Find The Way Out (Kings Lynn): Abandoned Ship
A room that was surprisingly endearing in a kind of home-made way. Most of the puzzles were reasonably straightforward but a couple showed better than average innovation
A room that was surprisingly endearing in a kind of home-made way. Most of the puzzles were reasonably straightforward but a couple showed better than average innovation
A kind of a souped-up board game with creative challenges, a bit of political debate and, to some extent, commentary, with a dose of diplomacy and, at times, espionage heaped on top. A little bit of something for everyone meant that it’s the perfect game to bring a bunch of people along to, confident that they’ll find a corner which suits them.
A physical-puzzle lover’s paradise. Solid, logical puzzles made this game a fun time in spite of a lack of immersion.
An OK game that was spoiled for me by some overly difficult searching. If that’s what you’re in to then definitely give it a go but for most people I think it will be frustrating.
A game that felt a little bit confused but was rescued by a very solid GMing performance. If you’re playing at History Mystery then I’d recommend their other game which is superior in terms of setting, puzzles and immersion.
A well structured linear game set inside one of the disused jail cells under Norwich’s guildhall. The puzzles were a little lacking but overall it delivers a good experience for players.
An immersive game that also delivers on the puzzle front – maybe not in numbers but in quality and difficulty. A great experience although let down by a slightly flat finish. Still highly recommend, though.
A review of Pirates of Polaris, an excellent escape room which managed to deliver both an atmospheric set and great puzzles.
A typically grim serial killer game but with a better-than-average interior and a couple of nice twists.
Rooms don’t come much more authentic than this one – set in one of the old towers in Canterbury’s walls. Great puzzles and GMing led to a very enjoyable experience.