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Holiday Hijinks #2: The Independence Incident box art
2021 Ranked #10,353

Holiday Hijinks #2: The Independence Incident

A cooperative escape-room card game has players solve linked puzzles around American historical sites to trace a treasure mystery. An app verifies answers and offers graduated hints, revealing the next cards only when earned.

Card Game Deduction Finale Ending Cooperative Game

Players

1-4

Play time

30-60 min

Age

?+

Complexity

?/5

Rating

7.67

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 2.4/5

Harder to teach

Replay value 4.0/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.4/5

Scales well

Strategic depth 4.7/5

Deep strategy

See all 3 specifications

How it plays

How does it play?

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!

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

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.

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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 (3)

Play and group

Players
1–4
Best with
1–3
Play time
30–60 min
Credits and catalog connections

Credits

Designers

1
Jonathan Chaffer

Artists

1
Jonathan Chaffer

Publishers

1
Grand Gamers Guild

Linked items

No published linked games yet.