How to Play

Automobile

3-5 players 120-120 min 7.3 Board Game Geek Rating

Players compete as early 20th-century automobile manufacturers, building factories to produce low-, medium-, and high-value cars. Using partial market information, they must balance production with demand while funding distributors nationwide. Overproduction creates inefficiency penalties, while aging factories become less productive. Victory goes to whoever most effectively manages their manufacturing empire through strategic production decisions.

Published 2009

Automobile

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Select player pieces
Each player takes 28 car pieces, 8 distribution pieces, 6 factories, 2 player tokens, and 1 parts factory in their color
2
Distribute starting R&D cubes
Give each player R&D cubes based on player count: 5 cubes for 3 players, 4 cubes for 4 players, 3 cubes for 5 players
3
Prepare the demand tiles
Place all 16 demand tiles (numbered 2-5) into the cloth bag
4
Create the stock
Place all loss cubes, loss discs, and remaining R&D cubes beside the board
5
Remove unused parts factories
Return any parts factories not assigned to players to the box
6
Set up the bank
Sort money by denomination and place beside the board
7
Give starting money
Each player receives $2000
8
Prepare Executive Decisions display
Place one closed factory piece on the marked space, one bonus sales marker on each indicated space, and two reduced price markers on the first space with one each on the following two spaces
9
Determine first player
Randomly select the starting player; play order goes clockwise from them
10
Mark play order
Place one player token for each player on the Selection Order track
11
Set up Character display
Place R&D cubes on Character spaces as indicated, plus the Ford, Sloan, and Chrysler markers on their respective characters

On Your Turn

What you can do during your turn.

1
Draw tiles secretly
Each player draws tiles from the bag based on the turn: 1 tile in turn 1, 2 tiles in turns 2-4
2
Assign tile values
In turn 2, higher tile goes to mid-priced demand, lower to low-priced; in turns 3-4, higher goes to low-priced, lower to mid-priced
3
Choose in selection order
Players select characters from left to right on the Selection Order track
4
Take character benefits
Receive R&D cubes shown on the character space and any special tokens
5
Ford ability
Build one extra factory in a location where you already have factories (used once during action rounds)
6
Kettering ability
Take 3 R&D cubes immediately
7
Sloan ability
Discard half your loss points (rounded up) during the Losses phase
8
Howard ability
Must sell 2 cars at highest price during Sell via Howard phase
9
Durant ability
Immediately build one factory in an unoccupied model space
10
Chrysler ability
Discard loss points equal to the current turn number during Losses phase
11
Take one action per round
Each player performs one action in play order, repeated for three rounds
12
*Build Factory Action
**
13
Build factories
Place 1-2 factories in one car model space, paying the cost shown
14
Pay R&D for advancement
To build ahead of the most advanced occupied space: 1 cube for 1 space ahead, 3 cubes for 2 spaces ahead, 6 cubes for 3 spaces ahead (arithmetic progression)
15
Build parts factory
May build your parts factory instead, costing $500 regardless of location
16
Respect space limits
Maximum 3 factories plus 1 parts factory per space; only one player's factories per space
17
*Place Distributors Action
**
18
Deploy distribution network
Place up to 3 distribution pieces on the Distribution display in any combination of price range boxes
19
*Take R&D Cubes Action
**
20
Collect research
Take 2 R&D cubes from the stock
21
*Produce Cars Action
**
22
Produce in all locations
May produce cars in every space where you have factories
23
Follow production limits
Number of factories determines min/max production: 1 factory produces 1-2 (high), 1-3 (mid), or 1-4 (low) cars; 2 factories produce 3-4, 4-7, or 5-9; 3 factories produce 5-6, 8-11, or 10-14
24
Pay production costs
Pay per car: $100 (high), $70 (mid), $50 (low); reduce by $20 with parts factory
25
*Close Down Factory Action
**
26
Close entire location
Remove all your factories from one model space
27
Receive compensation
Take factory cost minus $100 for each factory removed; parts factory returns $400
28
Reduce losses
Discard half your loss points (rounded up)
29
Mark the space
Place a closed factory piece in the location
30
*Loans
**
31
Take loans when needed
Borrow up to 2 loans at any time, receiving $500 each
32
Pay interest
During Losses phase, pay $50 per loan held
33
Howard player sells
The player who selected Howard must sell 2 of their cars at the higher price ($150 mid-priced, $100 low-priced, $200 high-priced)
34
Sell in player order
Each player uses one distributor to sell one car, repeating until all distributors are used
35
Move distributors to sell
Move a distribution piece from a box to an empty track space to sell a matching car
36
Respect movement limits
High box distributors can move to high or mid rows; mid box can move to any row; low box can move to mid or low rows
37
Observe turn restrictions
Turn 1: only '1-4' spaces available; Turn 2: '1-4' and '2-4' spaces; Turns 3-4: all spaces
38
Collect payment
Receive highest price for each car sold
39
Penalize unused distributors
Remove unused distributors and take 1 loss point per piece removed
40
Take decisions in order
Each player may take one executive decision, repeating until all pass
41
Close factory option
One player may close a factory (same as action); takes the closed factory marker from display
42
Buy bonus sales markers
Purchase markers costing 2 R&D (first), then 1 R&D each; place on your model space (max 1 per space)
43
Take reduced price markers
Take either the stack of 2 or a single marker; place on your mid or low-priced model space
44
Pass to set next turn order
Move your token to the first empty Selection Order space
45
Reveal all tiles
Place tiles in appropriate sales boxes based on turn rules
46
Draw additional tiles
In turns 3-4, draw one tile for high-priced demand; in turn 4, draw one extra tile for low-priced demand
47
Sell from most advanced first
Sell one car from each occupied space, starting from most advanced, working backward
48
Apply sales modifiers
Each bonus sales marker and reduced price marker allows one extra car sold per round
49
Accept lower prices for reduced markers
If reduced price markers are present, all cars in that space sell at lower price ($100 mid, $70 low)
50
Take loss points for unsold cars
Receive 1 loss point per unsold car; return unsold cars to owner
51
Assign losses by position
Working backward from most advanced factory in each price range: first occupied space gets 0 losses, second gets 1, third gets 2, etc.
52
Count closed factories
Closed factory pieces count as occupied spaces for loss calculation but don't receive losses
53
Apply character abilities
Sloan discards half (rounded up); Chrysler discards losses equal to turn number
54
Pay for losses
Pay $10-$40 per loss point based on turn (Turn 1: $10, Turn 2: $20, Turn 3: $30, Turn 4: $40)
55
Pay loan interest
Pay $50 per loan held
56
Return demand tiles
Place all tiles back in the bag
57
Reset displays
Restock Executive Decisions display and Character display with R&D cubes
58
Return character tokens
Place Ford, Sloan, and Chrysler tokens on their Character boxes
59
Advance turn marker
Move the turn marker forward one space

Winning

How to claim victory.

1
Complete four turns
The game ends after the fourth turn
2
Calculate factory values
Receive full cash value for each factory on the board (cost shown in model space); parts factories are worth $500
3
Repay all loans
Pay $600 per loan taken
4
Determine the winner
The player with the most cash wins
5
Break ties
If tied, the player earliest in the order of play wins

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