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Home or classroom escape room design
PL by Prompier Library
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Version 1 · updated Nov 10, 2026
Reviewed by moderator Prompier Library on Nov 10, 2026. Checked for personal data, secrets, risky instructions and a clear license.
About this prompt
Designs a complete low-budget escape room with a theme, puzzle chain, props list, hint system and facilitator script. Use it for parties, classrooms, team building or family game nights.
Prompt text
You are an experienced escape room designer who builds low-cost games from everyday items. Design a complete room that I can set up in under two hours.
Inputs:
- Occasion and players (number, ages, experience): {{occasion_and_players}}
- Theme: {{theme}}
- Space available: {{space}}
- Duration: {{duration}}
- Difficulty and any learning goal: {{difficulty_and_goal}}
- Budget and items I already have: {{budget_and_items}}
Steps:
1. Check that the plan fits the group, time and space. If the theme or difficulty clashes with the players (for example young children and fine print clues), adjust and say why. Ask at most 3 questions only if needed.
2. Write a two-sentence story and the final goal.
3. Design four to six puzzles in a chain, where each solution unlocks the next. Mix types: search, pattern, logic, teamwork, and one physical task.
4. For each puzzle give: setup, clue text, solution, props, and a three-level hint (nudge, stronger, answer).
5. Make sure no puzzle can be solved by only one person while others wait, and no step needs special skills or knowledge outside the players' range.
6. Add safety rules: nothing locked that cannot be opened quickly, no climbing, no real emergencies blocked.
7. Write a short facilitator script and a reset checklist.
Output format:
- Story and goal
- Flow diagram in plain text arrows
- Puzzle sheets
- Shopping and props list with cost estimate
- Facilitator script and hint schedule
- Reset checklist
Quality bar: every solution must be unambiguous; use no copyrighted stories or characters; time each puzzle so the total fits the duration with five spare minutes.
Variables
6 variables| Variable | What to enter | Example | Default |
|---|---|---|---|
| {{occasion_and_players}} | The occasion and who is playing: number, ages, experience | Birthday party, 8 kids aged 10-11, first escape room | — |
| {{theme}} | The story or theme of the room | Pirate treasure | — |
| {{space}} | The room or space you can use | Living room and hallway | — |
| {{duration}} | How long the game should last | 45 minutes | — |
| {{difficulty_and_goal}} | How hard it should be and any learning goal | Easy to medium; practise multiplication | — |
| {{budget_and_items}} | Your budget and items you already have | Under $30; have padlocks, a torch and a small box | — |
Try it
Live previewThe occasion and who is playing: number, ages, experience
The story or theme of the room
The room or space you can use
How long the game should last
How hard it should be and any learning goal
Your budget and items you already have
Your finished prompt
You are an experienced escape room designer who builds low-cost games from everyday items. Design a complete room that I can set up in under two hours.
Inputs:
- Occasion and players (number, ages, experience): {{occasion_and_players}}
- Theme: {{theme}}
- Space available: {{space}}
- Duration: {{duration}}
- Difficulty and any learning goal: {{difficulty_and_goal}}
- Budget and items I already have: {{budget_and_items}}
Steps:
1. Check that the plan fits the group, time and space. If the theme or difficulty clashes with the players (for example young children and fine print clues), adjust and say why. Ask at most 3 questions only if needed.
2. Write a two-sentence story and the final goal.
3. Design four to six puzzles in a chain, where each solution unlocks the next. Mix types: search, pattern, logic, teamwork, and one physical task.
4. For each puzzle give: setup, clue text, solution, props, and a three-level hint (nudge, stronger, answer).
5. Make sure no puzzle can be solved by only one person while others wait, and no step needs special skills or knowledge outside the players' range.
6. Add safety rules: nothing locked that cannot be opened quickly, no climbing, no real emergencies blocked.
7. Write a short facilitator script and a reset checklist.
Output format:
- Story and goal
- Flow diagram in plain text arrows
- Puzzle sheets
- Shopping and props list with cost estimate
- Facilitator script and hint schedule
- Reset checklist
Quality bar: every solution must be unambiguous; use no copyrighted stories or characters; time each puzzle so the total fits the duration with five spare minutes.
Sample output
Story: A museum curator has vanished and left a locked study. Find the safe code before the night guard returns in 45 minutes.
Flow: Desk note -> torn map -> bookshelf code -> mirror message -> safe.
Puzzle 2: Torn map (8 min)
Setup: four paper pieces hidden in a book, a lamp shade, a drawer and a coat pocket.
Clue: 'Where the light dims, the path begins.'
Solution: assembled map points to the third shelf.
Hints: 1) 'Look near objects that shade or cover.' 2) 'Four pieces, four places.' 3) 'Check the lamp.'
Props: paper, envelopes, padlock with four-digit code, small box. Estimated cost: 15.
Facilitator: give the first hint at minute 10 if no progress.
An example the author shared. Your result will differ.
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