It takes a lot for me to declare a game unfair, and I’m not going to start a habit here. Unfun, however, is one label I’m prepared to dish out when it’s deserved – and Psychopath’s Lair is definitely that. What a mess.
The (then) recently opened AIM Escape was the first outing in some time for Team Judge after a member of Team Judge won a free game in a Facebook competition.
Minor mishaps started on arrival with insufficient locker space to store a moderate amount of belongings. The excess ended up in the control room. They were very particular about no phones being taken into the room, for no particularly clear reason.
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Good for first-timers, groups with limited experience, or groups who don’t know one another. Good mix of technology, ingenuity, and codes, although a few too many padlocks.
Before time began, before I knew about this world of escaping, and before our three teams had been conceived, one weekend I had some friends over and thought one of these games might be fun. That was how it came to be that early one Easter Saturday morning, my wife and I were joined by two friends from Ireland to start our escape game careers.
Without much to go on, we chose clueQuest as our preferred venue and plan52 (the red box one) as our game, and despite leaving the house a bit late and planned engineering works on the train, we arrived in good time.
Our host was far chirpier than us and eased us into the game, with a little padlock tutorial to make sure we knew what we were doing with them. With the (pretty honed and impressive) story out of the way, we were in play.
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