Table feel
Moderate interaction with a good balance between direct and strategic confrontation. Players need to frequently pay attention to each other's actions, but there is limited emphasis on cooperation.
The birds have been hopping over the Hippos back all days search for bugs. Come dusk the hippos want to rest and the birds had better watch out. Hippo Hopp consists of 28 Hippo cards with a number between 1 and 8. A circle of 19 cards is placed face up and the remaining 9 are pla...
Players
2-4
Time
?-?
Age
8+
Weight
1
Rating
5.54
Should this hit the table?
Moderate interaction with a good balance between direct and strategic confrontation. Players need to frequently pay attention to each other's actions, but there is limited emphasis on cooperation.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Moderate interaction with a good balance between direct and strategic confrontation. Players need to frequently pay attention to each other's actions, but there is limited emphasis on cooperation.
Hippo Hopp has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience with room for players to improve their strategy over time.
Hippo Hopp has a moderate level of luck influence. Random elements like dice rolls or card draws have a notable but not exclusive impact on the game outcome. Players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy, with neither element dominating. Overall, luck plays a significant role, but player strategy also has a meaningful impact on the game.
Overview
The birds have been hopping over the Hippos back all days search for bugs. Come dusk the hippos want to rest and the birds had better watch out. Hippo Hopp consists of 28 Hippo cards with a number between 1 and 8. A circle of 19 cards is placed face up and the remaining 9 are placed face down as a draw pile. Once players have had a chance to memorise the circle, all cards are placed face down. Players then take turns turning one card in the circle face up and moving the bird pawn that many spaces clockwise. If they land on a face down hippo they are safe and score one point for every face up hippo they passed. If they land on a face up hippo they take the card as a penalty (-2 points at the end of the game) and replace it from the draw pile. Instead of choosing a card from the circle, players may discard any other player's penalty card and move that many spaces. The game ends when the draw pile is empty. The player with the most points wins.
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