GAME GUIDE

Shopping Mall Maker Placement, Reroll, and Scoring Guide

Build a 13-slot mall by comparing store offers and spaces. Learn when to use the three rerolls, read the estimated report, and improve the seven scoring categories.

Shopping Mall Maker store offers, three-floor layout, and business indicators
Compare store offers with the empty spaces across three floors and the outside slot.

Complete a mall in 13 rounds

Each round draws a region. Choose one of its store offers and place it in an empty slot. There are twelve slots across three floors and one outside slot, for thirteen in total. Compare placement requirements, customer draw, and combinations as well as individual sales figures.

Sales, costs, and customer figures are in-game estimates. They are not the actual results of the named companies or stores and should not be used for real-world business decisions.

Place your first store step by step

  1. Start and wait for the regional draw, then inspect the offers.
  2. Check the types and sizes of empty slots before choosing. The third floor includes food-court slots, the second includes apparel, and the first includes daily-shopping and restaurant slots.
  3. Click or tap a store offer, then choose a compatible empty slot. Clicking a slot before selecting a store does not place anything.
  4. Placement advances the round. Open the estimated report to review indicators as you work toward thirteen stores.

If a store cannot fit despite an empty space, check its size and slot requirements. You can compare offers by changing the selection before placing one. Decide on a destination first.

Use the three rerolls with a purpose

You have three rerolls per run. Before spending one in search of a more attractive store, check whether the current offers fit your remaining spaces. Using every reroll early leaves none for later rounds with fewer placement options.

For example, if you still need to fill a restaurant slot, check the candidate's size rather than choosing solely by its sales figure. Before rerolling, identify a store you could place now, the slot you want to preserve, and the indicator you need to improve.

The total combines seven categories

The report and final breakdown use these seven categories. Profit carries the largest weight, but cannot provide the whole score on its own.

CategoryMaximum pointsWhat to review
Operating profit30,000Margin and costs as well as sales
Footfall18,000Stores with customer-drawing power
Satisfaction14,000Audience, repeat visits, and noise
Layout compatibility14,000Slot fit and combinations
Business diversity9,000Balance between categories
Resilience8,000Weekday, weekend, and bad-weather strength
Social buzz7,000Store buzz and combinations

The maximum total is 100,000 points. Each category is capped, so review low categories in the completed mall rather than repeatedly improving only one strong area.

A placement exercise

In your first run, finish the mall with compatible offers and review profit and layout compatibility. In the next run, pay more attention to adjacent stores and same-floor combinations, checking the combo display. Different draws change the result, so a single score difference does not establish that one layout is better.

Collecting only similar stores can overlook diversity and competition effects. Compare an offer's individual figures with its relationship to stores already placed. If a high-sales store fails to improve the overall evaluation, inspect the score breakdown and combinations first.

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