"Kanban" — or 看板, the Japanese word for billboard — is a term for the visual cues that might be used in a lean, efficient assembly line in order to expedite and smooth workflow. These signals get the workers what they need, where they need it, when they need it to create a just-in-time (JIT) production system.
The setting for the game Kanban: Automotive Revolution is an assembly line. The players are ambitious managers who are trying to impress the board of directors in order to achieve as high a position as possible in the company and secure their careers. With promotions come advantages at the factory, such as more space to store precious materials and greater prestige to accelerate your ascent. Through solid management, you must strive to shine next to your peers. You need to manage suppliers and supplies, improve automobile parts, innovate — anything to stay on the cutting edge, or getting your hands greasy on the assembly line in order to boost production. You must exercise wisdom in choosing which projects you should start, selecting only those that will give you the upper hand and shunning those that will bog you down or cause the unthinkable — failure — which would diminish you in the eyes of the board.
Over the course of the game, you persuade the board and the factory tender to help you develop and improve automobile parts. You make shrewd use of the outside suppliers and the limited factory supplies in order to appropriate needed part when the suppliers come up short. Because the factory must run at optimum efficiency, production doesn't wait for you or for mistakes.
Like the process itself, Kanban: Automotive Revolution proves to be both innovative and rewarding. Game mechanisms tightly tied to the automobile manufacturing theme include:
The factory manager is a game-driven non-player character with two modes of play ("nice" or "mean") to offer a friendly or more competitive gameplay environment.
Two independent player-influenced game timers — the factory production cycle and work week clock — provide timing tension to the game, trigger intermediate scoring phases, and factor into the game end conditions.
A simulation of the factory assembly line with spatial point-to-point movement adds an element to the game that requires optimal timing.
A design and innovation department, leveraged to manipulate the value of the various car models and component upgrades produced within the factory, drives the economy of the game.
Departmental training and certification tracks provide players a means to operate more efficiently.
If you want a seat on the board someday, you need to show that you can keep a complex machine running smoothly, efficiently, with everything happening just at the right time. Kanban: Automotive Revolution is a pure Eurogame focused on economics and resource management that puts you in the driver's seat of an entire production facility, racing for the highest level of promotion.
- Smooth system with strong interlocking parts
- Highly thematic for fans of organzed production lines
- Heavy on rules and requires careful teaching
- lean production and factory optimization
- Industrial-era car manufacturing
- clockwork efficiency with heavy planning
Mechanics (from transcript analysis)
- Resource/time as a commodity — time is a resource to optimize production and delivery
- Worker Placement — timelines and production tracks drive efficiency
- Worker placement / flow management — timelines and production tracks drive efficiency
Video topics + discussion points
Quotes (from this video)
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- unlock is essentially an escape room in a box
- parade is an Alice in Wonderland themed card game
- we group Unlock! together as a series, it's a puzzle-driven experience
- Spirit Island flips the colonization theme, turning it into the defenders' story
- there's something so satisfying about Isle of Cats—the boats, the cats, the baskets
- Draftosaurus: pulling out dinosaurs is incredibly satisfying
References (from this video)
- Smooth yet deep and interconnected design
- Accessible feel for a heavy Euro audience
- Clunky color-coding and layout can be busy
- Industrial manufacturing and process optimization
- Car factory production and design
Mechanics (from transcript analysis)
- Action Drafting — Actions come from a card-driven system tied to production decisions.
- Card-driven action selection — Actions come from a card-driven system tied to production decisions.
- Clustering and advancement — Players advance along tracks to unlock capabilities.
- Complex interconnections — Cars, garages, and production lines interlink to form a network.
- Track Advancement — Players advance along tracks to unlock capabilities.
Video topics + discussion points
Quotes (from this video)
- it's a super simple version of croconol which is a Canadian treasure
- I love the theme your bees that are making honey and selling it to Forest creatures
- Merchants Cove really shines in its asymmetry this is as asymmetrical as a game can get
- you've got to sell Goods to these different ships that are coming down to The Cove
- Unmatched is a great little card blade card playing game
- Star Wars Rebellion is a Star Wars experience
- Civilization New Dawn and this is a Civ game but it plays so quickly
- Rolling Realms really adds so much replayability
- Gloomhaven opening those boxes was really cool
- it's such a smooth, welcoming heavy game
References (from this video)
- classic engine-building feel with tight economic decisions
- renowned design and rework with Drivers Edition
- can be punishing for new players
- steep learning curve for mastering the rules
- industrial production efficiency
- Automotive assembly line management
- economic/production realism
Mechanics (from transcript analysis)
- economic optimization — Make decisions to impress the Board of Directors and maximize company position
- production line management — Oversee vehicle production, manage suppliers and inventories, and optimize throughput
Video topics + discussion points
Quotes (from this video)
- cooperative modes for each of the three games in the West Kingdom series making it an expansion that has the potential to reinvigorate interest in the original game
- does this feel like a little too real
- these are cool I love them they're so cute
- edge of its seat
References (from this video)
- Interesting production-focused puzzle
- Tactically rich for fans of logistics challenges
- Complex to learn; not as widely accessible as lighter games
- Workflow efficiency and logistics
- Industrial manufacturing process optimization
- Operational simulation
- Pax Pamir
- Oath
Mechanics (from transcript analysis)
- Process scheduling — Sequencing actions to optimize flow
- Resource Management — Managing parts, work-in-progress, and throughput
Video topics + discussion points
Quotes (from this video)
- This game introduced us to what board games can be.
- Viticulture is probably one of my favorite games, definitely in the top 10.
- Pax Pamir... one of the best designed games I've played.
- Oath is a well-designed game with deep strategic potential.
- Root's been wildly popular.
- we're always honest and we pick it apart and say where it has issues.
References (from this video)
- textbook example of tight Euro design; elegant constraints
- complex rule-prep; can be dense for beginners
- production line optimization and workflow management
- Automotive factory dynamics in a mid-20th-century context
- industrial, strategic
Mechanics (from transcript analysis)
- Tableau Building — Players assemble a tableau of parts and processes to design cars and production flows.
- tableau-building — Players assemble a tableau of parts and processes to design cars and production flows.
- Worker Placement — Progress through departments with a supervising 'boss' who can award penalties or bonuses.
- worker-placement with a boss mechanic — Progress through departments with a supervising 'boss' who can award penalties or bonuses.
Video topics + discussion points
Quotes (from this video)
- it's a two-player head-to-head game that just you know kind of takes 20 to 25 minutes
- the artwork and the components are impeccable
- near perfect game right in terms of it does what it does
- it's mean, it's tight, it's brutal
- it's almost perfect, the looping system is brilliant
- nostalgia is part of the reason this ranks high for us
References (from this video)
- beautiful new artwork and design
- chunky wooden pieces
- dual player boards
- new solo mode
- clear rules for complexity level
- excellent theme integration
- multiple paths to victory
- highly interactive
- R&D rules can be fiddly
- heavy game requiring extensive learning
- factory
- manufacturing
- cars
- Gallerist
- Vinhos
- Lisboa
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- when you have your favorite game ever you know or your favorite games in general it's like well they're going to stick around sort of there
- the purest Euro sandbox that I can think of
- Deep Rock Galactic is a perfect example of video game licenses done right
- for 4 hours I am engaged I'm not bored
- I've played this over a hundred times
- if you don't I'll turn you into a forest tree
- Rock and stone Luke