geek
The Hotness
Games|People|Company
Dominion - Stash Promo Card
Runewars
Dominion: Alchemy
Thunderstone
Dominion
Dungeon Lords
Alexander the Great
Agricola
Twilight Struggle
Murder at the Four Deuces
Stronghold
The Republic of Rome
Race for the Galaxy
Small World
Arkham Horror
Founding Fathers
Race for the Galaxy: The Brink of War
Through the Ages: A Story of Civilization
Vapor's Gambit
Battlestar Galactica
Chaos in the Old World
Le Havre
Last Night on Earth: The Zombie Game
Mystery Express
Puerto Rico
Endeavor
Power Grid
Vasco da Gama
Warhammer: Invasion
Descent: Journeys in the Dark
Space Hulk (3rd Edition)
Pandemic
Hansa Teutonica
Carson City
Campaign Manager 2008
War of the Ring
Livingstone
Cosmic Encounter
Stone Age
Le Havre: Le Grand Hameau
Tobago
Cosmic Encounter: Cosmic Incursion Expansion
Twilight Imperium 3rd Edition
Summoner Wars
War of the Ring Collector's Edition
Macao
Carcassonne
Dominion: Prosperity
Neuland
Steam
Rules | Subscriptions | Bookmarks | Search | Account | Moderators
Recommend
124
20 Posts
New Thread | Printer Friendly | Subscribe  sub options | Bookmark
Your Tags: Add tags
Popular Tags: [View All]
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
Avatar
patron05070809
mbmbmbmbmb
I have to admit, I was just a little bit concerned when Martin Wallace mentioned in an interview that he thought the next game in the excellent Treefrog series, Automobile, was his favorite of his designs. Creative people don't always judge their own creations the way everyone else does. For example, Wallace was extremely low-key about Brass prior to its release, so it just kind of snuck up on everyone. But the game is fantastic and extremely popular. Martin has even admitted that the game's success has taken him by surprise. So I was a little worried that the opposite effect might happen with Automobile.

I needn't have concerned myself. Automobile is vintage Wallace, right up there with Brass (one of my favorites) and maybe even close to the rarified air of the rightly revered Age of Steam. I've played it three times so far and liked each game more than the last. Wallace has been on an incredible roll over the last couple of years, but this might be his best game to appear over that time period.

The players are businessmen soon after the introduction of the horseless carriage in the U.S. The pioneer scientists and craftsmen have worked their magic and the public has decided it likes this new invention; now, it's time for the money men to see if this can be turned into a profitable and sustained industry. The object, as with all good business games, is to earn the most money.

Around the periphery of the board, there are spaces for about two dozen different car models, from the Duryea Motor Wagon, the world's first commercial automobile, all the way up to the Depression era Cadillac 452, listed more or less in the order of their introduction. Each model is in one of three different categories: economy, mid-priced, and luxury cars. The price for building a factory for each model is also listed.

Players will be building these factories and using them to produce cars. They then try to sell them, via two different channels: distributors and the general public. Each has its own maximum demand each turn. Overproduction can be costly, as can maintaining obsolete factories. The player best able to maneuver through this economic minefield will win the game.

The game consists of four turns, which each follows the same turn sequence. Forgive me for this rather dry description of each phase, but there's enough stuff going on that this is really the only way to explain the game. I'll try to keep my explanations short.

Each turn begins with the players secretly drawing demand tiles. There are 16 of these, equally distributed among the values 2, 3, 4, and 5. These are used to determine the public's demand for the different car categories. Different rules are used for each turn. For example, on turn 2, each player draws two tiles and each player's high tile will add to the demand for mid-priced cars, while their low tile will add to the demand for economy cars. Thus, each player will have a bit of information about what that turn's demand will be and may be able to use that data to help plan for the turn.

Next, in turn order, the players select a character to assist them on that turn. There are half a dozen of these characters, each of them automotive pioneers that give the player choosing them a special ability. For example, Ford gives you the option of buying an extra factory during your turn, while Howard lets you sell a couple of extra cars. Most of the characters also give the player additional R&D cubes - more about these later. In addition to the abilities, the characters chosen determine the player order for the rest of the turn. Each player must choose a different character. They serve a similar role as the actions in Age of Steam, although their effect on the game may be slightly less.

After this, the players take their actions, which is the meat of the turn. There are five actions to choose from and each player takes one action per round, for three rounds. The actions in brief are:

1. Build one or two factories on a single car model space. If this is a new car model, the player must spend some R&D cubes; the more advanced the model is with respect to the models that have already been built, the higher the cube cost.

2. Place up to 3 distributors, to assist with selling cars through the distributor channel.

3. Take 2 R&D cubes.

4. Close down the factories for one of your car models. For reasons which will become apparent, it is often necessary to shut down your older factories. In exchange for eliminating the factories, you get most of their cost back from the bank. In addition to saving on maintenance, this gives you a cash infusion, which might be useful when you take the fifth action:

5. Produce cars. When you take this action, you can pay to produce cars at each of your factories. Each car type has a manufacturing cost. You have some choice of how many cars to produce, but this is constrained by the number of factories in the model space. So, for example, if your mid-priced model has one factory, it must produce 1-3 cars, but with two factories, you must produce 4-7. You do have the option of not producing any cars for each of your models, but if you do manufacture any, the number must fall within the given limits. Thus, when building factories, you need to estimate how many cars of that model you're likely to sell. Planning is essential, just as with the car companies of today! (gulp!)

A common set of actions for a player might be to place some distributors, build a couple of factories, and then produce. But there are certainly other options. For example, you might build factories, produce, and then shut down another model's factories. Or even build twice and then produce. The position of your models in relation to the other players' is crucial, since the more advanced models get the chance to sell first. Also important is what the most advanced car model with constructed factories is, since this determines how many precious R&D cubes it will take to build even more advanced factories.

After everyone takes their three actions, you sell cars via the distributors. The distributors placed in this round and in previous rounds are allocated to one of the three car types through a simple procedure. There's a fixed number of slots per type per turn, so there's no guarantee that you'll be able to use all of yours. Each unallocated distributor represents someone not earning their salary, so you have to take a loss cube for each one. Loss cubes are your penalty for inefficiency and this won't be the last time they make an appearance - I'll get to how they're resolved in a bit. For each distributor you do allocate, you get to sell one car of that type for the full sales price.

Then comes the Executive Decisions phase. In turn order, each player can choose one of about half a dozen items, first come, first serve. These include a factory shutdown action (since you might not have wanted to devote one of your three actions to doing this), some Bonus Sales markers, and some Reduced Price markers. Bonus Sales markers cost R&D cubes and they allow you to sell an additional car of a specific model during each round of the next phase. Reduced Price markers, which are free, do the same thing, but you must sell every car of that model at a lower price. If you don't want to select any of the items, you pass; the order in which players pass is the order in which they will select characters next turn. The turns then continue and each player takes items until all the players have passed. The Executive Decisions resemble the developments in Wallace's Tinners' Trail, except that there are fewer of them and their selection is restricted to its own phase and not combined with the other actions.

Then, at long last, you get to sell your cars to the general public, which is where the bulk of your money will come from. First, the demand tiles are revealed and the demand for each car type is determined. Each car type is then resolved separately. The most advanced model of that type gets to sell first, followed by the next advanced model, and so on. Once you get to the least advanced model, continue again with the most advanced one until the cars run out or the demand limit is reached. For each round of this sequence, you can only sell one car of each of your models unless you placed markers in that model's space during the Executive Decisions phase. So these markers can have a huge effect on whose cars are sold. The full sales price for cars is about double their production cost; the reduced price gives you only about 50% profit. For every car you have left over, you have to take a loss cube. All leftover cars are then returned to the players with no compensation (more planning - sigh).

Finally, loss cubes are resolved. Each car model behind the most advanced one of that type will get loss cubes; the further from the head of the queue it is, the more cubes it gets. This is one of the reasons why it's so important to shut down older factories. You then have to pay a penalty for each loss cube you have. The cost is small at first, but it grows with each turn and, just as significantly, loss cubes accumulate from turn to turn. Fortunately, a couple of the characters let you discard some, making their management considerably easier.

It wouldn't be a Wallace game without loans, so players can take a loan at any time. Compared to some of Martin's other games, loans aren't too severe, with the interest rate each turn being a mere 10%. The big issues are 1) you can't pay them off until the end of the game and 2) you can only take two loans for the whole game. So don’t be afraid to extend yourself when the opportunity requires it, but be aware that there's a limit to how often you can do this.

The game ends after four turns. You get to sell all your factories back to the bank for full price. You also have to repay your loans, with an additional 20% thrown in just so you know you've been playing a Wallace game. Most money wins.

I think Automobile's big selling point will be that it's as deep and challenging as a game like Brass, but it's much more thematic and intuitive. It is involved, as this review shows, but the actions have logical, real world counterparts, which makes it considerably easier to learn and to play. It's a difficult combination to achieve, but Wallace pulls it off with style.

The heart of the game is estimating demand with respect to the different car models, but this is far from easy. It also tends to be a pretty dynamic set of decisions, as the actions of your opponents mean you must constantly adjust your expectations. You can get to the point where you have reasonable success in anticipating how the markets will position themselves, but there are sufficient choices that you'll probably never be able to turn this into a blueprint. That's quite all right, as you'll have the opportunity to adjust throughout the course of a turn. For example, even factories at the rear of the stack can be rescued by the liberal addition of Bonus Sale markers and/or Reduced Price markers. This, of course, may lead your opponents to make changes as well. During my games, some of my fellow players were bothered by this uncertainty, but I thought it was a brilliant and challenging feature.

One corollary of this is the game's replayability. The order of the different models is always the same, so the only difference from game to game is the demands that are generated each round. This will have some effect on the game, I'm sure, but probably not as much as, for example, the ore prices in Tinners' Trail. However, there's so many different ways in which the players can choose to play that I'm very hopeful that this won't begin to be a problem. Certainly, my three games all played out very differently, much to my delight.

In addition to the player actions, there are many other decisions to be made each turn, including the character choices, distributor play, when to shut down factories, and Executive Decisions, and few of them are obvious. It'll take a couple of turns to get these all straight in your mind, but then they'll turn into a consolidated whole and you'll be able to start thinking of your turns as a unit, rather than as a series of disconnected choices.

This is certainly a thinky game, but the fact that all the choices are interwoven between the players, with each player taking one action or decision at a time, means that things move relatively quickly. This not only separates the game into more bite-sized pieces, making it less stressful, but also considerably reduces downtime.

I'm at the stage where each turn of the game feels independent of the others, almost as if it's four separate games. This isn't necessarily a bad thing, as it gives players the opportunity to catch up (the loans mean that there isn't a "rich get richer" problem) and the game doesn't seem to suffer from this lack of connectedness. However, I can see more experienced players try to implement a game-wide strategy and anticipate how each turn will build upon the earlier ones.

The game's emphasis on efficiency is one of its distinguishing features and this is most evident with the loss cubes. However, beginning players should not be too fearful of these little square beasties. They are by no means equivalent to the begging cards in Agricola. Taking a bunch of them on, particularly in the early turns, can prove quite profitable, as long as you wind up managing them later. They give the game another interesting dimension and add to the already considerable number of decisions necessary to play well.

A number of early reviewers have suggested that Automobile is like a more complicated version of a 2002 game from Winsome called Locomotive Werks. I don't think I've played this game since the year it came out, so my memory may be fuzzy, but based on my recollections, I don't see this. There are some surface similarities in the basic concept (the obsolescence of older models), but the weight, the luck factor, the mechanics, and the feel of the two games are miles apart. Still, I'm definitely in the minority here, so I should probably try to play Locomotive Werks again some time (particularly since it's had a bit of a renaissance lately) to see if I still feel this way.

I played Automobile with three and four players and loved it with both numbers. I think the four-player game is a bit better, because the challenge was higher, but the three-player contest should be ideal for learning the game and I certainly wouldn't hesitate to play it with that number. I might want to wait to play with five until all the players have a little experience, but I see no reason why it wouldn't succeed with that number as well.

My early games weighed in at 2.5-3 hours. The listed duration is 2 hours, but many folks at the Gathering reported 90 minute games. So 2 hours is probably quite feasible once you gain some experience, which is fabulous for a game of this depth.

The copy I was playing with was a prototype, but I believe it utilized the final artwork. If so, it's another fine effort by Treefrog, and continues their break from the sometimes frumpy Warfrog standards. The Treefrog gameboards tend to be very functional and reasonably attractive and that's the case here as well. It's highlighted by some very nice pictures of vintage automobiles, courtesy of the game's artist, Mike Atkinson. It takes a few minutes to take in the layout of the board, but after a turn, you realize that everything is laid out very logically and all the important information is displayed. Hopefully, some player aids will be included in the final product that outline the player actions, although after one game, even that shouldn't be necessary. The rest of the all wooden components are nice as well, including some very cute car meeples and upper torso meeples for the distributors. My only complaint is that I would have liked a larger set of denominations for the paper money, but I realize that Wallace is trying to standardize the Treefrog components, so even this mild shortcoming is forgiven. It's the gameplay that will attract Wallace fans to this game, but its appearance will be a plus as well.

The last time I was this taken by my first plays of a game, it was by Wallace's own Brass a year and a half ago. It's an indicator of my high opinion of Automobile that I think it might even exceed that excellent game in my ratings, which would make it the best game I've played since the fabulous Through the Ages. It's deep, the luck factor is low, the theme is attractive and intuitively applied, the decisions are numerous and enjoyable, it's reasonably short, and replayability doesn't appear to be a problem. If you like business games in which you have to struggle against the system and against your fellow players, I urge you to check this out. It's scheduled to make its official public debut at the UK Games Expo in May and will then be available to Treefrog subscribers and the rest of the gaming world in June. Martin Wallace continues to live in the fast lane with his great collection of recent designs; if he keeps producing games like Automobile, I'll be happy to go along for the ride.

Finally, some acknowledgements:

To Ravindra Prasad, for creating the rules summary that made the game a breeze to teach (you can find it on the Geek);

To Patrick Korner, for coming up with the title of this review;

And to Martin Wallace, for kindly (and wisely, IMO) providing this game for all of us to play at the Gathering.
Last edited on 2009-04-20 12:53:39 CST (Total Number of Edits: 1)
Anders Olin
Finland
Vasa
flag msg tools
Avatar
patron080910
mbmbmbmbmb
That did it. I must go and buy this game.

I love BRASS and have been waiting for something similiar from Wallace' pockets.
Julian Steindorfer
Austria
Vienna
flag msg tools
designer
Avatar
mbmbmbmb
thanks for this well written review!
i looks like a real great year for wallace games , tinner´s trail gets an reprint (maybe in German) ,steam, rise of empires and automobile gets a release from phalanx! and i discovered onlineBrass. :)
Breno K.
Brazil
Brasília
Distrito Federal
flag msg tools
Avatar
mbmbmbmbmb
I was a bit concerned when I read that it's a little like Tinners' Trail, but if you take loans, and you pay interest, and you win with the most money, then it probably really is a much better game.

Since I skipped the 4-game signature this time around, I'll be picking up the Phalanx edition, when it comes out this october. Not a big fan of the Treefrog board artwork, I'm afraid (although I did like the car-meeples)
Jack
United States
Madison
Wisconsin
flag msg tools
Avatar
patron07080910
mbmbmbmbmb
victoryzine wrote:
That did it. I must go and buy this game.

I love BRASS and have been waiting for something similiar from Wallace' pockets.


Took the words right out of my mouth. Added to the wishlist.
Johan L
United Kingdom

Buckinghamshire
flag msg tools
Avatar
04050607080910
mbmbmbmbmb
JohnRayJr wrote:
victoryzine wrote:
That did it. I must go and buy this game.

I love BRASS and have been waiting for something similiar from Wallace' pockets.


Took the words right out of my mouth. Added to the wishlist.


Now you tell me that 'added to the wishlist' was an option - I went ahead and hit the PayPal button on the Warfrog web site. :gulp:

Edit: Oh, and thanks for a good review Larry. :)
Last edited on 2009-04-20 11:17:26 CST (Total Number of Edits: 1)
Dave Eisen
United States
Palo Alto (bay area)
California
flag msg tools
0607080910
mbmbmbmb
Thanks, Larry, for that fine review. I'm glad to see it given the generally lukewarm response this game got at the Gathering.

But.

1. You and I have generally very similar tastes in games. The less positive reviews were written by people where I would not say this is true.

2. Plenty of descriptive detail in the review points to areas where I would love this game.

Pretty excited about it. Wallace really has done some nice work. I will wait patiently until June.
James Hamilton
United Kingdom
Stockport
Cheshire
flag msg tools
Avatar
0406070809
mbmbmbmbmb
I have played Automobile about half a dozen times now and I definitely like it as a game. When the players know the game it doesn't take too long and there are definitely different strategies to exploit. So far all the games I have played have included one or more new players so have been rather unpredictable. The game certainly punishes bad choices, in one game I almost made a loss over the four turns. I was in deficit at the end of turn 3 but a superb turn 4 dragged me to a more respectable last place :?

John Weber
United States
Laurel
Maryland
flag msg tools
mbmbmbmbmb
Larry,

I agree with you this may be one of Wallace's best games and perhaps a candidate for best new game design of 2009. I have been playing it with a handmade prototype since PrezCon earlier this year, and I actually enjoy the game more with five than three or four (in one 5-player game,we actually got all the way around the board and opened a factory on the last space on the track, a Cadillac, I believe).

Since the game hasn't come out yet and precise rules haven't been posted, I have one question. In turn four's Executive Decision phase, since there is no turn five, is there any benefit in the game for passing early? (One person I queried on this thought passing early might mean you sell cars before the other players, instead of using the reverse order on the track.)
James Hamilton
United Kingdom
Stockport
Cheshire
flag msg tools
Avatar
0406070809
mbmbmbmbmb
I don't think there is any benefit of an early pass on the last turn.
John Weber
United States
Laurel
Maryland
flag msg tools
mbmbmbmbmb
Thanks, Hammy, for the response.

I was reading some of the comments to Larry's review on BGN (where I don't having posting privileges) where a rules issue arose as to whether or not you could voluntarily choose not to produce a particular model or with a particular factory. My recollection, and the way we have been playing it, is that you can choose not to produce a particular model at all, but if you do produce, you have to use the production schedule as indicated for that model of car (i.e., with two factories on a low-priced model, you can't produce 1-4 cars as if you had just one factory). So, some clarification on this aspect could be helpful as well.

Also, on the rules sheet for the prototype I examined, it said there were 24 demand tiles in the bag, not 16. I didn't get a sense of the distribution, however.
Pedro
Portugal
Lisbon
flag msg tools
Avatar
patron08
mbmbmbmbmb
Johan wrote:


Now you tell me that 'added to the wishlist' was an option - I went ahead and hit the PayPal button on the Warfrog web site. :gulp:

Edit: Oh, and thanks for a good review Larry. :)


Just to make sure I'm not missing something: the only way to pre-order this is to pay for the entire 4 game package, right?
Johan L
United Kingdom

Buckinghamshire
flag msg tools
Avatar
04050607080910
mbmbmbmbmb
pitris wrote:
Johan wrote:


Now you tell me that 'added to the wishlist' was an option - I went ahead and hit the PayPal button on the Warfrog web site. :gulp:

Edit: Oh, and thanks for a good review Larry. :)


Just to make sure I'm not missing something: the only way to pre-order this is to pay for the entire 4 game package, right?


As far as I'm aware, yes, but I think Martin will open up for pre-order of just Automobile at a later date (but I might be wrong so don't hold me to this). For anyone on the fence whether to get the next subscription deal or not, please note that the offer runs out at the end of April.
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
Avatar
patron05070809
mbmbmbmbmb
John, the only benefit for passing early is as a tiebreaker for the final score. Given the amount of cash players have at the end, ties are pretty unlikely, so if you think an Executive Decision item has any chance of helping you, you should grab it. A few folks have criticized things like this in Wallace's games in the past, but I think it's more a matter of choosing not to add an extra rule for a last turn situation when the existing rules suffice.

I'm glad you brought up the Produce action, because it appears that I was playing the game incorrectly. When you take this action, you can choose which of your models produce cars. For each model, either you produce nothing or you have to adhere to the restrictions based on the number of factories present. I'm not sure this will have an enormous effect on play, but I can see some subtle changes it might have on strategy. For example, as someone on BGN mentioned, producing twice in a turn is now a viable option. I've edited my review to reflect the correct rules.
Patrick Korner
Canada
Coquitlam
British Columbia
flag msg tools
Avatar
04050607080910
mbmbmbmbmb
Larry, thanks for the acknowledgement! This works out great - I toss out pithy phrases, you do the grunt work of writing the (excellent) review. ;)

Seriously, though, this is a game I must posess. It's quite excellent and the play length (2 hours when you know what's going on) is very encouraging, as it makes it much more likely to get table time during 'regular' game sessions - as opposed to the 3+ hr games that only get cracked when we've set something up specifically for them.

pk
raaf
Finland
Helsinki
flag msg tools
Avatar
patron07
pitris wrote:
Just to make sure I'm not missing something: the only way to pre-order this is to pay for the entire 4 game package, right?


I wrote to Mr. Wallace some weeks ago about pre-ordering Automobile, and his answer was "Automobile will be available for pre order in May. It will cost 40 Euros plus 5 Euros shipping for Finland."

WIth the subscription deal you get 5€ off per game.
Last edited on 2009-04-20 13:47:45 CST (Total Number of Edits: 2)
Rich P
United Kingdom
Sheffield
flag msg tools
Avatar
patron07080910
mbmbmbmbmb
I enjoyed the game but wasn't too keen on the random demand tiles. In a 5-player game, knowing only the values of the tiles you hold is next to useless. You can't make anything but the vaguest of predictions about what the total demand will be. It felt like demand might as well be hidden entirely for all the difference it made to the game.
Huzonfirst
United States
Manassas
Virginia
flag msg tools
designer
Avatar
patron05070809
mbmbmbmbmb
woodnoggin wrote:
I enjoyed the game but wasn't too keen on the random demand tiles. In a 5-player game, knowing only the values of the tiles you hold is next to useless. You can't make anything but the vaguest of predictions about what the total demand will be. It felt like demand might as well be hidden entirely for all the difference it made to the game.

But is there really that much variance in the demands, Rich? Considering this is selection without replacement and that 10 of the 16 tiles are chosen by the players for the last three turns, it seems like most demands would fall in a pretty narrow range. I'd need a simulation to figure it out, but just off the top of my head, I'd think that a lot of the high demands (e.g., mid-priced on turn 2, economy on turn 3) would fall in the 18-22 range and almost all of them would fall in the 17-23 range (with comparable ranges for the low demands). That, combined with the information you have from your own tiles should let you estimate demands with a reasonable amount of accuracy. It's surely more precise than, say, if the demand was determined by a 4D6 roll. In my games, it felt like the right level of uncertainty.
James Hamilton
United Kingdom
Stockport
Cheshire
flag msg tools
Avatar
0406070809
mbmbmbmbmb
When you have a pair of demand tiles with high or low values that actually gives you quite a lot of market information. If you have a 5 and a 4 then you know that the low demand is likely to be a bit higher than normal.

You can also get an idea of what other people think demand is going to be based on their actions.

Yes it could be totally random but the way it is seems fine to me. If you want to take note of your demand chips then fine, if not it won't hurt things.
Teik Chooi Oh
United Kingdom
Manchester
flag msg tools
Avatar
patron070809
mbmbmbmbmb
woodnoggin wrote:
I enjoyed the game but wasn't too keen on the random demand tiles. In a 5-player game, knowing only the values of the tiles you hold is next to useless. You can't make anything but the vaguest of predictions about what the total demand will be. It felt like demand might as well be hidden entirely for all the difference it made to the game.


Have to disagree on this. For me, it is one of the best aspects of this game which keeps even more to the theme. I imagine it as a 'survey' done by my company on public perceptions which (accordingly to the era) is quite imprecise. BUT it does give me information since if I am holding a 5, I know that the minimum number of cars that for that tile is 11 (since the lowest number everyone else can have is 2) which by reviewing how many of my competitors in that field, I can build more factories, put out more guys in Distribution or produce that extra car or two.

Indeed this is a great game and is my favourite Wallace game since Brass. Very happy to have picked up my copy at UK Games Expo
Front Page | Welcome | Contact | Privacy Policy | DMCA | Advertise | Support BGG | Feeds RSS
BoardGameGeek and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.