Automobile

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Automobile is an economic strategy game by Martin Wallace for 3-5 players set in the early U.S. automobile industry, from the 1893 Duryea through the early 20th century. Players purchase factories to produce low-, medium-, and high-valued vehicles, hire salesmen, and leverage the abilities of historical figures to sell cars and earn money. The player with the most money at the end wins.

Components

Setup

  1. Place the game board in the center of the table.
  2. Sort automobile tiles, salesman tiles, and factory tiles into their respective supplies.
  3. Arrange the demand tiles and character tiles near the board.
  4. Each player receives a starting amount of money.
  5. Place player tokens on the starting positions.
  6. Prepare the innovation cubes and loss cubes in their supplies.

Turn Structure

The game is played over 4 rounds. Each round follows a strictly regimented sequence of 9 steps:

  1. Determine Demand: Reveal demand tiles to set the public demand level for low, medium, and high-end cars.
  2. Select Characters: Each player secretly selects one of 6 historical characters who provide special abilities for the round. Characters include Henry Ford, Charles Kettering, Alfred P. Sloan, Howard, Durant, and Chrysler.
  3. Take Actions (3 per player): Players take turns performing 3 actions from the available options.
  4. Produce Cars: Factories produce automobile tiles based on their capacity.
  5. Sell Cars: Automobiles are sold through salesmen and public demand. Higher-class vehicles earn more money.
  6. Resolve Losses: Unsold cars and obsolete factories generate loss cubes.
  7. Discard Characters: Return character tiles.
  8. Advance the Timeline: Move to the next era.
  9. Clean Up: Reset for the next round.

Actions

Each player has 3 actions per round. Available actions include:

Scoring / Victory Conditions

The game ends after 4 rounds. The player with the most money wins. Money is earned primarily through selling automobiles. Unsold cars and obsolete factories generate losses (loss cubes). Each loss cube at game end costs the player money. Efficient management of production, sales, and technology advancement is key to victory.

Special Rules & Edge Cases

Player Reference

Car Type Value Factory Cost Demand
Low-end Low Cheapest Highest volume
Medium Medium Moderate Moderate volume
High-end High Expensive Lowest volume

Round Structure: Demand -> Characters -> 3 Actions -> Produce -> Sell -> Losses -> Cleanup

Win condition: Most money after 4 rounds