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AEG  |  SKU: AEG5830

Automobiles

$49.95 CAD
This item is available for pre-order. Orders will be fulfilled in order received. We will contact you if the item is unavailable.

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Description

Designer David Short
Publisher Alderac Entertainment Group
Players 2-5
Playtime 45-75 mins
Suggested Age 10 and up
Expansions Destination Fun Combo Pack
Automobiles - Racing Season

Drivers, start your engines! Will you cross the finish line first? Now is your chance to find out!

Automobiles is a deck‑building game in which the fun is cubed — because instead of using cards to build a deck, you build with your collection of cubes. These cubes not only allow you to race your car around the track, but they also allow you to improve your handling, optimize your pit crew, and boost your speed, all of which are your keys to victory!

The goal of the game is to cross the finish line first! You accomplish this by customizing your race car and surrounding yourself with the best crew. Your race car and crew are represented by a collection of cubes garnered from various options available to you. Starting with the same small set of cubes, each player builds their collection as they play the game. Use these cubes to enhance your performance, train your pit crew, and ensure your race car runs as effectively as possible. Be the first to cross the finish line and watch that checkered flag wave!

Designed by David Short, Automobiles is the third title in AEG's Destination Fun series! Continue your travels in the acclaimed Trains andPlanes board games.

Customer Reviews

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Bryle Cuff

5.5/10

I'm amazed by the amount of promise Automobiles threatens with it's culmination of mechanics, yet somehow none of that potential amounts to anything. Automobiles tends to favour strategic Euro mechanics. This blend of mechanics provides less depth and interaction than expected when compared to sister games that employ similar mechanics (Orleans, Dice Masters, Trains).

An example of squandered potential is the illusion of choice when saving particular cubes for purchase power, and which to use for track movement. Firstly, skipping movement to purchase powers, actively rubs against this game's NASCAR racing theme. Secondly, the difficulty of those decisions feel like they should be bitting. Instead the choice is often obvious amongst a small pool of clearly sub optimal moves.

The luck swings are FAR too prevalent in this game. In multiple instances throughout the game, drawing one particular cube can be the difference between not moving AT ALL, or finishing three quarters of a lap. I've also run into scenarios where pulling a cube at the right time was the difference between removing over 15 waste cubes or putting them all back into my bag. Beyond Automobile's other issues, luck this foundational and of this intensity is an AUTOMATIC deal breaker for me!