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North Carolina
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Go for broke
A classic. A roll and move game where the object is to be the first to lose $1,000,000 . Sort of a reverse monopoly if you will.
Artwork 3/5
Old school cartoon drawings. Likely very good for its time. A bit dated now.
Components 2/5
The main components consist of a main board and spinners that are made of cardboard. A bit flimsy and cheap plastic. The cards that are thicker paper, not very good or laminated, certainly not the greatest.
Randomness 1/5
If candy land is a zero and 1830 is 5/5, then this should be midway. Quite a lot of randomness in that the rolls are 2d6 and your actions are based on whichever space you land on.
Strategy 0/5
Very little.
Tactics 1/5
There is some. Deciding the bets on the casino and the racetrack are about as far as it goes.
Brainburn 0/5
Very easy on the old bean. No crunchiness.
Rules 3/5
Very well written, mostly very clear. They do need some house modification to make sense but overall pretty good for a game from the 1970's. Also, the rules are printed on the back of the board.
Theme 3/5
Somewhat original, but the kids like it.
Interaction: 0/5
Quite minimal.
Gatewayability 1/5
Good for old school game night. Otherwise not very good as a gateway game.
Spouseliness 1-5/5
Depends on whether or not your spouse likes old school games.
Analysisparalysis proness 0/5
No AP observed thus far.
Confrontation 0/5
It is a roll and move, so none.
Fun factor 1-2/5
A bit of a snoozer. Fun for 30 minutes or so, but too repetitive to be very much fun. Perhaps better if you use lower amounts to start.
Replayablity 1/5
Very poor.
Overall, an ok game to throw into the mix every now and then. Use $500,000 to start. It would also be worthwhile to consider allowing more to be bet at the casino and race track every turn, and have more gain/loss with stocks. Perhaps also allowing all the properties to be bought and sold would be good.
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