Glossary of Escape Room Terms
Plain definitions for the words players, designers, and reviewers use: game master, linear vs non-linear, red herring, meta puzzle, reset, bottleneck, and more. Short enough to read in five minutes.
Definitions are written for someone who has never played. Where we have a longer article, the term links to it.
Playing
- Escape room. A themed physical space where a team solves connected puzzles against a clock, usually 60 minutes, to reach a goal.
- Venue. The business. One venue usually runs several rooms. On this site, venues are the dots on the map; rooms are listed on each venue's page.
- Room (also game, experience). One playable scenario with its own theme, puzzles, and timer.
- Game master (GM). The staff member who briefs you, watches the game on camera, sends hints, and resets the room afterward.
- Briefing. The rules-and-story talk before the door closes.
- Hint (also clue, nudge). Help from the game master. Some rooms limit them; most don't.
- Escape rate. The share of groups that finish in time. Venues quote it as a difficulty signal; 30% is hard, 70% is friendly.
- Private booking. Your group has the room to itself. The alternative is a public or shared booking where strangers fill remaining spots.
- Immersion. How completely the set, sound, and story make you forget you're in a strip mall.
- Reset. Returning every prop, lock, and puzzle to its starting state between groups. Usually 10 to 20 minutes.
Puzzle structure
- Linear. Puzzles must be solved in a fixed order; each unlocks the next. See Linear vs Non-Linear.
- Non-linear (also open, parallel). Several puzzles are available at once and converge later. Better for big groups.
- Meta puzzle. A final puzzle that combines the outputs of several earlier ones.
- Gating. Anything that blocks progress until a condition is met: a locked box, a hidden door, a powered-off light.
- Bottleneck. A point where the whole team waits on one puzzle. Designers try to avoid them; players feel them.
- Red herring. Something that looks like a clue and isn't. See Red Herrings.
- Reusing objects. When a prop is needed for more than one puzzle, or looks like it is. See Reusing Objects.
- Flow. The pacing of discoveries; good flow means the team always has something to do.
- Aha moment. The instant a puzzle's logic becomes clear. Designers build rooms around producing these.
Locks and props
- Combination lock. Digits, letters, or directions dialed in order. The Locks category covers each kind.
- Directional lock. A padlock opened by a sequence of up, down, left, right pushes.
- Maglock (magnetic lock). An electromagnet that holds a door or drawer shut until a controller cuts power. The workhorse of modern rooms.
- RFID. Radio tags hidden in props; a reader under a shelf detects when the right object is placed in the right spot.
- Prop. Any object in the room. A functional prop is part of a puzzle; a set dressing prop is decoration.
- Controller. The small computer that watches sensors and fires locks, lights, and sound. See How a room is built.
- Blacklight (UV). Reveals hidden ink. Common enough that experienced players check for it early.
- Cipher. A rule for turning one text into another. The Ciphers category explains the ones rooms actually use.
People and industry
- Enthusiast. Someone who has played dozens or hundreds of rooms and travels for them.
- TERPECA. The Top Escape Rooms Project Enthusiasts' Choice Awards, an annual ranking voted by experienced players worldwide. Rooms marked TERPECA on our map appear in it.
- Room Escape Artist (REA). The longest-running review and analysis site for the hobby.
- Owner-managed listing. A venue page on this site that its owner has claimed and can edit.
- Reviewer-verified. A listing a human on our review team has checked against the real world.
On this site
- Explore. The map and list of venues.
- My Rooms. Your personal record of venues you've played, shown on a map once you sign in.
- Provenance. Where a piece of our data came from: scraped from public sources, supplied by the owner, or verified by a reviewer. Every venue page states it.
Related Puzzles
Start Here: What an Escape Room Is and How to Play One
New to escape rooms, or explaining them to someone who is? This is the one page to read first: what happens in a room, how to pick a first one, what it costs, and where to go next on this site.
How an Escape Room Is BuiltThe anatomy of a room from the inside: story and puzzle flow, the physical set, the electronics that make props react, the game master's control desk, and what it costs. For students, hobbyists, and anyone curious about what's behind the walls.