Electronic Mall Madness

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

On Ludoya's tables

Full stats in Ludoya
6
Plays logged
5
Players
52m 30s
Average play
5
In collections

Game facts (players, playing time, age, credits) from BoardGameGeek.