efforts, especially in a smaller team)
The second half of the game consisted of a task that was somewhat repetitive in nature, visual and observational. That being said, it is a task that can technically be done solely by 1 team member whilst there are a couple of puzzles to keep the others busy along the way.
The flow was nice and fast paced certainly in the early stages with masses of searching and the rewards of finding (and the enjoyment of making an unholy mess) but the pace and fervour tailed off in the latter parts of the game leaving us with some word and math puzzles to effect our escape.
A good room for bigger groups who can really give the place a good once over, the bigger thesupported by generous grants from the National Institute for Health Research Biomedical Research Centre for Mental Health at King's College London, Institute of Psychiatry, Psychology and Neuroscience and South London and Maudsley National Health Service (NHS) Foundation Trust.

**Declaration of Conflicting Interests**

The author(s) declared the following potential conflicts of interest with respect to the research, authorship, and/or publication of this article: Prof. Brandeis has served as an unpaid scientific advisor for an EU-funded neurofeedback trial. Prof. Banaschewski has served in an advisory or consultancy role for Actelion, Hexal Pharma, Eli Lilly and Co., Medice, Novartis, Oxford outcomes, PCM scientific, Shire, and Vifor Pharma. He has received conference support or speaker's fee from Medice, Novartis, and Shire. He is/has been involved in clinical trials conducted by Shire and Vifor Pharma.