Celebrate at Rush
Any reason to get the group together
A birthday, a hens or bucks night, a milestone, or just an excuse to lock your favourite people in a room and see what happens. Pick your occasion and we will sort the rest.
Weekend and evening slots book out ahead. Get in early to lock your date.

Pick your occasion
What are you celebrating?
Each one has its own page with the right rooms, group sizes and details. Tap through to the one that fits.
Kids and teen birthdaysSee optionsAges 10 and up. Hands-on, exciting, and nobody is staring at a screen.
Hens partiesSee optionsCompetitive, high-energy fun before you head out for the rest of the night.
Bucks partiesSee optionsSplit the crew, race the clock, then roll straight on to the pub.
Milestones and moreSee options18ths, 30ths, anniversaries, proposals, work socials and everything else.
Why Rush
Why a room beats another night at the bar
Nobody left out
Everyone is hunting clues and solving puzzles together. No phones, no standing around, no awkward small talk.
Any group size
Each room fits up to 6, and we run multiple rooms at once for bigger groups so everyone starts and finishes together.
Sixteen rooms, four venues
From family-friendly adventures to genuinely terrifying horror, all designed and built in-house in Melbourne.
Rated 4.9 stars
Across more than 2,700 Google reviews, with celebration groups a big part of why.
Plan your group
How many are coming?
Enter your group size for an instant estimate at our standard rates. Bigger rooms mean a lower cost per person.
Estimate at standard per-person rates, from $70 each in a full room of six. Children 9 to 13 are $42 each. Final availability and price are confirmed at booking. You only pay for the players you bring.
Book your roomGood to know
The practical bits
What ages are suitable?
Our rooms can be enjoyed by all ages. They vary in difficulty and some have darker or horror themes, so if you are booking for a younger group, tell us and we will recommend age-appropriate rooms like Cluemanji or Monsterz.
How big can my group be?
Each room fits 2 to 6 players. For bigger groups we run multiple rooms at the same time, so everyone starts and finishes together. We regularly host groups of 12, 18, 24 and beyond.
Can we bring a cake or decorations?
We do not have a dedicated party room, food storage or cutlery, and it is generally not possible on weekends or public holidays. Depending on the day and availability you may be able to bring a cake, snacks and simple decorations for the foyer before or after your game. Contact us to enquire.
Where do we go afterwards?
All our venues sit in areas full of restaurants, bars and cafes within walking distance. Tell us where you are playing and we are happy to suggest a spot to keep the celebration going.
Not sure which room?
Tell us the occasion, your date and rough numbers, and we will set up the right rooms for your group.
The part that is the same whatever you are celebrating
A hens night, an eighteenth and a farewell for someone leaving the company look like completely different events. Operationally they are the same event. There is a number of people larger than one room holds, a fixed date, somebody organising it who has other things to do, and a list that will change twice before the day.
The occasion pages cover the character of each night. This section covers the machinery underneath all of them, which is where celebrations actually go wrong.
The arithmetic of a group bigger than six
A room holds two to six players. Above six you take more than one room, everybody starts at the same time, and the groups compare their results afterwards. That is not a compromise for large groups, it is the better format, and it is the reason big celebrations work well here.
- 7 to 12 guests Two rooms running together
- 13 to 18 guests Three rooms running together
- 19 to 24 guests Four rooms running together
- 25 and above Every room at the venue, or two waves
Split evenly rather than filling rooms to the brim. Ten people is a better night as five and five than as six and four. The competition stays fair, and a room of five plays more comfortably than a room of six anyway. The organiser's instinct is to pack the first room and let the leftovers form the second. Resist it.
Above a venue's room count you run two waves, the second starting once the first has finished. It adds time to the day rather than capping the guest list, and for a very large group it is usually the answer.
How many rooms each venue can run at once
- South Yarra, six rooms, the only venue that takes a large celebration in a single wave.
- St Kilda, four rooms, and the widest spread of themes and fright levels for a group that will not agree.
- Hawthorn, three rooms, the easiest to reach by tram and train, which matters when twenty people are making their own way there.
- Chadstone, three rooms, parking on site, so nobody arrives late having circled the block.
Two of the Chadstone rooms hold four rather than six, so its arithmetic runs differently from the other three. Worth checking before you commit a number there.
What we can and cannot do on the day
Read this before anything else, because it is the part organisers assume and then find out about late.
There is no party room. We do not have a function space, food storage or cutlery at any venue. We are an escape room, not a venue hire business, and pretending otherwise would ruin somebody's night.
Cake and decorations are sometimes possible and never guaranteed. On a quiet day there may be room in the foyer for a cake and something simple before or after your session. On weekends and public holidays it generally is not possible at all, because the foyer is in use by the groups either side of you. Ask us first, and have a plan B.
The plan that works is to treat the game as the first act and book somewhere nearby for the second. Every venue sits in a strip full of places that do have tables, cake plates and a person whose job is to bring them out. Say which venue you have booked and we will name a couple nearby that handle a group of your size.
What we do handle: a private room for your group only, a game master running the session, and a team photo at the end that is usually the thing people actually keep. Bags and phones go into lockers before you start.
Timing it so nobody is standing around
Allow about ninety minutes on site from arrival to walking out, for a group of any size, because the rooms run simultaneously rather than in sequence. Ask people to arrive a bit before the session rather than on the hour, since a group of twenty takes longer to get through a briefing than a group of four.
If you are booking a table afterwards, base the time on your session finishing plus about half an hour. Groups always underestimate how long the photo and the arguing about who found what actually takes.
What a group pays
Friday to Sunday and public holidays. $74 a player, easing to $70 once a room has six in it. Filling a room is the cheapest way to run a big group.
Weeknights. Across Monday to Thursday, all day, the rate is $50 per adult once 3 are in the room, so the same party on a Wednesday costs materially less than it does on a Saturday.
Crew Night, Monday to Friday, 4pm till late. Rooms of four to six priced by the room, $250 to $300, with the code CREWNIGHT. Built for exactly this kind of group.
A guest aged 9 to 13 is $42.
Full rates are on prices and deals, and a gift voucher covers it if the celebration is the present rather than the plan.
Then pick the occasion
Each one has its own rooms, its own group sizes and its own tone.
- Kids and teen birthdays, with the age-appropriate rooms set out room by room.
- Hens parties, usually the first stop in a longer night.
- Bucks parties, and the case for splitting the crew and racing.
- Milestones, covering eighteenths, thirtieths, anniversaries, proposals and work socials.
- Escape rooms for groups, if the number is the thing you are solving for rather than the occasion.
Organiser questions
Two people will probably drop out. What happens?
Nothing dramatic. You are charged for who plays, so a smaller turnout costs less rather than leaving you holding empty seats. Tell the venue when you know, so the rooms can be balanced properly on the day.
Can twenty of us play the same room together?
No, and you would not enjoy it if you could. Six people in one room is already the point where somebody starts spectating. Multiple rooms running at once is what makes a large group work.
Can I book several rooms myself online?
For two rooms, yes, just take two sessions at the same time and venue. Beyond that, email enquiries@rushescapegame.com.au with the date, venue and rough numbers, and we will arrange the rooms so the group starts and finishes together.
Do the groups get to see how the others did?
Yes, and it is the best part. Finishing times go up for everyone, the winning team is insufferable about it, and the photos come out at the end.
Half the group hates being frightened.
Then put them in different rooms rather than negotiating a compromise nobody wants. Every fright rating is published on the scare scale, and a group split across a horror room and an adventure still starts and finishes together.