Jester: goofs off,makes light of thesituation ratherthan helpingteammates, playsa jokePlayer hastheir armscrossed for anextendedperiod of timeAplayercursesPlayerdeclaresthemselvesthe “leader”Egoist: resets thelocks/puzzles sothey can feel thegratification ofopening itthemselvesDTM:complicating apuzzle beyondwhat it wasintended to bePlayerplays withdecorationsas toysPlayerasks toleave theroomCheerleader:overly supportiveof teammateswhile offering littlehelp themselvesDemolitions expert:takes everythingapart thinking they’rehelping when reallythey’re just makingmore workDial locklast digitskippingPlayerunintentionallyscratches theirheadDecisionparalysis:players areinactive for fearof making thewrong decisionPlayerbreakssomethingPlayer ripssomethingout of ateammates’handsPlayer isrunningaroundPlayersgo down arabbit holeLinguist: identifiescoded schemesneeding to bedeciphered andknows how to do itPlayersearches forclues in theexact sameplace multipletimesCalling outwhat’s neededbased on thelocks, “We’relooking for thefollowing…”Player asks for toomanyhints/explanations(3 or more)Playersargue witheachotherPlayer walksaround with itemrandomly in theirhand that othersdon’t know aboutMVP: insists ondoing everything,opening eachlock, and handingall the cluesPlayer islistening tomusic/ontheir phonePlayerworking on apuzzle thathas alreadybeen solvedPlayertakes anapPlayercorrectlyinputs acorrect lockcomboPlayer isunknowinglysitting on acluePlayer wantseveryone tobe aware thathe/she is colorblindJester: goofs off,makes light of thesituation ratherthan helpingteammates, playsa jokePlayer hastheir armscrossed for anextendedperiod of timeAplayercursesPlayerdeclaresthemselvesthe “leader”Egoist: resets thelocks/puzzles sothey can feel thegratification ofopening itthemselvesDTM:complicating apuzzle beyondwhat it wasintended to bePlayerplays withdecorationsas toysPlayerasks toleave theroomCheerleader:overly supportiveof teammateswhile offering littlehelp themselvesDemolitions expert:takes everythingapart thinking they’rehelping when reallythey’re just makingmore workDial locklast digitskippingPlayerunintentionallyscratches theirheadDecisionparalysis:players areinactive for fearof making thewrong decisionPlayerbreakssomethingPlayer ripssomethingout of ateammates’handsPlayer isrunningaroundPlayersgo down arabbit holeLinguist: identifiescoded schemesneeding to bedeciphered andknows how to do itPlayersearches forclues in theexact sameplace multipletimesCalling outwhat’s neededbased on thelocks, “We’relooking for thefollowing…”Player asks for toomanyhints/explanations(3 or more)Playersargue witheachotherPlayer walksaround with itemrandomly in theirhand that othersdon’t know aboutMVP: insists ondoing everything,opening eachlock, and handingall the cluesPlayer islistening tomusic/ontheir phonePlayerworking on apuzzle thathas alreadybeen solvedPlayertakes anapPlayercorrectlyinputs acorrect lockcomboPlayer isunknowinglysitting on acluePlayer wantseveryone tobe aware thathe/she is colorblind

Escape Room Psychology BINGO - Call List

(Print) Use this randomly generated list as your call list when playing the game. There is no need to say the BINGO column name. Place some kind of mark (like an X, a checkmark, a dot, tally mark, etc) on each cell as you announce it, to keep track. You can also cut out each item, place them in a bag and pull words from the bag.


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  1. Jester: goofs off, makes light of the situation rather than helping teammates, plays a joke
  2. Player has their arms crossed for an extended period of time
  3. A player curses
  4. Player declares themselves the “leader”
  5. Egoist: resets the locks/puzzles so they can feel the gratification of opening it themselves
  6. DTM: complicating a puzzle beyond what it was intended to be
  7. Player plays with decorations as toys
  8. Player asks to leave the room
  9. Cheerleader: overly supportive of teammates while offering little help themselves
  10. Demolitions expert: takes everything apart thinking they’re helping when really they’re just making more work
  11. Dial lock last digit skipping
  12. Player unintentionally scratches their head
  13. Decision paralysis: players are inactive for fear of making the wrong decision
  14. Player breaks something
  15. Player rips something out of a teammates’ hands
  16. Player is running around
  17. Players go down a rabbit hole
  18. Linguist: identifies coded schemes needing to be deciphered and knows how to do it
  19. Player searches for clues in the exact same place multiple times
  20. Calling out what’s needed based on the locks, “We’re looking for the following…”
  21. Player asks for too many hints/explanations (3 or more)
  22. Players argue with each other
  23. Player walks around with item randomly in their hand that others don’t know about
  24. MVP: insists on doing everything, opening each lock, and handing all the clues
  25. Player is listening to music/on their phone
  26. Player working on a puzzle that has already been solved
  27. Player takes a nap
  28. Player correctly inputs a correct lock combo
  29. Player is unknowingly sitting on a clue
  30. Player wants everyone to be aware that he/she is color blind