Train Robbery is one of the best games in the Metro DC area. Here are our other recommendations for great escape rooms around Washington DC.
Wild Wild West Saloon
Location: Falls Church, VA
Date Played: October 3, 2021
Team size: 2-8; we recommend 3-6
Duration: 60 minutes
Price: scaled pricing from $50 per player for teams of 2 to $26 per player for groups of 10
Emergency Exit Rating: [A+] No Lock
Physical Restraints: [A+] No Physical Restraints
For a few years we’ve heard from DC-area locals something along the lines of, “Next time you’re in DC, you should check out Cyber Raccoon… they’re good.” At the risk of overhyping this company, our DC-area friends were seriously underselling the Train Robbery.
We had a blast in Train Robbery. The set was joyous, the puzzles were challenging yet fair, the interactions were well crafted, and the story came to a remarkably satisfying conclusion.
The puzzle difficulty was elegantly leveled out by a delightful hint system. (I only wish we had engaged it during the game, instead of finding out about it after we had finished.)
On top of it all, Train Robbery had one of the best subtle bits of game design/ narrative foreshadowing that I’ve ever seen. It’s easy to miss, and even if you catch it, it might not register, but if we meet in person, ask us about it. I’ll probably be talking about it until the end of time.
Suburban Washington, DC has a handful of great companies, but if you’re only playing one game in the region (though you should play more), it has to be Train Robbery. This game needs a bigger reputation than it has.
Who is this for?
- Adventure seekers
- Story seekers
- Puzzle lovers
- Scenery snobs
- Any experience level
- Players who don’t need to be a part of every puzzle
- Integrated story, set, and puzzles
- Amazing hint system
- Plot twist… and so well executed within the gameplay.
$6 million dollars had been robbed from a train in the mountains of Nevada. The heist had been well organized and it appeared that the robbers had used a powerful weapon of unknown origin.
To get to the bottom of this, Pinkerton National Detective Agency had been hired to solve the crime, and they’d sent us to find and follow the clues. The trail led to a saloon in Virginia City, and that is where our game began.
Stepping into Train Robbery felt like wandering into an old west saloon. The bar, games, and stage brought the right feel. If we could throw a party with our friends and crack open a bottle of whiskey in this place, we would.
Cyber Raccoon’s Train Robbery was a story-driven escape room with a higher level of difficulty.
Core gameplay revolved around searching, observing, making connections, puzzling, and paying attention to the story and characters.
➕ The saloon set of Train Robbery was gorgeous. It was created with care. Puzzles or not, we wanted to spend time in this place. Furthermore, it was historically appropriate with no plastic combination locks, or other out of place technology. Sure, there were tech-driven reveals, but these belonged.
➕ The music added to the atmosphere. I do believe we stopped to swing dance at one point. It felt right.
➕ The gameplay had a gentle onramp, and then continued into more challenging, non-linear play that used the full gamespace.
➕ It’s rare to see novel puzzle design within casino games like cards and roulette. Cyber Raccoon succeeded at approachable but unusual gameplay within these props.
➖ We didn’t internalize the characters well enough through play. In fact, we encountered a bit of necessary pixel hunting to find them.
➕ Train Robbery delivered some stellar reveals within seemingly ordinary props.
➕ The narrative twist was brilliant. While in retrospect it was foreshadowed, we didn’t see it coming. The game changed almost entirely through gameplay with little exposition.
➖ The pre-game intro video set the wrong expectations. This wasn’t the type of room you try to set a record in. Sure, you have to play hard to complete all the puzzles (especially if you’re a small team), but you’ll have the most fun if you go into Train Robbery for the experience rather than for a fast time. (Otherwise, the intro video was stellar.)
➕ The hint system was so much fun. It was entertaining on its own.
➕ One prop was just so slick. That one interaction did so much for this game, and gave us a good laugh. Brilliant.
➕ The finale gave us agency in this narrative. It didn’t imply morality. It was simply our adventure to conclude.
Tips For Visiting
- Parking: There is a parking lot.
Book your hour with Cyber Raccoon’s Train Robbery, and tell them that the Room Escape Artist sent you.
Disclosure: Cyber Raccoon comped our tickets for this game.