Price: individually $44.99 for this box (currently sold out); a monthly subscription is $29.99
On account of RECON, it had been a long while since we sat down and played a proper boxed escape game. The Conundrum Box’s Sleight of Hand was a lovely way to get back onto the old puzzling bicycle.
This was the second game that we’ve played from The Conundrum Box. (Earlier we reviewed their Christmas Seasonal Escape Room Box, and we have quite a few more Conundrum Boxes on the shelf.) We were quite content playing this game. It was puzzle-centric with a lot of narrative prose. As a monthly subscription service, it met or beat all of our expectations in terms of puzzle quality, materials, and design.
There wasn’t anything that blew our minds, but that’s not what we expect from subscription games. That kind of gameplay comes from one-offs that usually take over a year to develop. A company like The Conundrum Box will crank out a dozen games in that time, and we respect their approach just as much. If you’re looking for a regular puzzle fix delivered right to your door, check them out.
This particular game is no longer available from The Conundrum Box, but we chose to review it to begin exploring this series.
Who is this for?
Any experience level
Solid puzzle play and hint system for a subscription service
There was a lot of content crammed into the game
Clean execution: the materials weren’t fancy, but they didn’t feel especially homemade
Sleight of Hand explored the tragic death of famed magician Professor Conundrum in 1922. He’d left a series of encoded instructions to unravel and follow in the event of his death. Our goal: communicate with the spirit of the passed magician. We’d been hired by his widow to do just that.
From the installment that we’ve played from Deadbolt Mystery Society, it seems they are delivering on the subscription model better than most. It’s tough to crank out subscription puzzle games. It takes a lot of thought and effort to pull together gameplay, narrative, and production on a rapid and constantly looping deadline.
That doesn’t mean that The Cabin was refined. The Cabin had a sprawling story with a ton of forgettable characters and no gating. It was a bit of a free-for-all at the onset. After we got over the initial surprise, we settled in and honestly enjoyed the puzzles.
I can’t speak to Deadbolt Mystery Society’s larger subscription program at this point, but this was a solid episode from a subscription. If you’re a puzzle-focused player who wants regular tabletop puzzle play, this one might be worth a try.
Who is this for?
Players with at least some experience
Decades ago a series of gruesome murders had been committed at Camp Echo. Now a horror movie was being shot at the site of the killings. During filming, the murders started happening again.
Had the murderer returned? Or was this a copycat? We needed to examine the evidence and solve the mystery before more people died.
We cracked open the box that we had received in the mail and found a great many documents pertaining to the past and more recent murders at Camp Echo. We needed to parse through all of the papers, match up the items that belonged together, and then puzzle through their meanings.
There wasn’t any gating within this game. We started with access to everything that we would have at the conclusion of the game.
Deadbolt Mystery Society’s The Cabin was an atypical subscription-based play-at-home escape game with a higher level of difficulty.
Core gameplay revolved around reading, observing, making connections, and puzzling.
➕ The Cabin contained a lot of great puzzle content.
➖ The puzzles were buried within tons of papers, all of which were immediately accessible. Without gating, The Cabin felt initially overwhelming with no clear starting place or direction. We played The Cabin on a pretty large table, but constantly left like we were drowning in papers.
➕ Once we got past the initial volume of content, Deadbolt Mystery Society clued which in-play elements needed to go together. This worked well and gave us a way to approach the mystery.
➖ There was a lot of reading material. It felt like a chore rather than a way to connect with the characters and their stories. With so many characters, it was hard to keep them straight and impossible to be invested in their situation. We wanted to solve the mystery because it was a puzzle, but we didn’t care who lived or died.
➕/➖ Deadbolt Mystery Society had an excellent concept. Although The Cabin needed gating and focus, with a bit more direction, it could definitely have created meaningful character/ mystery connections for the players.
❓ The price is a value judgment. The product isn’t refined or fancy. You’re paying for the rapid production and fulfillment. I can’t say whether that’s a good or a bad thing; it’s individual choice.
❓ Subscription games are tough to fulfill. We commend Deadbolt Mystery Society for delivering a monthly subscription with quality puzzles and interesting concepts. Because of the pace of production, subscription games easily devolve into mounds of paper and Deadbolt Mystery Society had a bit of that going on too. From what we’ve seen thus far, it’s the nature of the beast.
Tips For Player
Space Requirements: We recommend a larger table or floor space.
Price: $25 for each monthly installment with a month-to-month subscription, $63 for a 3-month subscription, $114 for a 6-month subscription, $204 for an annual subscription
The Gray Matter Sodality was a monthly subscription puzzle game. Each monthly package had us solving a single layered puzzle in search of a segment of Albert Einstein’s brain (not kidding).
The story was as humorous as it was clever. The narrow puzzling was kind of refreshing… when it worked well. Unfortunately, The Gray Matter Sodality was hamstrung by issues with puzzle ambiguity, requirements for unusual gear, and an aggressively high price tag.
Who is this for?
Players seeking a limited and focused puzzle experience
Any experience level
Narrow, focused puzzling
When Albert Einstein passed away in 1955, pathologist Thomas Harvey extracted the brain of history’s most famous physicist without permission. Harvey ultimately persuaded Einstein’s son Hans Albert to allow him to keep the brain, under the condition that it would be used for scientific research. After decades of keeping the brain in a jar, Harvey dissected Einstein’s brain into 240 blocks and 1,000 microscopic slides, distributing them to researchers around the world. (This is a true story, by the way.)
We were recruited by an international organization dedicated to reclaiming and reassembling the scattered pieces of Einstein’s deconstructed gray matter.
The Gray Matter Sodality sent us monthly envelopes with a letter and some clues to find the location of a piece of Al’s brain. (This review is based on a sample of 3 installments.)
Each envelope contained a few pieces of paper and a key prop like a deck of cards or a cassette.
We also frequently needed to find or acquire other items to solve some of these puzzles.
When we solved the episode’s puzzle, we submitted the solution (the location of the brain fragment) to a website to confirm and complete the challenge.
The Gray Matter Sodality was a monthly mailing with one layered puzzle per envelope. The level of difficulty and time commitment to solve varied broadly across episodes.
Core gameplay revolved around observing, making connections, puzzling, and finding the right tools to solve a challenge.
+ Turning the real life story of the dissection and dissemination of Albert Einstein’s brain into the basis for an episodic puzzle game was &%^*ing inspired. It’s one of those ideas where I am confident that there will be many other creators wishing that they had come up with it.
+ We really appreciated the focused nature of The Gray Matter Sodality. After playing some massive multi-month subscription games with multi-hour playtimes, backtracking, and lots of information to parse, it was relaxing to open up a small package, find a few items, and know that they all tied to a single puzzle.
+ The Gray Matter Sodality‘s puzzles had a few layers, so while each installment may have been one puzzle, there was some depth.
– The need for some unusual gear ranged from annoying to infuriating. We were able to get around some of this via free iPhone apps, but one required the real thing…
Spoiler - The infuriating gear...
I’ve gotta vent…
It wasn’t just the gear, but how it was presented.
We needed a cassette player. In 2018. A cassette player. A cassette player.
Setting aside that we needed a piece of technology that was far more than two decades past being useful for most people, the presentation of this cassette was ill conceived.
When we flipped the cassette we found a label with shortened URL that sent us to a Spotify playlist. When we found that playlist we thought, “Brilliant! It’s a cassette, but the contents are on Spotify. What a clever workaround.”
Then we realized that the playlist was far longer than the capacity of a cassette and so we reached out to the hint system… which confirmed that we needed to listen to the cassette. These were two different threads of the same puzzle, not an inspired workaround.
So I set out to find a cassette player; it was not particularly easy.
Unsurprisingly, most of our friends and family didn’t have a cassette player. Eventually we got one from Lisa’s aunt who works in radio.
– Some of the cluing felt incomplete. After we solved the main challenge of one puzzle, we spent 15 minutes guessing because there was a shocking amount of ambiguity in deriving the actual solution.
+ The month 7 cards & dice puzzle was really clever.
? The production value was fine. Nothing terrible, but nothing special or visually impactful.
– The variability of commitment was too broad. We solved one of these episodes in less than 10 minutes, another in about 25 minutes… but a lot of it was filling in a cluing gap, and the last one took about an hour. The expectation setting wasn’t great.
+/- There wasn’t a self-service hint system. Despite this drawback, we received prompt email responses to any hint requests (even when we used a friend’s email address.) We don’t know how well this will work for people in diverse time zones.
– The Gray Matter Sodality was too expensive. There wasn’t a lot to it. It was mostly printer paper, toner, and postage. Personally, I find it difficult to justify $25 for a 10-minute puzzle. The production value and puzzle quality didn’t do anything to help justify the price tag. Even the $17 per package (if you subscribe for a year) seems a bit steep based on the three episodes that we played.
+ After speaking to someone who has subscribed to more episodes from The Gray Matter Sodality, I’ve heard that there is at least one better puzzle in another mailing that we didn’t receive. I’m glad to hear that there’s a bit more depth.
Tips for Playing
The mailings are not fully self-contained. You will need to buy or find additional equipment to solve some of these puzzles.
Because the installments are focused, The Gray Matter Sodality is really only a 1-2 person activity.
Price: £7.50 per single issue, £20.00 per seasonal (three issues) subscription, £70.00 per annual (twelve issues) subscription. International shipping is available.
Cryptogram Puzzle Post was an art-and-puzzle hybrid that delivered a story in monthly installments. While it was made of only paper and ink, it never lacked for narrative, aesthetic, or puzzle depth.
Due to its linear nature and lack of self-service hint system, when it stalled, there was no graceful way to make any forward progress. The puzzle content was uneven, but when it was on, it was magical.
We give away or throw away all of the play-at-home games that come our way. I am absolutely keeping everything we’ve received from Cryptogram Puzzle Post. It’s so beautiful that I may frame it all.
Who is this for?
Players with at least some puzzle experience
The illustrations are bonkers
Some of the puzzles are fantastic
This monthly subscription followed the cryptic and epic journey of the mysterious protagonist Anna on her journey thorough witchcraft, alchemy, and the arcane.
Each monthly installment told Anna’s tale through:
a poem to set the tone
a musical playlist to establish the mood
a bit of prose to present the story
puzzles to take us on the journey
Each mailing came in a beautifully illustrated envelope (which was not part of the puzzle) and 8 sheets of paper. The first sheet contained the poem, playlist, and a bit of explanation, none of which played into the puzzle.
From there, we tackled each of the 7 puzzle pages sequentially. The answer from one page fed into the puzzle on the following page until we reached the conclusion of the installment.
Cryptogram Puzzle Post was an at-home puzzle game with a variable level of difficulty from mailing to mailing and puzzle to puzzle. The challenges ranged from straightforward to complicated.
Core gameplay revolved around observing, making connections, and puzzling.
+ I’m going to keep raving about the illustrations on the envelopes because they are so damn beautiful.
+ When the puzzles flowed, they flowed really well.
– When the puzzles didn’t flow, Cryptogram Puzzle Post ground to a halt.
– There seemed to be no rhyme, reason, or indicator for the difficulty. We would have appreciated a more deliberate difficulty curve.
– While we could request a hint PDF and an answers PDF, Cryptogram Puzzle Post really needed a structured, self-service hint system. When we got really stuck, I had to stop puzzling, look at the PDFs and then essentially gamemaster the experience for Lisa and our friends.
– One month was printed in yellow ink… and it basically made the content invisible. We found ourselves shining a blacklight on the pages to better reveal the content.
+ Cryptogram Puzzle Post was really creative with the puzzles, especially considering that everything was purely paper and fairly limited in size.
+ I am not much of a poetry person (humorous haiku notwithstanding), but I enjoyed the tone set by the poems at the start of each package. Similarly, the playlists were an unnecessary, but welcome addition.
+ While the components were all paper, we felt good about the price and value of these mailings because they were so beautifully created.
Duration: as long as it takes to solve the puzzles
Price: $24.99 per month for a monthly subscription
On the RunBox 7 wrapped up the On the Run series. It had some solid puzzles and a satisfying conclusion. Yet again, we were thwarted by a website form inconsistency that soured our experience. Given a bit of distance, we’re pleased with the variety in the series and the story we unraveled through the boxes.
Who is this for?
Players who have completed the previous On The Run boxes
You can play at home
Because you’re already invested in the story
The conclusion of the saga
Dispatch by Breakout concluded in Box 7 with a visit to the land of chocolate and dubious banking: Switzerland. This final chapter closed out the On The Run story arc and resolved all of the major storylines that we had explored over the past seven months.
While this was the end of the line for On The Run, it was not the conclusion of Dispatch by Breakout. A new standalone two-box story follows it.
Our Swiss conclusion to On The Run was loaded similarly to the previous boxes, with a collection of documents and one unusual item: a bar of chocolate.
Dispatch by Breakout’s On the RunBox 7 played similarly to the previous box, opening with a run of puzzles that gave way to a series of game-concluding deductions.
+ The puzzles played well.
+ The deductions felt justified, even if some of them seemed like they came crashing back into the story from the setup seven months ago.
– Like the first box, there was yet another Instagram account that felt phoned in.
+ The story of On the Run resolved cleanly.
– I hit yet another snag inputting a name into a web form. This false negative left me spinning for an hour and reevaluating my read on the case, until I gave up and asked a friend who had already finished the box. He pointed out that I had it right all along. The frustration and lost momentum that this caused was unnecessary and killed the otherwise positive mood.
+ The chocolate was a lovely prize for having completed the On The Run gauntlet. The escape room community often debates about what makes for a good prize for winning teams. While I don’t think that a prize is necessary in escape rooms… I wouldn’t mind an industry standard based around chocolate.
A final thought: Overall, On The Run has been a shaky, but generally improving, series of boxes. I’m looking forward to seeing where Breakout takes this series. I hope that they clean up their digital inputs and add a structured self-service hint system. Slack just isn’t cutting it. If they can continue to tell a compelling story and figure out how to make sure that their games don’t needlessly dead-end, then I will keep coming back for more.
Tips for Playing
Items from the previous boxes were required for solving On the Run, Box 7.
If you get stuck playing Dispatch, try the following resources: