TL;DR
Top series: Exit (best puzzles, destructive), Unlock (app-enhanced, reusable), Chronicles of Crime (AR investigation). Expect £12-18 per game, 60-90 minutes playtime, one-shot use (usually). Best for 2-4 players. Start with Level 1 difficulty in any series. Key to success: delegate puzzles, use hint systems freely, track time for authentic pressure.
Real escape rooms cost £25+ per person and require booking, travel, and group coordination. Escape room board games cost £15 total, play at home, and deliver 90% of the experience for 20% of the cost.
My group has played over forty tabletop escape games. Here's everything we've learned.
Understanding the Genre
Escape room games recreate the "locked room" experience: solve puzzles within a time limit to "escape" the scenario.
Core Elements
Puzzles: Logic challenges, pattern recognition, hidden information, physical manipulation
Narrative: Story contextualization (varying quality by series)
Time pressure: Usually 60-90 minutes target
Hint systems: Official help available to prevent frustration
One-shot design: Most games can only be played once (you know the solutions)
What They're Not
- Not replayable (usually)
- Not competitive (cooperative only)
- Not suitable for large groups (4 maximum for meaningful participation)
- Not the same as traditional board games (no pieces to move, resources to manage)
The Major Series
Three franchises dominate. Each has distinct strengths.
Exit: The Game (Kosmos)
Strengths:
- Puzzle quality consistently high
- Innovative use of physicality
- Clear difficulty ratings (1-5 scale)
- Wide variety of themes
Weaknesses:
- Destructive play prevents replay or resale
- Some puzzles require specific colour perception
- Decoder wheel can frustrate if misaligned
Difficulty range: 1 (beginner) to 5 (expert). Calibrated accurately.
Best starting point: Exit: The Abandoned Cabin (difficulty 2.5)
Unlock! (Space Cowboys/Asmodee)
Strengths:
- Reusable (can pass to friends)
- App provides hints, timer, atmosphere
- Consistent quality
- Good tutorial adventures for newcomers
Weaknesses:
- Requires smartphone
- Some puzzles are app-specific (less tactile)
- Occasionally frustrating UI in app
Best starting point: Any box labelled "Heroic Adventures" or tutorial scenarios
Chronicles of Crime (Lucky Duck)
Strengths:
- Strong narrative integration
- Replayable base game with different scenarios
- AR adds novelty
- Excellent for mystery fans
Weaknesses:
- Less pure puzzle focus
- AR can feel gimmicky
- Requires more investment to build collection
Escape Game Series Comparison
| Aspect | Exit | Unlock! | Chronicles | |--------|------|---------|------------| | Replayable | No | Yes | Scenarios: No | | Requires App | No | Yes | Yes | | Physical puzzles | Excellent | Limited | Some | | Difficulty range | Wide | Moderate | Moderate | | Price per play | £12-15 | £4-5/adventure | £8-12 | | Best for | Puzzle purists | Families, beginners | Mystery fans |
Other Notable Games
Deckscape Series
Deckscape
7/10/10Cards-only, no app, budget-friendly (£8-10). Less creative than Exit but entirely reusable and self-contained.
The Escape Room in a Box Series
Escape Room in a Box
7/10/10Heavier emphasis on physical components and locks. Closer to real escape room feel. More expensive (£25-30).
Print-and-Play Options
Various free/cheap print-and-play escape rooms exist. Quality varies wildly. Good for experimentation, less reliable than published series.
Choosing Your First Game
By Group Experience
Never done puzzles together:
- Exit: The Forgotten Island (difficulty 1)
- Any Unlock! Tutorial scenario
Some puzzle experience:
- Exit: The Abandoned Cabin (difficulty 2.5)
- Unlock!: Heroic Adventures box
Experienced puzzlers:
- Exit: The Cemetery of the Knight (difficulty 3.5)
- Unlock!: Legendary Adventures box
Expert puzzlers:
- Exit: The Catacombs of Horror (difficulty 4.5)
- Exit: The Return to the Abandoned Cabin (difficulty 5)
By Theme Preference
| Theme | Recommended | |-------|-------------| | Horror | Exit: The Gate Between Worlds | | Mystery | Chronicles of Crime | | Fantasy | Unlock!: Exotic Adventures | | Historical | Exit: Theft on the Mississippi | | Sci-Fi | Exit: The Stormy Flight |
By Budget
Under £10: Deckscape series £12-15: Individual Exit or Unlock! adventures £25+: Chronicles of Crime (ongoing investment), Escape Room in a Box
Running a Successful Session
Escape room games succeed or frustrate based on how you play them.
Before You Start
Check Components
Open box beforehand (without reading puzzles). Verify all pieces present. Missing components ruin games.
Prepare Hint System
For Exit: Read hint card system explanation. For Unlock!: Download app, run tutorial. Know how to get help before you need it.
Set the Scene
Dim lights, start thematic music (optional), set visible timer. Atmosphere matters.
Explain Ground Rules
Everyone participates. Hints are okay (not cheating). Designate a puzzle organiser.
During Play
Delegate: Give different players different puzzle threads. More engagement, faster progress.
Communicate: Announce discoveries loudly. Someone else's stuck puzzle might link to your clue.
Rotate: If someone's stuck for 5+ minutes, swap puzzles with another player.
Hint freely: Pride causes frustration. Use hints before anger sets in.
Track time: Knowing whether you're ahead or behind adds authentic pressure.
Common Mistakes
Trying to solve alone: Hoarding puzzles creates bystanders Refusing hints: Stubbornness isn't cleverness Rushing the start: Reading setup materials carefully prevents confusion Forgetting used clues: Track what you've solved to avoid re-solving Forcing solutions: If something doesn't click smoothly, you're probably missing a step
⚠️ Warning
Exit games require destroying components. If anyone in your group objects to cutting cards or marking papers, choose Unlock! or Deckscape instead. Explain before starting.
Hosting an Escape Night
Transform a single game into an event.
Setup Suggestions
Atmosphere:
- Dim lighting (enough to read, mysterious feeling)
- Thematic music (Tabletop Audio has escape room playlists)
- Timer visible to all players
- Snacks accessible without disrupting play
Space:
- Large table surface for spreading clues
- Good lighting for small text
- Comfortable seating (you'll be there 90+ minutes)
Group Dynamics
Ideal group: 3-4 players with mix of puzzle strengths
Too few (2): Works, but some puzzles suit parallel processing Too many (5+): Not enough for everyone to engage meaningfully
Mixed skill levels: Pair beginners with experienced players. Different puzzles suit different minds.
Running Multiple Games
For longer events, chain multiple games:
- Start with easier game (warmup)
- Main challenge (mid-difficulty)
- Optional finale (hard) for ambitious groups
Allow 15-20 minutes between games for snacks, bathroom, debrief.
Post-Game Discussion
After completing (or failing):
- What puzzles clicked? Which frustrated?
- Any "aha" moments to celebrate?
- Where did you get stuck? (Knowing where to look for hints helps future games)
- Would you recommend this specific game to others?
The best escape games don't just test intelligence—they reward collaboration. The moment two unconnected clues suddenly connect because two players were both talking aloud is the magic this genre creates.
Difficulty and Frustration
Tabletop escape games range from "pleasant puzzle evening" to "controller-throwing frustration."
Difficulty Ratings Are Accurate
Exit's 1-5 scale is well-calibrated:
- 1-2: Suitable for families, newcomers
- 2.5-3: Comfortable for most adult groups
- 3.5-4: Experienced puzzlers challenged
- 4.5-5: Expect to use many hints
When You're Stuck
Check you have all components: Missing pieces cause unsolvable puzzles Re-read everything: Details hide in plain sight Explain your reasoning aloud: Partners catch logical errors Take a hint: Seriously. This is entertainment, not exam. Walk away briefly: Fresh eyes in 5 minutes beat frustrated staring
Managing Frustration
Prevention: Choose difficulty below your ego suggests Early intervention: Hint at first sign of frustration Reframe failure: Did you have fun? Then you won. Debrief solutions: Understanding puzzles post-game satisfies curiosity
Replayability and Value
The One-Shot Reality
Most escape games can only be played once by any individual group. Solutions known = no challenge remaining.
Value calculation:
- £15 game ÷ 4 players = £3.75/person
- 90 minutes entertainment
- Compare to cinema (£12+/person, 2 hours)
Escape games offer excellent value despite one-time use.
Maximising Value
Pass along: Unlock! and Deckscape series can be given to friends Resell: Some collect even used Exit games (components as art) Trade: BGG marketplace accepts used escape games Donate: Libraries accept games; schools use for team building
Replay Alternatives
Some games have replay value:
- Chronicles of Crime with different scenarios
- Some Exit games have "second story" expansions
- Different groups bring different experiences (watching vs. solving)
Frequently Asked Questions
Can children play escape room games?
Age 10+ for most. Younger children participate meaningfully in easier games with adult guidance. Some puzzles require reading/logic beyond younger players.
How do these compare to real escape rooms?
Real rooms: Better immersion, physical locks/props, room-scale experience. Tabletop: More puzzle density, better value, no travel, intimate group dynamics. Different strengths.
What if we don't finish in time?
Keep playing. Time is for challenge, not hard stop. Finishing "overtime" still satisfies. Record your actual time for future comparison.
Can I play these solo?
Yes, but some puzzles benefit from multiple perspectives. Solo play works; collaborative play is better.
Are there spoilers online I should avoid?
Yes. Never Google specific game titles. Solutions spoil everything. If stuck, use official hint systems only.
Which series should I commit to?
Try one game from each major series. Personal preference matters. Some brains click with Exit's tactile approach; others prefer Unlock!'s app integration.
Final Thoughts
Forty escape games later, the magic hasn't faded. That moment when separate clues suddenly connect—when the pattern emerges from chaos—still delivers genuine satisfaction.
Real escape rooms are wonderful. They're also expensive, inconvenient, and over in an hour. Tabletop escape games bring the same magic home, affordable and accessible.
Start with one game. See if the genre clicks. If it does, you have dozens more waiting.
The clock is ticking.
The Smoothie Wars Content Team creates educational gaming content. Their personal best Exit time is 47 minutes. Their personal worst involved rage-quitting and looking up the solution.



