Spirits of Christmas - Game Review
A Holiday Themed Game With Ten Variations That You Can Play All Year
“If I had my will, every idiot who goes about making Christmas games would be boiled in his own pudding, and buried with a stake of holly through his heart!” -
Ebenezer Scroggie, the Scottish man whose tombstone inspired Charles Dickens to create Ebenezer Scrooge…probably.
But even old Scrooge - or Scroggie - would have a difficult time finding fault with the latest project from Humble Bard Games. Charles Dicken’s popular novella, A Christmas Carol, about a miserly, old moneylender in Industrial Age London, has been the source material for at least a half dozen board games, including a Disney-themed version, where Mickey Mouse as Scrooge placed unbearable strain on suspension of disbelief. But Spirits of Christmas, a crowdfunded project fulfilled early, and released for distribution on September 10th stands apart.
Designer John S. Bailey, is an educator in daily life, and he holds a special place for A Christmas Carol.
According to Bailey, “This story's themes and treatment of morality are rich and deep. Each person will likely take away something different that challenges them. For me, I can empathize with Scrooge as a personality in many ways…my connection to Scrooge has nothing to do with money. His personality type, the way he sees the world, the types of frustration and disappointments he experienced, and how quickly he had forgotten the wonderful things in his past that could have changed his life for the better had he let them.”
And the game reflects these sentiments throughout.
Description
Spirits of Christmas is a mid-light weight, cooperative/solo strategy game where players use a rondel and take card-based actions to guide Ebenezer Scrooge on his journey from miser to saint in Victorian London. Players familiar with solo and multiplayer card games from developers such as Button Shy or Gabe-Barret of Solo Game of the Month, for instance, will find much that is familiar in Spirits. But what sets this game apart is the six difficulty levels, which escalate the challenge quickly, the seven “communication modes” for multiplayer, and the three story variants. That’s ten different modes of play, both solo and cooperative. It takes about five minutes to unbox and figure out the basic rules before starting your first game. And with the variety of potential strategies to utilize, the replayability is high.
Components
The physical components of the game are high quality and extremely thematic. The various spirits that visit Scrooge on Christmas Eve are instantly recognizable, whether your favorite version of A Christmas Carol was any version from Albert Finney’s (the game designer’s favorite) to the Muppets (my personal favorite). The quality wooden components, linen-finish, black-core cards, and solid, cardboard coins add to thematic immersion. And this is important. Because while many see Scrooge as merely an archetype of the potential evils of capitalism, Dickens wasn’t attacking economic systems. The beautiful artwork created for the game was illustrated by the designer’s daughter and reflects the joy their family takes in the source material.
As any good school teacher will tell you, Scrooge is a mirror for both author and reader, in “A Christmas Carol.” Dicken’s point is that every one of us has a Pre-Christmas Eve and Christmas Morning Scrooge inside of us, and this game reflects this notion by giving the player(s) all the responsibility for transforming the “covetous, old sinner” into a man who is “as good a friend, as good a master, and as good a man as any” the good, old City of London ever saw.
On the table, the game looks gorgeous, and has a relatively small footprint. It could easily be played on a standard “TV tray.” Layout is straightforward and the rule book is thorough while remaining easy to learn.
Gameplay
Players begin with a hand of “spirit cards” which are used to pay for actions and complete scenes in each “chapter” of the famous story. The number of cards varies by game mode and number of players. So a solo player has 5 cards, and the hand size goes down to 2 cards for a 5 to 6 player game. “Scene cards” are laid out in tableau either randomly for most play variants, or in order for the diabolical “Story Variant.”
Each chapter is based upon one of the three spirits who visit Scrooge on Christmas Eve; these are the well-known Ghosts of Christmas, past, present, and future that give the game its name. Each spirit has a unique token that occupies the rondel during their chapter. Players move the spirit token by spending coins, which evaporate quickly in this game, so choice and pushing your luck are factors here. The coins also factor into the end of chapter and game scoring. This is an ingenious mechanic, because no one wants to be a “miser” like old Scrooge - but the game forces you to be one, at least a little.
The chosen action on the rondel allows the player(s) to move scrooge to a different scene on the tableau, give or trade cards, play cards, or draw 3 cards. The player or player’s hand of “spirit cards” requires deft management, as completing scenes in each chapter requires payment of varied combinations of spirit card traits (contentment, compassion, and charity). And as the game progresses from chapter to chapter and spirit to spirit, the necessary balance of these traits changes significantly. I won’t spoil how, because it would deny the pleasure of discovering the best strategies as the game heads towards its climax.But know that you will be searching for different combinations of spirit traits in each scene and chapter. Once a scene has been paid for with the correct combination of spirit traits, that scene is cleared, and once you have cleared enough scenes, the chapter is complete, and the game moves on to the next chapter and spirit.
Completing a chapter can be accomplished by clearing all of the scenes or just specific ones. On each scene card for each chapter, there is an illustration of a bow - much like holiday bunting. And some of these bows are shadowed while others are not. If you clear all of the shadow scenes in a chapter, you may choose to move on. For those desiring deeper immersion or greater challenge, it may be preferable to complete all of the scenes. But these shadow cards bring up the only complaint I have with the game. It can be difficult in low light, or for middle-aged eyes (I’ve been told) to distinguish between normal cards and shadowed ones. This is why it is not recommended to play this game in a smokey, candle-lit, 19th century, drawing room.
In addition, there is a “Torch of Plenty” token in the game. This token can unlock scoring bonuses when activated and placed on the rondel whenever its card is occupied by Scrooge. The game also includes “gift cards.” One of these may be chosen randomly or deliberately at the beginning of each game, and they provide the players with special benefits in the game. Again, the variety of modes, difficulty levels, and strategies keeps the game fresh and appealing. This is no small task with such a familiar theme and premise, as Dicken’s source material is likely the most well-known and widely adapted novella ever published in English.
Endings
Chapters end when players run out of money, complete all of the shadow cards, or all of the cards for the chapter. Scores are determined for each chapter by tallying coins, exhausted coin cards, and the location of the Torch of Plenty. Then the next chapter is set up and the game continues.
At the end of the third chapter, or earlier if you run out of money or cards, the game ends. If the player or players have completed all three chapters without going bankrupt, the game is won. Points are then tallied and compared to a chart indicating the level of victory.
Just be warned. Winning may be relatively easy with the simplest play variation and the lowest difficulty setup. But things get much harder as you increase difficulty and attempt different gameplay variants. Remember the Ghost of Christmas Yet to Come may show you terrifying things, but they are only “shadows of what yet may come to pass.”
Bottom Line
Spirits of Christmas is a solid entry from the designer of Holdout, Song of the Seas, and the Roll-With-It System . For those who enjoy card-drafting games. Those for whom thematic elements are important will not be disappointed. Spirits serves up a deep and rich milieu of industrial, Victorian London, along with the emotional lightness of Christmas. It would pair well with a late night solo play by the fire on Christmas Eve after several hours of wrapping packages and assembling gifts. Just watch out for talking door knockers.
Players will be challenged strategically, and find ever-increasing challenges with the different modes and variations included in the game even if they have no interest in Dickensian literature. But we are talking about “A Christmas Carol,” and few people dislike the story. That’s why I am also recommending this as a great gift for the holidays. With a small table footprint, quick and easy play, along with deceptively challenging strategy, Spirits of Christmas will take you from “Humbug!” to “Joy to World” in minutes.
Settle in with this cozy challenge, and “God bless us, every one.” - Tiny Tim, who (spoiler alert) did not die.
Caption: Cherish the gifts of Christmas, but try not to forge any chains in this life, for while it may save you from bankruptcy, it harms your soul…or at least your score.
Spirits of Christmas is a crowdfunded game now available from Humble Bard Games. It has no rating on Board Game Geek at this time, however, Dr. Matt has rated it an 8.5. It is a fun and challenging play that will hit the table long after the lights and tinsel have been taken down. So put the goose in the oven and get yourself a copy.