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Games for two

Two rooms, two devices, one door — and neither of you can open it alone.

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A museum hall and its security room, either side of one steel doorFree

The Heist

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

A small museum, two in the morning, and a necklace you came to take. One of you keeps watch out in the hall. The other is inside the security room, with the cameras and the lasers. Each of you can see what the other one needs — and the door only lets go when you both finish.

The antechamber and the burial chamber, either side of the stone slab

The Tomb

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

A queen nobody remembers, from a kingdom that isn’t on any map. The two of you have spent years looking for her tomb, and tonight you finally broke through. One of you stepped through into her chamber. The other one was still in the room outside. Something clicked under a foot, and a stone slab dropped between you. Her priests built it for two people, and it only goes back up when both sides are put right.

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The guard room and the munitions store, either side of the steel door

The Trap

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

One of you was taken tonight and locked in the back room of an old army depot, with explosives wired up around you. The other one traced the phone and broke in next door. One of you can’t touch a thing. The other one can’t see what they’re doing. Everything that’s wired up in the back room is worked from the room next door, and there’s a bolted steel door between you.

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The prep bench and the cold store, either side of the containment door

The Cold Store

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

The containment door is locked and you are on opposite sides of it. Somewhere in each room is what the other player needs — and the door opens from both sides, or not at all.

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The guard station and its vault, either side of the vault door

Custody

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

A guard station and the vault it watches, on either side of the vault door. One of you is at the desk, the other is shut inside. Each side holds what the other needs — and the release box wants both bolts.

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The shop and the poison room, either side of one locked door

The Apothecary

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

The chemist’s lodger died in March, and the inquest called it misadventure. You two know he was poisoned. The law makes a chemist write down every poison he sells, so the proof is in his own handwriting, locked up at the back of his shop. Tonight, while he was out at supper, you went in after it. It went wrong. One of you is locked in the shop. The other is shut in the poison room behind it. By law that room has one door and two locks, one on each side, and each lock takes its own key. It swung shut, and both locks caught.

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The switch room and the apparatus room, either side of one locked door

The Exchange

TWO PLAYERS · TWO ROOMS · ONE WAY OUT

There’s a storm over the town. One of you is the night operator, on until six. The other is the relief engineer, who came in at eleven to work in the apparatus room, and the door swung shut. At 11:40 lightning hit the line out on the city road, and every line in the building went dead. One of you is in the switch room. The other is locked in the apparatus room behind it. That door has an electric lock, and when the lightning hit it locked shut. Nobody else is coming before morning, and it won’t open until the exchange is back up on both sides.

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The pantry shelf and the drawer, either side of the little door

The Giant’s Kitchen

TWO PLAYERS · TWO ROOMS · ONE WAY HOME

The two of you are tiny, and you live in the wall behind a giant family’s kitchen. Every night you sneak out borrowing — a crumb here, a raisin there — and you’re always home before morning. Tonight it went wrong right away. One of you got shut in the pantry. The other got shut in a drawer. The way home is the little door between you, and it has a lock on each side. It won’t open until both sides are unlocked.

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