In Automania, you run a car factory, trying to produce the most popular cars in the market. To achieve this, you buy tiles to upgrade and customize your factory, and hire specialist employees to help you.
Central to the game are the factory boards: Each player has a factory with three assembly lines, and each assembly line produces one type of car. You can put machine tiles along your assembly lines to change the specifications of your cars. However, your three assembly lines intersect, so each machine tile placed might affect more than one type of car — which means you have to think carefully about where you put those machines.
When a car is produced, it must be sold in one of two markets, and the better the specifications of the car is in line with the demand in the chosen market, the more popular the car will be. The most popular cars reap the highest profits, earning money or prestige — which is what you need to win this game.
- puzzles and production constraints create satisfying tension
- distinct from Kanban despite shared car-making theme
- art style can be divisive; may not attract all players
- industrial production and production-line optimization
- car manufacturing and supply chain
- puzzle-driven with a humorous, stylized presentation
- Kanban
- Craft Wagon
Mechanics (from transcript analysis)
- action-grid with row/column tile selection — place workers on a grid to perform actions, while taking a tile from the chosen row/column.
- economy with risk/reward tradeoffs — balance money vs points while navigating changing demands.
- production optimization and contracts — produce cars with varied attributes to meet contracts and market demand.
Video topics + discussion points
Quotes (from this video)
- it's a brain burn—it can cause analysis, but in a good way.
- i love the Mancala-like mechanism in games
- there is potentially you can play with a hidden traitor mechanic in this game
- the heart of the game is in that auction, it feels like auction in a palace
- it's extremely tense