It has been a while since I last dipped into a Exit Game. After blasting few a couple on consecutive weekly game nights, everyone mutually decided that stepping away from them for a bit might be just what the doctor ordered. There has to be a general vibe around the game group that meshes well with a Exit game for it to hit just right. And when we felt that aura, we busted out The Forbidden Castle. Unfortunately, the vibe quickly faded when it provided more agitation than excitement.
This is a spoiler-free review. I won't be discussing any of the specific puzzles or their solutions within this review.
The Forbidden Castle is rated 4 out of 5 for difficulty, which is notch above the last Exit game we played. I can't say it's a real mental difficulty jump. It still doesn't follow a direct linear path from start to finish (just like the 3 out of 5 difficulty Exit games I have played). So, part of the “Challenge” is figuring out if you have enough information to solve a specific riddle...which I am not a real fan of. It leads to plenty of “wasted” time where you try to solve something that is literally impossible to work out until you find other clues. I guess the only real jump in difficulty (like every answer in Exit), revolves around revealing a three number combination. Except, this time, those numbers are further converted to pieces of a literal skeleton keys. This felt more like “busy” work: An additional step that takes a few minutes at the end of every puzzle that adds very little in actual challenge.

The Forbidden Castle felt like, instead of focusing on making a good puzzle game, they said “Hey, what kind of arts and crafts challenges can we make with the components we put into a game!” Look, there is a reason I play board games instead of scrap booking, and it equal parts lack of crafty talent and lack of desire to scrap book. The Forbidden Castle rulebook states that you will need a pencil and paper. I would definitely add Scissors to that list along with a ruler. The proper tools definitely make this more enjoyable *see above about my lack of Craftiness*.
The major problem is that on some puzzles, I knew what the game wanted, I knew how it wanted me to get there but became annoyed with the process of actually getting there. Or, just as bad, getting there and somehow not getting the proper result due to *see above about my lack of Craftiness*.

The Forbidden Castle has a moment where you choose either Option A or Option B to continue your journey. Call me paranoid, but I, of course, thought this would come into play in a later puzzle. Possible Spoiler alert: It doesn't. But chalk one up for the Exit Franchise that they have me thinking EVERYTHING is a clue or a riddle. Especially since ALL of the Exit games are “One and Done.” I mean, what is the point of having a branching path when there is no way to go back and explore the diverging moment?
Ultimately, we found Forbidden Castle more frustrating than fun. It turns out that abstract, discouraging puzzles combined with busy work and questionable crafts does not equal a pleasant or entertaining experience.
A review copy of this release was provided by the publisher.
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