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Holiday Hijinks #2: The Independence Incident box art

Holiday Hijinks #2: The Independence Incident

Players

1-4

Time

30-60

Age

?+

Weight

?

Rating

7.67

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 2.3

Luck-sensitive

Table feel

Moderate level of direct and strategic confrontation with high interaction frequency, but low emphasis on cooperation.

Replay value

The game offers a high degree of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements. There is deep strategic depth, allowing players to improve their strategy over time. The game scales well with different numbers of players without compromising its appeal or balance. While it may not be the easiest game to learn, it offers a good balance between easiness and depth. Overall, the game has a strong replayability score of 7.94.

Luck profile

The final luck score for Holiday Hijinks #2: The Independence Incident is 4.67. This indicates that the game has a balanced mix of luck and strategy. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to influence or mitigate the effects of randomness through strategic decisions. The game outcome is primarily determined by a combination of player strategy and luck.

Overview

We've been tracking a group calling themselves the Culper Ring who believes there are elaborate clues in American historical sites leading to a great treasure. The Independence Incident, title #2 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 American national symbols 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.

Editions

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Credits

Designers

1
Jonathan Chaffer

Artists

1
Jonathan Chaffer

Publishers

1
Grand Gamers Guild

Linked items

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