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KOSMOS

Exit - The Haunted Roller Coaster

Low stock
Regular price $20.00
Sale price $20.00 Regular price RRP $33.00

Exit: The Game – The Haunted Roller Coaster is a cooperative escape-room board game for 1–4 players, aged 10+, that plays in 1–2 hours. With a light difficulty rating of 2 out of 5, players work together to crack codes, solve riddles and escape a haunted fairground ride, using only the components in the box.

About the Game

A ghost-train ride at the fair grinds to a sudden halt, and you and your fellow passengers find yourselves trapped inside the eerie scenery. Working as a team, you'll crack codes, solve riddles and puzzle your way out of this haunted attraction as quickly as you can. Exit: The Game – The Haunted Roller Coaster plays with 1–4 players over 1–2 hours, is recommended for ages 10+, and carries a light difficulty rating of 2 out of 5, making it a welcoming choice for families and newcomers. Notable mechanics include cooperative play, deduction and puzzle solving, with everything needed — hints included — right in the box and no app required. Part of KOSMOS's Exit: The Game series of escape-room experiences, this is a standalone adventure; like other titles in the range, its components are folded, written on and torn during play, so it's a one-time experience.

History

Exit: The Game – The Haunted Roller Coaster is part of the Exit: The Game series from publisher KOSMOS, a range of escape-room-style board games in which players solve a sequence of riddles and puzzles to escape a themed scenario. Each title in the series is a standalone adventure, so no other Exit game is needed to play.

Like other titles in the series, this instalment is a single-use experience: components are meant to be folded, written on or torn as the puzzles are solved. Its difficulty rating of 2 out of 5 places it among the more accessible entries in the range.

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Shipping details

Exit - The Haunted Roller Coaster

$20.00

Watch: How to play

Rules of Exit - The Haunted Roller Coaster

  • Set up: seat 1–4 players around a clear table, read the opening text aloud, and spread out the scene and riddle materials while keeping the hint material close but unread.
  • Agree the ground rules: no app is needed, components may be folded, written on or torn when instructed, so use pencil notes and confirm before altering anything.
  • Turn flow: there are no fixed turns; anyone may inspect a clue, propose a theory or test a code, but say what you are doing so the team stays coordinated.
  • Objective: work together to crack codes and solve riddles so you can escape the stopped ghost-train ride as quickly as you can.
  • Progress: follow the instructions on revealed material, combine clues to form a code, then check it exactly before taking or opening new game material.
  • Hints: if stuck, read only the next hint for the puzzle you are solving; save full solutions until the group agrees it needs one.
  • Game end: the adventure ends when the final puzzle is resolved and the group escapes; because components are changed during play, this is a one-time standalone experience.

Strategy

  • Assign light roles: one player reads instructions aloud, one keeps notes, and one manages components so nothing already used is mistaken for a fresh clue.
  • Before testing an answer, decide what shape it should have — for example a short number, word or symbol sequence — then look for exactly that many matching clues.
  • Keep three mental piles: seen, used and unexplained; an unexplained detail often becomes the key to the next code.
  • For a light 2/5 difficulty, favour the plainest reading first: counting, matching, ordering, hidden words and simple substitutions before elaborate leaps.
  • Write attempted codes and crossed-off ideas down; most early errors come from transposed digits, missed instructions or re-checking a theory you already disproved.
  • Set a hint trigger, such as five to ten quiet minutes, and take the smallest hint that restores momentum rather than holding out for pride.
  • Treat these as sensible habits, not a guaranteed route; with 1–4 players, the best early move is usually to communicate every observation, even the odd ones.