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How to Throw an Escape Room Birthday Party at Home

Twelve children is not one team, the game goes before the cake, and the goodie bags are the treasure. A two-hour plan that works.

An escape room party is the rare birthday idea that children are still talking about at school on Monday. It also goes wrong in ways an ordinary party never does: twelve children crowd one puzzle, the late arrivals miss the start, and the birthday child spends the best moment of their own party at the back of the room.

Here is a plan for two hours at home that avoids all three.

Twelve children is not one team

A home escape room works best with three to five players. Past six, somebody is always standing at the back with nothing to do, and at a party that somebody is usually the quietest guest.

With a bigger group, split it. Two teams of four to six, each with its own copy of the game in its own room, is the simplest way, and a printed adventure makes it cheap: print it twice. Or give each team a different half of the game, with each half ending in half of the final code. Neither team can finish without the other, so the party ends together instead of with a winner and a loser.

The two-hour plan

  • 0:00 to 0:20, arrivals. Guests arrive over twenty minutes, and the game cannot start until the last one does. Give them something to do that belongs to the game: decorate an agent badge, a pirate hat, a case file with their name on it. Latecomers miss nothing, and every guest goes home with something they made.
  • 0:20 to 0:30, the briefing. Everybody together. Read the story, show them the locked box, and say the rules out loud: what is part of the game, what is out of bounds, and how to ask for a hint.
  • 0:30 to 1:15, the game. Forty-five minutes suits eight and up. Six and seven year olds are happier with thirty and a snack halfway.
  • 1:15 to 2:00, cake, presents and pickup. After the game, never before. Sugar before a puzzle is a room of children who cannot sit still long enough to read a clue, and sticky fingers on every card.

The treasure is the goodie bags

Every party needs goodie bags and every escape room needs treasure, so make them the same thing. Lock the bags in a box, a suitcase or a closet, and let the final code open it. It saves money, it gives the game an ending worth working for, and it turns the goodie bag handover, which otherwise happens at the door in a scrum, into the best moment of the party.

The birthday child's moment

Do not let the birthday child solve everything, and do not rig the game for them. Give them the ending instead: they turn the last dial, open the box, or read the final message out loud. Everybody else did the work together, and the birthday child gets the moment. Tell them before the party, so they are not anxious all game to be the one who solves it.

Have a camera ready before the last lock, not after. The photograph of the box opening is the one every parent will ask you to send.

The invitation

The invitation can start the game, but only at the bottom. Parents need the date, the time, the address and when to pick up, in plain words. Under that, add one line for the guest: a short message in code with the key on the back, or a line of mirror writing. Bring a flashlight is a good one. It tells the parents something useful, and it tells the child something is going to happen.

For mirror writing, flip the text in your word processor rather than typing it backwards. Typed backwards, it reads in the right order in a mirror with every letter the wrong way around, which nobody can read.

Keeping the house intact

  • Mark what is out of bounds. A strip of tape across a door means not part of the game. Say it in the briefing, and show them one.
  • Two or three rooms, not the whole house. Twelve children searching a bedroom will take it apart.
  • Nothing hidden in drawers you care about. Once children know things are hidden, they search thoroughly, and they do not put things back.

Which game for which age

  • Six and seven: a finding game, where everybody searches and nobody needs to read. A riddle hunt works, read out loud, and 25 Scavenger Hunt Riddles for Kids has enough for a party. Pirate Treasure Quest plays with up to ten.
  • Eight to eleven: codes and a mission. Spy Mission plays with up to eight in twenty to thirty minutes, which fits a party with room to spare.
  • Twelve and up: a mystery. Birthday Mystery Quest was written for exactly this party, because the thing that goes missing is the cake.

Sequential Quests for Birthdays has another way to build a party game from scratch, one stage at a time.