Rogue Scientist 1990 is a digital point-and-click adventure game created by The Escape Game, based in Nashville, TN. It is part of their Unlocked brand of online escape rooms.
Style of Play: digital point-and-click adventure game
Required Equipment: computer with an internet connection, mobile device (or other method of calling a toll free USA phone number)
The printer is not required, but it might make things easier.
Recommended Team Size: 1-3
Play Time: no timer, takes anywhere from 45-90 minutes
Booking: purchase and play at any time
Some professors at a university are involved in dubious human experiments and you need to find out who they are and stop them.
This is a point-and-click game designed to look like you’re playing on an old computer. The game provides files for you to access and as you solve one level, new files are added. The gameplay is linear and straightforward. Several videos from the agency director are layered in between the levels.
Ruins: Forbidden Treasure is a digital adaptation of a real-life escape game created by The Escape Game, a national company based in Nashville, TN.
Style of Play: digital adaptation of a real-life escape game
Required Equipment: computer with internet connection
Recommended Team Size: 2-4
Play Time: 60 minutes
Price: $25 per person
Booking: book online for a specific time slot
This is a live virtual experience in which an in-person avatar explores the physical room on your behalf, following your commands. While watching the first-person experience via Zoom, you also have access to a web app that presents a 360-degree view of the room as well as an inventory of the objects you have collected. Each team member interacts with the app asynchronously, which enables effective parallel exploration.
Escape from Iron Gate was quite the surprise and a breath of fresh air in a tabletop escape room scene that’s always riffing on the same “real-life escape room on your table” structure.
The Escape Game’s take on the tabletop escape room was 100% competitive, not collaborative. It had a board-gamey feel to it. We moved our meeples through different areas of a prison, rolled dice, collected sets of item cards, and earned those cards through solving puzzles – and playing charades or Pictionary.
This was an approachable game. Whereas I find myself playing tabletop escape games mostly with puzzle people, I could play Escape from Iron Gate with almost anyone.
Moreover, as we played harder, we started to find more strategic depth than we’d expected.
The main drawback to Escape from Iron Gate was that some (not all) of the puzzle types got stale. For example, if you’re an escape room veteran going in, substitution and pigpen ciphers aren’t going to throw you for a loop for even a second. We found ourselves disregarding these and drawing something else, which was fine.
I really enjoyed this game, and absolutely recommend it for families and friend groups. It was light-hearted, easy to learn, and varied. I truly liked that we weren’t just solving puzzles, or just playing Pictionary or charades. The constant flux of game modes kept things playful.
Moreover, this is a fully replayable game. We have replayed it and we will continue to do so. We’d love it if The Escape Game created an expansion with more challenging actions, puzzles, and a set of blank “create your own” action and puzzle cards. Personalization would add even more replay value to Escape from Iron Gate.
If you enjoy tabletop games, party games, and puzzles, you’ll enjoy their combination in Escape from Iron Gate.
Who is this for?
This is general audience tabletop game.
Avid puzzlers, talented drawers, and skilled pantomime actors will have some advantages.
Some amusing puzzles
It had a lot more depth than initially appeared
We had all been wrongfully accused of crimes and locked up in Iron Gate prison. Naturally, the only path to freedom was a puzzle prison break.
Escape from Iron Gate was a competitive tabletop game the blended a few genres into a unique experience with a party game vibe.
We aimed to collect sets of item cards that would allow us to bust out of different areas of the prison. We had to proceed from the cell block, to the yard, to the cafeteria, and finally to the warden’s office before achieving freedom (and winning the game.) Each area required each player to collect a unique set of items.
We earned item cards by solving puzzles, playing dexterity mini-games, and playing Pictionary or charades. Dice rolls and luck of the draw determined which games we’d play when.
The details are explained in this video:
If there was a gap in the rules or the group wanted to tweak the way things worked, we were encouraged to create our own prison rules. We quickly added our own rules and adapted the game to our play group.
The REA Rule: Whenever a player used a card set to break out of an area, that player had to tell the group a story about how they used each item to do the deed.
The Escape Game’s Escape from Iron Gate was a party board game with a puzzle-solving component and a moderate level of difficulty.
Unlike escape rooms, Escape from Iron Gate was a competitive (not collaborative) game.
The puzzles were drawn from a massive stack of cards and included a mix of spatial puzzles, logic puzzles, riddles, ciphers, and reasoning challenges. They were all contained on individual cards, so they were static.
Core gameplay revolved around rolling dice, playing charades, playing Pictionary, accomplishing mini dexterity challenges, searching, solving puzzles, negotiating, and planning ahead.
➕ The artwork looked great. We liked the matte aesthetic and the color scheme. Everything felt polished.
➕ Escape from Iron Gate was easy to learn. The engaging rules video presented the game clearly. The rulebook included a full-page diagram of the sequence for a turn, which we found to be especially helpful while we got the hang of the gameplay.
➕ The structure of actions, puzzles, and trading kept everyone continually engaged, even on other players’ turns.
➕ Escape from Iron Gate was reasonably well balanced. For a puzzle game, it included quite a bit of chance, but that kept it interesting. Even with the chance, it felt fair.
➖ Some of the puzzles quickly became tasks (especially the ciphers). We could only have the aha moment the first time we encountered some of these puzzle types.
➕ Gameplay was funny. The whole concept was ridiculous. Escape from Iron Gate didn’t take itself too seriously… which encouraged us to laugh along with it.
❓/➕ Acting and drawing really didn’t fit the prison escape theme all that well. We debated whether the actions in the game were thematically relevant, but in the end it didn’t really matter to us because they were entertaining.
➕ The red filter hint/answer system was simple and effective. Additionally, hints mattered less in this game than most tabletop escape games because failure to solve a puzzle didn’t break the game.
➕ We appreciated how Escape from Iron Gate drew from escape room mythology, but stood alone as its own game. It was set in The Escape Game’s Prison Break. We enjoyed the nods to that game. In no way, however, did it feel like playing a rehash of that escape room (or any other tabletop game).
Tips For Players
Space Requirements: a small table
Required Gear: each player needs scratch paper and a pen
The Escape Game encourages players to make their own house rules. We embraced this whole heartedly. REA house rules included telling a story of how you used your items to pass each gate.
This would work well as a family game or a drinking game. We can see lots of great opportunities for adding drinking game rules.
Buy your copy of The Escape Game’s Escape from Iron Gate, and tell them that the Room Escape Artist sent you.
Playground was a joyful escape room. The Escape Game captured the elementary school vibe with a bright and ever-so-slightly cartoonish take that made this relatable space entirely delightful to revisit (and one of the rare games to justify fluorescent tube lighting).
While the puzzling was at times chaotic, we could track our collective progress with a giant glowing report card, and the teamwork-centric gameplay kept us all engaged.
If you’re anywhere near Nashville or one of the other The Escape Game locations, Playground is absolutely worth visiting.
Who is this for?
Kids & kids at heart
Any experience level
Players who don’t need to be a part of every puzzle
From a puzzling standpoint, there was something for everyone
It was joyful
It was the last day of 4th grade and the start of the annual Summer Kickoff Kickball Tournament. We were set to play against our rivals, the 5th graders. If we couldn’t complete all of our assignments before the start of the game, however, we would be forced to forfeit… and that was an unacceptable option.
Playground let us loose in an elementary school classroom and adjacent playground. Both segments struck a fantastic balance of realism and bright fantastic fiction. It looked almost realistic, but better, in a Hollywood sort of way.
It was a joyous environment. We all took a turn wandering away from the gameplay to simply enjoy the wonderful gamespace with childlike glee.
The Escape Game’s Playground was a standard escape room with a lower level of difficulty and a lot of content.
Core gameplay revolved around observing, dexterity, and puzzling.
+ From the moment we entered the gamespace, we felt like excited children on the last day of school. When the gamespace opened up to a playground, we were positively giddy as we explored the set.
+ The set felt overly bright, but authentically so: elementary school meets Disney.
+ This was one of the rare games where fluorescent lighting felt appropriate.
+ If we didn’t know our teammates, introductions were built in, and stayed right up on the wall… as they would all year in the classroom.
+ The storyline was both ridiculous and relatable. This escape room didn’t take itself seriously, in a good way.
+ The introductory video was hilarious.
+ We could track our progression through Playground with our report card. This gave us a pretty good sense of how much longer we’d be in class before we escaped to summer break.
– The subjects were a bit abstract and we often had no idea what subject any given puzzle belonged to. One in particular only revealed its true colors upon completion.
+ Playground included gamified dexterity challenges, which made sense on a playground.
+ Many of the puzzles required collaboration. These were some of our favorite challenges.
– When I graphed the data from this game, it became clear that one puzzle overstayed its welcome.
– Nobody wants to do math on the playground.
– One of the larger set pieces didn’t contribute to anything. It seemed like there should have been a puzzle climb.
? We opened up most of the gamespace pretty early in our playthrough. This immediately upped the group energy level. That said, it caused us some confusion as to where to focus our energy, even with the report card’s guidance.
+ The Escape Game created a sweet moment that filled us with a bit of unease, then cracked us up.
+ Throughout Playground, solves resolved to a variety of exciting reveals.
+ This was a low-stress escape room and a joyous experience.
Tips for Visiting
Playground is at The Escape Game’s East Iris location.
There is a parking lot nearby.
Check out the map on the wall in the lobby.
At least 2 players need to be able to step over, climb up, sit down, crawl… and generally play on a playground.
The Escape Game significantly leveled up their set design, technological capability, and narrative chops in Special Ops. This replacement for one of their original games, Classified, blew its predecessor away.
Special Ops played out in two acts: the first set in a Middle Eastern market and playing like a more traditional escape room, the second set in an evil bunker and focused heavily on narration and adventure. This made Special Ops feel like two games.
We loved the overall experience and preferred the second act, both for how dramatic it was and because the puzzles seemed just a little more refined than in the opening act.
All-in-all, this was an undeniably great game and well worth playing if you’re anywhere near Nashville or The Escape Game’s other locations.
Who is this for?
Any experience level
Players who don’t need to be a part of every puzzle
Fantastic assortment of puzzles
Our team had been assigned to a routine investigation of the Ansar market. Our late night inspection of this criminal hotbed unexpectedly turned into a crisis of global proportions. It was up to us to stop it.
Special Ops was an escape room in two acts. Similarly to Classified we began in a Middle Eastern market and progressed into a villain’s lair. With Special Ops, however, the Escape Game has dramatically leveled up their set design and construction abilities (which weren’t shabby in their earlier games).
The Escape Game noted every construction detail. They even chose specific buttons that would enhance the player’s experience.
The Escape Game’s Special Ops was a standard escape room with a moderate level of difficulty.
Core gameplay revolved around making connections and puzzling.
+ The two sets of Special Ops were detailed, beautiful, captivating… and so different from one another.
+ One of Special Ops opening interactions brilliantly broke with escape room tradition.
– The accessories for sale in the Middle Eastern market created strangely frustrating interactions. In one instance, we had a puzzle solved long before the input was available. In another instance, the game trained us to interact with it one way and then required us to take a different approach.
+ The first act included some phenomenal, tangible solves.
+ The second act delivered incredible visual feedback for a variety of tech-driven solves.
+ The Escape built clear clue-structure and user interfaces into the second act. The puzzles were challenging for all the right reasons. We felt like knowledgable, badass, world-savers.
– A video segment dragged… enough that we broke out of the moment and felt our time ticking away while we waited to get back to the game.
+ Special Ops included one puzzle type that repeated across both sets, with completely different implementation. At first we were unimpressed with the repetition. Upon reflection, we were impressed that the game built mastery, as the second implementation was more challenging.
? Special Ops started off typically escape room-y, albeit in an atypically beautiful set, and evolved into a story-driven, mission-centric game. Depending on gameplay preferences, you will likely enjoy one half more than the other. This made Special Ops feel uneven… but considering how much different folks like each part, also rather impressive.
+ The Escape Game’s quality of set and interaction design was phenomenal; especially in the second act. There was a keypad that was so satisfying to push. This may seem like a minor detail, but it really underscored how above and beyond they went to produce a deliberate experience.
+ Special Ops final puzzle was fantastic.
Tips for Visiting
Special Ops is at The Escape Game’s East Iris location.