2-6 players
60 minutes
closed
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Sleepy Hollow has a feature that I've seen in only a few other games: the players start with a book of clues which give them cryptic instructions on what to do at each step of the game. Done badly that can cause more confusion than it prevents, or leave the players feeling spoon-fed, but as long as the clues are pitched well it can help the team navigate a busy environment, and also impose a structure on the puzzles in a way that lets players see what they're working towards. Here it worked well...