Table feel
La Macarena has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
Each round in La Macarena, the four elements (fire, earth, air and water) are available, and at the end of it, the player who has collected most cards of a given element will earn the corresponding element token. When a player has all four different tokens, they can exchange them...
Players
2-5
Time
20-40
Age
10+
Weight
1.6
Rating
5.92
Should this hit the table?
La Macarena has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
La Macarena has a high level of direct confrontation and strategic depth in confrontation. Players need to be aware of and react to others' strategies frequently. However, there is less emphasis on cooperation in the game.
La Macarena has a high replayability score due to its high variability in the gameboard, the presence of expansions, deep strategic possibilities, and good scalability. It offers a fresh and engaging experience each time it is played.
La Macarena has a moderate influence of luck. 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 randomness through strategic decisions and planning. The game outcome is a balanced mix of luck and strategy.
Overview
Each round in La Macarena, the four elements (fire, earth, air and water) are available, and at the end of it, the player who has collected most cards of a given element will earn the corresponding element token. When a player has all four different tokens, they can exchange them for an amulet to win the game (two amulets are needed when playing with 2 or 3 players). On a player's turn, they first draw a card, then may pass or discard one or more cards to one of the seven cards on the table. To do the latter, the cards need to have the same value or the same color and a value of one more or one less than the current cards. If a player can form a chain of cards that follows these rules, they can put all the cards except for the last one into their personal collection. Each card exists twice, and by playing a card on its twin, a player blocks the space to all other players (until he or she has to pass, then the blockade is lifted). This gains the player an additional turn with some privileges. When a player runs out of hand cards or the draw pile is used up, the round ends and element tokens are handed out. If nobody fulfills the winning condition by then, a new hand is dealt.
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