
Last Sense
One player sits in the electric chair, plan in hand. Guide the others to place the gears correctly.
Teams of 2–4 (Arena) / 2–6 (standard format)Walled room ≈25 m²
What it demands
- Physical
- 40%
- Brain
- 70%
- Skills
- 85%
- Horror
- 100%
How it plays
- One player is strapped into the electric chair
- The screen shows the plan
- They guide the others to place the gears
- How you lose
- Place them wrong and the chair does its work.
Why it earns its floor space
The strongest horror premise on the floor and the one that sells the category. Trust under pressure.
Operator note
16+. Moderate throughput. Brief teams properly; give staff a clear stop signal.
In the room
In your venue
This game, line by line
A venue runs one format, never both. Everything identical is marked same.
| The build | CUBE ArenaAvailable10+ games · 250+ m² | CUBE Standard Format15+ rooms · 400+ m² |
|---|---|---|
| Space | An open bay on one shared floor | One enclosed themed room, ≈25 m² |
| Walls | None — no partitions, no doors | Self-supported, fire-classified |
| Screens | Facing the floor — the score is public | Door screen outside, game screen inside |
| Theming | Unit branding and lighting | Full set build, full darkness |
| Fit-out | Lower cost, faster install | Heavier build, longer programme |
| Players | Teams of 2–4 | Teams of 2–6 |
| Identical | GameplayWristband tapLive leaderboardDocumentation | |
Not every game is built for the open floor — ask us to confirm this one for Arena, and we will send the drawing for either build.
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