The escape room excursion with the paperwork already done
A curriculum-linked day where every student has to think, talk and work together to win, and a provider who does the approval paperwork for you instead of leaving you to chase it. We have run thousands of groups. We know exactly what your principal needs to sign it off, and we prepare it for your visit.
Download the free curriculum3 year bands, 4 modules each. No sign-up. Get your approval pack, done for you Enquire for a quoteWe have already done the hard part
Planning an excursion is mostly admin. Approval comes down to three things: an educational purpose, a curriculum link, and a risk assessment. We give you all three, ready to use.
A cost most providers never mention: Victorian government school groups of 12 to 35 travel free on public transport during the school day (and groups of 12+ get a concession with a Group Travel Authority). All four of our venues sit on Melbourne public transport, so for many schools the excursion travel is free. We will tell you the easiest route for your group.
Why it earns its place in the curriculum
This is not a day off. The research on escape rooms and teamwork shows measurable gains in cohesion, communication and problem-solving, the transferable capabilities the curriculum asks for. See the research, with sources.
Every student is involved
The puzzles need the whole group. Participation is built into the activity, not encouraged from the sidelines. The quiet ones step up.
Curriculum-linked
Critical and Creative Thinking, Personal and Social Capability, and Design and Technologies, mapped for you in the free curriculum so you can name the outcomes on the approval form.
Easy to supervise
Students are inside a room with a goal and a timer, fully engaged. Book more than half a venue and it runs exclusively for your school, no public alongside.
The right rooms for your year level
We match rooms to your students when you enquire. As a guide:
A free curriculum, built by our room designers
Every enquiry comes with our schools curriculum: three year-level bands (Year 6 to 7, Year 8 to 9, Year 10 to 12), four modules each, teaching how a real escape room is made, the story, the puzzles, the concurrent puzzle flows, and designing for the five senses. It is genuine STEM, design and teamwork content, mapped to the curriculum, and it makes the visit land harder because students arrive already thinking like designers.
Premium option: on a half-day visit, every student plays two rooms back-to-back and has lunch in the foyer with a live Q and A from one of our actual puzzle designers, who answers questions about the craft they have just been learning. One designer and one game master run the whole day.
Work out your visit in seconds
Type your student number and we will show the rooms, the cost, and which venues fit. No contact needed to see it. Supervising staff come at no charge and move between rooms; they do not change the price.
Venues that fit your group:
Indicative only. Final pricing, room allocation and availability are confirmed in your quote. Invoicing and purchase orders are handled for schools, and travel may be free (see above).
The full curriculum, free to read and to take
This is the actual curriculum our room designers wrote, in full. Read it here or download the PDF below. Three year-level bands, four modules each, built around how a real escape room is made: the story, the puzzle craft, the way several puzzle paths run at once and then meet, and designing for all five senses.
Year 6 to 7Concrete and hands-on: make one of everything. Linear flow, one puzzle, one sense at a time.
Hook. Show two room ideas: a plain locked office, and a pirate captain's cabin with the same locks. Ask which they want to play and why. The answer is always the story.
Activity. In small teams, students invent a simple world for a room in three sentences: where you are, why you are there, and what happens if you do not escape. They name the room and pick a theme.
Discuss and debrief. Each team reads theirs out. Draw out that the story gives every lock a reason to exist. A number lock is boring; a number lock that is the captain's secret course is not.
Takeaway. A room is a story first and a set of puzzles second. The story is the thing players remember.
Hook. Run a 60-second team race to crack a simple substitution cipher (A=1, B=2) the teacher puts on the board. The buzz of cracking it is the lesson.
Activity. Teach three puzzle building blocks: a code to break, a hidden object to find, and a lock-and-reveal (solving one clue uncovers the next). Each team designs one puzzle of each type on paper, with the answer.
Discuss and debrief. Teams swap puzzles and try to solve each other's. What was too easy? Too hard? Introduce the idea of a fair clue: solvable, but not obvious.
Takeaway. Good puzzles sit in the sweet spot between too easy and impossible, and every solution should hand you the next step.
Hook. Lay the three puzzles from Module 2 on a desk. Ask: which comes first? Does order matter? It does.
Activity. Each team arranges their puzzles into a single flow from start to escape, drawing it as a simple flowchart with arrows. They mark where a player could get stuck and add one hint.
Discuss and debrief. Walk one team's flow on the board as if you are the player. Show how a single blocked step stops the whole room, and how a hint keeps it moving.
Takeaway. A room is a sequence. The order of puzzles is a design choice, and good designers plan for where players get stuck.
Hook. Dim the lights and play a 30-second ambient sound (creaking ship, storm). Ask how the room feels different. That feeling is design.
Activity. Teams take their room from Modules 1 to 3 and add one detail for each of three senses: something to see, something to hear, something to touch. They describe how each makes the world more real.
Discuss and debrief. Share the most immersive idea from each team. Discuss why a real designer sweats these details, and where smell or taste could be used safely.
Takeaway. Immersion is built from the senses, not just the puzzles. The small sensory details are what make a room convincing.
Year 8 to 9Branching and misdirection: more than one path, and the art of the red herring.
Hook. Compare two real-feeling pitches: a tense heist and a spooky asylum. Same building, different tone. Ask what changes between them, beyond the props.
Activity. Teams write a one-paragraph pitch for a room: setting, the players' role (who are they: detectives, prisoners, scientists?), the stakes, and the tone. They define the moment of victory.
Discuss and debrief. Read pitches. Pull out how the players' role and the tone shape every later decision, and how stakes create urgency.
Takeaway. Theme is more than decoration. The players' role, the tone, and the stakes are design tools that drive everything else.
Hook. Show one logic puzzle (pure deduction) and one narrative puzzle (the answer hides in the story). Ask which feels more like the room they pitched. Both have a place.
Activity. Teams design two puzzles, one logic-led and one narrative-led, then deliberately add one red herring: a clue that looks important but is not. They note why a player would be fooled.
Discuss and debrief. Swap and solve. Did the red herring fool anyone? Discuss the fine line between clever misdirection and an unfair dead end that just frustrates.
Takeaway. Logic-led and narrative-led puzzles do different jobs, and misdirection is powerful only when it is fair.
Hook. Draw a single straight flow on the board, then a forked one where two paths run at once and combine into a final lock. Ask which keeps six players all busy. The forked one.
Activity. Teams redesign their room as two parallel puzzle paths that can be solved at the same time by different people, then intersect at a meta-puzzle that needs both results. They map it as a branching flowchart.
Discuss and debrief. Walk a team's map as four players at once. Show how parallel paths stop players standing around, and where the two paths must hand information to each other.
Takeaway. Real rooms are not one line. Concurrent paths keep a whole team engaged, and the craft is in how the paths intersect.
Hook. Play two contrasting soundscapes for the same room idea. Show how sound alone can change fear, pace, and focus.
Activity. Teams build a sensory plan for their room: a deliberate choice for sight, sound, touch, smell, and (where safe) taste, each tied to the story and tone. They flag any sense that would raise a safety or accessibility issue.
Discuss and debrief. Share plans. Discuss restraint: when an effect adds to immersion and when it just distracts, and how to keep effects accessible for every player.
Takeaway. Immersion is a designed system across all the senses, balanced against safety and accessibility.
Year 10 to 12Systems design and trade-offs: the full concurrent build, and the decisions real designers wrestle with.
Hook. Present a real-world brief: a fixed room size, a 60-minute target, a 30 percent intended escape rate, and a budget. Design is solving inside constraints, not without them.
Activity. Teams produce a concept brief for an original room: premise, player role, target difficulty and escape rate, and the constraints they are designing within. They justify each choice against the brief.
Discuss and debrief. Critique concepts as a design panel. Push on feasibility: can this be built in the space and time? Where will it break?
Takeaway. Professional design begins with constraints. A strong concept is one that delivers an experience within real limits.
Hook. Graph a difficulty curve: easy wins early to build momentum, a hard middle, a satisfying final. Ask why front-loading the hardest puzzle would kill a room.
Activity. Teams design a set of four to six linked puzzles with a deliberate difficulty curve, mixing logic-led and narrative-led types, with fair red herrings and a clear hint ladder for when players stall.
Discuss and debrief. Peer-review another team's set against fairness and pacing: is every puzzle solvable from what came before? Is the curve right? Does the misdirection stay fair?
Takeaway. A puzzle set is a system with a deliberate difficulty curve and a fairness contract with the player.
Hook. Show a full room flow diagram: multiple concurrent paths, dependencies (path B needs an item from path A), and a converging meta-puzzle. This is systems thinking made physical.
Activity. Teams architect the full flow for their room: at least three concurrent paths for up to six players, mapped dependencies, identified bottlenecks (single points where the whole room can stall), and a redesign to remove the worst one.
Discuss and debrief. Present the architecture and defend it: where does the team get stuck, how does information move between paths, and how does the design keep all six players active at minute 40?
Takeaway. A room is a concurrent system. The hardest, most valuable design skill is managing dependencies and removing bottlenecks so a whole team stays engaged.
Hook. Pose the real designer's dilemma: a stunning effect that slows the flow, or a clean flow that feels flat. Every immersive choice is a trade-off against pace, cost, safety and access.
Activity. Teams finalise a full sensory and experience design for their room, integrating story, puzzle system, flow architecture and five-sense immersion, and write a short rationale for the three hardest trade-offs they made.
Discuss and debrief. Final design panel: each team pitches the complete room and defends its trade-offs. Compare how different teams resolved the same tensions.
Takeaway. Great design is the management of trade-offs. The finished room is the sum of defensible choices across story, puzzles, flow and the senses.
Capability and strand names are cited as written in the Victorian Curriculum F to 10. Confirm the exact content-descriptor code for your level against the current curriculum when adding these to formal planning; strand names are stable, individual codes are revised periodically.
The free curriculum is yours right now
No sign-up, no email wall. Download it, run it before or after the visit, and see how we think about design.
Download the free curriculum (PDF)3 year bands, 4 modules each, curriculum-linkedYour approval pack, completed for your visit
The risk assessment, conditions of entry, emergency information and Certificate of Currency are prepared for your specific booking, your venue, your rooms, your dates, so you are not handed a generic template to decode. Enquire and we send the completed pack with your quote, ready to take to your principal.
Enquire and we send your packYou still complete your school's own DET risk register; our risk assessment is built to drop straight into it, so most of the work is already done.
We are escape room designers and operators, not a tour-booking middleman. We have run this for thousands of groups and we genuinely know the craft and the compliance. There is no hard sell here: take the curriculum, take your time, and when you are ready we will prepare your approval pack and make the booking effortless. We are here to help, not to chase you.
When you are ready, one message does it
Tell us your school, rough group size, year level, the venue and the dates you are considering. We will come back with a quote, the right rooms for the age group, your completed approval pack, and anything else your sign-off needs. No pressure and no obligation.
Start your enquiryPrefer to email or call? enquiries@rushescapegame.com.au | South Yarra 03 9972 8021 | Hawthorn 03 8590 9729 | St Kilda 03 9972 6286 | Chadstone 04 6871 3389
Questions teachers ask us
Do you provide a risk assessment for our approval?
Yes, and it is built to drop straight into the Victorian DET risk register and emergency management plan template. We complete it for your specific booking and send it with your quote when you enquire. You still complete your school's own register, but most of the content is done for you.
Is the activity curriculum-linked?
Yes. The free curriculum maps modules to Victorian Curriculum capabilities (Critical and Creative Thinking, Personal and Social Capability, Design and Technologies), so you can name the educational purpose and outcomes on your approval form. Confirm exact content-descriptor codes for your level against the current curriculum.
How much does it cost, and what about transport?
It is $300 per room, flat, with invoicing and purchase orders for schools. Victorian government school groups of 12 to 35 travel free on public transport during the school day, and all our venues are on public transport, so for many schools the travel costs nothing.
How does supervision work, and is the venue ours?
Students split into rooms of up to six, run at once, so the class stays together. Your staff supervise throughout, moving between rooms; game masters monitor each room continuously. Book more than half a venue and it runs exclusively for your school, with no public alongside.
Are the rooms suitable for younger students?
Yes. We have scare-free adventure rooms for primary and lower-secondary groups. Horror rooms are senior-only and by teacher choice, and we never place a younger group in one.
Do your staff have Working With Children Checks?
Rush is a public recreational service venue, like a cinema or restaurant, and your school staff supervise students throughout the visit. The approval pack sets out the position on Working With Children Checks and on student recording (we do not photograph or film students) in plain terms for your records.