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Holiday Hijinks #1: The Kringle Caper box art
2020 Ranked #7,921

Holiday Hijinks #1: The Kringle Caper

A cooperative escape-room card game has a group solve puzzles to unravel a North Pole mystery. A companion app verifies answers and offers graduated hints, letting the investigation progress without revealing too much.

Card Game Deduction Finale Ending Category: Escape Room Games

Players

1-4

Play time

Not listed

Age

13+

Complexity

1.5/5

Rating

7.21

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.3/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.9/5

Highly interactive

Player scaling 4.1/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Shenanigans are afoot at the North Pole, and it's up to you to figure out what happened! The Kringle Caper, title #1 in the Holiday Hijinks line, is an escape room style game in just 18 cards!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Shenanigans are afoot at the North Pole, and it's up to you to figure out what happened! The Kringle Caper, title #1 in the Holiday Hijinks line, is an escape room style game in just 18 cards! As a group, you will solve a series of puzzles to unravel a mystery. When you have solved a puzzle, you will enter the answer into the companion web app (compatible with all smart phones and computers) and it will check whether you are correct. If you are, the app will tell you which card or cards to take next. The app also contains a graduated hint system, so if you get stuck you can get just a small hint about the current puzzle to get moving again without giving too much away. Puzzles may test your perception, wordplay, and lateral thinking. English language fluency is required. Knowledge of traditional Christmas topics is helpful, but that information is also provided in the app if you need it. Most groups take about an hour to solve the game. You can write on the cards to help solve puzzles, but this is not required (or you could use penny sleeves) and the game is otherwise non-destructable. So while you can't play again yourself, you could give the used game to someone else to play.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
1–4
Best with
1–3
Play time
60 min
Age
13+
Complexity
1.5/5
Credits and catalog connections

Credits

Designers

1
Jonathan Chaffer

Artists

2
Josh Cappel Jonathan Chaffer

Publishers

1
Grand Gamers Guild

Linked items

No published linked games yet.