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Get Out box art
Rich game profile

Get Out

Get Out is a Monopoly-style game with three tracks instead of one, and a couple of nice mechanical twists. The squares on the outer board are jobs, and the squares on the middle board are apartments. You can take as many jobs as you want, but each one slows you down, making it ha...

Players

2-8

Time

?-?

Age

10+

Weight

1.48

Rating

5.53

Should this hit the table?

Quick read before the metadata.

Moderate level of direct confrontation and strategic depth, with high interaction frequency and low emphasis on cooperation.

Teach 2.4

Teaching signal

Replay 3.8

High replayability

Interaction 3.7

Highly interactive

Scaling 4.0

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Moderate level of direct confrontation and strategic depth, with high interaction frequency and low emphasis on cooperation.

Replay value

Get Out has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game also provides deep strategic possibilities and allows players to improve their tactics over time. The player interaction score is average, and the game scales well with different numbers of players. It is moderately easy to learn, striking a balance between depth and accessibility. Overall, Get Out has a strong replayability score of 7.68.

Luck profile

The final luck score for Get Out is 5.67, indicating a balanced mix of luck and strategy. Random elements have minimal impact on the game outcome, and players have substantial ability to mitigate randomness through strategic decisions and planning.

Overview

What ABG knows about this game

Get Out is a Monopoly-style game with three tracks instead of one, and a couple of nice mechanical twists. The squares on the outer board are jobs, and the squares on the middle board are apartments. You can take as many jobs as you want, but each one slows you down, making it harder to get to Payday. Money doesn't really matter anyway; the real point of the game is to spend four months in the terrifying center ring. Not that they necessarily have to be four months in a row....

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Editions

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Commerce mapping

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Credits

People and publishers

Designers

1
James Ernest

Publishers

1
Cheapass Games

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