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Automania: The Game of Cars and Strategy
Greetings, fellow enthusiasts! Have you ever wondered what it would be like to immerse yourself in the world of cars, strategy, and a healthy dose of competition? Look no further! Automania is here to fulfill your automotive dreams.
When I first laid eyes on Automania, I was immediately captivated by its colorful design and intricate game mechanics. It’s a game that combines the thrill of car manufacturing with the strategic thinking required to outmaneuver your opponents.
The objective of Automania is simple: to build and sell as many cars as possible. You start by acquiring car parts, hiring skilled workers, and constructing assembly lines. Each move you make has a ripple effect, affecting not only your own production but also the actions of your adversaries.
But beware! Automania is not just about building cars. It’s about making the right decisions at the right time. Your choices can lead to incredible success or catastrophic failure. The excitement lies in the uncertainty, as each turn presents new challenges and opportunities.
As the game progresses, you will face tough choices. Do you focus on producing a specific type of car, or do you diversify to meet the demands of a wider market? Do you invest in research and development to stay ahead of the competition, or do you cut costs to maximize your profit margin?
Furthermore, Automania introduces the concept of market demand, adding another layer of complexity to the game. The market changes as cars are sold, creating fluctuations in demand for certain car models. To remain successful, you must adapt and evolve your production strategies accordingly.
Remember, in Automania, there is no one-size-fits-all approach to victory. It’s a game that rewards adaptability and cunning. To succeed, you must analyze the ever-changing situation, anticipate your opponents’ moves, and devise a winning strategy that sets you apart from the competition.
So, what are you waiting for? Gather your friends, set up the board, and prepare to dive into the world of Automania. It’s time to unleash your inner entrepreneur and prove that you have what it takes to conquer the automotive industry.
Join me on this exciting journey, and let the race to success begin!

Alright, let’s get started on this!
First things first, I’m going to place that grey round marker on the first space of the round track, just like it says.
Now, it’s time to sort those autobucks and put them near the game.
There you go, all done! Wasn’t that simple?
Here’s what you need to do:
Step 1: Sort the 72 factory tiles into two separate piles, one for tiles with the A side up and one for tiles with the B side up.
Step 2: Shuffle each pile of tiles. This will mix up the order of the tiles in each pile.
Step 3: Take the 18 A tiles and place them face up on the game board. There will be 16 of these tiles in the action area and 2 below the sales offices.
Step 4: Take the remaining A and B tiles and place them next to the game board. These tiles will be used later in the game.
Alright, here’s what we need to do. First, we gather up those 10 black neutral workers and put them in a pile next to the game board. Easy enough, right?

Alright, let’s get started with setting up the game! Here’s what we need to do:
1. First, we need to shuffle the 10 demand tiles. Make sure they’re all mixed up nicely. Then, place one tile face-up on each space in the two market demand areas. If by chance the two markets end up having the same tiles, don’t worry. Just give them a good reshuffle!
2. Next up, we shuffle the 26 contract cards that don’t have an ‘S’ on them. Once they’re nice and mixed, put them in a facedown deck next to the game board. We’ll be revealing the top 3 cards and placing them face up next to the deck to create the card display area.
3. Now it’s time to pick our colors! Each player gets to choose a color. Once you’ve decided, take the following items:
- 1 Factory board (in the basic game, use side A)
- 7 Car tiles (you’ll have 3 city cars, 2 family cars, and 2 super cars)
- 6 Workers
- 1 Player Order disc
Important! Make sure to randomly place the player order discs on the player order track, and give each player the corresponding triangular order tile.
And there you have it! We’re all set up and ready to start playing! Good luck, and may the best automaker win!
I’ve got some important information for you, so listen up! We’re about to dive into the world of Automania, a fascinating game that will keep you hooked. Let’s start by learning about the game setup.
First things first, we need to get our scoring markers ready. Grab your wooden car and place it on the scoring track according to your player order. The 1st player goes on space 1, the 2nd player on space 2, and so on. As the game progresses and you earn victory points, move your scoring marker along the track. Keep an eye on it!
Next, let’s talk about money. You’ll need some cash to make things happen in Automania. The player who goes first gets 6 autobucks, the 2nd player gets 7, the 3rd gets 8, and the 4th gets 9 autobucks. Make sure to keep your money hidden from the other players. We don’t want them getting any ideas, right?
Now, let’s move on to the start contract card. There are 4 contract cards marked with an ‘S’. These cards are shuffled, and each player is dealt one. Any unused cards are taken out of the game. The start contract card you have will kickstart your game journey. Exciting, isn’t it?
Alright, now that we have everything set up, let’s talk about the object of the game. In Automania, your goal is to come out on top! You’ll be competing with other players to earn the most victory points. And trust me, victory points are key to winning. So, give it your all and aim high!
That’s it for now! Now that we’ve covered the game setup and the object of the game, you’re all set to embark on your Automania adventure. Have a blast and may the best player win!
Ok, let’s get started! In this game, each round is divided into two main phases – the Action Phase and the Sales Phase. I’ll explain both to you, so you’re ready to play!
We begin with the Action Phase. This is where players use their workers to take tiles for their factories and produce cars. The cars they produce will be sent to the markets later on. It’s an important part of the game because it sets everything in motion.
Once everyone has finished their actions, we move on to the Sales Phase. In this phase, the cars that were produced during the Action Phase are shipped off to the markets. The cars will be sold, and players will earn money and victory points based on how well their cars sell. At the end of the game, the player with the most victory points wins!
The Action Phase
During the Action Phase, players take turns based on the order shown on the player order track. Each player gets to take one action before the next player gets their turn. This goes on until all players have finished their actions.
When it’s your turn, you have a few options. You can choose to take an action. This means you’ll pick an action space, take a tile, and then carry out that action. It’s a chance for you to make strategic decisions and set yourself up for success in the Sales Phase!
- Take an action (choose an action space, take a tile, and carry out the action).
Taking Action in the Game
When playing the game, I need to take action by placing my workers on one of the 9 action spaces. If a space is empty, I can put 1 of my workers there. But if I want to use a space that already has another player’s workers, I have to put down 1 more worker than the number currently there.
If I use a space that belongs to another player, their workers go back to them and they can use them on their turn. It’s important to remember that I can’t choose a space with my own workers on it. If I want to use the same space again, I have to wait until another player replaces my workers.
There’s a special production space in the corner. If I choose this space, I immediately perform the action described on the next page, without taking a tile.
But if you go for an action spot at the top or to the left of the action zone, you gotta grab a tile from the row/column of the spot before you do the action. If there ain’t no tiles in the row/column, then you can’t choose that action spot.
When you grab a tile, you gotta put it in your factory or throw it away. Once it’s set, you can’t move it, but you can replace it later: Machine tiles can be switched with any other machine tile, while manager tiles and styling tiles can only be switched with other manager and styling tiles that got the same picture (like the same portrait or the same styling part).
All the tiles that you replace, they get taken out of the game and put back in the game box.
When I, as the yellow player, want to take an action in the game, I need to choose an empty space on the board. I then place not one, but two of my own workers on that space. It’s important to remember that the third worker, the blue one, goes back to the blue player.
After placing my workers, I can take the speedometer tile for myself. This allows me to produce a family car, which is pretty cool, don’t you think?
Here’s a tip: when you use neutral workers, it’s a good idea to place them together with at least one worker in your own color. This will help you remember that they belong to you.
Oh, and one more thing: if you want to choose a car production action, make sure you have enough money to pay for the car. You’ll find more information about that on the next page.
Now, let’s talk about placing tiles. It’s an important part of the game.
Placing Tiles
So, now that you’ve taken and put down a tile, it’s time to do something with it! Depending on the action space you’ve chosen, you’ll either produce a car or draw a contract card. Pretty cool, huh?
Building a Car
If you decide to build a car, you’ll need to pay the cost stated and manufacture the specific type of car indicated. When you choose the corner space, you can select which kind of car you want to build and pay the associated price (1 for a city car, 2 for a family car, 3 for a super car).
On your factory board, you have an assembly line for each type of car. Your first task is to choose which market you want to sell your car to. Then, you need to compare the demand tiles in that market with the symbols on the machine tiles along the assembly line for the car you’re producing.
Any demand that is fulfilled by a matching machine tile on your assembly line will earn you 2-4 stars (indicating popularity). Additionally, you should add up all the visible stars along the active assembly line, on manager tiles, and on any styling tiles you have for that particular car type.
When it comes to cars, the number of stars they have determines how popular they are. Each car is assigned a popularity score, which is represented by the total number of stars. To determine where to place a car tile on the market, you need to find the ship space that matches the car’s popularity score. If that space is already taken, you’ll have to choose a vacant space with a lower value.
The ship bonus adds an extra element to the game. If you manage to place your car tile on a ship with a gold medal, you’ll immediately score the number of victory points shown on the medal.


A Tale of Demands: Imagine a bustling market, filled with demands for your cars. But here’s the twist – if there are two identical active demands, you’ll need two matching tiles in your production line to fulfill them both. If you only have one tile, you can only score one demand, and it will be the highest one.
Reaching the Top: Picture this: you create a car with a popularity of 18 or more. It’s an instant hit, and the car is whisked away to the market, ready to be sold. Now, you get to choose a reward from any of the sales spaces for that market. And the best part? This sale doesn’t count towards your sales limit for this turn’s sales phase.
But wait, there’s more! You can always bring back one of your cars from the ship whenever you want. If you find yourself running low on a particular type of car, just take one back from the ship and produce it again. Keep in mind, though, that even if you can’t place a car on a ship, you still have to pay for the production action.
Time to Pick a Contract Card!
Hey there! Ready to choose a contract card? Great! Let’s dive right into it.
First things. I know that choosing a contract card can be a bit confusing, but don’t worry! I’m here to help you navigate through it. Remember, it’s all about understanding your options and making the right decision for yourself.
So, how do you choose the perfect contract card? Well, it’s all about knowing what you’re looking for and considering your needs. Every contract card has its own set of benefits and features, so it’s essential to find one that aligns with your goals.
Let’s take a look at a few essential factors you should consider:
- Rewards: What kind of rewards do you want? Are you interested in cashback, travel points, or maybe discounts on your favorite products? Think about what would bring you the most joy and satisfaction.
- Fees and Interest Rates: Take a close look at the fees and interest rates associated with each contract card. You want to make sure you’re not paying more than necessary.
- Perks and Benefits: Some contract cards offer exclusive perks and benefits, like access to airport lounges or free extended warranties. If these extras are important to you, make sure to consider them.
- Customer Service: Having reliable customer service can make a big difference when you have questions or need support. Look for contract cards with excellent customer service ratings.
- Flexibility: Do you prefer a contract card with a fixed credit limit or one that offers a flexible limit based on your income and credit worthiness? Consider what works best for you.
Remember, finding the right contract card is a personal process, and what works for someone else may not work for you. Trust your gut and choose the card that feels like the best fit.
By considering these factors, you’ll be well on your way to finding the perfect contract card that fits your needs and lifestyle. Happy contract card hunting!

When you choose this action, you can either pick one of the face up cards from the card display or draw the top card from the deck. If you take a card from the display, you must immediately replace it with the top card from the deck.
Special situation: If there are no more cards, instead of taking a card, you score 1 victory point.
Every time you produce a car, you have the option to play one of your contract cards if the car you produced meets all the requirements on the card. Show the card to the other players and then place it face down under your factory board. At the end of the game, the card will be worth victory points. When you play your starting contract, you instantly gain 3 Autobucks.
Note:
- You can only play one contract card each time you produce a car.
- If the car meets the requirements, you can still play the contract card, even if you need to put the car on a lower ship space due to lack of space.
Let me explain how you can win this game. First, you need to make a city car that has a baggage trait and a popularity score of 6 or higher. It may sound confusing at first, but I’ll break it down for you.
Imagine you are designing a car. It needs to be a city car – the kind that is perfect for driving around town. But not just any city car will do. It must have a baggage trait, meaning it has enough space to carry all your stuff. That could be suitcases, groceries, or anything else you might need to transport.
Now, onto the popularity score. This is a measure of how well-liked your car is. The higher the score, the more people will want to drive it. In order to win, your car’s popularity score must be 6 or higher.
So, to summarize, your task is to create a city car with a baggage trait and a popularity score of at least 6. It might seem like a lot to take in, but I believe in you. Good luck!
In order to play this card, you’ll need to have a car with a spoiler tile and a popularity score of at least 8.
Sponsor & Marketing Spaces
These spaces can be used by any number of workers from any players. You can use this space multiple times in a row, and your workers won’t be replaced.
Sponsor space: During your turn, you can place workers on this space to take 1 autobuck from the supply for each worker you place. This can be done in addition to taking an action or withdrawing.
Marketing space: Before placing a car on a ship, you can place workers on this space to increase the car’s popularity by 1 for each worker you place. This can help you meet the requirements on a contract card.
Hey there! Did you know that you can earn 1 autobuck for each worker you put on the Sponsor space? It’s true!
When it comes to increasing the popularity of a car being produced, a key step is to place workers on the marketing space.
II. Choosing a Sales Office
If you decide not to take an action, you have the option to withdraw. When you withdraw, you cannot reenter the round and you cannot use any workers that are returned to you.
To withdraw, place your remaining workers on the sponsor space. You will receive 1 autobuck for each worker. After that, put your player order marker on an empty sales office.
The sales office you choose determines how many cars you can sell this round and your play order for the next round. It may also come with a bonus that you will receive immediately upon choosing the sales office.
Sales Phase
Once everyone has withdrawn, it’s time for the sales phase to begin. This is the part where we can sell our cars for money and points if we want to.
Let’s start by dealing with the ships that are above the North American market:
We’ll begin with the car that has the highest popularity score. If it’s your car, you have a choice to make. You can either sell it or pass and keep the car on the ship. If you decide to sell, just find an open spot in the North American market and place your car there. Don’t forget to take the reward shown in that spot.
Next, we move on to the car with the second highest popularity score. The owner of this car also gets to decide whether they want to sell it or not. We’ll keep going until all the cars in the North American market have had a chance to be sold.
After that, we’ll do the same thing for the ships above the European market. And just like before, we’ll start with the car that has the highest popularity score.
In every market, the top sales space is open to selling any number of cars. It’s not limited to just one car per turn. If there are cars left unsold, they will stay on the ships until the next round.
Remember, there’s a limit to how many cars you can sell. Make sure you don’t exceed your sales office’s capacity. This limit applies to both markets combined.
Keep in mind that having a sales manager will allow you to sell more cars.
Now, let’s talk about a special rule for sales in a two-player game:
When there are only two players, only one car can be sold in each row of each market. However, you can still sell any number of cars on the topmost space.
Make sure you consider these rules when deciding how to sell your cars. Good luck!
First, the yellow supercar goes and the yellow player gets 6 autobucks by choosing to sell it.
Next, the red city car is sold.
Then, it’s time for the yellow family car. However, the yellow player decides to pass and leave this car on the ship.
Finally, the blue family car is sold.
For example, in a two-player game: Since a car has already been sold on the bottom row, the red player can only sell their car in one of the spaces on the second row.
Welcome to the Next Round!
Alright, it’s time to gear up for the next round after all that sales action! Here’s what you need to do:
- Move the round marker to the next space.
- If there are two or more players tied for the lowest number of points, the player who chose the sales office with the lower number gets to decide which pending demand tiles should be moved to the first active space in each market.

When playing the game, I have to move the tiles in the same position (left or right) in both markets. It’s up to me to decide whether to advance the two left tiles or the two right tiles. The tiles that are currently in demand are pushed down one space, and the tile that leaves the market is placed in the empty spot in the opposite market.
- I need to take all the cars off the sales spaces and return them to their owners. The cars that are on the ships will stay where they are.
- All the factory tiles that are left on the game board need to be removed from the game. The tiles that are in the players’ factories will stay in place.
- I have to put 18 new tiles face up on the game board. There will be 16 tiles in the action area and 2 tiles below the sales offices. For round 2, I should use A-tiles, and for rounds 3-4, I should use B-tiles.
Okay, here’s your rewritten text:
Alright, let me break it down for you. First things first, we need to organize the player order. So, I’ll move all the player order markers to the player order spaces in the order given by the sales offices. Each player will then grab the player order tile that matches their new player order. Got it? Good.
Now, let’s get everyone’s workers back from the action board. If you have any staff manager tiles in your office, check to make sure you have the right number of neutral workers, as shown on those tiles. Double-checking is always a good idea!
Alright, onto the next step. The yellow player gets to make a choice. They can choose to advance the right pending tiles in both markets. Here’s what happens: the demand tiles slide down, and the tiles that leave the markets (the speed tile and the suitcase tile) go onto the vacant pending space in the opposing market. It’s like a little shuffle for a fresh start.
And now, onto the grand finale – the end of the game. After we finish the sales phase in the fourth round, it’s all over. Time to calculate our final scores and see who came out on top. Exciting, right?

When it comes to selling cars, it’s important to understand how the market works. In North America, each car that remains unsold is valued at 1 autobuck. On the other hand, in Europe, each unsold car is worth 1 victory point.
But it’s not just about the cars themselves. Silver medals also play a role in determining victory points. If you have any silver medals on your completed contract cards or on tiles in your factory, each one is worth 1 victory point.
Now let’s talk about money. It’s time to count how much money each player has left. The player who has the most money scores 10 victory points. The player with the second most money scores 6 points. And the player with the third most money scores 3 points.
Just to give you an example, in a game with two players, the player with the most money gets 10 points, while the other player gets 6 points.
And here’s the bottom line: the player with the most victory points wins. So make sure you manage your cars, medals, and money wisely to come out on top!
Ties: When there is a tie between two or more players, whether it’s for the most remaining money or the final number of points, we break the tie by giving the advantage to the player with the lowest numbered sales office. This means that the player who would have been first in player order in the next round wins the tiebreaker.
Example: Let’s say the red player has 12 Autobucks, while both the blue and yellow players have 7, and the green player has 3. In this case, the red player scores 10 points. The blue and yellow players are tied, but since blue has the sales office with the lower number, Blue scores 6 and yellow scores 3 points.