WeaknessesOrganization limps: delays, rushed explanations, and excess information on the cards. Atmosphere and props feel sparse, the format often clashes with expectations of a classic quest, and the time is sometimes shorter than advertised.
StrengthsGood for team-building and warming up a group if you enjoy negotiation and role-play. An unusual experience for those tired of standard “locks and ciphers.”
SecurityNo data on injury risks; physical activity is minimal. The briefing is often rushed, making it easy to feel lost at the start.
Level of fearNot scary: a social role-play story without horror or jump scares. Age 14+, with 12+ if accompanied; props include items like pistols and knives.
Actors' gameIt’s often noted that the administrator is late and doesn’t give a clear briefing. Most interaction is between players; the host barely handholds.
Quality of riddlesHardly any classic puzzles; instead there are role goals and cards. There’s a lot of information, which makes newcomers sink, and the logic of progress feels fuzzy.
PlotBy design you’re in a 1954 mafia bar and must complete your objectives before the Don arrives. In practice, some guests notice inconsistencies with the name and setting.
Difficulty levelWithout a clear host, newcomers will find it tricky; you need initiative and communication. Easier for fans of role-playing games.
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