Table feel
Palabra has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to others' strategies and turns. However, the game does not emphasize cooperation as much.
From the back of the box: THE GAME IN A NUTSHELL Cards with color-coded letters create crafty new ways to score. Make words from cards of mixed colors From cards all the same color (scores double) With "straights" of three or more consecutive letters With starred cards that doubl...
Players
2-6
Time
?-?
Age
12+
Weight
2
Rating
6.29
Should this hit the table?
Palabra has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to others' strategies and turns. However, the game does not emphasize cooperation as much.
Teaching signal
High replayability
Highly interactive
Scales well
Deep strategy
Luck-sensitive
Palabra has a moderate level of direct confrontation and strategic depth in confrontation. Players need to frequently pay attention to others' strategies and turns. However, the game does not emphasize cooperation as much.
Palabra has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their tactics and strategies. The player interaction score is average. Palabra scales well with different numbers of players without compromising its appeal or balance. It is moderately easy to learn, providing a good balance between depth and accessibility. Overall, Palabra has a solid replayability score of 7.6.
Palabra has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.
Overview
From the back of the box: THE GAME IN A NUTSHELL Cards with color-coded letters create crafty new ways to score. Make words from cards of mixed colors From cards all the same color (scores double) With "straights" of three or more consecutive letters With starred cards that double or triple the value of words With "flushes" (five or more cards all the same color, no word necessary) By "building" on words played by opponents In other shrewd and wily ways Get help from three wild cards that can be substituted for any letter or any color Zap your opponent's big score with point-canceling "killer-card" (Joker) Game ends when all cards are used. Highest total score wins.
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