Escape Rooms
Every home escape room is built from the same three decisions, and getting them right matters more than any individual puzzle.
How many locks. Three is the number. Each one is a checkpoint that proves the group is on track, and three of them fills about forty five minutes for six people. Two feels like a warm up. Six turns into a line at the box.
Whether the puzzles run in a line or in parallel. A line is easier to build and worse to play, because five of the six players watch one person work. Three puzzles that can be solved in any order, feeding one final lock, means everyone has something in their hands from the first minute.
Who hands out hints. Somebody has to, and it should be decided before the game starts rather than argued about at minute thirty. The guides below cover each of these in detail, by age, because a puzzle that delights a six year old insults an eleven year old and the same room cannot do both.
Guides
Escape RoomsPrintable Escape Room for Kids: The Locked BriefcaseOne sheet, four puzzles, and a password at the end that tells kids whether they got it right. Print it, hand over a pencil, and the next twenty minutes take care of themselves.2 min read