Escape Room — CIVIL non-technical event at Invente '26Civil

Escape Room


Escape Room is an exciting non-technical relay where teams compete through a series of fun and challenging rounds. Each round tests creativity, observation, coordination, speed, and teamwork. Completing a challenge earns the team a digit, building towards a final 5-digit code. The team that successfully deciphers the code and completes the mission wins. The clock is ticking - the fastest team to complete the game will be crowned the winners!

Date & TimeDay 1 & 2, 10:00 AM - 3:00 PM
Venue3rd Year Classroom
Team Size2-4

Secure Your Spot

Limited seats available. Registrations open soon.

1st Prize
₹1500
2nd Prize
₹1000
3rd Prize

Event Round Details

Description

One player receives a place/word secretly. The teammates have to guess it based on the instructions/clues given by the player without directly mentioning the word.

Rules
  • Each team gets 60 seconds.
  • The clue-giver cannot say the actual word or any part of it.
  • Correct guess = 1 point/digit contribution.
  • Number of correct guesses determines the round's digit.
  • If the time ends, the team moves to the next round.
Description

Players are given multiple keys and locks. They must identify the correct key for each lock and unlock it as quickly as possible.

Rules
  • A set of 5–10 locks and keys is provided.
  • Players can test the keys but cannot force the lock.
  • Only successfully opened locks count.
  • Number of locks opened = round score/digit.
  • Fastest team gets an advantage in case of a tie.
Description

UNO number cards are shuffled and placed face-up. The team must arrange the required numbers in the correct sequence.

Rules
  • Use either 1–5 for an easier version or 1–10 for a harder version.
  • Cards must be arranged in ascending order.
  • No cards can be removed from the playing area.
  • The team must complete the arrangement within the given time.
  • Time/accuracy determines the digit.
Description

Players must draw a given object using their non-dominant hand, while teammates try to identify it.

Rules
  • The drawer must use only their non-dominant hand.
  • No letters, numbers, or verbal clues are allowed.
  • Each drawing gets 30–45 seconds.
  • Teammates must guess before time runs out.
  • Number of correctly guessed drawings determines the score.
Description

A rope is deliberately tied into knots. Teams must untangle it as quickly as possible.

Rules
  • Each team gets the same type and number of knots.
  • Only hands can be used.
  • No cutting, tearing, or using external tools.
  • The rope must be completely untangled and placed in the marked area.
  • Fastest completion wins the round.

Event Heads

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