Skip to content

Games

Escape room

One hour, one locked room, a team that met twenty minutes ago.

  • 4 to 8 people
  • Host sets the price
  • High energy

How a good one runs

What a good escape room plan looks like

Somebody knows the rules and teaches them fast, tables are small enough that everyone plays, and newcomers are welcome at every table. Introductions come first, so nobody is left at the edge of the group. No experience needed, nothing to prove. Most plans land between 4 and 8 people: enough energy, still easy to learn names.

Tip for your first one: you do not need to know the rules. Say so when you sit down. Teaching is half the fun for the people who do.

Good to know

Escape room on Kept Plans

Typical group
4 to 8 people
To join
Your share of any costs, or the RSVP the host sets on a free plan. Hosts pick their own price. No refunds for cancelling or not coming.
What to bring
Nothing. Booking per the event page.
Weather
Rarely stops this one.
Age
18 and over, like everything on Kept Plans. Hosts can also set an age range, like 25 to 35.
Levels
No levels. Come as you are.
Where
Always a public place.
Vibe
High energy

Escape room in New York

No escape room plans on the board yet.

Plans show up here as hosts post them. Pick the game, cap the table at the number it plays best, and say whether beginners are welcome.

Escape room questions

All help topics

Do I need to be good at escape room?

No. There are no levels for escape room. People come for the company as much as the thing itself.

What does it cost to join?

Your share of the plan’s costs, like a court or a table, split evenly and paid up front. On a free plan, the RSVP the host set. It is charged when the plan happens and is not refunded for cancelling or not coming, so everyone who says yes actually goes. If the plan does not happen, you are not charged.

What if the host cancels?

Nobody is charged, and you get a message straight away. The same happens if the plan does not reach its minimum number of people.

Love escape room? Host it.

Pick the game, cap the table at the number it plays best, and say whether beginners are welcome. You pick the price: split the costs, set an RSVP, or both.

  • Board gamesTables of three to five, a stack of games, somebody who knows the rules.
  • TriviaPub quiz teams built from strangers. Somebody always knows the 90s music round.
  • Video gamesCouch co-op, LAN nights, tournament brackets, retro sessions.
  • ChessCafe boards, park tables, casual blitz, patient teachers.
  • Tabletop RPGOne-shots for beginners and campaigns for regulars.
  • Card gamesSpades, euchre, rummy and whatever the table knows. Teach one, learn one.
  • MahjongTiles, snacks and a teacher at the beginner table. Once it clicks, you will want a weekly game.
  • Arcade nightOld cabinets, skee ball and a friendly high score war. Everybody leaves with at least one ticket.
  • Pool and dartsA table in the back, a dartboard on the wall and a rotation so everyone plays.
  • Laser tagDark arenas, glowing vests and teams that change every game. Grown ups are the most competitive players there.
  • Mini golfWindmills, ramps and a scorecard nobody takes seriously. A great first event.