The Escape Room™ 4-team | Teamwork Training Activity

In stock
5.0 18 reviews
​In this fun and challenging tabletop training activity teams are locked in a room (in theory!). The doors are chained shut and there are just 60 minutes to escape! Can teams work together under time pressure to crack the code and unlock the doors?!
to test how well teams perform when working under pressure
to test teams’ understanding of a complex task
to practise organisational and time-management skills
to highlight the value of teams interacting and sharing data with other teams (in cooperation, not rivalry)
Repeat Use Licence Included (see Licence)
Excellent Value! Use over & over with your teams!
Regular price £595 ex. VAT
Choose Supply Format (see Contents)

Product details

  • Type Training Activity
  • Timing 1 hour + debrief
  • Use F2F & Virtual
  • Target Audience All Levels
  • Min Participants 12
  • Max Participants* 24
  • *More delegates? See 10 Team Version
  • Computer Required No
  • Printer Required No
  • Supply Format Hard & Digital Copy

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Northgate says...

"Within the first 10 minutes Trainers can usually tell if a group is likely to succeed. The team's likelihood of success shows in the way they approach their Brief. Unless they read it calmly, ensure a shared understanding of all the implications and do not dive into problem-solving before planning some sort of strategy, they are probably staying locked in!! And teams that actively try to co-operate with others will get ahead of the game!"

To taste freedom, teams must discover the vital lock combination that releases the door. The lock combination is made up of a number of digits. Each team must find ONE of those digits so that when used together in the right order they unlock the chains.

Teams find the crucial digits by solving 8 problems. BUT - they are not all straightforward - it’s very easy to go wrong if you are not organised and paying full attention.

To ensure they solve the problems correctly, teams need to work with each other rather than competing. Wrong answers incur time penalties. Two such penalties, for example, reduce the time available from the original 60 minutes to just 50 minutes. It’s a race against time - but more haste often means less speed!

A correct solution to a problem earns teams a letter of the alphabet (although only the FIRST team with the right answer gets the letter). There are eight letters available which, when put in order with other letters teams already have at the start, spell out who locked them in the room. Teams need to know who locked them in before they can escape.

Teams’ objectives are: find the combination, discover who locked them in and build a tower that meets certain criteria or, in the virtual version, instead of building a tower, teams must solve The Courtyard Problem.

Questions?

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Whether you’re wondering if this game suits your learners, want tips for running it, or just need help choosing - contact us. Call +44 (0)1225 484990, email client.support@northgatetraining.co.uk, use LiveChat or chat to us on WhatsApp.

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