Autobahn is an economic strategy game about the building of the German motorway system over three periods of time spanning from the end of World War II to the present day.
At the end of the second period (in 1990), the Unification opens up opportunities to further extend the network into the eastern part of the country.
As a director within the BundesAutobahn Organisation, you are responsible for managing and developing the German Federal Highway System.
Aside from building roads, you’ll also be responsible for facilitating the transport of goods to neighbouring countries and constructing petrol stations to benefit from this new traffic.
As you contribute to the development of the network, you gain seats at the administration boards of each highway, and they will increase your budget at the start of each period.
Over the course of the game, your board members will eventually advance to more prestigious seats within the Bundesautobahn building, which instead will provide victory points at the end of the game.
Plan ahead to optimize your efficiency: Each contribution you make builds your reputation and gains you access to new departments and scoring opportunities that better align with your chosen path to victory.
The cards in your hand allows you to take actions on one of the 7 main Autobahns.
You’ll need to plan carefully and time your actions perfectly if you want to make the most of your hand before you need to collect your cards back.
—description from the publisher
- strong designer collaboration and strong visuals
- thematic mix of infrastructure and governance adds depth
- images are scarce; official components and flow not fully visible yet
- motorways, corporate governance, road networks
- Germany, road infrastructure era
- economic/euro-game flavor
- Great Western Trail
Mechanics (from transcript analysis)
- hand management — managing a hand of cards to optimize actions
- network and route building — act to extend a motorway network for points
- Pick up and deliver — movement of goods along the network with VP incentives
- Tech trees — improvement tracks that grant VP or abilities
Video topics + discussion points
Quotes (from this video)
- the theme of this one says it's a science themed work replacement game set in the 17th century
- this is enough for me to be interested
- it's a really strange game it's called first rat and thematically it's about a bunch of rats in a junkyard trying to make a spaceship
- the cover is stunning and the game looks gorgeous
References (from this video)
- interesting core ideas and pacing that could be appealing
- restrictive action reuse (you must reset to reuse an action)
- plodding tempo, rules could be streamlined
- endgame scoring can be tedious and slow
- transport logistics and infrastructure
- German autobahn network and service stations
- mechanistic, dry euro
Mechanics (from transcript analysis)
- Color-coded action cards — hand management with restricted reuse of actions
- pickup-and-delivery and route building — build out a network and deliver goods to cities
- scoring via councils/matching conditions — endgame scoring depends on meeting council criteria
Video topics + discussion points
Quotes (from this video)
- There is a lot going on here, way more than I can summarize in a short clip like this
- this took us over five hours to play with a teach, and that's unforgivable
- an older Martin Wallace game, paint-by-numbers and ultra generic
- it's not my favorite of the racing genre
- five minutes to play and it's just a different Unique Style game
- the core system is brilliant and it keeps you engaged throughout
References (from this video)
- Rich interaction among multiple interlocking systems (deck-building, logistics, area control, and scoring)
- Strong opportunity for interaction in a heavy euro context (blockage, competition for routes, truck delivery decisions)
- Satisfying truck-loading mechanic noted as a highlight
- Iconography and symbols are dense; some symbols are similar but do different things
- Fiddly to manage and track many interacting systems in a single turn
- Would have benefited from per-player player aids to ease learning curve
- transportation infrastructure, political progression of workers to promotions
- Germany, spanning 70 years across three eras to build and upgrade an Autobahn network
- procedural, system-driven progression with deck-building and token bonuses
- Maglev Metro
- Brass: Birmingham
Mechanics (from transcript analysis)
- action selection — Play a card to take a single action per turn, anchored to the top of the player board
- Color Matching — Actions require a matching color card to affect the corresponding Autobahn segment
- Deck building — Start with a basic hand and add more cards throughout the game
- Delivery center management — Production centers provide goods and cards; movement of trucks advances goods along the network
- Era Progression — End of era scoring and the introduction of East Germany in Era 3
- Key action and technologies — Key actions move elements on the board; Technologies grant bonuses and define which scoring rooms your workers may occupy
- pickup and deliver — Load trucks with Goods and deliver them along the road network
- Promotions and scoring rooms — Promotions advance you in scoring rooms, affecting end-of-era scoring
- Reclaiming cards — Reclaim cards for coins or reclaim all cards for free if you’ve played them all
- Road building — Build roads with a resource cost; the second part of a two-part Road action applies in some cases
- Road upgrades — Upgrading roads increases the value of cities along a route
- Service stations — Place service stations to gain bonuses when your trucks pass them (and smaller bonuses when others pass)
- Worker placement on offices — Place workers on the far right of the matching colored office; blocked workers go to the lobby
Video topics + discussion points
Quotes (from this video)
- Autobahn has a lot happening in it and contains a myriad of different mechanisms
- if you do like games with lots of interacting systems and figuring out those interactions is fun, this could be a good fit for you
- the best thing about this game is loading the trucks up
- the amount of iconography in the game is a lot to take in
- i would have liked the player aid for each player
- Autobahn: your Fahrvergnugen may vary
References (from this video)
- looks cool
- area control mechanics
- euro game style
- work in progress rulebook
- prototype components
- difficult to learn
- uncertain reception
- german highway
- racing
- area control
- A How
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- i'm trying to keep this episode a little bit shorter
- i'm the sort of person who likes to play the sport not watch it
- i started my new job what two weeks ago now and it's going well
- all i hear about tsu is that if you play with anybody who knows how to play the game they're going to hate your guts afterwards
- ryan lockett what are you on so what are you seriously on
- this guy does not sleep this guy does not age
- this is just way too much stuff for one single person to undertake it's crazy
- i don't want to have to care anymore about sleep or aging
- convert me into a machine and i'll join the robot uprising
- it's only a game
- i am mainly just a case of i'll wait and see
- the amount of buzz that game has got has to put it at the top ten
- so many games so little time well who'd be a content creator with a job anyway
References (from this video)
- Strong designer pedigree (Lopiano; Mangone) and pedigree of prior mid-weight euro titles
- Economic edge with network building
- Pricing concerns for deluxe variants were noted in discussions; not a flaw in the game itself
- economic/transport network expansion
- Germany, post-World War II to present day
- historical/real-world setting
Mechanics (from transcript analysis)
- economic_engineering — Economic-driven decisions with network effects and resource flows.
- network_building — Constructing motorway networks across three periods with delivery/logistics considerations.
Video topics + discussion points
Quotes (from this video)
- the publisher track record is appealing
- this could be a big big hit
- something with a bit more of an edge a bit more cutting like this does appeal to me
- this is going to be a big production