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Holiday Hijinks #6: The Groundhog Gambit box art

Holiday Hijinks #6: The Groundhog Gambit

Players

1-4

Time

?-?

Age

13+

Weight

3

Rating

7.80

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 interaction

Replay value

The game offers a high level of variability with different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. There is deep strategic depth and room for players to improve their strategy over time. The game scales well with different numbers of players and maintains its appeal and balance. While it may not be the easiest game to learn, it offers enough depth to keep players engaged. Overall, the game has a strong replayability score of 7.9.

Luck profile

The final luck score for Holiday Hijinks #6: The Groundhog Gambit 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 influenced by both luck and player strategy, making it an engaging and dynamic experience.

Overview

On a cold February morning, you find yourself trapped in the professor's manor, faced with the results of his experiments with time itself. Can you break the loop and escape? The Groundhog Gambit, title #6 in the Holiday Hijinks line, is an 18-card escape room experience for 1 or more players, and takes two sessions of about 60 minutes to solve cooperatively. When you have solved a puzzle, you will enter the answer into the companion web app (compatible with all smart phones and computers) and 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. 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 and the game is otherwise non-destructible. So while you can’t play again yourself, you could give the used game to someone else to play. —description from the publisher

Editions

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Credits

Designers

1
Jonathan Chaffer

Artists

2
Jonathan Chaffer Karl Juhlke

Publishers

1
Grand Gamers Guild

Linked items

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