Get Rich Quick
- Designer: Lenny Herbert
- Publisher: Foxmind
- Players: 3-5
- Ages: 8+
- Time: ~30 minutes
- Times played: 3, with review copy provided by Foxmind
Get Rich Quick is part of the new line from Foxmind Games as they try to enter the family game market. They are amongst a number of companies that are moving from abstract or educational games and trying to get more into the mainstream categories. Previous to this, their main game in the genre was Maze Racers. Looking through their catalog, they appear to also own the rights to String Railway, an interesting game out of Japan from a few years ago.11
In this game, players vie to be the first to be able to retire and live the idle life of luxury. To do this, you’ll need to make money. But, in the end, money does not determine your success. The winner will be the first player to accumulate 25 Fortune points. There are many different ways to convert your money into these Fortune points.
Each player starts with the same opportunity – a starting bank of $5,000, an identical set of 7 actions cards and access to the gameboard – the “Summit Shopping Center”.
On each turn, all players take their deck of action cards and secretly and simultaneously choose three of them face down on the table. When all players have chosen, all players reveal their action cards and then they are resolved in number order.
1 – Work – gain $1,000
2 – Penny Stocks – pay $1,000. Gain 3,000 if at least one other player did not play this card.
3 – Real Estate – pay $2,000. Gain 6,000 if at least two other players did not play this card.
4 – StartUp – pay $3,000. Gain 10,000 if at least all other players did not play this card.
5 – Lottery – Pay $1,000. Roll 5d6. Get $4,000 for a 3-of-a-kind, $10,000 for 4-of-a-kind, $30,000 for 5-of-a-kind
6 – Shop – spend your money to place a meeple onto one of the open store spaces on the board OR spend money to buy an additional action card
There are twelve action areas in the mall, each of which has a specific cost, and each of which grants a specific rule-breaking ability to the owner. For instance, If you have a meeple on the Penny Stock Take Over space, you would collect all the $1,000 buy in costs for all players choosing the Penny Stock action for the rest of the game. There are also four central VP shops where you can simply trade in money for VPs.
The extra action cards could be another copy of #1 (Work), #5 (Lottery) or #7 (Take a Break). If you buy one of them, this means that you could do that particular action more than once on a turn.
For all the possible actions here, you are not allowed to duplicate – you cannot place multiple meeples in the same shop nor can you have multiple extra copies of extra action cards.
7 – Take a Break – Gain 1 Fortune point.
The game continues in rounds until at least one player has more than 25 Fortune points. The player with the most Fortune points wins. If there is a tie, it is broken by the player with the most money.
My thoughts on the game
Get Rich Quick is a simple and enjoyable game targeted at families. Each of the seven individual actions are easy to grasp, and any confusion about how they work should be figured out in the first few rounds. There are a fair number of options in the shopping mall, and while it may take a play or two for the younger gamers to understand the long term implications of some of the spaces – overall, none of them is overly challenging.
The game moves along quick. There is a bit of time in the choosing of cards – where each player tries to read the mind of their opponents to figure out what actions they’re trying to do. Then, once the cards are chosen – you flip them up and run thru the cards 1 to 7. Easy Peasy.
In addition to quick turns, the game can be as short as 13 turns or maybe even less! It could be possible to buy an extra #7 (Take a Break) card on the first turn. If this happens, a player could simply gain 2 Fortune points a turn. With a lucky Lottery roll or shrewd StartUp investments, that player could buy a Yacht in the mall and then get up to 4 Fortune points a turn (or maybe even a Private Jet and then get 6 Fortune points per turn)! So, you need to be always moving ahead quickly with your plan. If you’re hoarding money, the best payoff in the mall is 10 Fortune Points for $25,000.
The varied options in the Mall give players lots of opportunities to develop other strategies – and this is what makes the game work. Every player can end up finding their own path, and most of them seem to give players a decent chance at gaining Fortune Points. I have yet to find a strategy that works better than the double Take a Break per turn, but I’ve only played 4 times, and I’m certain that I haven’t seen all the possible combinations. Further, there is always the chance that a lucky Lottery win or repeated Startup success wouldn’t pave the way to victory for someone else.
Overall, the art is clean and functional. The characters in the art are a bit cartoon-y with weird overshaped eyes, but there’s nothing wrong with it. The mall board is a bit cluttered at first glance, but once you play a game or two, you know where everything is and what everything does. While it’s a bit simple for the regular gaming group – this is a great 20-30 minute introductory game to be played with younger ones or gaming novices… and I think this is exactly the target audience that Foxmind had in mind.
Ratings from the Opinionated Gamers
- I love it!
- I like it. Dale Y
- Neutral. Craig V
- Not for me…