September 17, 2026

How an Escape Room Book WORKS

How an escape room book works.

Playing through a physical escape room is a ton of fun! Objects and clues are hidden throughout the space, and physical locks guard whatever comes next. New rooms and areas open as your group progresses through the puzzles. Plus, a game master lays out the basic rules (like “please don’t break the furniture”) and is available to give hints. The systems and game design that make escape rooms work have been developed, tested, and refined.

But what happens when you take the physical space out of the “escape room experience”? What limitations does that create—and what opportunities?

Escape-room-style games take many forms, from board games, card games, and jigsaw puzzles to video games and at-home kits that turn any room into an escape experience. When developing the Puzzling Escapes books, I played several of these games for inspiration and considered how to translate an escape room into book form. I put a lot of thought into the mechanics that make each Puzzling Escapes adventure fun and solvable.

Storytelling

What makes an escape room more than a collection of logic puzzles? The story, of course!

Every escape room tells a story: how you got into the current situation, what’s keeping you from leaving, and what will happen if you fail. Every escape room I’ve played begins with either a video explaining the scenario or an employee reading the story hook from a notecard. As players progress, they uncover more of the story through the room’s features, notes, letters, audio recordings, and other elements.

Story telling info-graphic showing the beginning (there's a haunted house!), middle (locked inside), and end (running away from ghosts) of an escape room's story.

As a writer, the idea of telling a story through puzzles appealed to me. It was also the first design hurdle I tackled when developing an escape room in a book. Some escape rooms cast you as a specific character or a member of a particular faction, but generally, you play as yourself. Like popular choose-your-own-adventure books, “you” are the main character in each Puzzling Escapes adventure.

However, I didn’t want “you” to be the only character. Each book gives you a friend who’s stuck with you. To keep the entire puzzling experience immersive and within the story’s narrative, that friend provides any help you might need throughout the adventure.

Progression

No escape-room game—whether a physical room, video game, or board game—starts as a free-for-all with every puzzle available. The story unfolds gradually as players solve a mystery, discover how the room came to be, or decipher the solution that will grant them freedom.

In a physical escape room, players may not think much about how the story unfolds. There’s a natural sense of progress as locks open, new puzzle pieces are uncovered, and new rooms become accessible.

Some escape games I’ve played reveal one puzzle at a time, creating a structured narrative that players must follow linearly. This can be frustrating when only one puzzle is available and you can’t figure it out. Others, like Escape the Room: The Cursed Dollhouse, have physical rooms that contain several puzzles, letting players choose which one to work on next.

I decided to mimic the three-part structure I’d seen in many physical escape rooms. After the book’s introduction, readers enter the first section. Each puzzle begins with a bit of narration that moves the story forward, and solving it reveals a conclusion that carries the reader into the next part of the adventure.

Puzzle Management

Escape games that aren’t played in a physical room need a few extra mechanics, and one of the first challenges I tackled while developing Puzzling Escapes was puzzle management.

In at-home escape games, each puzzle might have a unique symbol, illustration, or name that players use when checking answers or looking up hints. These identifiers might be referenced in a booklet or deck of cards. As players progress, they may be instructed to turn a page in a book, open a box of game components, or draw cards from a deck.

All the gaming components for an Exit the Game box. These are fun; highly recommend.

I wanted the Puzzling Escapes books to be completely self-contained, without relying on outside materials or a website. Although a website can be a powerful tool for managing hints and checking answers, I’ve found the games that let me set aside my phone for a few hours the most satisfying.

I decided to use a keyword system in which each puzzle has a unique identifying word. Symbols work well for tracking puzzles in a board game, but I knew the book format would require readers to flip through several pages to look up information. Instead of organizing everything in puzzle order, I arranged each section alphabetically by keyword, making the next entry easier to find. Because readers move between sections frequently, tabbed dividers help them navigate quickly.

One of the joys of a physical escape room is finding cool objects that become important to future puzzles, so I added a dedicated Objects section to the books. Each item is part of a puzzle somewhere in the book; sometimes readers need an object from one puzzle to solve the next one.

Hints

Most puzzle enthusiasts know that the joy of solving a puzzle comes from piecing together the solution. When you get stuck, you don’t want the entire answer revealed.

Every good escape room needs some kind of hint system. In a physical escape room, a game master watches your group’s progress, so you can ask for help if you get stuck. With other escape games, however, no one is monitoring your progress.

Different games provide hints in different ways. Some include hints in the game materials, whether as a deck of cards, a pamphlet, or a book.

Another option is to host hints on a website. Websites can display only the hint a player needs and can support multimedia such as images and video, but they also require an internet connection and a smart device. Many players choose board games for a screen-free experience, so pulling out a phone midgame can give them the ick.

There’s also the option of including no hints at all—which I personally think ruins the game. Some games provide a forum where players can share hints and solutions, but new or obscure titles may not have an active community.

Because I’d already decided not to rely on a website for Puzzling Escapes, the keyword system also comes in handy for providing hints. Readers flip to the Hints section only when they need help, and because puzzles are identified solely by keyword, accidentally glancing at another hint won’t immediately reveal which puzzle it belongs to.

If readers still can’t solve a puzzle, they can read its full solution and keep moving forward.

Objects

One of the most satisfying parts of solving an escape room puzzle is the AHA! moment when a lock opens and reveals a cool object hidden inside a box.

In other escape games I’ve played, solving a puzzle may tell players to turn a page in a booklet. Other games use a deck of cards, a jigsaw puzzle, or a pile of objects that become available only at certain points.

The natural way to progress through a book is to turn the page, but I wanted something cooler than that for Puzzling Escapes. I wanted readers to discover hidden objects that were actually hidden. But how do you hide things in a book?

I knew the objects would have to be printed on pages, but placing them on the backs of pages keeps them out of sight. Storing all the objects at the end of the book also prevents readers from encountering them until they actively need them.

One frustration I wanted to avoid was making players cut out fiddly pieces with scissors. It never made much sense to me, especially in games with custom components. I wanted every object readers discover to be die-cut, ready to pop out and use. My publisher also recommended adding a pocket inside the front cover to store the objects so they don’t get lost.

Checking Answers

Verifying that readers have found the correct answer was one of the biggest challenges in making the Puzzling Escapes books work.

In a physical escape room, entering a combination and watching a lock open lets players know they’ve found the right answer. Or they might arrange objects in a certain way, triggering a circuit or magnets that open the next door. Whatever the mechanism, the feedback is immediate.

I had already decided not to rely on a website, so checking answers on a webpage was out of the question. But I didn’t want to simply print answers upside down, as children’s puzzle books often do, because readers might see the solution before they’ve finished trying to solve it.

The Exit the Game series has a clever answer-checking system that uses both a decoder disk and a deck of cards. Although neither a decoder disk nor a deck of cards fits naturally inside a book, its two-step checking process inspired me.

A decoder disk. A real one, which I guess could be used in an escape room, but not really useful for checking your answers.

Requiring every solution to be a three-digit number imposes a few limitations on logic puzzles, but a consistent answer format also makes the answer-checking system simpler. Instead of a decoder disk, I list every possible solution, from 000 through 999. Rather than mapping each code to a specific card as Exit does, the codes point to entries in a keyword table.

At a glance, it’s hard to tell which entries in the keyword table are actual puzzle keywords and which are random words. The codes also don’t visibly correspond to particular entries without careful study. This keeps the correct answers from being unintentionally revealed when a reader checks a possible code.

I did eventually create an optional web tool for readers who prefer it to the answer-checking section in the books. And, of course, readers who are stuck can always read the full solution, which explains the answer in plain text.

First Puzzle Solved

Designing the mechanics that turned Puzzling Escapes into a playable escape-room-style book was a puzzle in itself. I found the process incredibly satisfying, and now, after writing several of the books, I have the system down.

Without locks, props, a game master, a required website or app, sound, or animation, I’m proud of what I’ve been able to pack into each book. And the core experience is still exactly what I wanted: an escape room in a book.

Covers for the first three Puzzling Escapes books.

A standard system now handles how readers play the games, navigate the stories, check answers, and collect objects. With that framework in place, each new book lets me focus my creativity on telling a cool new story and crafting unique, mind-bending puzzles.

Of course, even better than the story behind Puzzling Escapes are the stories inside the books! Have you ever wondered what would happen if you were marooned on a tropical island and found an old shipwreck? Find out in Puzzling Escapes: The Secret of Shipwreck Island!

Puzzling Escapes: The Secret of Shipwreck Island

August 24, 2026

Break Out Myrtle Beach

What do you do when you’re on vacation and the heat index for the entire week is 109° Fahrenheit every day? (No hyperbole—the humidity was like 99%.)

Find an activity with really good AC, of course!

To be fair, as a logic puzzle connoisseur, I probably would have gone to an escape room even if the weather had been perfect and beautiful all week. I love escape rooms, and visiting new escape room places is one of the main benefits of traveling to a different area.

My husband selected Break Out Myrtle Beach since it was close to our hotel. After reading about the different rooms they offer, he picked the hardest one, “The Curse of Volcano Island.”

I joke that the first logic puzzle for any escape room is getting there—I’ve been to a few that required ringing the janitorial staff to get the door code for a nondescript office building, then navigating a labyrinth of halls just to find the front desk. Break Out was easy to locate and well marked, but finding a spot to park took us a moment. They have a small lot accessible via an alley behind the block of buildings, but that wasn't immediately obvious when we first got there.

I have to say, the place felt magical the second we stepped inside, thanks to the super-powerful AC. Did I mention how hot it was all week?

The front reception area also had a few fun photo-op spots. The staff greeted us and said our room would be ready soon, so we took some fun pictures while we waited.

Even though our little group of four—hubby, daughter, father-in-law, and I—arrived early, we didn’t have to wait long before the room was ready. Our game master led us to the room, explained the rules, read us the scenario, and handed us a walkie-talkie.

They had pretty basic rules: clues are only used once, use the walkie-talkie to ask for up to three hints, please don’t break anything, don’t climb on stuff and hurt yourself, and you get one hour.

The Curse of Volcano Island

Scenario: Your plane has crashed in the ocean, and you’ve been able to swim to a tropical island where you discover what appears to be a deserted village. In the distance, a volcano rages, black smoke billowing from its peak. From clues around the island, you gather that there’s a ritual you can perform to appease the gods and break the curse of the island, preventing the volcano from erupting and taking your party’s lives.

The theming and decor were really fun and well done, creating the atmosphere of a primitive island hut at night. Small shipping crates and nooks within the hut held clues and locks. Many of the puzzles required arranging objects like statues and equipment or placing markers on a map.

We were able to figure out most of the puzzles on our own and only needed to ask for one hint. Another puzzle had quite a few layers, and the game master gave us a quick explanation of what to do so we wouldn’t get stuck.

I found one puzzle overly fiddly. It required rearranging a set of painted cubes in several different orientations, then translating the images they made into letters. As my daughter and I tried to quickly put all the pieces together, hubby and father-in-law solved the puzzle much faster using simple guess-and-check.

Overall, we were all satisfied with the puzzle difficulty and escaped in 45 minutes.

My overall rating would be 5 stars. The Curse of Volcano Island is a fun and challenging escape room that’s definitely worth the visit.


I have to say, the theme of the escape room we played while on vacation was kind of perfect considering the upcoming launch of Puzzling Escapes: The Secret of Shipwreck Island on September 15. Tropical islands are a popular theme for escape rooms, and I think readers will really enjoy the new Puzzling Escapes adventure!

Pre-order Puzzling Escapes: The Secret of Shipwreck Island on Amazon

July 7, 2026

The Morrison Game Factory: More Than a Board Game

I love innovative board games just as much as I love crafting cool escape room-style puzzle books. Shameless plug: check out Puzzling Escapes!

So when my husband came home from Games and Stuff with a tote full of new games, I immediately knew The Morrison Game Factory, a board game mystery which required an internet connection, was right up my alley. We decided to tackle it first since it was the shortest game in the bunch.

The components are surprisingly simple: a game board, a handful of pieces and dice, a box of cards, a board game catalog, an instruction sheet, and a mysterious locked pouch. While all of those supplies are integral to the experience, most of the game is actually played on a computer connected to the internet.

The Morrison Game Factory isn’t exactly an escape room, but it does have that same cooperative style. Everyone works together to solve puzzles and unravel the game’s mystery. Most of the gameplay happens on a website, with the physical components helping players work through the clues. Each solution is entered online, and as you solve more puzzles, more of the story is revealed.

I’ll admit, I was skeptical about a board game that relied so heavily on a computer. Board games are typically a great screen-free activity. But in this case, the website and game pieces worked beautifully together. We played using a laptop, but I think a smaller tablet or even a smartphone would be fine.

On top of the thoughtful gameplay, I really appreciated the retro-style artwork and cheeky descriptions in the catalog. The whole thing has a wonderfully playful, nostalgic feel. And since the game is only playable once, I also appreciated that any components meant to be written on can be reprinted from the game’s website. That means you can reset the game and pass it along for someone else to enjoy.

I’d put the puzzles at about medium difficulty. They were challenging enough that solving them felt satisfying, but approachable enough that my husband and I didn’t need any hints. That said, hints are readily available on the website if you do get stuck.

Overall, The Morrison Game Factory was a great time and so much fun! I highly recommend it to anyone who enjoys logic puzzles, solving mysteries, or retro board games with a twist.

June 22, 2026

A New Puzzling Escapes Adventure Is Coming: The Secret of Shipwreck Island

I’m thrilled to officially introduce the newest book in my Puzzling Escapes series: The Secret of Shipwreck Island Coming September 15, 2026!

Preorder Puzzling Escapes: The Secret of Shipwreck Island on Amazon

This third installment in the Puzzling Escapes series begins on a deserted island in the Bahamas, where you and your new friend, Amala, stumble upon a long-lost shipwreck.

Like the first two books, The Secret of Shipwreck Island places you directly inside an illustrated mystery where you search for puzzles, clues, and hidden objects. Everything you need to complete the adventure is contained inside the book, including hints and solutions, so you can always keep playing.

Whether you solve it all in one sitting or work through the mystery a little at a time—by yourself or with a few friends—the goal is the same: follow the clues, solve the puzzles, and escape!

A Brand-New Setting

Puzzling Escapes has already brought readers to a classic haunted house and locked them inside a cozy bookstore. For this adventure, I wanted to lean into the tropical setting.

Yes, there’s the danger of being left behind when your cruise ship leaves port, but there’s also the intrigue of the mysterious shipwreck you and Amala discover. What other lost treasures might be waiting for you on the island?

I had so much fun creating the puzzles for this adventure and reworking the story flow to make the experience smoother and more streamlined. I can’t wait for readers to explore the island for themselves.

Like the previous books in the series, The Secret of Shipwreck Island has a concealed spiral binding to ensure that it lies flat, tabbed dividers for easy page flips, and perforated clues that pop out of the pages to help you unravel the mystery.

I also have to say a special thank-you to the book’s editors, who helped me reorganize the puzzle flow, and to the creative team, who ensured that all the beautiful artwork matched the text. And, of course, a special shout-out to Daniel Rodgers for the gorgeous illustrations!

Celebrating With a Bookstore Tour

To celebrate the release, I’m planning a series of bookstore signings and appearances throughout fall 2026.

At each event, readers can chat with me, get their books signed, and pick up puzzle-themed goodies such as bookmarks, stickers, mazes, and mini puzzle booklets. I’m currently adding events to the schedule, so check back as more stops are announced.

See upcoming Puzzling Escapes events

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I’m beyond excited to share this book with everyone! Mark your calendars for September 15, 2026—and get ready to escape from Shipwreck Island!