
1989 · Economic
Electronic Mall Madness
Players navigate a three-dimensional shopping mall while an electronic “Voice” directs movement and announces sales. Each turn, the console indicates where to go and which stores have bargains; players race to reach stores and purchase listed items by inserting their credit card token and following the Voice’s prompts. Money is managed via a bank space and credit-card mechanic, and the objective is to collect a set number of purchased items before opponents. The game combines programmed electronic instructions with luck and spatial movement as players plan routes and compete for limited deals.
- Players
- 2–4 best 3
- Playing time
- 60 min
- Age
- 9+
- Complexity
- 1.2 / 5
Children's GameElectronicRoll / Spin and Move
About the game
- Design
On Ludoya's tables
Full stats in Ludoya- 6
- Plays logged
- 5
- Players
- 52m 30s
- Average play
- 5
- In collections
Free, on web, Android and iOS
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Game facts (players, playing time, age, credits) from BoardGameGeek.





















