60 MINUTES · 3 LOCKED ROOMS · A CHARACTER FOR EVERYONE · ONE OF YOU MIGHT BE THE MOLE · EVERY WRONG CODE = A PENALTY · 60 MINUTES · 3 LOCKED ROOMS · A CHARACTER FOR EVERYONE · ONE OF YOU MIGHT BE THE MOLE · EVERY WRONG CODE = A PENALTY · 60 MINUTES · 3 LOCKED ROOMS · A CHARACTER FOR EVERYONE · ONE OF YOU MIGHT BE THE MOLE · EVERY WRONG CODE = A PENALTY · 60 MINUTES · 3 LOCKED ROOMS · A CHARACTER FOR EVERYONE · ONE OF YOU MIGHT BE THE MOLE · EVERY WRONG CODE = A PENALTY ·  

Locked In · The Escape Room Edition

This Christmas, lock your friends in.

A real escape room on your dining table. Sixty minutes, three locked doors, a character for everyone and a silly penalty for every wrong code.

  • 6 escape rooms + 1 Christmas bonus room
  • 2 to 6 players, or solo
  • Secret missions and maybe a mole
Get locked in

Every wrong code costs a penalty. That's where the laughing starts.

Friends laughing around a table while one balances a book on her head as a penalty 60:00
6+1Escape rooms
60Minutes per room
2–6Players or solo
50Silly penalties

The Escape Room Edition · Rooms 01–07

Six rooms. Sixty minutes each. One way out.

Every character card, every locked envelope, every penalty. Your first room can start tonight.

6 ROOMS + 1 CHRISTMAS BONUS

Locked InThe Escape Room Edition

60-minute rooms · A character for everyone

What you get

  • 6 escape rooms, 60 minutes each: a bunker, a casino, a killer's house, a plane, a haunted clinic and a wedding
  • 6 characters per room, each with a power, a catchphrase and a secret mission
  • 3 sealed envelopes per room: three locked doors you open one by one
  • Lock Register to check every code: right opens the door, wrong costs a penalty
  • Hints in 3 levels for every puzzle, if you get stuck
  • Sealed ending: two endings, the mole vote, scores and awards

How you play

  • 2 to 6 players, or solo. With 4 or more, there might be a mole
  • Print-at-home PDF sent to your email: a printer, 4 envelopes, a pen, scissors and a phone timer are all you need

Included

  • The Workshop Lockdown, a seventh room set on Christmas Eve at the North Pole
  • Penalty Roulette: 50 silly penalties you scroll on your phone with your eyes closed
€39,00
€79,00
60 secto your inbox
Securecheckout
No expiryplay any night

Who's in the room

Everyone gets a character. One of you might be working for the other side.

Each room comes with six characters. You open your card in private: the top half you read out loud, the bottom half is a secret mission nobody else may know about.

Friends at a kitchen table hiding their character cards and eyeing each other suspiciously

Example · Room 01 · The Professor's Bunker

The Engineer

Can fix anything with tape. Has never read an instruction manual.

Power · Duct Tape

Cancel a penalty someone has just drawn.

"That's not a bug, that's a feature."

The Hacker

Hasn't seen daylight since 2019. Types fast, mostly to look busy.

Power · Brute Force

Try one code. If it's wrong, nobody pays.

"I'm in."

The Doctor

Qualified in something. Nobody is quite sure what.

Power · Second Opinion

Read one hint without a penalty.

"Trust me, I'm a doctor."

The Spy

Three passports, no surname. Was already in the bunker.

Power · Interrogation

Ask anyone one question. They must tell the truth.

"I could tell you, but then I'd have to... never mind."

The Chef

Michelin-starred kitchen for one day. Fired for "too much passion".

Power · Bribery

Hand your penalty to another player.

"Needs more salt."

The Intern

Unpaid. Over-qualified. Making coffee since 5 a.m.

Power · None

Makes coffee. It does not help. (Or does it?)

"That's not my fault."

Secret missionsGet someone to say "banana". Take two players' pulse "for medical reasons". Pull it off without getting caught and the team earns points.

The mole · 4+ playersEveryone draws a folded Loyalty Strip. There might be a mole among you, or there might not. At the end you all point at the traitor.

What's inside every room

Not a puzzle sheet. A room you have to get out of.

Every room is built like a real escape room: locked doors, codes to find and a clock running. These are real pages from Room 01.

Character card from Room 01
01

Character cards

Fold it in half. Top half public: name, power, catchphrase. Bottom half secret: your mission.

Cover of a sealed envelope
02

Three sealed envelopes

Each envelope is a locked room. You only open the next one when the door gives way.

A puzzle document from Envelope 1
03

Puzzles and documents

Letters, logs, diaries, wiring panels. Every specialist holds a piece, so nobody sits and watches.

The Lock Register
04

The Lock Register

Think you have the code? Look it up. Right: the door opens. Wrong, or not listed: draw a penalty.

Hints in three levels
05

Hints in three levels

A nudge, more help, then the answer. Every hint costs a penalty, so think twice.

Scoring page from the Sealed Ending
06

The sealed ending

Escape or fail, there's an ending for both. Then vote for the mole, add up your score and hand out the awards.

Whoever prints the game plays too: every secret file starts with a cover page that says which envelope it goes in, so you never have to read it.

The rooms · 01–06

Six rooms. Six stories. Sixty minutes each.

Every room has its own story, puzzles, characters and endings. One room is one evening. Play them in any order.

Bunker 7 · Deep underground · Monday

The Professor's Bunker

You went to a free cheese and wine evening hosted by Professor Ignatius Crumb, a retired genius nobody invites to barbecues. Now you wake up locked in his bunker. In sixty minutes his rocket, MONDAY-1, launches and every day becomes Monday, forever. Get through the Airlock, the Laboratory and the Control Room and find the abort code. And don't touch the cheese.

No more Fridays. No more weekends. Just Monday.

60 min2–6 playersDifficulty 3/5
ROOM 01Steel bunker door with hazard stripes

A casino · After closing time

The Casino Job

The plan was perfect. Your crew is inside the casino after closing, the guards change shift in sixty minutes, and the door has just locked behind you. Everyone has a job: open the boxes, beat the security system, get out before the doors open in the morning.

Everyone has a role. Someone talked.

60 min2–6 players
ROOM 02Casino table after closing

An attic study · A quiet street

The Collector's Study

The neighbours said he was quiet. The police never found his study. You did, and the door has locked behind you. Photos, notes and red string cover every wall. Work out what he was planning and find the way out before he gets home.

He'll be home in sixty minutes.

60 min2–6 players
ROOM 03Attic desk under a lamp with notes pinned to the wall

Somewhere over the Atlantic · Night flight

Flight 404

You wake up on a night flight and every other seat is empty. The crew is gone and the cockpit door is locked. Find the code, get into the cockpit and work out where everybody went before the plane runs out of time.

Flight 404. Passengers: not found.

60 min2–6 players
ROOM 04Empty airliner cabin at night

Edge of town · Closed for decades

The Abandoned Clinic

A dare, a torch and an abandoned clinic on the edge of town. The front door slams shut behind you and locks. The patient files are still on the desk, and somebody has been keeping them up to date. Find the way out before the lights go off.

Closed for decades. Someone still works here.

60 min2–6 players
ROOM 05Corridor of an abandoned clinic

The reception hall · Saturday night

Aunt Pina's Wedding

Aunt Pina is getting married (again) and the rings have vanished. She has locked every guest inside the hall until someone finds them. Seating plans, family grudges and a cake that should not be leaning like that. The purely silly room: expect a lot of penalties.

Nobody goes home until the rings are found.

60 min2–6 players
ROOM 06Wedding table after the party

Included

Six rooms is the deal. These two are on us.

Every copy of Locked In comes with two extras: one more room for the holidays, and the thing everyone talks about the next day.

Padlocked box and three envelopes tied with red string on Christmas Eve
Bonus 01 · Room 07

The Workshop Lockdown

It's 11 p.m. on Christmas Eve at the North Pole. The head elf has gone on strike, locked the whole workshop and hidden the sleigh's ignition code. Get from the Mailroom to the Sleigh Hangar by midnight, or Christmas is cancelled.

Everybody gets socks. Grey ones. Forever.

  • A complete extra room, 60 minutes
  • Its own puzzles and sealed ending
  • Play it at Christmas, or any night
Penalty Roulette open on three phones
Bonus 02 · On your phone

Penalty Roulette

Wrong code? Read a hint? Whoever pays closes their eyes, scrolls the file fast, stops and does what's on screen. No arguing. No re-rolls. At 30:00 comes Halfway Chaos: everybody draws one.

"Sing the last thing you said, opera style."

  • 50 silly, harmless penalties
  • Works with every room
  • Nothing to print

Six rooms, a Christmas bonus, one download. No subscription, no app, no expiry.

Get locked in

How the night works

Print it. Seal it. Start the clock.

01

Set it up without peeking

Print the room and fold each file straight into its envelope. Every secret file starts with a cover page that says which envelope it goes in, so whoever prints plays too.

02

Deal the characters

Everyone opens their card in private and reads out their name, power and catchphrase. The secret mission stays secret. Start a 60-minute timer and open Envelope 1.

03

Crack the codes

Check every code in the Lock Register. Right: the door opens. Wrong: a penalty. When the last lock opens, or time runs out, open the sealed ending, vote for the mole and add up your score.

Solo

A one-person team

Take all six characters. For every penalty, do it anyway or take 2 minutes off your timer.

2–3 players

Two or three each

Share the six characters between you. No mole: just you against the clock.

4–6 players

Trust nobody

Everyone draws a Loyalty Strip. There might be a mole at the table, or there might not. At the end, you vote.

One room is one evening. Play one tonight and keep the rest for later. No expiry.

The Escape Room Edition · Rooms 01–07

Six rooms. Sixty minutes each. One way out.

Every character card, every locked envelope, every penalty. Your first room can start tonight.

6 ROOMS + 1 CHRISTMAS BONUS

Locked InThe Escape Room Edition

60-minute rooms · A character for everyone

What you get

  • 6 escape rooms, 60 minutes each: a bunker, a casino, a killer's house, a plane, a haunted clinic and a wedding
  • 6 characters per room, each with a power, a catchphrase and a secret mission
  • 3 sealed envelopes per room: three locked doors you open one by one
  • Lock Register to check every code: right opens the door, wrong costs a penalty
  • Hints in 3 levels for every puzzle, if you get stuck
  • Sealed ending: two endings, the mole vote, scores and awards

How you play

  • 2 to 6 players, or solo. With 4 or more, there might be a mole
  • Print-at-home PDF sent to your email: a printer, 4 envelopes, a pen, scissors and a phone timer are all you need

Included

  • The Workshop Lockdown, a seventh room set on Christmas Eve at the North Pole
  • Penalty Roulette: 50 silly penalties you scroll on your phone with your eyes closed
€39,00
€79,00
60 secto your inbox
Securecheckout
No expiryplay any night

Before you get locked in

Questions, answered plainly.

When do I get it?

Straight away. The download link is emailed to you within a minute of your order. There's no expiry, so you can play the first room whenever you like.

What do I need to play?

A printer (any A4 or US Letter, black and white is fine), 4 envelopes or folded sheets of paper, a pen, a pair of scissors and a phone with a 60-minute timer. That's it: no app, no music, no extra kit.

Do I have to print everything?

The character cards, the envelopes and the documents are made to be printed: passing paper around the table is half the fun. The Lock Register can stay on a phone, and the hints and the Penalty Roulette are made to be used on a phone.

Can the person who prints it play too?

Yes. Every secret file starts with a cover page that says which envelope it goes in. You fold it with the printed side in and put it straight in the envelope, without reading it.

How many people can play?

Two to six, or solo. With two or three players you share the six characters. With four or more, the Loyalty Strips come in and there might be a mole among you.

How long does a room take?

Sixty minutes on the clock, plus the final vote and the scores. One room is one evening: play one and keep the rest for other nights.

What are the penalties like?

Silly, never mean. Sing the last thing you said, opera style. Balance a book on your head until the next lock. Speak with an accent the group chooses. You get one for a wrong code, for every hint you read, and everybody gets one at the halfway point.

Is it a good game for Christmas?

It's made for exactly those nights: Christmas Eve, the days between Christmas and New Year, a party with friends. And there's a seventh bonus room set at Christmas.

Who is it for?

Adults and teenagers. The jokes and the puzzles are written for grown-ups, and it works just as well with friends, couples or family.

What if we get stuck?

Every puzzle has three hints: a nudge, more help, then the answer. Each hint costs a penalty, so it's up to you how stubborn you want to be.

Is this like your detective cases?

No. There's no murder to solve: you have locked doors, codes and a clock. If you've played our case files, this is the lighter, louder night. You don't need anything else to play it.