Basic concepts in escape rooms
The escape room area has its own jargon, we decided to make some order:
Escape Room / Escape Room - A group that enters, per hour, and solves puzzles in order to get out of it on time.
Childrens Escape Room - A specially designed escape room for small children, usually for at least an hour (30-40 minutes)
And include puzzles that small children can solve themselves.
Family Escape Room - An escape room that is also suitable for children (for ages 7 and up) with an adult.
The room is not scary but at least some of the puzzles will need help from the adult in solving the puzzles.
Escaper - A person playing in an escape room, Rabbi will say about a person who has played in a large number of escape rooms.
Hadscaper - a person playing alone in an escape room, with no other people in the room. Not all escape rooms in the country can be played as a skipper.
Linear Room - Many escape rooms have several rooms / rooms inside. In a linear escape room each space stands by itself,
There is no need to go back to the spaces you have already completed, you do not need to take things you did not use in the previous space with you to the next space.
Inside each space, there is everything you need in advance.
Parallel Room- The escape rooms for many include several rooms / rooms within them. In a parallel escape room you can go back and forth, you can use objects from one space also in other spaces inside the room.
Linear Puzzles - refers to the type of puzzles inside the room, linear puzzles are puzzles that need to be done in a specific order, one after the other.
A needs to be solved in order to be able to pass a heart and after solving B can be solved and so on.
Parallel puzzles - refers to the type of puzzles inside the room, in parallel puzzles you can work on several puzzles in the room at the same time, there is no specific order that must be worked on.
First Generation Room - The first escape rooms built in the country are defined as a "first generation" room - a room where most of the elements are not computerized but are mainly built on locks and magnets. As the field develops and progresses the rooms are enhanced by the use of electronics and there is a wider range of elements to be found.
However, a third-generation room is not necessarily better than a first-generation room.
Operator - Escape room worker (sometimes the owner of the room himself) who accepts the group at the entrance to the complex, passes the safety briefing and room story and then watches the group inside the escape room and helps her.
Player - In some of the escape rooms there are players (performers) who enter the escape room with the team that came to play. Each room has a different target player, some there to help advance the plot and game, some there to make fun and some there to scare. These rooms are often a little more expensive.
Room - A room where the emphasis is more on the player's feeling in the room and less on the puzzles themselves, it will have a very big emphasis on decor, soundtrack and plot.
A puzzle room - a room where the emphasis is mainly on the puzzles, the decor and the soundtrack may be less noticeable and the puzzles will be the center of the experience.
Key hunting - an escape room where most of the puzzles are based on search (not necessarily keys and locks). The kind of riddle where less is based on thinking and connecting elements visible in the room and more about finding hidden things. Many children enjoy this kind of riddle.
Double Room - The same escape room that was built twice in the same complex. A double room allows a large group of players to split into two rooms and compete for which team will get out of the room faster.
Theme - Based on the word Theme. What was the story from him that inspired the room. For example, in our escape room the "Wonder Cave" theme is Aladdin's story.
The plot - the story itself of the room, the reason why you enter the room and the thing from which you are supposed to escape or which you are supposed to solve. For example, in our escape room - Ginny is evil and must escape his cave. In some escape rooms, the plot unfolds throughout the room and varies from space to space, as you can see in our second escape room - "Peter Pan".
Run - When the process of building the escape room is completed, it should be tested on groups. Make sure it does take about an hour, that the puzzles are clear, that everything works. For the sake of the theme, bring a free group room before it opens to the public. The lot can be entered into the lottery to be part of these groups.
Now you guys are full fledgling!
To order a game, click here