Copyright © 2026 OyList. All Rights Reserved.
Share
Items40
1
EXIT: The Game - The Abandoned Cabin
For 1 to 4 players in about 1 to 2 hours. Use the decoder disk to test answers as you follow clues around a locked cabin. The box includes cards that give an initial nudge, then more help and a solution. You’ll mark, fold, or cut pieces, so plan on one group per copy. The app is optional.
More about EXIT: The Game - The Abandoned Cabin2
Unlock! Escape Adventures
For 1 to 6 in three adventures of about an hour each. Combine numbered objects on the cards to work through a lab, a cartoon lair, and a dangerous island. The required free app handles codes, the timer, and card-specific hints. Sort the cards back into their decks to pass the set on.
More about Unlock! Escape Adventures3
Escape the Room: Mystery at the Stargazer's Manor
For 3 to 8 players. Open story envelopes after confirming their answers on the solution wheel. You can return the intact pieces to their envelopes for another group. The printed rules direct you to online hints, so check that you can reach them before starting if your group wants a fallback.
More about Escape the Room: Mystery at the Stargazer's Manor4
Escape Room in a Box: The Werewolf Experiment
For 2 to 8 players with one hour on the clock. Share out paper puzzles while someone works the real locks and containers. The box includes printed help and answers. Keep the reusable parts and reprint the paper puzzles when you repack the box for another group.
More about Escape Room in a Box: The Werewolf Experiment5
Deckscape: Test Time
For 1 to 6 in about an hour. Work through one deck of lab puzzles and check your answer on the card before moving on. Keep the hint cards handy and take a time penalty for errors. You can put the cards back in order afterward. No app required.
More about Deckscape: Test Time6
EXIT: The Game - The Enchanted Forest
For 1 to 4 in about 1 to 2 hours. Use a decoder disk to check fairy-tale riddles and take a card hint when a clue stops making sense. It’s a gentler starting point at difficulty 2 out of 5. You’ll change parts of the kit, so give each new group its own copy. The helper app is optional.
More about EXIT: The Game - The Enchanted Forest7
Unlock! Short Adventures: Secret Recipes of Yore
For 1 to 6 in about 30 minutes. Help a cook recover a recipe by matching numbered cards. The required Unlock app gives hints and checks your answers. This small deck is easier to fit into a weeknight, and you can sort the cards again for the next group.
More about Unlock! Short Adventures: Secret Recipes of Yore8
Unlock! Kids: Stories from the Past
For one to four players, with about 20 minutes per adventure. No phone is required. Start with the tutorial and use the included hints and solutions as needed. Put the cards and pieces back in their sets afterward so another family can try the visual clues without seeing the answers.
More about Unlock! Kids: Stories from the Past9
Escape Room The Game
For 3 to 5 in the pictured edition, with an hour per scenario. Enter codes on the physical Chrono Decoder, which takes three AA batteries. Timed hint cards are in the box. Reset the decoder and reprint marked sheets before you pass it on. Scenario sets vary by edition.
More about Escape Room The Game10
Escape Room The Game: 2 Players - Horror
Made for two, with a short Bloody Mary tutorial and two 60-minute horror adventures. Use the free companion app or borrow the physical Chrono Decoder from the base game. There are hint materials in the box, and the publisher provides downloadable sheets for some adventures.
More about Escape Room The Game: 2 Players - Horror11
Mystery House: Adventures in a Box
For 1 to 5 in about an hour. Peer through the holes in the box to inspect clues from different sides. The required app checks discoveries and offers hints. You can reset the reusable house and scenario cards, and the base house can take expansion adventures.
More about Mystery House: Adventures in a Box12
Clue Escape: Treachery at Tudor Mansion
For 1 to 6 in about 90 minutes. Lay out new rooms as you solve your way through the mansion, then use the evidence to name a suspect, location, and weapon. The rulebook includes help by puzzle number. It’s a single mystery designed for one solve, with the clues and story on paper.
More about Clue Escape: Treachery at Tudor Mansion13
Scooby-Doo: Escape from the Haunted Mansion
For 1 or more. Use the different powers of Mystery Inc. to uncover rooms and read the matching codes in the printed character books. Check the hint and solution material if you get stuck. Play from the box, and save the envelopes and room pieces if you plan to repack it.
More about Scooby-Doo: Escape from the Haunted Mansion14
EXIT: The Game + Puzzle - Nightfall Manor
For 1 to 4 in about 2 to 3 hours. First assemble a small jigsaw, then look in the finished picture for riddles that lead you to the next scene. Open the printed help for a nudge. It’s a one-use kit even though you can take the jigsaws apart. The helper app is optional.
More about EXIT: The Game + Puzzle - Nightfall Manor15
Escape the Room: The Cursed Dollhouse
For 1 to 4, with at least two hours to explore. Assemble the three-story dollhouse and inspect its rooms as more of the house opens. The rules point to online hints if you need them. Keep components intact and budget time to repack the house for new players.
More about Escape the Room: The Cursed Dollhouse16
Escape Tales: The Awakening
For 1 to 4 over a long sitting or several sessions. Spend action tokens on places to investigate while you search for a way to wake a young girl. The browser companion checks answers and provides hints. There’s no countdown, and you can reset the cards to explore another ending.
More about Escape Tales: The Awakening17
The Curious Elevator of Mr. Hincks
For 1 to 4. Unpack letters and physical puzzles that take you from floor to floor in Mr. Hincks’s virtual elevator. Use a web browser for answer checks and unlimited hints. Keep track of the pieces and sort them back into the package if you want to pass it on.
More about The Curious Elevator of Mr. Hincks18
Escape Team
For a small group of up to 4. Print a mission, then let the required app run the countdown and check its codes. You’ll mark, cut, or fold the printouts, so print fresh copies for another group. The publisher also posts mission solutions if everyone gets stuck.
More about Escape Team19
Break In: Alcatraz
For 1 to 6. Work through puzzles with printed clues and check answers with the solution pieces. The layered box opens to reveal more of the prison as you explore. Use the extra web hints only if you need them. The maker provides repacking instructions for passing the game on.
More about Break In: Alcatraz20
Escape from the Grand Hotel
For 2 or more in about 90 minutes. Paper puzzles and guest invitations let you make a night of a visit to the hotel. Each room has a printed hint. No phone is required. You can keep the pieces intact, but you’ll have to sort them back without a dedicated reset guide.
More about Escape from the Grand Hotel21
Escape from the Starline Express
For 2 or more in about 90 minutes. Open the train’s puzzle envelopes one at a time, so a small group can reason through one clue together. The newer box gives you a scratch-off hint and answer sheet. It plays from paper, and the other components can be repacked.
More about Escape from the Starline Express