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Christmas Lights: A Card Game
10m - 30m
2 - 5 Players
Ages 6+
Games that use the Memory mechanic require players to recall previous game events or information in order to reach an objective.
Memory
The primary goal of a set collection mechanic is to encourage a player to collect a set of items.
Set Collection
In games with a trading mechanic, the players can exchange game items between each other.
Trading
9.50
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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Blott
Only tried the main game suggested in the rules and it almost ruined our holiday. There was nothing fun about this game, and it spins around in circles never progressing forward in any way. What the box says should max out at 30 minutes, we almost abandoned after the first hour had passed, because it's just too easy to block other players when you guess what they want to do. And there is no world in which this should be listed as a 6-player game. Thank goodness someone finally stumbled into winning the game before the entire family started ripping up the cards.
tfoz15
Picked this game up because there are so few Christmas themed games for 5 players. While the box says 2-6, playing with our family of 5 is brutal. It just takes too long and my kids are losing interest. I played a two player game with my daughter and that was much more interesting. I think three would be the sweet spot. We'll still pull it out every Christmas, but still looking for that excellent Christmas game...
joewyka
Nothing will drain the room of Christmas joy quite like this game will! Players have hands of cards, with different colored Christmas lights, which are held facing out, Hanabi-style. Players have 3 secret objective cards which show strings of the five colors in a particular order. The objective is the be the first player to complete two strings that match 2 of your 3 held cards, with a special connector card played between each set. You can trade one of your unseen cards with the card of another player that you can see. After that you can play a card from your hand to your string, usually the card you just traded for. You can also play a card from your hand to the table, plus a randomly drawn card and either take and play one of the two cards or trade them to another player or just discard them both. Keep going around and around until someone wins. There are also disruptive events that get seeded into the deck (always the sign of a great game, no?). There are many, many problems here. The primary issue is that you have a VERY limited ability to learn what is in your hand and leverage that information before something disruptive happens to destroy all of your planning. The two most impactful actions that can separate a player from the others are both random. The unseen card you give another player from your hand and the card you draw when offering cards for trade. Lucky draws here render most other decisions meaningless by comparison. When we drew an event where we had to throw all of our cards away and draw new ones, the groan of frustration could be heard reverberating through the parking lot outside, I am sure. Never again.