A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z | AA | AB | AC | AD | AE | AF | AG | AH | AI | AJ | AK | AL | AM | AN | AO | AP | AQ | AR | AS | AT | AU | AV | AW | AX | AY | AZ | BA | BB | BC | BD | BE | BF | BG | BH | BI | BJ | BK | BL | BM | BN | BO | BP | BQ | BR | BS | BT | BU | BV | BW | BX | BY | BZ | CA | CB | CC | CD | CE | CF | CG | CH | CI | CJ | CK | CL | CM | CN | CO | CP | CQ | CR | CS | CT | CU | CV | |
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1 | Participant Country | Q2 - What type of business are you? | Q3 - Did you apply for formal credit to establish your business? (Yes, and my request was approved) | Q3 - Did you apply for formal credit to establish your business? (Yes, but my request was denied) | Q3 - Did you apply for formal credit to establish your business? (No, I invested my own funds or got a partner) | Q4 - How saturated is your location in terms of number of escape rooms? | Q5 - Did you hire external help to design your rooms? (I / Partners designed the room) | Q5 - Did you hire external help to design your rooms? (I got it done by an Artist) | Q5 - Did you hire external help to design your rooms? (I got consultation and did it myself) | Q5 - Did you hire external help to design your rooms? (I bought a turn-key escape from someone) | Q6 - How did you obtain the space to build your room(s)? (Rented) | Q6 - How did you obtain the space to build your room(s)? (Leased) | Q6 - How did you obtain the space to build your room(s)? (Bought) | Q6 - How did you obtain the space to build your room(s)? (Owned previously) | Q7 - If you are in a leased facility what rules or hindrances were imposed by the landlord in terms of setting up your rooms? (Demanded excessive rent) | Q7 - If you are in a leased facility what rules or hindrances were imposed by the landlord in terms of setting up your rooms? (Other) | Q8 - Kind of location (Mall) | Q8 - Kind of location (Single Building (single occupant)) | Q8 - Kind of location (Single Building (shared)) | Q9 - Number of missions at your Escape Room | Q10 - How many years have you been in operation? | Q11 - Have you added rooms since you opened? | Q12 - How many members of staff do you have? | Q13 - Is this a family owned operation? | Q14 - Do you offer internships to students? | Q15 - The key challenge in setting up an escape room (Balancing the Difficulty of Puzzles) | Q15 - The key challenge in setting up an escape room (Puzzle Creation) | Q15 - The key challenge in setting up an escape room (Creating Room Elements the Wonâ€™t Be Destroyed Easily) | Q15 - The key challenge in setting up an escape room (Integrating the Puzzle and Narrative) | Q15 - The key challenge in setting up an escape room (Getting the Timing right) | Q15 - The key challenge in setting up an escape room (Creating room elements that can be easily reset) | Q15 - The key challenge in setting up an escape room (Developing a Narrative) | Q15 - The key challenge in setting up an escape room (Playtesting the Rooms) | Q16 - Do you offer gift cards? | Q17 - Do you have a corporate team building program? | Q18 - If not, why? | Q19 - Which factor do you think contributes the most in wearing down your props? | Q20 - What steps are you taking to make your props more robust and resistant to wear and tear? (I have spare props on standby) | Q20 - What steps are you taking to make your props more robust and resistant to wear and tear? (I have an on call technician/operator who can repair on demand) | Q20 - What steps are you taking to make your props more robust and resistant to wear and tear? (I apply a special coat to all my props to make them robust) | Q20 - What steps are you taking to make your props more robust and resistant to wear and tear? (Other) | Q21 - How many physical spaces are there in the rooms? | Q22 - How would players exit in case of an emergency? | Q23 - How does the game master interact with the players? (They don't interact with players) | Q23 - How does the game master interact with the players? (They monitor the game via a video feed) | Q23 - How does the game master interact with the players? (They are present in the room along with the players) | Q24 - Does the game master provide hints? | Q25 - Hint management system | Q26 - How many hours are you open per week? | Q27 - Have you expanded your open hours since you started? | Q28 - What kind of debriefing process have you adopted? | Q29 - What kind of theme and narrative do your escapes follow? | Q30 - In what era/period is your theme set? (Specific place and time (1700-1900)) | Q30 - In what era/period is your theme set? (Specific place and time (1900-2000)) | Q30 - In what era/period is your theme set? (Modern Era (2000-2019)) | Q30 - In what era/period is your theme set? (No era as such) | Q30 - In what era/period is your theme set? (Another era) | Q31 - What is the theme you've adopted for your rooms? (Horror) | Q31 - What is the theme you've adopted for your rooms? (Fantasy) | Q31 - What is the theme you've adopted for your rooms? (Mystery) | Q31 - What is the theme you've adopted for your rooms? (Science / Laboratory) | Q31 - What is the theme you've adopted for your rooms? (Future / Technological) | Q31 - What is the theme you've adopted for your rooms? (Prison) | Q31 - What is the theme you've adopted for your rooms? (Military) | Q31 - What is the theme you've adopted for your rooms? (Toy Room) | Q31 - What is the theme you've adopted for your rooms? (Cartoon/Anime) | Q31 - What is the theme you've adopted for your rooms? (Steampunk) | Q31 - What is the theme you've adopted for your rooms? (Seasonal (Christmas, Halloween, Easter, etc.)) | Q31 - What is the theme you've adopted for your rooms? (School) | Q31 - What is the theme you've adopted for your rooms? (Other) | Q32 - What is the concept on which your escape is based? (Just survive!) | Q32 - What is the concept on which your escape is based? (Escape a Specific Unpleasant Place (Dungeon, Prison, Preschool, etc.)) | Q32 - What is the concept on which your escape is based? (Help Create / Find Something (such as a cure, a potion, etc.)) | Q32 - What is the concept on which your escape is based? (Find a missing person) | Q32 - What is the concept on which your escape is based? (Solve a murder) | Q32 - What is the concept on which your escape is based? (Solve a theft) | Q32 - What is the concept on which your escape is based? (Defuse an explosive device) | Q32 - What is the concept on which your escape is based? (Gather Intelligence or Espionage) | Q32 - What is the concept on which your escape is based? (Conduct Military Operations) | Q32 - What is the concept on which your escape is based? (Carry out an Assassination) | Q32 - What is the concept on which your escape is based? (Engage with the supernatural) | Q32 - What is the concept on which your escape is based? (Be an Adventurer) | Q32 - What is the concept on which your escape is based? (Carry out a Heist) | Q32 - What is the concept on which your escape is based? (Free another person or animal) | Q32 - What is the concept on which your escape is based? (Abstract: There is no overarching narrative other than "Escape the Room") | Q32 - What is the concept on which your escape is based? (Other) | Q33 - What kind of puzzles do you feature? (Involving liquids) | Q33 - What kind of puzzles do you feature? (Physical engagement with an actor) | Q33 - What kind of puzzles do you feature? (Social engagement with an actor) | Q33 - What kind of puzzles do you feature? (Involving mirrors) | Q33 - What kind of puzzles do you feature? (Involving hearing) | Q33 - What kind of puzzles do you feature? (Involving smelling) | Q33 - What kind of puzzles do you feature? (Involving tasting) | Q33 - What kind of puzzles do you feature? (Involving touching) | Q33 - What kind of puzzles do you feature? (Involving vision/light) | Q33 - What kind of puzzles do you feature? (Team communication) | Q33 - What kind of puzzles do you feature? (Researching information sources) | Q33 - What kind of puzzles do you feature? (Knowledge of facts not provided within the room) | Q33 - What kind of puzzles do you feature? (Shooting a target) | Q33 - What kind of puzzles do you feature? (Undoing knots) |

2 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | true | - | - | true | - | - | - | - | Install our own fire safety systems as we were modifying the space | - | - | true | 2 | 2 | No | 2 | Yes | Yes | 4 | 3 | 4 | 5 | 3 | 4 | 5 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | Yes | We don't have a debriefing process | The puzzles develop the narrative | - | true | - | - | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | true | true | - | - | - |

3 | United States | Owned | - | - | true | The market is oversaturated in the area | - | true | - | - | - | true | - | - | true | - | - | - | true | 4 | 1 | Yes | 2 | Yes | No | 2 | 2 | 3 | 2 | 4 | 3 | 2 | 5 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | - | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | CSI, Alien, Zombie | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Each room has their own mission | true | - | - | true | - | - | - | true | true | true | - | - | true | - |

4 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 2 | 1 | No | 4 | No | No | 1 | 1 | 3 | 1 | 2 | 3 | 1 | 2 | No | Yes | - | Normal wear and tear | true | - | true | - | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Crime | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Flush drugs | - | - | - | true | true | - | - | true | true | true | - | - | - | - |

5 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | - | - | - | true | - | - | - | None | - | - | true | 3 | 2 | Yes | - | Yes | No | - | - | - | - | - | - | - | - | Yes | - | - | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | - | - | true | - | - | - | - | - | true | - | - | - | - | - | - | - | true | - | 80s | - | - | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - |

6 | United Kingdom | Owned | - | - | true | There are a few competitors in the area, but there is room for more Escape Room facilities in the area. | true | - | - | - | true | - | - | - | - | sound proof flooring | - | true | - | 2 | 1 | No | 0 | Yes | No | 3 | 4 | 3 | 4 | 3 | 3 | 2 | 2 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 3 | A member of staff must let them out | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | true | true | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | - | - | true | true | - | - | - | - | true | - | - | true | true | true | - | true | true | true | - | - | true | - |

7 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | true | true | - | - | - | - | - | - | - | true | 2 | 2 | No | 1 | Yes | No | 3 | 4 | 3 | 3 | 3 | 3 | 3 | 4 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | We don't have a debriefing process | The puzzles develop the narrative | true | - | true | - | true | - | - | true | - | - | - | - | - | - | - | - | - | true | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | true | - | - | true | - | true | true | - | - | - |

8 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | true | - | true | - | - | - | - | - | - | true | 5 | 4 | Yes | 2 | Yes | No | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | - | - | - | true | - | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | true | true | true | - | - | - |

9 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None | - | true | - | 2 | 1 | Yes | 1 | Yes | No | 5 | 1 | 2 | 3 | 2 | 4 | 3 | 3 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | - | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | true | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | History | - | - | - | - | - | - | true | - | - | - | true | - | - | - | - | - | - | - | true | true | true | - | - | true | true | true | - | - | - | - |

10 | United States | Owned | - | true | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | true | - | - | 3 | 3 | Yes | 0 | Yes | No | 2 | 3 | 4 | 2 | 2 | 1 | 2 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | true | true | - | - | - | - | - | - | - | - | Music | - | - | true | - | - | - | - | - | - | - | - | - | true | - | - | - | true | - | - | true | true | - | - | - | - | true | - | - | - | - |

11 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | true | - | - | - | Lots of construction needed | true | - | - | 3 | 2 | Yes | 2 | Only a few members | No | 3 | 2 | 3 | 3 | 3 | 3 | 2 | 1 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | true | - | - | 4 | There is a key or something else than players can use to open the door | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | true | true | - | - | - | true | - | - | - | true | true | - | - | true | true | - | - | - | - | true | true | - | - | - | - | - | - | - | true | - | - | true | - | true | - | - | true | true | - | true | - | - |

12 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | true | - | - | - | - | - | - | true | - | 3 | 2 | Yes | 3 | Yes | No | 5 | 4 | 3 | 4 | 2 | 3 | 4 | 3 | Yes | No | Don't consider it necessary | Normal wear and tear | true | - | true | Build with strong materials to last. Hide all cables. Leave all props accessible for repair/don't permanently enclose electronics | 1 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | - | - | - | true | - | true | - | - | - | - | - | - | - | true | - | mecahnic's shop | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | Destroy evidence and escape before a warrant is served, sneak out of speakeasy during the day | - | - | - | true | - | - | - | true | true | true | - | - | - | - |

13 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | - | - | true | - | - | - | - | true | - | 5 | 1 | Yes | 6 | Yes | No | 5 | 4 | 3 | 4 | 2 | 2 | 2 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | true | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | true | true | - | - | - | true | true | true | - | - | - | - | true | - | true | - | - | - | - | true | true | - | - | - | - | - | - | - | true | - | true | - | Use super powers to defeat evil plan | true | true | true | true | true | - | - | true | - | true | true | - | - | - |

14 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 4 | 3 | No | 8 | No | Yes | 3 | 4 | 2 | 5 | 3 | 2 | 3 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | - | - | true | true | - | - | - | - | - | - | - | - | Medical | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | true | true | true | - | - | - | - |

15 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | None | - | - | true | 4 | 4 | Yes | 0 | Yes | No | 3 | 4 | 4 | 1 | 2 | 3 | 1 | 2 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | There is a key or something else than players can use to open the door | - | true | - | Yes | - | Less than 40 hours per week | Yes | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | - | true | true | - | - | true | - | - | - | - | - | - | - | - | - | true | - | true | - | - | true | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | true | - | - | - | - |

16 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | - | - | - | - | - | - | - | - | true | 2 | 2 | Yes | 2 | Yes | No | 4 | 5 | 4 | 2 | 3 | 4 | 2 | 3 | No | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 1 | The door isn't locked; players can leave whenever they want | true | - | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | - | - | - | - |

17 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 4 | 1 | Yes | 4 | Yes | Yes | 4 | 4 | 4 | 4 | 3 | 3 | 4 | 2 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | true | - | Improve things as they break | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | Theme but no narrative | - | - | - | true | - | - | - | true | - | - | - | - | - | - | - | - | - | true | true | - | true | - | - | true | - | - | - | - | - | - | true | - | - | - | true | - | - | true | - | - | - | true | true | true | true | - | true | - |

18 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | none | - | - | true | 4 | 2 | Yes | 2 | No | No | 3 | 2 | 4 | 3 | 3 | 4 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | true | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | Yes | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | - | - | - | - | - | true | - | - | true | - | - | - | true | - | - | - | - | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | true | true | true | - | true | - |

19 | United States | Owned | - | - | true | There are a few competitors in the area, but there is room for more Escape Room facilities in the area. | true | - | - | - | - | true | - | - | - | - | - | - | true | 3 | 2 | Yes | 6 | No | No | 3 | 4 | 4 | 3 | 4 | 2 | 3 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | true | - | true | - | - | - | - | true | true | true | - | - | - | - | - | - | - | - | - | true | true | - | - | - | true | - | - | - | - | - | true | - | - | - | - | - | - | - | true | - | - | true | true | true | - | - | - | - |

20 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 4 | 2 | Yes | 8 | Yes | No | 3 | 3 | 5 | 3 | 3 | 3 | 4 | 2 | Yes | Yes | - | Normal wear and tear | true | true | true | - | 2 | There is a separate emergency exit | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | true | - | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | true | true | - | - | true | true | true | - | - | - | - |

21 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | true | - | 2 | 1 | No | 0 | Yes | No | - | - | - | - | - | - | - | - | Yes | No | Don't consider it necessary | Normal wear and tear | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | History | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - |

22 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | true | - | - | - | true | 4 | 1 | Yes | 4 | Yes | No | 3 | 4 | 4 | 2 | 3 | 3 | 2 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | - | - | - | - | - | true | true | - | true | - | - | - | - | - | - | Medieval | - | true | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | true | true | true | - | true | - | - |

23 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | true | - | - | - | - | None | - | - | true | 3 | 3 | Yes | 3 | No | Yes | 3 | 4 | 5 | 3 | 3 | 3 | 3 | 1 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | true | - | - | - | - | true | - | - | - | - | - | true | - | - | true | - | - | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | - | - | - | - | true | - | - | true | - | - |

24 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | None | - | - | true | 4 | 2 | Yes | 8 | Yes | No | 4 | 2 | 3 | 4 | 3 | 3 | 3 | 3 | Yes | Yes | - | Normal wear and tear | true | true | true | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | true | true | - | - | - | - | true | true | - | - | - | - | - | true | - | - | Pyramid | true | true | - | - | - | - | - | - | - | - | - | - | true | true | - | - | true | - | - | true | true | - | - | true | true | true | - | - | - | - |

25 | United States | Owned | - | - | true | The market is oversaturated in the area | - | - | - | true | - | true | - | - | - | - | - | - | true | 9 | 4 | Yes | 2 | No | No | - | 3 | 3 | 3 | 3 | 3 | 3 | 3 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 4 | There is a separate emergency exit | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | - | - | Very old & very new | - | true | true | - | - | true | - | - | - | - | - | - | Egyptian | true | - | - | - | true | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - |

26 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | - | true | - | - | - | - | true | - | 4 | 2 | Yes | 5 | Yes | No | 2 | 4 | 3 | 3 | 2 | 3 | 3 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | true | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | true | - | - | true | - | true | - | - | - | - | - | - | - | true | - | Casino | - | - | - | - | true | - | - | - | - | - | - | true | true | - | - | - | true | - | true | true | - | - | - | true | true | true | - | - | - | - |

27 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | - | true | - | true | - | - | true | - | - | - | true | 25 | 1 | Yes | 1 | Yes | No | 1 | 3 | 5 | 4 | 2 | 2 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | true | - | 4 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | - | true | - | - | - | - | true | - | - | - | true | true | true | true | - | true | true |

28 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | None. Landlord worked well with us | - | - | true | 2 | 2 | Yes | 2 | Yes | No | 3 | 4 | 4 | 2 | 3 | 3 | 1 | 2 | No | Yes | - | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | Pirate | - | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | true | true | true | - | - | - |

29 | United States | Franchisee | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 3 | 3 | Yes | 6 | Yes | No | 3 | 5 | 4 | 3 | 2 | 2 | 3 | 2 | Yes | Yes | - | Normal wear and tear | true | true | - | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | true | - | - | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | - | - | - | - | - | - | - | Historic Space Misssion | - | - | - | true | - | - | - | true | true | true | - | - | - | - |

30 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | true | true | - | - | 4 | 2 | Yes | 10 | Yes | Yes | 3 | 3 | 4 | 3 | 3 | 3 | 3 | 2 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | - | - | true | - | true | true | - | - | - | - | - | pirate | - | true | true | - | - | - | true | - | - | - | - | - | - | - | - | - | - | true | true | - | true | - | - | true | true | true | - | - | - | - |

31 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | wanted 1 month's rent up front | - | - | true | 4 | 2 | Yes | 10 | Yes | Yes | 4 | 4 | 5 | 4 | 3 | 3 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | - | - | - | true | - | - | true | - | - | - | - | true | - | - | Jungle- knod to movies | - | true | true | - | - | - | - | true | true | - | - | true | - | - | - | - | true | - | - | true | - | - | - | true | true | - | - | true | - | - |

32 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 3 | 3 | Yes | 5 | Yes | No | 2 | 2 | 3 | 4 | 3 | 4 | 4 | 5 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | - | - | - | true | - | - | true | - | - | - | - | - | - | - | - | - | - | true | - | true | - | - | - | - | - | true | - | - | - | - | true | - | - | true | - | true | - | true | true | true | - | - | - | - |

33 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | true | - | - | - | - | - | - | - | true | 2 | 1 | Yes | 0 | No | No | 5 | 4 | 3 | 3 | 5 | 2 | 2 | 3 | Yes | Yes | - | Normal wear and tear | true | - | true | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | - | - | true | - | - | - | - | - | - | - | true | - | Arcade | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | - | - |

34 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | - | true | - | - | - | Visable sinage | - | - | true | 4 | 2 | Yes | 8 | Yes | No | 3 | 5 | 3 | 4 | 4 | 4 | 3 | 4 | No | Yes | - | Normal wear and tear | true | - | - | - | 1 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | - | - | - | true | - | - | - | - | - |

35 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | None | - | - | true | 4 | 3 | Yes | 7 | Yes | No | 4 | 3 | 4 | 3 | 2 | 2 | 2 | 2 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 3 | A member of staff must let them out | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | Multiple eras we have a 1999 room in New Yearâ€™s Eve the rest are modern | true | - | true | - | - | - | - | - | - | - | true | - | 1990â€™s nightclub, Star Wars | - | - | - | - | true | - | true | - | - | - | - | - | - | - | - | Steal the million dollars, fix everything in the nightclub | - | - | - | - | true | - | - | true | - | true | true | - | - | - |

36 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None, they've been great. | true | - | - | 3 | 1 | Yes | 3 | No | No | 4 | 2 | 4 | 4 | 4 | 2 | 3 | 4 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | true | true | - | - | - | - | - | true | - | - | true | - | - | - | - | - | - | - | true | - | - | - | - | - | true | - | - | true | - | - | - | - | true | true | - | - | - | - | true | - | - | - | - |

37 | United States | Owned | true | - | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 2 | 1 | No | 3 | Yes | No | 3 | 2 | 4 | 2 | 4 | 4 | 1 | 3 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | true | - | - | - | true | - | true | - | - | - | - | - | - | - | - | House/Home | - | - | true | true | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | true | true | - | - | - | - |

38 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 3 | 3 | Yes | 5 | Yes | No | 5 | 2 | 3 | 4 | 4 | 3 | 2 | 3 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players lose time if they request a hint | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | true | - | - | - | - | true | true | - | - | - | - | - | - | - | - | true | Egyptian | - | - | true | - | true | - | - | - | - | - | - | true | true | - | - | - | true | - | - | true | true | - | - | - | true | true | - | - | - | - |

39 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | none | - | - | true | 2 | 2 | Yes | 1 | Yes | No | 4 | 3 | 4 | 4 | 3 | 3 | 4 | 4 | Yes | Yes | - | Normal wear and tear | true | true | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | - | true | - | true | - | - | - | - | - | - | - | true | true | - | true | true | - | true | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | true | true | true | - | - | true | true |

40 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 5 | 6 | Yes | 6 | Yes | No | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 6 | The door isn't locked; players can leave whenever they want | - | - | true | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | true | true | true | true | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | true | - | - | - | true | - | - | - | - | - | - | true | true | true | true | - | - | - |

41 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | true | - | - | - | true | 6 | 3 | Yes | 10 | Yes | Yes | 4 | 4 | 5 | 4 | 3 | 3 | 3 | 1 | Yes | Yes | - | Mis-handling by a player | true | true | - | Carefully covering tips during game facilitation with players | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | - | several eras are represented from 1800 to beyond present | - | true | true | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | true | - | - | - | true | true | true | - | - | - | - |

42 | United States | Owned | - | - | true | We are the only Escape Room in the area. | - | - | true | - | true | - | - | - | - | - | - | true | - | 3 | 1 | Yes | - | Yes | Yes | 4 | 2 | 2 | 3 | 4 | 3 | 2 | 2 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | true | - | - | - | - | true | - | - | - | - | - | - | - | true | - | Musuem | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | - | true | - | - | - | - |

43 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | true | true | - | true | - | - | - | None | - | true | - | 5 | 3 | Yes | 10 | Yes | No | 2 | 2 | 3 | 4 | 3 | 2 | 3 | 1 | Yes | Yes | - | Mis-handling by a player | true | true | true | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | - | - | - | true | true | true | - | - | - | - | - | - | - | true | - | - | - | true | - | - | true | - | - | - | - | - | - | true | true | - | - | - | - | - | - | true | true | - | - | true | true | - | - | - | - | - |

44 | United States | Owned | - | - | true | There are a few competitors in the area, but there is room for more Escape Room facilities in the area. | - | - | true | - | - | true | - | - | - | Building ADA compliant restrooms | - | - | true | 5 | 2 | Yes | 8 | Yes | Yes | 4 | 3 | 5 | 4 | 2 | 4 | 2 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | - | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | true | - | - | - | - | true | - | true | - | true | - | - | - | - | true | - | true | - | - | - | true | - | - | - | - | - | - | - | Get into the Chocolate Factory | - | - | - | - | - | true | - | true | true | true | - | true | - | - |

45 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | true | - | - | - | - | - | - | true | 4 | 1 | Yes | 3 | Yes | No | 2 | 1 | 4 | 2 | 4 | 4 | 1 | 2 | Yes | Yes | - | Normal wear and tear | true | true | true | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | Ancient Greece, Japan, Mayan, Egypt | - | - | - | true | - | - | - | - | - | - | - | - | Backyard, Casino, historical time travel, hotel | - | - | - | - | - | - | - | - | - | - | - | true | true | true | - | - | true | - | - | true | - | - | - | true | true | true | - | - | - | - |

46 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 4 | 2 | Yes | 3 | No | No | 2 | 2 | 4 | 1 | 2 | 4 | 1 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | Use stronger material than initial design. | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | - | More than 60 hours per week | No | - | The puzzles develop the narrative | true | true | - | - | For which room? They are all different... | - | - | - | - | - | - | - | - | - | - | - | - | History, Disco, Pirate, Jail. None of these were listed. | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | true | - | - | - | - |

47 | United States | Owned | - | - | true | The market is oversaturated in the area | - | - | true | - | true | - | - | - | - | - | - | - | true | 2 | 2 | No | 5 | Yes | Yes | 5 | 3 | 5 | 4 | 3 | 1 | 3 | 3 | Yes | Yes | - | Normal wear and tear | - | - | true | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | true | - | - | - | - | true | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Treasure hunt and break a curse | - | - | - | - | - | - | - | - | - | true | true | - | - | - |

48 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | true | - | - | true | - | - | - | - | - | - | - | true | 9 | 4 | Yes | 10 | No | No | 5 | 3 | 5 | 3 | 2 | 2 | 1 | 1 | Yes | Yes | - | Mis-handling by a player | true | true | - | Changing props if the type used proved too fagile | 4 | A member of staff must let them out | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | true | true | - | - | - | true | true | - | - | - | - | - | - | - | - | - | - | true | true | - | true | - | true | true | true | - | - | true | true | - | - | - | - | - | - | true | true | true | true | - | - | true | true | - | - | - | - |

49 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 3 | 3 | Yes | 9 | Yes | No | 3 | 5 | 3 | 4 | 4 | 3 | 3 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | true | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | true | - | - | true | - | - | - | - | true | - | - | historical, literature | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | true | - | - | true | true | true | - | - | - | true |

50 | United States | Owned | true | - | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 3 | 1 | Yes | 2 | Yes | No | 5 | 4 | 4 | 4 | 4 | 2 | 3 | 2 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | true | - | true | true | - | - | - | - | - | - | - | - | Heist, tomb | - | - | - | true | - | - | true | - | - | - | true | true | true | - | - | - | - | - | - | true | - | true | - | true | true | true | true | - | - | - |

51 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | true | - | true | - | 5 | 3 | Yes | 8 | No | No | 2 | 4 | 5 | 2 | 1 | 4 | 1 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | true | true | - | true | true | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | true | - | - | true | - | true | true | true | true | - | - | - |

52 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | Nothing really but we didn't cut through walls. | - | true | - | 2 | 1 | No | 0 | Yes | No | 4 | 2 | 5 | 3 | 3 | 4 | 2 | 1 | Yes | Yes | - | Inept handling by a staff member | true | - | - | - | 6 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Our themes are based on actual history of our island town - Tybee bomb and pirate ship | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | true | - | - | true | - | - | - | - | true | true | - | - | true | - |

53 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | Couldn't remove any existing walls. | - | - | true | 6 | 3 | Yes | 10 | Yes | Yes | 4 | 3 | 4 | 1 | 3 | 3 | 1 | 3 | Yes | Yes | - | Mis-handling by a player | - | - | - | I'm almost always here to keep refurbishing. | 6 | A member of staff must let them out | - | true | - | Yes | - | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | Various themes and stories. No overarching themes between different adventures. | true | true | true | true | - | - | - | - | - | - | - | - | Zoo theme. Robbery scenario. | - | true | true | - | - | - | - | - | - | - | - | - | true | true | - | - | true | - | - | true | true | - | - | - | true | true | - | - | - | - |

54 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 3 | 3 | Yes | 5 | No | No | 4 | 4 | 3 | 5 | 5 | 3 | 1 | 2 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 1 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | Kidnapping, Heist | - | true | - | - | true | - | - | - | - | - | - | - | true | - | - | - | true | - | - | true | true | - | - | true | - | true | true | - | - | - |

55 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | true | - | 4 | 2 | Yes | 8 | Yes | No | 5 | 3 | 2 | 3 | 5 | 2 | 2 | 2 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | We build all of our props in house and design/build them to be very sturdy and robust | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | true | - | - | true | true | true | true | - | - | - | - | true | - | - | - | - | - | true | - | - | true | - | - | - | - | - | true | - | - | - | - | - | - | - | true | - | - | - | true | true | true | - | - | - | - |

56 | United States | Owned | - | true | true | The market is oversaturated in the area | true | - | - | true | - | true | - | - | - | - | - | - | true | 4 | 3 | Yes | - | No | No | 5 | 4 | 5 | 5 | 3 | 2 | 4 | 2 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | - | true | true | true | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | true | - | true | true | - | - | true | - | true | - | - | true | true | true | true | true | true | - | - | - | - | - |

57 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 5 | 3 | Yes | 10 | No | No | 3 | 2 | 5 | 1 | 2 | 2 | 1 | 4 | Yes | Yes | - | Normal wear and tear | true | true | - | Over abundance of caution while building (ie nail, glue, & screw all joints) | 3 | The door isn't locked; players can leave whenever they want | - | - | true | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | Each room has its own theme and era | true | - | - | - | - | - | true | - | - | true | true | true | - | - | - | true | true | true | - | true | - | true | - | - | - | true | - | - | - | - | - | - | - | true | - | - | true | true | true | true | - | - | - |

58 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 4 | 1 | Yes | 6 | Yes | No | 3 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | true | - | - | - | true | true | - | - | - | true | - | - | - | - | - | Western | - | - | true | - | - | - | - | - | true | - | - | true | - | - | - | true | - | - | - | - | - | - | - | true | true | true | - | - | - | true |

59 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 4 | 2 | Yes | 3 | Yes | No | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 4 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |

60 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | true | - | 3 | 3 | Yes | 10 | No | No | 2 | 2 | 4 | 1 | 2 | 3 | 2 | 3 | Yes | Yes | - | Mis-handling by a player | - | - | - | We design with backup wiring so that if something malfunctions we have three ways to bypass. | 10 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | All differnt | true | true | true | true | - | - | - | - | - | - | - | - | - | true | - | true | - | - | - | - | - | - | - | true | true | - | - | - | - | - | true | - | - | - | - | - | true | true | true | - | - | - | - |

61 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | none | true | - | - | 3 | 2 | No | 2 | Yes | - | 2 | 3 | 5 | 3 | 2 | 1 | 4 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | Egyptian, Medieval | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | true | - | - | - | - |

62 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | true | - | true | 4 | 4 | Yes | 10 | No | Yes | 4 | 3 | 3 | 4 | 2 | 2 | 3 | 2 | Yes | Yes | - | Normal wear and tear | true | true | true | - | 2 | The door isn't locked; players can leave whenever they want | true | - | - | No | - | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | - | - | true | - | true | - | - | - | - | - | - | - | tomb, sci-fi, secret agent | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Complete a mission | - | - | - | true | true | - | - | true | true | true | - | - | - | - |

63 | United States | Owned | true | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 3 | 1 | Yes | 6 | No | No | 2 | 1 | 4 | 3 | 2 | 3 | 1 | 3 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | true | true | - | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | No | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | true | - | - | - | - | - | true | - | - | - | - | - | - | true | - | 90s | true | true | - | - | - | true | - | - | - | - | - | - | - | - | - | Set up traps | - | - | - | - | true | - | - | - | true | true | - | - | true | - |

64 | United States | Owned | - | - | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | - | - | true | - | true | - | true | - | 3 | 2 | Yes | 3 | Yes | No | 2 | 3 | 3 | 2 | 3 | 1 | 1 | 1 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | - | - | - | 1 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | true | - | true | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | - | true | - | - | - | - | - | - | - | - | - | true | true | true | true | - | - | - | true | true | true | true | - | - | - |

65 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | None-landlord was happy to work with us and help us meet codes | - | - | true | 2 | 2 | Yes | 3 | Only a few members | No | 4 | 3 | 4 | 5 | 5 | 4 | 2 | 2 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Apartment (spy) & Summer Camp (mystery) | - | - | - | - | - | true | - | - | - | - | - | - | true | - | - | - | true | - | true | true | - | - | - | - | true | true | true | - | - | - |

66 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | true | true | - | - | - | - | true | - | - | - | - | true | 6 | 3 | Yes | 10 | Yes | No | 2 | 3 | 4 | 3 | 4 | 5 | 3 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 10 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | - | - | - | - | true | true | - | - | - | - | - | - | true | true | - | - | - | - | true | true | true | - | - | true | - | - | true | true | - | - | - | - | true | - | - | true | true | true | - | true | true | true | - | - | - | - |

67 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | true | - | - | 2 | 1 | Yes | 9 | Only a few members | No | 4 | 2 | 3 | 2 | 5 | 3 | 1 | 1 | Yes | Yes | - | Normal wear and tear | true | true | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | true | true | - | - | - | - | true | - | - | - | - | - | - | - | - | true | Egyptian archaeological tent | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | true | - | - | - | true | true | true | - | - | - | - |

68 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 4 | 2 | Yes | 3 | Yes | No | 3 | 3 | 3 | 4 | 4 | 4 | 2 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | Rebuild | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | true | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | true | true | - | - | - | true | - | - | true | - | - | - | true | true | true | - | - | true | - |

69 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | true | true | - | - | 4 | 3 | No | 10 | No | No | 3 | 3 | 4 | 2 | 4 | 1 | 1 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | true | - | - | - | true | - | true | true | - | - | - | - | - | - | - | - | - | true | true | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | true | - | - | - | true | true | - | - | - | - |

70 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None | - | true | - | 3 | 2 | Yes | 10 | Yes | Yes | 2 | 2 | 4 | 3 | 3 | 3 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | true | true | - | true | - | - | - | - | - | - | - | - | - | - | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | true | true | - | - | true | true | true | - | - | - | - |

71 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 5 | 3 | Yes | 6 | Yes | No | 4 | 2 | 5 | 2 | 4 | 4 | 1 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | No | We don't have a debriefing process | The puzzles develop the narrative | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | disaster prevention | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | true | true | - | true | - | true | - | - | - | - |

72 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | - | true | - | - | - | All repairs including replacement of air-conditioning/heating unit are our sole responsibility | - | - | true | 3 | 1 | Yes | 5 | No | No | 3 | 3 | 5 | 4 | 4 | 2 | 3 | 1 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 3 | A member of staff must let them out | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | true | - | true | - | - | - | - | - | - | - | - | - | Game show | - | - | true | true | true | - | - | - | - | - | - | - | true | - | - | Win a prize | - | - | - | - | - | - | - | true | true | true | - | - | - | - |

73 | United States | Owned | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | true | 3 | 3 | - | 5 | - | No | 4 | 3 | 4 | 4 | 3 | 4 | 5 | 5 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | true | - | - | 6 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | - | - | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | true | - | - | - | - | - | - | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 3 | true | - | - | true | - | - | - | - | true | true | true | - | - | - | |

74 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 3 | 4 | Yes | 10 | Yes | No | 2 | 3 | 4 | 4 | 2 | 3 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | true | - | 4 | The door isn't locked; players can leave whenever they want | - | - | true | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Past | true | - | - | - | - | true | - | - | - | - | - | true | - | - | - | - | - | - | - | true | true | - | - | - | true | true | - | - | - | - |

75 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | true | - | 2 | 3 | Yes | 3 | Yes | No | 3 | 3 | 4 | 2 | 4 | 3 | 1 | 1 | Yes | Yes | - | Normal wear and tear | true | - | true | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | - | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | - | - | - | - | - | true | - | - | - | true | - | - | - | - | - | NM History, 60s Spy | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | Find the truth | - | - | - | - | - | - | - | true | true | true | - | - | - | - |

76 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | NONE | true | - | - | 5 | 2 | Yes | 3 | Yes | No | 3 | 4 | 5 | 3 | 2 | 2 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | true | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | Yes | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | - | true | - | - | - | - | - | - | - | - | - | - | hOTEL ROOM | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | - | true | - | - | - | - |

77 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 4 | 2 | Yes | 4 | Yes | No | 3 | 2 | 4 | 3 | 4 | 4 | 4 | 4 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 1 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | true | - | - | - | - | - | true | - | - | true | - | - | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | true | - | - | true | true | - | - | - | true | - | - | - | - | - |

78 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | None | - | - | true | 7 | 3 | Yes | 10 | Yes | No | 4 | 3 | 4 | 3 | 3 | 3 | 3 | 2 | Yes | Yes | - | Mis-handling by a player | true | true | - | - | 7 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | - | - | - | - | Barioud | true | - | true | - | - | true | - | - | - | - | true | true | Adventure , Circus | true | true | - | - | - | - | - | - | - | - | true | true | - | - | - | Magic | - | true | - | - | - | true | - | - | true | true | - | - | true | - |

79 | United States | Owned | true | - | - | There are an appropriate number of Escape rooms for the area | - | - | true | - | - | true | - | - | - | None | - | - | true | 4 | 2 | Yes | 6 | Yes | No | 2 | 4 | 5 | 3 | 3 | 5 | 3 | 1 | Yes | Yes | - | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | No | We organize a debrefing if players ask for one | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | - | - | - | - | true | true | true | - | - | - | - | - | - | - | Masquerade party | - | - | true | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | - | - | - | - | true | true | - | - | - | - |

80 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 5 | 2 | Yes | 6 | No | No | 4 | 5 | 4 | 4 | 4 | 3 | 4 | 2 | Yes | No | Don't consider it necessary | Mis-handling by a player | - | - | - | I build them to withstand abuse. | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | No | We don't have a debriefing process | The puzzles develop the narrative | true | - | - | - | - | true | true | - | - | - | - | true | - | - | - | - | - | - | - | true | true | - | - | true | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | true | true | true | - | - | true | - |

81 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 2 | 1 | Yes | 4 | Yes | No | 4 | 2 | 3 | 2 | 4 | 1 | 3 | 2 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | true | - | - | 2 | There is a key or something else than players can use to open the door | - | true | - | Yes | - | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | - | - | - | true | - | true | true | - | - | - | - | - | - | - | - | Temple | - | - | true | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | - | - |

82 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | None, we have a great relationship with our landlord. | - | - | true | 4 | 3 | Yes | 4 | No | No | 4 | 3 | 5 | 5 | 2 | 4 | 3 | 2 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | - | - | Anticipate ANY and ALL possible ways players could damage something | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | true | - | true | - | - | - | - | - | - | - | Governor's Office, New Year's Eve Party, Hideout | - | - | true | true | - | - | - | true | - | - | true | true | - | - | - | - | - | - | - | true | true | - | - | true | true | true | - | - | - | true |

83 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | No exceptional rules or hundrences were imposed | - | - | true | 4 | 1 | Yes | 10 | Only a few members | Yes | 2 | 2 | 4 | 3 | 4 | 3 | 2 | 2 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | Future (spaceship) | - | - | true | - | true | - | - | - | - | true | - | - | - | true | - | - | - | - | - | - | true | - | - | true | - | - | - | - | shut down EMP | - | - | - | - | - | - | - | - | true | true | true | - | true | - |

84 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | true | - | - | - | - | - | - | - | true | 6 | 3 | Yes | 5 | Yes | No | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | Yes | We organize a debrefing if players ask for one | Theme but no narrative | true | true | true | - | - | true | - | true | - | - | true | - | - | true | - | true | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | true | - | - | - | true | true | true | true | - | - |

85 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | - | - | true | - | Did not have adequit knowledge of city requirements, provided outdated building drawings, generally didn't understand what we were doing and that they couldn't just come in anytime they wanted | - | - | true | 6 | 3 | Yes | 10 | No | No | 2 | 2 | 3 | 3 | 4 | 3 | 1 | 4 | Yes | Yes | - | Mis-handling by a player | true | true | - | Props are built and made with durability in mind | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | More than 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | true | - | - | true | - | true | true | - | - | - | - | - | - | - | true | Pirate Dungeon, Detective Office, Classroom, Serial Killers House in 80's B Horror Film, Grandmothers House, Futuristic Subway Train | - | true | true | true | - | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | true | true | true | true | - | true | - |

86 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | None | - | - | true | 4 | 2 | Yes | 6 | No | No | 3 | 3 | 5 | 3 | 4 | 4 | 2 | 1 | Yes | No | Don't consider it necessary | Mis-handling by a player | true | - | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | true | - | - | - | - | - | - | true | - | - | - | true | - | - | true | - | - | - | - | - | - | - | - | - | true | true | true | - | - | - | - | - | true | - | - | - | - | true | - | - | - | true | true | true | - | - | - | - |

87 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 3 | 3 | Yes | 5 | Yes | Yes | 2 | 2 | 3 | 3 | 4 | 2 | 2 | 4 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | true | - | - | - | true | true | - | true | - | - | - | - | - | true | - | true | - | - | true | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | true | - | - | - | true | - | true | true | - | - | - |

88 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | true | - | - | - | true | 3 | 1 | No | 6 | Yes | No | 4 | 4 | 5 | 4 | 4 | 3 | 4 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 7 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | - | - | - | true | - | - | - | - | - | - | - | - | - | - | true | spy | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - |

89 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | - | true | - | - | - | none | true | - | - | 5 | 3 | Yes | 2 | Yes | No | 3 | 3 | 4 | 4 | 4 | 3 | 3 | 3 | Yes | Yes | - | Normal wear and tear | - | - | - | - | 3 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | - | - | true | true | - | - | - | true | - | - | - | true | true | - | - | true | true | true | - | - | - | - | - | - | - | true | - | true | - | - | - | - | - | true | true | - | - | true | true | true | true | - | true | true |

90 | United States | Owned | - | - | true | We are the only Escape Room in the area. | - | - | true | - | - | true | - | - | - | No build out allowance, somewhat based on unique build-out needs of escape room. | - | - | true | 3 | 2 | Yes | 7 | Yes | No | 4 | 3 | 4 | 5 | 3 | 4 | 2 | 1 | Yes | No | Don't consider it necessary | Normal wear and tear | true | - | true | I over-engineer everything when possible. | 5 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | More than 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | - | - | - | - | - | - | true | - | - | true | - | - | - | - | - | - | true | true | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | true | true | - | - | - | true | true | - | - | true | - |

91 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 4 | 3 | Yes | 10 | No | No | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 2 | Yes | Yes | - | Normal wear and tear | true | true | - | - | 3 | The door isn't locked; players can leave whenever they want | - | - | true | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | true | true | - | - | true | - | - | true | - | - | - | - | - | true | - | - | true | true | true | - | - | - | - | - | - | - | - | - | true | - | true | true | true | true | true | true | true | - | - | true | - |

92 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | - | - | - | true | 4 | 3 | Yes | 4 | Yes | No | 3 | 2 | 4 | 1 | 2 | 4 | 1 | 1 | Yes | Yes | - | Normal wear and tear | true | true | true | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | true | - | - | true | - | true | true | - | - | - | - | - | - | - | - | - | - | true | true | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | true | true | true | - | - | - | - |

93 | United States | Owned | - | true | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | true | - | - | - | true | 3 | 1 | Yes | 2 | Yes | No | 5 | 3 | 5 | 5 | 4 | 4 | 4 | 5 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | - | - | - | 4 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Less than 40 hours per week | No | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | - | - | - | - | true | - | - | - | - | - | true | - | - | - | true | true | - | - | - | - | - | true | - | - | true | true | - | - | - | - | true | - | - | - | - | - | true | - | true | - | true | true | true | - | - | true | - |

94 | United States | Owned | true | - | - | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | - | - | - | true | 5 | 4 | Yes | 7 | No | No | 4 | 5 | 5 | 3 | 4 | 4 | 4 | 5 | Yes | No | Didn't get a suitable opportunity | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | true | Yes | - | Between 40 hours and 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | - | - | true | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | true | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | - | true | true | - | - | - | - |

95 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | - | - | - | true | 3 | 1 | Yes | 3 | Yes | Yes | 3 | 3 | 4 | 2 | 3 | 3 | 3 | 3 | Yes | Yes | - | Mis-handling by a player | - | true | - | - | 3 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | The puzzles develop the narrative | true | true | - | - | - | - | - | true | - | true | - | - | - | - | - | - | - | historical | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | true | true | - | - | - | true | true | - | - | - | - |

96 | United States | Owned | - | - | true | The market is oversaturated in the area | true | - | - | - | - | true | - | - | - | none | - | - | true | 3 | 3 | Yes | 2 | No | No | 5 | 5 | 3 | 4 | 3 | 4 | 4 | 1 | No | Yes | - | Mis-handling by a player | true | true | true | - | 2 | There is a key or something else than players can use to open the door | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | No | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | true | - | true | true | true | true | true | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | true | true | true | - | - | true | true |

97 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | true | - | - | - | - | None | - | - | true | 2 | 3 | Yes | 1 | Yes | No | 5 | 3 | 3 | 2 | 2 | 2 | 1 | 3 | Yes | Yes | - | Mis-handling by a player | true | true | true | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | More than 60 hours per week | Yes | We organize a debrefing if players ask for one | The puzzles develop the narrative | - | true | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | Post-apocalyptic, TV show | - | true | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | true | true | - | - | true | true | - | - | - | - | - |

98 | United States | Owned | - | - | true | We are the only Escape Room in the area. | true | - | - | - | - | - | - | true | - | - | - | true | - | 3 | 3 | Yes | 4 | Yes | No | 4 | 4 | 5 | 2 | 2 | 3 | 1 | 1 | Yes | No | Didn't get a suitable opportunity | Mis-handling by a player | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | true | - | Yes | - | Less than 40 hours per week | - | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | true | - | - | - | - | true | - | - | - | - | - | - | - | - | - | Workshop, den, dorm room | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | Find an engagement ring , find hidden money, find final exam notes. | - | - | - | - | - | - | - | - | true | - | - | - | - | - |

99 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | - | - | true | - | true | - | - | - | - | - | - | - | true | 2 | 1 | No | 2 | No | Yes | 2 | 4 | 4 | 3 | 1 | 2 | 1 | 3 | Yes | No | Don't consider it necessary | Normal wear and tear | true | - | - | - | 2 | The door isn't locked; players can leave whenever they want | - | - | true | Yes | Hybrid system (if players request more than a certain number of hints they lose time) | Between 40 hours and 60 hours per week | Yes | Every escape is followed by a scheduled debriefing | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | - | - | Spy | - | - | - | - | - | - | - | true | - | - | - | - | - | - | - | - | - | - | - | true | - | - | - | - | true | true | - | - | - | - |

100 | United States | Owned | - | - | true | There are an appropriate number of Escape rooms for the area | true | - | - | - | - | - | - | true | - | - | - | - | true | 2 | 2 | Yes | 8 | Yes | No | 4 | 3 | 5 | - | 3 | 3 | 2 | 1 | Yes | Yes | - | Mis-handling by a player | true | - | - | - | 7 | There is a separate emergency exit | - | true | - | Yes | Players can only ask a fixed number of hints | Between 40 hours and 60 hours per week | Yes | We don't have a debriefing process | There is a narrative presented through a backstory and a goal but the puzzles are independent of it | - | true | - | - | - | true | true | true | - | - | - | - | - | - | true | true | - | - | - | - | - | - | true | true | - | - | - | - | - | true | - | - | - | - | - | - | - | true | true | true | - | true | true | true | - | - | - | - |

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