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Automobile box art
2009 Ranked #629

Automobile

Economic strategy game where early auto manufacturers build factories, forecast demand, and supply dealers across America. Overproduction creates lasting inefficiency, forcing players to keep pace with new models without betting beyond the market.

Strategy Games Economic Industry / Manufacturing Commodity Speculation Variable Player Powers

Players

3-5

Play time

Not listed

Age

12+

Complexity

3.53/5

Rating

7.33

Harder to teach Highly interactive Deep strategy

Overview

At a glance

Is this game right for my group?

ABG editorial scores on a 1–5 scale.

Teachability 2.4/5

Harder to teach

Replay value 3.9/5

High replayability

Interaction 3.7/5

Highly interactive

Player scaling 4.0/5

Scales well

Strategic depth 4.5/5

Deep strategy

See all 5 specifications

How it plays

How does it play?

Automobile is a 3-5 player game that bears a modern setting when compared to most of Wallace’s releases. Players are competing in the U.S.

Core mechanisms

Key systems that shape the decisions players make.

Read the full game description

Automobile is a 3-5 player game that bears a modern setting when compared to most of Wallace’s releases. Players are competing in the U.S. auto industry in the early 20th century, purchasing factories that turn out low-, medium- and high-valued vehicles, starting with the 1893 Duryea and moving through history from there. Each player knows a portion of the market demand each round and must make his purchasing and manufacturing decisions based on the information. Players can fund distributors across the country, but if they don’t supply distributors with vehicles to sell, they go bankrupt, taking your investment with them. Alternatively, players can drop the prices on their cars to move their market share, or even temporarily improve sales rates at the cost of research. Special action spaces are available that give a player a one-turn special ability with the actions provided by Ford, Durant, Kettering, and others somewhat related to their actual business history. As newer models make their way onto the market, they sell at the expense of the older models. Older factories give inefficiency cubes as time passes, encouraging you to keep pace with technology. To get money, you need to build cars with your factories, but if you build more than there is demand they lose not only the money spent to make them, but gain inefficiency cubes that hurt them for the rest of the game. Whoever manages their car factories the best over this 120-150 minute game will win.

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Editions

Language and publisher variants currently recorded in the catalog.

Edition Year Language Publisher / Region
No editions imported yet.

Player resources

Rulebooks, player aids, FAQs, and solo resources.

No files imported yet.

Game and edition data

All specifications (5)

Play and group

Players
3–5
Best with
3–5
Play time
120 min
Age
12+
Complexity
3.5/5
Credits and catalog connections

Credits

Designers

1
Martin Wallace

Artists

4
Mike Atkinson Czarnè Peter Dennis Klemens Franz

Publishers

2
Mayfair Games Warfrog Games

Linked items

No published linked games yet.