Escape Rooms
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Escape Rooms
An escape room, also known as an escape game, puzzle room, exit game, or riddle room, is a game in which a team of players discover clues, solve puzzles, and accomplish tasks in one or more rooms in order to accomplish a specific goal in a limited amount of time. The goal is often to escape from the site of the game. Most escape games are cooperative, but competitive variants exist. Escape rooms became popular in North America, Europe, and East Asia in the 2010s. Permanent escape rooms in fixed locations were first opened in Asia and followed later in Hungary, Serbia, Australia, New Zealand, Russia, and South America. Definition Escape rooms are inspired by escape room video games, live-action role-playing, point-and-click adventure games, puzzle hunts, interactive theater, and haunted houses. They are also referred to as "room escapes", "escape games", "exit games", or "live escapes". In spite of the name, escaping a room may not be the main goal for the players, nor is the ...
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Problem-solving
Problem solving is the process of achieving a goal by overcoming obstacles, a frequent part of most activities. Problems in need of solutions range from simple personal tasks (e.g. how to turn on an appliance) to complex issues in business and technical fields. The former is an example of simple problem solving (SPS) addressing one issue, whereas the latter is complex problem solving (CPS) with multiple interrelated obstacles. Another classification of problem-solving tasks is into well-defined problems with specific obstacles and goals, and ill-defined problems in which the current situation is troublesome but it is not clear what kind of resolution to aim for. Similarly, one may distinguish formal or fact-based problems requiring G factor (psychometrics), psychometric intelligence, versus socio-emotional problems which depend on the changeable emotions of individuals or groups, such as Emotional intelligence, tactful behavior, fashion, or gift choices. Solutions require suff ...
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Scavenger Hunt
A scavenger hunt is a game in which the organizers prepare a list defining specific items that need to be found, which the participants seek to gather or complete all items on the list, usually without purchasing them. Usually participants work in small teams, although the rules may allow individuals to participate. The goal is to be the first to complete the list or to complete the most items on that list. In variations of the game, players take photographs of listed items or be challenged to complete the tasks on the list in the most creative manner. A treasure hunt is another name for the game, but it may involve following a series of clues to find objects or a single prize in a particular order. According to game scholar Markus Montola, scavenger hunts evolved from ancient folk games. Gossip columnist Elsa Maxwell popularized scavenger hunts in the United States with a series of exclusive New York parties starting in the early 1930s. The scavenger-hunt craze among New York' ...
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Haunted Attraction (simulated)
A haunted attraction is a form of live entertainment that simulates visiting haunted locations or experiencing horror scenarios. They usually feature fearsome sets and characters, especially demons, ghosts, skeletons, zombies, monsters, possessed people, witches, serial killers, and slashers. Humorous characters may also be included. Haunted attractions may be set up at many kinds of locations. Built attractions or existing structures in which attractions may be operated include temporarily constructed simulations of haunted houses; actual abandoned or dilapidated houses; abandoned asylums; defunct prisons; defunct or active amusement parks; defunct or active ships; defunct factories; defunct or active barns; and shopping malls. Outdoor places hosting such attractions include corn mazes or cornfields; hedge mazes; farms (often including "haunted" hayrides); wooded areas or forests; and parks. Haunted attractions (also known as "haunts" or "mazes" within the indu ...
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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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Matchstick Puzzle
Matchstick puzzles are rearrangement puzzles in which a number of matchsticks are arranged into shapes or numbers, and the problem to solve is usually formulated as moving a fixed number of matchsticks to achieve some specific other arrangement. The puzzles may ask the solver to alter some mathematical equation, often with numbers represented as Roman numerals, or Arabic numerals in a seven-segment display typeface. Other puzzles challenge the solver to rearrange a crude matchstick picture. Some matchstick puzzles require lateral thinking, such as changing a number into a mathematical symbol. Puzzles may also be set with no starting position, simply challenging the solver to create an arrangement using a number of matches. One example that requires lateral thinking is to form four equilateral triangles from six matches; this can only be done by arranging the matches in a three-dimensional Pyramid (geometry), pyramid shape. References

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Jigsaw Puzzle
A jigsaw puzzle (with context, sometimes just jigsaw or just puzzle) is a tiling puzzle that requires the assembly of often irregularly shaped interlocking and mosaicked pieces. Typically each piece has a portion of a picture, which is completed by solving the puzzle. In the 18th century, jigsaw puzzles were created by painting a picture on a flat, rectangular piece of wood, then cutting it into small pieces. The name "jigsaw" derives from the tools used to cut the images into pieces—variably identified as jigsaws, fretsaws or scroll saws. Assisted by Jason Hinds, John Spilsbury, a London cartographer and engraver, is credited with commercialising jigsaw puzzles around 1760. His design took world maps, and cut out the individual nations in order for them to be reassembled by students as a geographical teaching aid. They have since come to be made primarily of interlocking cardboard pieces, incorporating a variety of images and designs. Jigsaw puzzles have been used in ...
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Word Search
A word search, word find, word seek, word sleuth or mystery word puzzle is a word game that consists of the letters of words placed in a grid, which usually has a rectangular or square shape. The objective of this puzzle is to find and mark all the words hidden inside the box. The words may be placed horizontally, vertically, or diagonally. Often a list of the hidden words is provided, but more challenging puzzles may not provide a list. Many word search puzzles have a theme to which all the hidden words are related, such as food, animals, or colors. Like crosswords, these puzzles have become very popular and have had complete books and mobile applications devoted to them. Strategies A common strategy for finding all the words is to go through the puzzle left to right (or right to left) and look for the first letter of each word (if a word list is provided). After finding the letter, one should look at the eight surrounding letters to see whether the next letter of the word is ...
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Sudoku
Sudoku (; ; originally called Number Place) is a logic puzzle, logic-based, combinatorics, combinatorial number-placement puzzle. In classic Sudoku, the objective is to fill a 9 × 9 grid with digits so that each column, each row, and each of the nine 3 × 3 subgrids that compose the grid (also called "boxes", "blocks", or "regions") contains all of the digits from 1 to 9. The puzzle setter provides a partially completed grid, which for a well-posed problem, well-posed puzzle has a single solution. French newspapers featured similar puzzles in the 19th century, and the modern form of the puzzle first appeared in 1979 puzzle books by Dell Magazines under the name Number Place. However, the puzzle type only began to gain widespread popularity in 1986 when it was published by the Japanese puzzle company Nikoli (publisher), Nikoli under the name Sudoku, meaning "single number". In newspapers outside of Japan, it first appeared in ''The Conway Daily Sun'' (New Hamp ...
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Crosswords
A crossword (or crossword puzzle) is a word game consisting of a grid of black and white squares, into which solvers enter words or phrases ("entries") crossing each other horizontally ("across") and vertically ("down") according to a set of clues. Each white square is typically filled with one letter, while the black squares are used to separate entries. The first white square in each entry is typically numbered to correspond to its clue. Crosswords commonly appear in newspapers and magazines. The earliest crosswords that resemble their modern form were popularized by the ''New York World'' in the 1910s. Many variants of crosswords are popular around the world, including cryptic crosswords and many language-specific variants. Crossword construction in modern times usually involves the use of software. Constructors choose a theme (except for themeless puzzles), place the theme answers in a grid which is usually symmetric, fill in the rest of the grid, and then write clues. A ...
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Riddles
A riddle is a :wikt:statement, statement, question, or phrase having a double or veiled meaning, put forth as a puzzle to be solved. Riddles are of two types: ''enigmas'', which are problems generally expressed in metaphorical or Allegory, allegorical language that require ingenuity and careful thinking for their solution, and ''conundra'', which are questions relying for their effects on punning in either the question or the answer. Archer Taylor says that "we can probably say that riddling is a universal art" and cites riddles from hundreds of different cultures including Finnish, Hungarian, American Indian, Chinese, Russian, Dutch, and Filipino sources amongst many others. Many riddles and riddle-themes are internationally widespread. In the assessment of Elli Köngäs-Maranda (originally writing about Malaita, Malaitian riddles, but with an insight that has been taken up more widely), whereas myths serve to encode and establish social norms, "riddles make a point of playing ...
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Substitution Cypher
In cryptography, a substitution cipher is a method of encrypting in which units of plaintext are replaced with the ciphertext, in a defined manner, with the help of a key; the "units" may be single letters (the most common), pairs of letters, triplets of letters, mixtures of the above, and so forth. The receiver deciphers the text by performing the inverse substitution process to extract the original message. Substitution ciphers can be compared with transposition ciphers. In a transposition cipher, the units of the plaintext are rearranged in a different and usually quite complex order, but the units themselves are left unchanged. By contrast, in a substitution cipher, the units of the plaintext are retained in the same sequence in the ciphertext, but the units themselves are altered. There are a number of different types of substitution cipher. If the cipher operates on single letters, it is termed a simple substitution cipher; a cipher that operates on larger groups of letters ...
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