One team contains of 3-5 players. They need to be 3 people to manage most of the cells. Recommended age is from 8-9 years if they’re playing by themselves and not with adults.
Each team gets a tag: This is the key to all cells, and it logs all information about the team’s performance. The time they have paid for will start when the team enters the first cell.
By the cell door, the team will find a sign that gives them some hints for that cell. The sign shows, the cell name, an cell image, and what skills are required for that cell (technic, logic or physic).
Also by the cell door, the team will find a login box with green or red light. If the green light is on, hold the tag in front of the box outside, when you hear the “beep” you can push the door open. The whole team enters and the game starts! Red light means occupied, the team can try another cell and come back later!
The team doesn’t know what the challenge is and that is their first task, to think and figure out what to do. They also have to watch out for traps: lasers, detectors, etc.
Inside each cell, a screen shows the remaining time, the team’s points for that cell, and their total score from all cells they've played.
Inside the cells, the team can get either a red or green light. A red light means they’ve done something wrong (for example, given a wrong answer or triggered lasers or detectors) or that the time has run out. A green light means they’ve done everything correctly and earned maximum points!
Teams can collect subscores in the cells, but only their highest score counts. For example, if they earn 60 points in a cell and later get 54, their score for that cell will still be 60.
Each site with Levels has a total of 10,000 points, representing 100% completion. The value of each Level is calculated as 10,000 ÷ total number of Levels. All Levels within one site are worth the same amount of points.
The high score of the day shows on the screens in the corridor. The team can also check their detailed results at the self-service terminals underneath the high score screens.
When the total time is over, the tag will stop working, and the team will then return to the reception.
The team will get a printout of their score when they return the tag.