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Automobile’ by Martin Wallace

Gamesnight …22nd June …

Despite history dictating that gamesnight begin at 8.15, Dicken is becoming persistent in appearing at 8.00. To counter this habit Kendall sends son Tim to answer the door and is delighted to hear him declare, ‘Dad’s in the bath’. Kendall is tempted to appear in a towelling robe, but settles for T-shirt loosely covering shoulders – (he cuts a manly figure – ed).

Dicken meanwhile is already setting up the game – determined to get to bed in good time. Kendall has been re-assembling his house (again) after the installation of fitted wardrobes during the day. The conundrum is that Kendall (as ever) tries to squeeze time before games, while Dicken sensibly tries to keep the lid on the evening.

Rob is next to show, apologising that he hadn’t confirmed earlier. Both Kendall and Dicken swear blind that there had been e-mail correspondence. That just leaves Paul B to arrive. He’s running a little late, so Kendall (aided by Dicken) recounts the tale he (Paul) is likely to tell: a trip to the Grand Prix at Silverstone. The phone rings. It’s Paul asking if he should give Kendall a lift. Communication seems to be out of kilter this week.

Paul arrives and is so taken with the Automobile board (all those lovely cars, but what year was each built?) that any other conversation is quickly glossed over. Rules are explained and the game is underway.

Let it be said here and now that for this reviewer Automobile is unquestionably the best Martin Wallace game so far (yes, better than Liberte, Age of Steam, Brass, Tinners Trail, After the Flood, Princes of the Renaissance, Last Train from Wensleydale etc.) and one of the best games in this era of game designing. If you haven’t played it, you should. And for this very reason, this review will NOT ramble on about how we ate kettle chips and humus, drank John Smiths and forgot some rules whilst remembering others. No, this review will pick out some features of the game this evening that help show why the game is special and if you desire an explanation of the rules please see reviews on BGG.

  • Paul built two mid-range factories and a parts factory on turn one and continued to churn out cars until the end of the game. In doing so he managed to acquire thirty (!) loss markers, yet still challenged for the lead.
  • Rob built three bottom range factories and a parts factory to compliment the two bottom range factories he already had. He then produced at full tilt from both factories, consistently out-competing Kendall.
  • Dicken played ultra-conservatively, yet felt compelled to take a $500 loan (Rob was the only other with a loan).
  • Kendall never reached full production in any factory without taking losses.
  • No-one built a single deluxe factory or car until turn three.
  • Random tile draws were consistently average or better until turn four, at which point demand for deluxe and mid-range cars plummeted.
  • Use of bonus sales from executive decisions had little or no impact in the game.
  • By placing extra distributors, Rob made significant gains early in the game, but in the final turn two distributors making losses cost him the game.

‘Good replay value’ is an under-statement. The game doesn’t work the same two times running; so much so that experienced players feel uncomfortable to the point of squeaky bottoms. Each decision feels, and is significant. Players have to concentrate hard to avoid elementary errors (number crunching), but have to use intuitive skills to gauge how others might play and how the game might thereby evolve. There is a fierce competitive edge; blinking first is not a good idea.

  • Final scores Kendall $4620, Rob $4600, Dicken $3960, Paul $3960

Great game!

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