Glossary & Lingo

Searchable jargon — from Game Master to Taiwan player slang. Tap to expand.

34 term(s)

Game Master (GM)
Staff who greet players, explain rules, monitor the game, give hints and keep things safe and on-track.
NPC
Non-player character — staff who play a role and interact with players to push the story (e.g. a hotel manager).
Little Angel (xiao tianshi)
Taiwan nickname for the GM / host — tells the opening story, gives hints when you are stuck, and leads you out if needed.
Clue
An element inside the game scene that players must observe and combine. Different from a 'hint'.
Hint
Help that comes from outside the game, given by the GM. In Taiwan often counted as 'hint tokens' or a hint quota.
Mechanism
An interactive device triggered by circuits, sensors or physical mechanics; meeting its condition opens a door or fires an effect.
Hidden compartment
A concealed layer, false bottom or disguised object that hides clues or keys.
Stuck
When the team is blocked on a puzzle and cannot progress — usually the cue to ask for a hint.
Combination lock
A lock opened by entering the correct code — numeric, letter or directional.
Linear vs non-linear
Linear = puzzles solved in a fixed order, one after another; non-linear = many puzzles can be tackled at once, in any order.
Immersive
Design — set, story, characters — that makes players feel like part of the story.
Script murder (LARP)
A story-driven, role-play-and-deduction game type, often listed alongside escape rooms.
Red herring
A fake clue or prop that leads nowhere and only wastes the team's time.
Deduction
A puzzle requiring deductive, logical reasoning to solve.
Escape rate
The share of teams that successfully escape — often used to signal difficulty.
Timer
Completing the goal within a limit (commonly 60 minutes); a countdown timer is standard.
Prop
An in-game object — could be a puzzle component, or a red herring.
Meta / final puzzle
A final puzzle that combines the results of earlier ones, usually near the end.
Gating
A design technique that blocks access to a space or element until a specific puzzle is solved.
Reset
Restoring the room to its starting state before the next team — re-hiding props, re-locking, rebooting electronics.
Brute force
Solving without reasoning by trying every possibility of one digit/combination — handy when you are one digit short.
Tongling (mind-reading)
Taiwan slang: guessing the right answer with no logic, or a puzzle whose logic is too big a leap to follow.
Sightseeing (guanguang)
Taiwan slang for admiring the set and mechanisms without actually solving and progressing.
Hamster / Tank
Horror-room slang: a 'hamster' scares easily; a 'tank' is fearless and shields teammates up front.
Private session (baochang)
Booking takes the whole session — you are never grouped with strangers, the Taiwan norm.
Spoiler / spoiler-free
'Spoiler' = revealing puzzles or the ending; a 'spoiler-free' review shares without ruining the game.
Golden Escape Award
Taiwan's annual selection/awards for real-life games.
TPC club
Taiwan's largest escape-room player community (the 'T.P.C. real-life escape club' on Facebook).
Mechanism lover
A player who favours mechanism-heavy rooms (sensors, circuits) over traditional padlocks.
Linear vs sandbox
Design terms: 'linear' = puzzles in fixed order; 'sandbox' (non-linear) = many threads run at once, good for splitting up.
Immersive theatre
Experience-driven rooms with close actor interaction and strong story immersion; some have no puzzles.
Bao (a dud)
Player slang for a disappointing room — weak puzzles, story or production.
Walkthrough (peek)
Reading the solution to a room — a major spoiler that ruins the one-time experience; avoid before playing.
Clear time
How long a team took to escape; bragging rights and a difficulty signal alongside escape rate.