Designer:  David Short

Artwork: Marco Ikaan Studio, Marco Morte, Kali Fitzgerald

Theme:  Drivers start your engines!  Will you cross the finish line first?  Now is your chance to find out!  Automobiles is a deck-building game where the fun is cubed.  Instead of cards, you'll be building your collection with cubes.  Your cubes not only allow you to race your car around the track, but they will also allow you to improve your handling, optimize your pit crew, and boost your speed, which are your keys to victory.  Be the first to cross the finish line and watch that checkered flag wave!

Game Information

  • Play Time:  45 Minutes
  • Player Count:  2-5 players
  • Ages:  14+
  • Complexity of Rules:  Medium low
  • Setup Time:  Medium low
  • Replay Value:  Medium High
  • Direct Conflict:  Low

How It Plays

  • Game Mechanics:  This is a bag building,  racing game.  Some cubes represent different car gears and others represent car parts or pit crews.  Players play cubes drawn from their personal cube bag as actions to advance their car around the track.
  • Standard Turn:  Racing
    1. Action:  Play one cube at a time from the active pile to the used pile or the track and apply its affect.  Affects include:
      • Using Gear cubes to advance the car one space of that gear's color.
      • Using Handling, Performance, Garage, Pit, and Engine cubes to manage the cubes in the bag and give other advantages to the car.
    2. Buy:  Use any leftover cubes in the active pile as money to buy one or more cubes from the stock then add them to the used pile.
    3. Car:  Move race car according to the cubes placed on the track.
    4. Decline:  Gain wear according to the highest color track space the car moved on.
    5. End:  Move all cubes from the track, active pile and used pile to the discard pile.  Randomly draw 7 more cubes to place in the active pile for the next turn.
  • Alternative Turn - The Pit Stop
    1. Remove Wear:  Place all wear from the active pile back into the stock.
    2. End - Move remaining cubes from the active pile to the discard pile.  Randomly draw 7 new cubes to place in the active pile for the next turn.
  • End Game:  Game end is triggered after the first player in the final lap crosses the finish line.  The round is the then completed so all players have an equal number of turns.
  • Victory:  The player farthest ahead after the last round wins.  Ties go to the player on the inner most portion of the track.



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Publisher: AEG

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