Real Escape Game – The Trial of the Mad Fox Society
After some meticulous planning we made our way to REG’s (or SCRAP’s) – Trial of the Mad Fox Society, their newest entry in Toronto. We found out later this room was called “Escape the Puzzle Room”, which we’ll get more into later. We had a super team composed of Escapers4G, the other #REDivas (Errol, Manda), Benson and his friend Greg. We were greeted by the GM’s who were wearing masks and gave us the low-down of the room.
Creativity and Design (aka its Fancy level): – Was it inventive ? Did it fit the theme?
Score : 2.5 of 5.0
The story starts off that you are trying to join the Mad Fox (secret) society, however in order to do so you need to pass their test, with bombs strapped to your wrists.
I was unimpressed by the lack of care to the story, props and set design with the room. Unlike Time Travel Lab, or any of the Casa Loma escapes, this room feels more like a random puzzle room than a initiation event to a secret society. Instead the props and furniture looked worn and tired, and there was even a leaky pipe (which we were excited that it might be related to a puzzle, but disappointed that it was just a leaky pipe). Coincidentally we went to IKEA earlier in the day, this room felt like the “AFTER” in a BEFORE/AFTER shot.
In the U.S this room is called “Escape from the Puzzle Room” which makes me question why did they change the name?
Looks familiar? I wonder if its the same sCRAP, new package
Bells and Whistles: Was it just lockboxes throughout the Room?
Score: 3.0 of 5.0
The room carries out tech in the same fashion the Casa loma rooms are operated, by GM cues (to a behind the scenes person) that activate ‘something’. The problem with this model is if the ingame GM misses a cue, then it’ll seem like the tech is not working. At times it did seem that the GM had to confirm whether or not we did perform a certain action , which left us puzzled waiting for the appropriate response.
We didn’t experience any issues with the tech, but not all the tech fired up on cue consistently.
Intuitive (aka Frustration Level): Was it solvable? or Did you have to be inside the creators mind to solve it?
Score: 2.5 of 5.0
The majority of the puzzles were fair, however some major puzzles did require instruction from the GM in order to continue. From our experiences a good puzzle design with the right amount of in-game hints/clues will lead players on how to solve a puzzle. One puzzle that we discovered midway through the game was complex enough that it involved the entire team, but with no direction leading up to how to solve it. When the room progressed onto a linear line of puzzles, there were 1 or 2 puzzles that required logical leaps. Finally, there were some in-game clues that were hard to interpret due to the choice of the designer’s tech to environment interactions.
In each of these cases the GM was there to help smoothen out the game, and like all REG rooms, the hints are given by the in-game GM’s discretion. Which we had no issues with.
Staff Support/Price : Were they friendly? Were they helpful? What was the Damage?
Most of my comments have to do with observations based on our gameplay. With that being said, the GMs were friendly and did a great job trying to manage the group frustration.
The price is $28 + tax per person, which for the experience is over priced.
Overall: The Trial of the Mad Fox Society feels like a game past its prime and that should be retired or revitalized with an overhaul. If you’re willing, we’ll gladly sell our membership into the Mad Fox Society for $30.
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