Despite the fact that the North American automobile industry developed later than in Europe, the innovations in the mass production of vehicles and the immense internal market made the American automobile industry the largest and most powerful in the world.
In Kraftwagen: Age of Engineering, you will push the development of new engines and bodies with which to launch the best possible range of vehicles on the market, and you will have the opportunity to demonstrate the power of your engines in the first Grand Prix that were held in American territory.
Kraftwagen: Age of Engineering reimplements the original design by Matthias Cramer with improvements and simplifications that lessen the luck factor.
Let the roar of the engines resound, let the design of the new models attract buyers from all corners of the world, and get the prestige necessary to become the most famous car builder.
—description from the publisher
- Satisfying R&D and engine/body upgrades
- Engaging player interaction and market dynamics
- Clean component design (dual-layer boards)
- Important player decisions regarding timing and strategy
- Thematic integration of car building and selling
- Can feel fragile due to easy undercutting and market fluctuations
- Analysis paralysis from complex timing and player interaction
- Downtime between turns can be significant in higher player counts
- Original version was disliked by one player, though the second edition improved it
- Building and selling cars
- Smartphone Inc
- Mobile Markets
- Automobile
- Horseless Carriage
- Glenmore
- Rococo
- Catan
Mechanics (from transcript analysis)
- action selection — Players select actions from a central gear/rondel mechanism, with different tiles offering varying numbers of actions to take.
- market/auction — Cars are placed into a market for buyers to purchase based on specific criteria, influencing pricing and sales.
- race track — A racetrack element provides bonus points based on player position and laps completed, though it's noted as a secondary scoring mechanism.
- Set Collection — Players collect car bodies and engines to fulfill specific buyer demands for sales.
- technology tracks — Players advance on tracks representing car body and engine technology levels, which impact their capabilities and sales options.
- Variable player powers — Players draft asymmetric starting tiles that provide unique abilities and starting advantages.
- Worker Placement — Players use workers to take actions on the board and to fulfill requirements for selling cars.
Video topics + discussion points
Quotes (from this video)
- This game is absolutely not for me... I end up performing so poorly that I'm just like well what was I even doing.
- The player interaction is great, it's not like take that or anything you really have to be paying attention to what everybody's doing.
- The game of chicken over here is just a really it's fun.
- The fact that I didn't finish here if I finished here it means why the hell are we playing this game because clearly even though I crushed it still really was competitive and it shouldn't have been.
- It is incredibly fragile.
- Stop printing white on yellow oh yeah yeah yeah can we could we go black on yellow please or at least a more mustard yellow just come on.
- I hate unfinished wood products.
- The planning is so important.
References (from this video)
- fast-feeling for a heavier game
- accessible for a wider audience
- clear decision points
- box says 75 minutes; group-dependent pacing
- compare to Arc... not the same but similar vibes
- manufacturing, market demand
- industrial production, engineered goods
- theme-driven economic planning
- Arkwright
Mechanics (from transcript analysis)
- Resource Management — produce items and meet market demands; Rondell actions add variability
- resource/stock management — produce items and meet market demands; Rondell actions add variability
Video topics + discussion points
Quotes (from this video)
- it's a skin of a small little stacking game
- unplayable game because it's so small
- I like party games
- it's a great party game
- this is a very good party game
References (from this video)
- beautiful production design
- fast teach and quick play
- clean action selection
- production may be cheaper looking
- limited worker types; AP with wild card
- rule clarity issues
- car engineering and manufacturing
- early 20th century industrial era
- euro-strategy with a tactile feel
- Great Western Trail
Mechanics (from transcript analysis)
- action token circle drafting — place action tokens around a circle and take actions in turn order
- deck-building-like card acquisition — recruit cards into your pool to enhance actions
- Engine Building — buy parts and engines to race and earn VP
- engine building and building upgrades — buy parts and engines to race and earn VP
Video topics + discussion points
Quotes (from this video)
- this is definitely a simplified version of the fuller game, and it is a version of the game that plays a lot quicker.
- I would probably rather carve out an extra hour and play the full game.
- I liked it. I think it was an interesting drafting game. It plays super fast, y'all. 15-20 minutes.
- The graphic design is amazing.
- I'm excited for Race to Berlin.