Table feel
Hula-Hoo! has a high level of direct confrontation and strategic depth. Players need to be aware of and react to each other's actions frequently. However, there is less emphasis on cooperation in this game.
Players
2-6
Time
10-20
Age
8+
Weight
1.13
Rating
6.81
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
Hula-Hoo! has a high level of direct confrontation and strategic depth. Players need to be aware of and react to each other's actions frequently. However, there is less emphasis on cooperation in this game.
Hula-Hoo! has a high replayability score due to its high variability gameboard, the availability of expansions, deep strategic possibilities, and good scalability. The game offers fresh experiences each time it is played and allows players to discover new tactics and strategies. The game adapts well to different player counts without compromising its appeal or balance. While it may take some time to learn, the depth it offers makes it worth the effort.
Hula-Hoo! has a moderate level of luck involved in the game. Random elements such as dice rolls or card draws have a notable but not exclusive impact on the game outcome. However, players have substantial ability to mitigate the effects of randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role. Overall, Hula-Hoo! strikes a good balance between luck and strategy, providing an engaging and challenging gameplay experience.
Animals from around the world are gathering for the hula hoop championships. Their goal is to keep up the hoop for as long as possible. This is represented by cards. The goal is to get rid of all of your cards; or make all other players drop out ("drop their hoop"). Each player starts with five cards in their hand, plus five cards openly in front of them. When it's their turn, they can choose to play one of their open cards or one from their hand. The first player plays any card and demands the next player to play "higher" or "lower". A player can follow this, or "double" - play the same card as the player before them. Then everyone has to double (or break the double with a neighboring card or a joker. A player who cannot play drops their hoop and is out of the round. When only one player is left, or when one player has gotten rid of all their cards, they get as many cards as have been played in that round. First player to reach 77 points wins the game.
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