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Clue Escape: The Midnight Hotel
For 1 to 6 in about 90 minutes. Open up the hotel piece by piece and sort through clues to figure out who tried to steal the blackmail files. The printed guide gives three hints per puzzle. The clues are on paper, and the mystery is designed for one solve.
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EXIT: The Game – Dead Man on the Orient Express
For 1 to 4 in about 1 to 2 hours. Work out the culprit as well as the codes before the train reaches its destination. Check the locks with a decoder disk and draw a printed hint when the evidence stalls. The case uses up some components. The helper app is optional.
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EXIT: The Game - The Secret Lab
For 1 to 4 in about 1 to 2 hours. Check the lab’s objects against one another as you look for a way out with the decoder disk. Use the stepped hint cards if you lose your place. You’ll alter components in play, so the box serves one group. The helper app is optional.
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EXIT: The Game - The Lord of the Rings: Shadows Over Middle-earth
For 1 to 4 in about 1 to 2 hours. Solve Gandalf’s assignments to buy the Fellowship time, checking each answer with the decoder disk. Printed help cards give you a fallback. The kit gets marked or changed while you play and is meant for one group. The helper app is optional.
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Unlock! Mythic Adventures
For 1 to 6. Three roughly hour-long decks cover the underworld, a mad professor’s animal machine, and a race around the world. The required app checks codes, keeps time, and gives hints tied to specific cards. Sort each deck after play to pass it on.
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Unlock! Game Adventures
For 1 to 6. This set uses the train routes of Ticket to Ride, the visions of Mysterium, and the outbreak pressure of Pandemic across three hour-long card puzzles. Use the required app for codes, time, and hints, then sort each deck for someone else.
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Star Wars Unlock! The Escape Game
For 1 to 6 in three hour-long scenarios. Search cards and use a droid, ship, or object as you tackle missions from different sides of the Star Wars conflict. Get checks and hints in the required Star Wars Unlock app. Sort the cards to replay or lend the box.
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Deckscape: The Fate of London
For 1 to 6 in about an hour. Follow a trail of clues around Big Ben by solving the numbered cards and turning them over to check answers. Use the deck’s help cards and track elapsed time and mistakes with a clock and paper. Sort the cards back into order to reset the game.
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Escape Tales: Low Memory
For 1 to 4. Investigate the same science-fiction trouble through three different characters, with choices that can change the ending. There’s no countdown, and the companion app supplies answer checks and hints. Keep cards intact and reset the set for new players or a different path.
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The Goonies: Escape with One-Eyed Willy's Rich Stuff
For 1 or more, with three acts of about 60 to 90 minutes apiece. Combine a Goonie’s number with details on a clue or map tile and read the matching passage. The printed kit handles the puzzles and hints. Keep the parts organized between acts and reassemble the envelopes to pass it on.
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The Shining: Escape from the Overlook Hotel
For 1 or more in two acts of about 90 minutes apiece. Wendy and Danny have different ways to examine parts of the hotel, and the booklets tell you what their discoveries reveal. The box provides printed hints and plays without a live timer. Repack the pieces for another group.
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Box ONE
Designed for one player. Start with printed challenges and follow the discoveries hidden inside the box. Keep a browser handy and use the official hints if you stall. Set the contents back according to the maker’s reset instructions before giving it to someone else.
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Box TWO
Playable on your own or with someone helping at the table. The Planhart Challenge combines what's in the physical box with an online chat, where help is part of the story. Pick it for a puzzle that might send you back to an object you thought you were done with.
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The Emerald Flame
For 1 to 4, with 2 to 3 hours per chapter. Decipher letters and diagrams and manipulate objects such as a fabric map. Submit answers and get hints online. You’ll use up some paper and props, and the base game includes one refill set so another group can take a turn.
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The Light in the Mist
For 1 to 4, with roughly five hours you can split into sittings. Uncover a missing friend’s story by reading hidden messages in an illustrated tarot deck. Solve on paper and use a browser just for hints. Keep the cards and journal intact and sort them back into the box afterward.
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Escape Puzzle: Space Observatory
For a solo solver or a small group. Assemble the 759-piece observatory, then search the finished image for riddles. The picture on the box differs in places so it won’t give you every clue. Check the online hints or sealed solution when stuck. Take the puzzle apart to hand it on.
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Escape Quest
For 3 to 8 kids with an adult leader. Print and set out the pieces so the team can fix the time machine through a series of short quests. The adult checks answers and gives hints from a web guide. Print a fresh set for another group, or print several for a party race.
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Wish You Were Here (Print-at-Home Edition)
For solo play or sharing the cards among a small group. Print five postcards, preferably in color, and follow their codes using web research. A separate hints and answers file lets you ask for help without reading the final solution. Print new cards to start with another group.
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Escape Mail: Family Secrets (Episode 1)
Start with an envelope and work through the enclosed clues with a pencil and an internet-connected device. The web hints are grouped by puzzle. Open the pieces carefully if you want to pass the envelope on, and start with this episode if you want to follow the larger story.
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