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Ghosts Of Christmas box art
Rich game profile

Ghosts Of Christmas

As winter blows in and ghosts start to appear, play "tricks" to the past, present, and future. As turns progress, your foes will play - out of order - to any of these time periods, and you will start to figure out who might "lead" each trick. Even though you can play to the trick...

Players

3-4

Time

?-?

Age

8+

Weight

2.22

Rating

7.09

Should this hit the table?

Quick read before the metadata.

Ghosts of Christmas has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies. However, the game does not emphasize cooperation as much.

Teach 2.3

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Ghosts of Christmas has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to be aware of and react to each other's strategies. However, the game does not emphasize cooperation as much.

Replay value

The game Ghosts of Christmas has a high replayability score of 7.8, indicating a great degree of variability, strategic depth, and scalability. The game offers different experiences each time it is played, with multiple paths to victory and variable setups. The presence of expansions adds new content and gameplay elements, enhancing the replay value. There is ample room for players to improve their strategy over time, discovering new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.

Luck profile

The final luck score for Ghosts of Christmas is 5.67, indicating a moderate influence of luck on the game outcome. Random elements have a notable but not exclusive impact on the game, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

What ABG knows about this game

As winter blows in and ghosts start to appear, play "tricks" to the past, present, and future. As turns progress, your foes will play - out of order - to any of these time periods, and you will start to figure out who might "lead" each trick. Even though you can play to the tricks in any order, the tricks will resolve based on who was leading. Can you figure out who will be leading or manipulate the leader to set yourself up to win tricks? Points are awarded to whomever has correctly bid on the number of tricks they thought they'd win. If you’ve played as many hands as there are players, the game is now over, otherwise keep playing! Whoever has the highest score and collected the most wreaths wins the game! —description from publisher Time Palatrix is a trick-taking game played in four rounds of three tricks each. First the cards are dealt out, and players bid on how many tricks they think they will win. Each player has a mat with three numbered spaces for cards, and on their turn plays a card in one of those spaces. If that card is the first to be played in that number space, it sets the suit for that space. Other players must follow suit on that space, or play on a different space. Once all three tricks are complete, the winners are determined, the cards are cleared, and the next round begins. Points are awarded if you correctly bid on the number of tricks you won. —user summary

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