allboardgames.com
Hooop! box art
2006 Ranked #10,827

Hooop!

This abstract race game has frogs cross bridges into opposing homes before their rivals do. Every jump removes its bridge, and forced chain jumps can close routes or create sudden opportunities.

Abstract Abstract Strategy Animals Point to Point Movement Animals: Frogs / Toads

Players

2-4

Play time

Not listed

Age

7+

Complexity

1.72/5

Rating

5.98

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.6/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

In Hooop!, players need to move their frogs to the opposing player's lilypads, with the first player to do so winning the game. These frogs don't jump wild and free, however, as they must take a bridge that spans adjacent lilypads in order to move.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

In Hooop!, players need to move their frogs to the opposing player's lilypads, with the first player to do so winning the game. These frogs don't jump wild and free, however, as they must take a bridge that spans adjacent lilypads in order to move. And not only are the frogs semi-lame, but they're also extremely clumsy. After each jump – or "jump", as it were – the bridge used by that frog falls into the lake. The lilypads are set up in a square or pyramid, depending on the number of players in the game, with one bridge between each pair of adjacent lilypads. On a turn, a player either moves one frog from one lilypad to an adjacent one (removing the bridge after doing so, except for the bridge to a player's home, which can never be removed) or places one bridge on the board to connect two lilypads. If a frog lands on an occupied space (other than a player's home), the frog already on that space must jump away in a direction of the active player's choosing, removing the bridge used; if that frog lands next to another, then the process repeats. If a frog cannot jump away when encroached upon due to a lack of bridges, then the initial jump is illegal and the active player must take another action. Each player has four action cards that can be used once each game to place two bridges, jump without needing a bridge, remove an additional bridge, or take an extra jump. Get all your frogs into the other players' homes, with at least one frog in each location, and you win.

Browse all classifications

Shopping

Where to buy

No verified retailer offers are available yet. The references below may still help you continue your search.

Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
2–4
Best with
2–4
Play time
20 min
Age
7+
Complexity
1.7/5
Credits and catalog connections

Credits

Designers

1
Adam Ka?u?a

Artists

1
Piotr Socha

Publishers

4
Dr. Wood Challenge Centre Gigamic Granna Kaissa Chess & Games

Linked items

No published linked games yet.