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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
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Game Mats
Bags
Dice
Sleeves
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RedDragonSpySteve
Christmas themed, light Code 777. Play your unseen hand cards in correct order based on information from others and swapped cards.
MikeKoro
[b]1st Play Thoughts [BGCOLOR=#FF66CC] [b] 4 [/b] [/BGCOLOR] (Dec 2023):[/b] An interesting game to break out over the holidays but maybe the theme is the only reason you are playing this... (Try [b]Ghosts of Christmas[/b] for an excellent Christmas themed game) This one sort of plays like [b]Hanabi[/b] but you are not on a team. You are trying to play cards from your hand that you cannot see. You have to play them in a certain order based on light string cards you have. You can only see cards during certain times, mainly when trading other players. Can you remember what cards are and when to play them? I found the game to be interesting but quite a bit longer than it wanted to be at 5 players. I created a sort of tracking system for my hand as we played but others struggled with remembering their cards after the long time between turns. We played for about a half hour before stopping halfway through the game. I wouldn't be opposed to playing again but found the game to be just a more convoluted, longer and less fun version of [b]Hanabi[/b].
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.