beaver. A silver parrot. A brown flamingo.
   - What colour was the parrot? Silver. What colour was the zebra? Orange. What colour was the flamingo? Brown.
5. A green rhino. A purple duck. A yellow bear. A blue squirrel. An orange snail.
   - What colour was the duck? Purple. What colour was the snail? Orange. What colour was the rhino? Green.
6. A silver goose. A red sheep. A gold octopus. A green pig. A white hippo.
   - What colour was the octopus? Gold. What colour was the pig? Green. What colour was the goose? Silver.
7. A pink wolf. A blue hen. A yellow moose. A purple deer. A grey canary.
   - What colour was the moose? Yellow. What colour was the canary? Grey. What colour was the wolf? Pink.
8. An orange elephant. A green swan. A gold monkey. A red koala. A blue cat.
   - What colour was the koala? Red. What colour was the swan? Green. What colour was the cat? Blue.
9. A white mole. A purple horse. A pink giraffe. A silver lobster. A yellow bat.
   - What colour was the bat? Yellow. What colour was the giraffe? Pink. What colour was the mole? White.
10. A blue fox. A red turtle. A gold puffin. A green dolphin. A purple ant.
    - What colour was the dolphin? Green. What colour was the ant? Purple. What colour was the turtle? Red.

Connect to Claude Recommended · works by voice

One tap. Check the name says Plot Speaks, tap Add, then sign in with Google and tap Allow. Signing in keeps your saved progress in stories and games.

Connect to Claude

or copy the sign-in address

https://account.plotspeaks.com/mcp

  • Rather not sign in? Connect without an account. Everything plays, but nothing is saved between chats.
  • On a phone, open the link in your browser. Once it's added, Plot Speaks appears in the Claude app and works in voice mode.
  • In a new chat, tap + → Connectors and make sure Plot Speaks is on.
  • Asked to allow Plot Speaks? Choose Always allow each time it asks (a game uses a handful of tools), or set them all at once under Settings → Connectors → Plot Speaks. Then it stops asking.
  • Free plan: one custom connector is included, and Plot Speaks can be it. On Team or Enterprise, your admin adds it first.

Then say“Start Memory Lane with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Claude button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Use with ChatGPT Free and Plus: paste

Today, custom connectors in ChatGPT need a Business, Enterprise or Edu plan. On Free and Plus, paste the story instead: it plays start to finish by voice.

On Free or Plus

  1. Copy this story:
  2. Start a new chat and paste it as the first message. Don't attach it as a file.
  3. Tap the voice button and say “Plot Speaks, start the story.”
  4. Give the passenger page to a passenger. It holds the answer key, so they read out the verdict when the narrator asks.

On Business, Enterprise or Edu

On the web: Plugins → + → Add custom MCP server, paste the address and choose OAuth, then sign in with Google when it asks.

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  • A ChatGPT app listing is planned, so Free and Plus can connect too. No date yet.
  • The family mysteries aren't offered in ChatGPT (its rules on content for under-13s). Play them in Claude, or by paste.

Then say“Open Plot Speaks.”With the connector. Pasted a story? Say “Plot Speaks, start the story.”

This page and every story page will then show an Open in ChatGPT button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Works with Gemini Typed chat · US, 18+

For people in the US, 18 or older, on a personal Google account with Keep Activity on. Not on work or school accounts.

Copy the address and open Gemini

Then tap + Custom and paste it. Or copy it here:

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  1. Add it on the web: in your phone's browser, open gemini.google.com/customize/connectors (or Menu → Settings → Connected Apps; it may sit under Personal Intelligence).
  2. Tap + Custom (or Add a custom app), paste the address, tap Next and sign in with Google when it asks.
  3. It then works in the Gemini app too. In a chat, type @ and tap Plot Speaks in the list (saying it doesn't pick it), then open. Not in the list? Close the Gemini app completely and reopen it.
  • Signing in works in Gemini (checked 2026-10-20), so your progress is saved there too.
  • Gemini asks you to confirm each answer. That's Gemini's rule for any app that saves something (your score, your place in a story), and it can't be turned off yet. Claude can be set to Always allow.
  • Gemini Live, the voice-conversation mode, can't use custom apps yet (Google lists only its own apps and a few partners there), so Plot Speaks plays in a regular Gemini chat: tap the microphone in the chat box to speak each turn.

Then type@ → Plot Speaks → “start Memory Lane”Type @ and tap Plot Speaks in the list (saying it doesn't pick it), then the rest. Not in the list? Close the Gemini app completely and reopen it. Or “open” for the intro.

This page and every story page will then show an Open in Gemini button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Other assistants Vibe, Perplexity, Grok

These can add Plot Speaks by its address too. We've tested voice play on Claude and ChatGPT only.

Sign in first? With a Google account, Plot Speaks keeps your progress: what you've played, the trivia you've already heard and your campaigns. You'll be asked to sign in when your assistant connects.

Sign in with Google

The address to add:

https://account.plotspeaks.com/mcp

  • Vibe (formerly Le Chat) Free plan works

    Free plan works. We haven't tested voice play yet.

  • Perplexity Paid plans · untested

    Paid plans can add it by its address. We haven't played a story through it yet.

  • Grok Untested

    It can add a custom connector by address, but which plans and devices support it isn't documented. Untested.

  • Claude Code For writers · text

    Write and check your own story or game from the terminal: Claude Code can use every Plot Speaks tool, including write_story, review_story and submit_story. Play there is by text, not voice.

  • Meta AI No connectors yet

    Meta AI can't add connectors yet. Pasting a story may work, but we haven't tested it.

  • Anything else: paste the story. Open a story page and tap Copy the story.

Then say“Start Memory Lane with Plot Speaks.”Or “Open Plot Speaks.” for a quick intro and the other stories.

This page and every story page will then show an Open in Other assistants button too. Remembered on this device only; you can add more than one.

Full details on the Connect page

Did it connect?

Finish the steps in the tab that just opened, then come back: did Plot Speaks connect to Claude?