"This year, we want the best, or nothing at all. We don't want tradition. We want to live in the present, and the only history that is worth a tinker's cuss is the history we make today." The famous founder is standing in front of his team giving a motivational speech. "You all know our first customer was a lunatic, and the second had a death wish. So they bought our brakeless bangers. So there were a few accidents. But the only mistake is the one from which we learn nothing. This year, customers demand safety. Of course, active safety features include rapid acceleration for safe overtaking! I know it will be hard to add the new motorblock section to the factory, but before you say you cannot do something, try it! To every engineer, every planner, every mechanic, and every salesperson in this great company I say: If I can dream it, you can do it!"
Horseless Carriage is a game about the dawn of the automobile, a time when cars were invented, and no one quite knew yet what this new contraption would look like and what features would be essential. Early cars sometimes used levers or pedals to steer and a wheel to accelerate. Brakes were not always seen as essential, but sometimes an outside spot to take along an onboard mechanic was. This early, super innovative period occurs in the development of many new product categories. Players are cast as aspiring industrialists trying to find out what features the public will value when buying these new, expensive, and utterly unfamiliar horseless carriages.
—description from the publisher
- Simulates the age of automobile construction
- Tight economic gameplay
- Spatial tableau puzzle for building cars
- Complex ruleset
- High complexity when learning
- Does not receive as much praise as other Splotter games
- Some find it repetitive and not nuanced
- Age of automobile construction
- Early 20th century
Mechanics (from transcript analysis)
- Economic gameplay — Focuses on tight economic gameplay.
- Resource management — Managing resources to build cars and features.
- set collection — Adding features to cars to follow consumer trends.
- tableau building — Constructing a spatial tableau to build cars.
Video topics + discussion points
Quotes (from this video)
- So, most of if not all of these games can only be played in person that I will mention in this list.
- So, this is a very heavy game about running a hospital.
- It's like a hospital administration simulator rather than like a game similar to Dice Hospital where it's more focused on physicians treating patients.
- But it it was quite a heavy game, you know, especially considering some of the other heavy games that I've talked about it definitely was over my head
- This is probably at the top of just games on this list that I really want to play again.
- It's a Martin Wallace design of a board game adaptation of a video game, the video game Anno 1800 where you are building up industries in the 1800s acquiring resources and then often trading them with other players in this game to fulfill contracts in hand.
- make games that sound pretty simple when you explain them, but have a lot of strategic depth.
- I really liked how approachable this game was even without having played the video game.
- And uh you know, since then the game has kind of been out of print.
References (from this video)
- Nice look of the player board.
- The name is fitting for the theme.
- Heavy punch boards indicate quality components.
- Components are not the main draw; can be seen as dry.
- Struggles to open card boxes.
- producing automobiles
- the dawn of automobile
- Food Chain Magnate
Mechanics (from transcript analysis)
- technology development — different parts that you can or technology that you can build in your garage
- tile placement — you'll be putting the tiles in your garage you can build stuff in your garage you can build expansion on your garage as well
Video topics + discussion points
Quotes (from this video)
- I think that's the history of Florida explorers games very very good games but you're all could be slightly dry and the components is not something that you would look for
- This is really heavy. It's got something straight from Germany. These are all punch boards.
- I wonder if somebody is going to print these ones for the companies we'll see we'll see I mean sport is fun there are spotters fans some of us are pretty um pretty fanatic and that's a good thing
References (from this video)
- The market is always changing, providing dynamic gameplay.
- Placement of tiles forces strategic planning for factory expansion.
- Players can predict future market changes, allowing for advanced planning.
- Efficient placement of tiles can lead to strategic advantages.
- Placement of tiles requires significant pre-planning.
- Achieving high specifications can require a lot of work.
- Market windows can overlap, leading to competition for lucrative spaces.
- industrialists trying to make their fortune in the new business of car development
- early era of motor car development
Mechanics (from transcript analysis)
- Area Control — Market windows are placed on the board, and players compete for lucrative spaces. The highest price markers are awarded to areas with cars.
- engine building — Players develop and build technologies, expand their factories, and establish dealerships to improve their ability to produce and sell cars.
- Market manipulation — Players play cards to expand the market and manipulate prices, adding spark tokens and influencing demand and pricing.
- Market Speculation — The demand and saleability for cars are based on two of the game's five specs, which change each round. Players manipulate and corner the market based on these changing demands.
- set collection — Players collect car parts and spec tokens to meet buyer demands. The specs of a car are determined by the spec markers connected to its main lines.
- Tech Tree — Research tracks represent how far a player has researched a certain type of specification for a car. Access to patents on these tracks is required to place car part tokens and spec markers.
- tile placement — Players place tiles on their factory floor, with restrictions on adjacency and placement relative to mainlines and dealers. Factory floor extensions are added each round.
- Turn Order — Players choose their turn order each round based on their Gant track. Some phases resolve in engineering order (left to right), and some in sales order (right to left).
- worker placement — Players use research stations to advance on tracks, build factory tiles, and place workers to determine turn order. The number of research stations determines research track advancements.
Video topics + discussion points
Quotes (from this video)
- hi everyone it's Taran and Stella from mle University today we'll be teaching you how to play Horseless Carriage game
- whoever can earn the most money from selling cars will win the game
- the market is always changing and at the end of each round one spec will become Obsolete and replaced with something else
- placement forces you to pre-plan in which direction you'll be expanding your assembly line for the next round
- efficient placement of these tiles that require adjacency is critical to your game
- you'll be able to predict exactly what will happen in Phase 7 from as early as Phase 1 and this gives you plenty of opportunity to plan ahead through the round
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