Rules—
Your stats are Jolly, Magic, and Tough: Assign one stat a 2, one stat a 3, and one stat a 4. Also start with 0 Christmas Spirit (CS). You can have up to 3 CS.
You start on the Start hex. Each turn, move to an adjacent hex and roll a six-sided die (d6). Add your die roll + the number in your new hex + your Christmas Spirit. Read that entry below. (For example, if you roll a 3, enter a Snow Bank space (hex number 10), and have 2 CS, read entry 15.) If you return to a hex you’ve been to, nothing happens.
Game Stats Tracker—
Game Entries—
Intro
On his way home from delivering gifts, Santa found his home overrun with cursed coal! Play as Santa after crashing his sleigh and losing his gear: Regain your Christmas Spirit as you return to the North Pole!
1–2 — Empty Space
The North Pole’s grandfather clock chimes in the distance. Log 1 chime. If this was the second chime, reset chimes to 0 and read entry 10.
3–4 — Empty Space
The snow is thicker than you remember, but you’re strong. Roll a d6: If the result is higher than your TOUGH, it’s time-consuming; read entry 1.
5–6 — Empty Space
You find scattered pages from your List of Naughty and Nice, complete with children’s Christmas wishes. Roll a d6: If the result is higher than your MAGIC, you spend too long; read entry 1. Otherwise: Gain 1 Christmas Spirit (max. 3 CS).
7–9 — Empty Space
Beneath the snow, you make out a wrapped gift; it must have fallen from your sleigh and magically wrapped itself. Roll a d6 and add 20: Read that entry.
10
If you’ve read this entry before, read entry 20 instead. Otherwise: Your vigor has begun to return. Gain 1 Christmas Spirit (max. 3 CS).
11–12 — Snow Bank
Your trek has been time-consuming. The North Pole’s grandfather clock chimes in the distance. Log 1 chime. If this was the second chime, reset chimes to 0 and read entry 10.
13–14 — Snow Bank
You come upon a snowman, excited to talk with you at length—and seemingly unaware of your time crunch. Roll a d6: If the result is higher than your JOLLY, it takes a while; read entry 11.
15–16 — Snow Bank
What you thought was a pile of snow is actually a dangerous coal-infected Coalar Bear! Roll a d6: If the result is higher than your TOUGH, the fight exhausts you; read entry 11. Otherwise: Gain 1 Christmas Spirit (max. 3 CS).
17–19 — Snow Bank
The Polar horizon from atop the snow bank is a beautiful sight—apart from the coal blight billowing over your home. Your sense of purpose is renewed; log the keyword CONVICTION.
20
If you’ve read this entry before, read entry 60 instead. Otherwise: You hear something stirring at the North Pole. You’d best get there quickly. If you have CONVICTION and PINE-SCENTED, read entry 50. If you have CONVICTION (but not PINE-SCENTED), read entry 30. If you have PINE-SCENTED (but not CONVICTION), read entry 40. If you have neither, nothing else happens.
21 — Gift
You open the present and find a lump of coal inside. (Nothing happens.)
22 — Gift
You find a jar of peanuts. You can consume the contents once at any time for 1 Christmas Spirit (max. 3 CS).
23 — Gift
You find your Santa’s Hat. Whenever you roll a d6 that checks JOLLY, roll twice and choose which result to use. If you already had Santa’s Hat, read entry 1.
24 — Gift
You find your Bag of Gifts. Whenever you roll a d6 that checks MAGIC, roll twice and choose which result to use. If you already had Bag of Gifts, read entry 1.
25 — Gift
You find your Santa’s Belt. Whenever you roll a d6 that checks TOUGH, roll twice and choose which result to use. If you already had Santa’s Belt, read entry 1.
26–29 — Gift
You found exactly what you need. Take a look at entries 22, 23, 24, and 25; then, choose one.
30
The urgency of the chimes begins to ring true. You strengthen your resolve. Gain 1 Christmas Spirit (max. 3 CS).
31–32 — Forest
You lose sight of the forest for the trees. The North Pole’s grandfather clock chimes in the distance. Log 1 chime. If this was the second chime, reset chimes to 0 and read entry 10.
33–34 — Forest
You come across a copse of coal-corrupted trees; you can’t bear to leave them this way. Roll a d6: If the result is higher than your MAGIC, it takes a while; read entry 31.
35–36 — Forest
A small group of fearful elves has escaped the cursed coal at the North Pole. You attempt to inspire them. Roll a d6: If the result is higher than your JOLLY, you fail; read entry 31. Otherwise: Gain 1 Christmas Spirit (max. 3 CS).
37–39 — Forest
As you navigate through the maze of trees, the Christmasy smell of pine wafts around you; log the keyword PINE-SCENTED.
40
You breathe deeply of the pine smell infused in your suit. And perhaps there are even faint traces of cookies in the distance. Gain 1 Christmas Spirit (max. 3 CS).
41–43 — Igloo
As you approach the igloo, you realize it’s been destroyed by a precipitous piece of corrupted coal. It’s time to move on. Read entry 1.
44 — Igloo
You may investigate the igloo. If you do, read entry 5 and then read entry 1.
45 — Igloo
You may investigate the igloo. If you do, read entry 15 and then read entry 1.
46 — Igloo
You may investigate the igloo. If you do, read entry 35 and then read entry 1.
47 — Igloo
You may investigate the igloo. If you do, read entry 5.
48 — Igloo
You may investigate the igloo. If you do, read entry 15.
49 — Igloo
You may investigate the igloo. If you do, read entry 35.
50
As you get your bearings toward the North Pole’s chimes, a welcome sight descends from above: Rudolph’s nose guides him through the snow and soot; he lands gently in front of you. Gain 3 Christmas Spirit, even above the maximum of 3. You mount up, and Rudolph gives you a ride directly to the North Pole. Read entry 51.
51
You approach the North Pole workshop. Corrupted coal fumes billow not only from the chimney, but from cracks across the building. You boldly throw open the door and step inside. Read entry 52.
52
Inside, the smoldering cursed coal monstrosity roars as it looms down at you. Tools, toys, and workbenches are scattered around the room. The beast takes a bite from a handful of scattered peanuts before lurching toward you. Read entry 53.
53
Brawl with the coal monster. Roll a d6, and you may spend CS to lower the result by 2 for each CS spent: If the result is higher than your TOUGH, the monster overcomes you; read entry 57. Otherwise: Read entry 54.
54
You fight the monster to a standstill and take the opportunity to break the curse. Roll a d6, and you may spend CS to lower the result by 2 for each CS spent: If the result is higher than your MAGIC, your attempt backfires; read entry 58. Otherwise: Read entry 55.
55
The coal crumbles away, curse broken, revealing a confused a beleaguered grinch. Roll a d6, and you may spend CS to lower the result by 2 for each CS spent: If the result is higher than your JOLLY, you fail to reach it; read entry 59. Otherwise: Read entry 56.
56
You reach the heart of the grinch, inviting it to a seat at the Christmas dinner table. Elves flood back in from the surroundings, and a hearty meal is enjoyed by all. Christmas is saved. You win!
57
With Santa defeated and broken, the beast’s tyranny continues, destroying the North Pole workshop and spreading the curse around the world for 1,000 years of Coalsmas. You lose.
58
The curse bites back, infecting Santa. The black-garbed saint’s eyes darken as he wields the unfettered power of coal, bringing on 100 years of Coalsmas. You lose.
59
Santa’s attempts to calm and welcome the grinch, have failed, and its rampage resumes, tearing apart the North Pole workshop and setting toymaking back a decade, bring on 10 years of Coalsmas. You lose.
60
You hear the walls of the North Pole begin to crack. There is no time to lose. Spend any number of Christmas Spirit to move 1 hex for each CS spent. If you reach the North Pole this way, read entry 51. Otherwise: You don’t reach the North Pole in time. It crumbles under the curse of the corrupted coal. Christmas is canceled for 10,000 years. You lose.
61–69 — North Pole
The North Pole is in sight. Are you prepared to face whatever it is causing all this chaos? If so, read entry 51. Otherwise: You may continue exploring. Return to the space you came from and read entry 1.