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Grand Gamers Guild

Holiday Hijinks The Independence Incident (Preorder)

Holiday Hijinks The Independence Incident (Preorder)

^Prices shown are exclusive to our online store.

No. of Players

4

Age:

8+

Mechanic:

Co-Operative

Theme:

Deduction

No. of Players

4

Age:

8+

Mechanic:

Co-Operative

Theme:

Deduction

Your peaceful day at the national history museum is shattered in an instant.

Pre-orders coming soon
ETA To Be Confirmed

Orders that contain both preorders and regular products will be shipped individually. At our discretion we may choose to ship part of your order early to ensure you receive it as soon as possible. If you urgently require a product, please contact us beforehand. See Preorder Policy for more information.

iconFree delivery on orders over $75
iconUnopened? 30 days returns

Description

Your peaceful day at the national history museum is shattered in an instant. Something feels off, a strange tension in the air. Just as you're beginning to piece together what's wrong, a tap on your shoulder jolts you. A shadowy figure leans in close and whispers, “We’ve been watching you. We need your help. A priceless American treasure is in danger, and a ruthless gang is closing in fast. Will you join us?” Your heart races as fear and excitement collide. The clock is ticking, and only you can unravel the secrets hidden within the nation's landmarks before it’s too late. Will you rise to the challenge?

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.

Puzzles may test your perception, wordplay, and lateral thinking. English language fluency is required.

When you have solved a puzzle on the cards, you will enter the answer into the companion website (compatible with all smart phones and computers) and it will check whether you are correct. If you are, the website will tell you which card or cards to take next. The website 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.

This system is non-destructible: some groups may choose to write on cards, but this is not required. A group cannot re-play the game, but can pass it on to another group for their use.

This entry in the series takes about an hour to solve, and is rated 3 out of 3 in difficulty.

Shipping & returns

Good Games uses Australia Post for shipping of orders across Australia as they have the widest reach and offers our customers conveniences like Parcel Lockers, Parcel Collect, and mail redirection.

  • Standard is shipped using Australia Post eParcel Post and generally takes between 1 - 4 working days for most parts of Australia. The is a tracked shipment.
  • New Zealand shipments are sent via Australia Post International Standard and take between 3 - 14 working days for delivery. This is a tracked shipment.
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^Prices shown are exclusive to our online store.
Pre-orders coming soon
ETA To Be Confirmed

Orders that contain both preorders and regular products will be shipped individually. At our discretion we may choose to ship part of your order early to ensure you receive it as soon as possible. If you urgently require a product, please contact us beforehand. See Preorder Policy for more information.

iconFree delivery on orders over $75
iconUnopened? 30 days returns

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