In Germany in 1888, Bertha Benz, wife of auto pioneer Carl Benz, undertook the first cross-country drive in an automobile. While making the trek from Mannheim

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23A Game fyers by Matthias Cramer Contents 1.0 Introduction . 3 2.0 Game Components .. 3 3.0 Aim of the Game . . 5 4.0 Game Preparations 5 5.0 Sequence of Play . 6 6.0 Award Points .. 11 7.0 End of the Game . 11 8.0 Two-Player Rules 11 Grand-Prix Track Pit Lane Action Track Research Market Buyer Track Spaces for Active Buyers (1 – 4) Spaces for Award Tiles Spaces for Price Markers 1.0 INTRODUCTION In Germany in 1888, Bertha Benz, wife of auto pioneer Carl Benz, undertook thst cross-country drive in an automobile. While making the trek from Mannheim to Pforzheim, her car ran out of fuel in Wiesloch. Mrs. Benz stopped into the city drugstore to obtain the appropriate chemicals to make more fuelectively creating the wost gas station. Very rapidly, the automobile (“Krawagen”) became a common means of transportatiost Grand-Prix races at the Nürburgring and the AVUS were conducted around that time too. By the year 1928, Germany possessed a dense road network where combustion engines had triumphed over electric or steam engines and where cars were produced via assembly lines. Manufacturers began producing more aordable vehicles for the broader population. Krawagen transfers the players as owners of start-up companies into the time when cars came to maturity in Germany and Europe. 2.0 GAME COMPONENTS Each Krawagen copy contains: • 1 gameboard • 4 player mats • 41 car body tiles • 39 engine tiles • 8 buyer tiles • 50 research cards (9 engineers, 9 instant actions, 32 developments) • 9 engineer markers • 56 price markers (8 each in orange, purple and blue for the 3 game turns, plus 32 white markers) • 10 action tiles • 56 “workers” (14 each in the four player colors) • 4 cars (1 each in the four player colors) • 1 marker token (black) • 4 start tiles • 10 award tiles 2.1 Gameboard meboard is divided into severent areation track is the central element – here the players determine the action(s) of their player turn and the play order. Each game turn, the players conduct a car race on the Grand-Prix track. Gameboard (see 2.1)

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452.10 Price Markers lored price markers are picked by the players to determine the price of a car placed on the markhite price markers are given to the players for taking certain actions and for accomplishments in the Grand-Prix races. layers hide all their price markers by inverting them. 2.11 Workers and Cars Each player uses his workers for several of the actions and to record informatiors are used in the Grand-Prix races. 2.12 Award Tiles During the game, the players earn award tiles immediately aer achieving certain goals. 2.13 Marker Token rker token is used on the buyer track and marks a possible end of the action phase. 3.0 AIM OF THE GAME In Krawagen , players advance the state of automobile development and production by playing as start-up companies. y must research new technologies and build improved chassis and engines. Early Grand Prix races provide the young companies with prestige and money, but the players must maintain a key balance of fug the demand preferences of buyers at the lowest possible price. layer who has the most money aer three game turns is the winner and will be mentioned in the same breath as Daimler, Benz, and Opel. 4.0 GAME PREPARATIONS One player puts the gameboard on the table.tion tiles are placed face-up on consecutive spaces of the action track (one tile per space). First, all tiles with one action are placed, then all tiles with two actions, any the tile with three actions is placed.rder of tiles within a category is randomized. All research cards are shnd placed face-down on the upper space in the research area of the board.op two cards are drawn and placed face-up in the two spaces below the research card deck. ht buyer tiles are sorted by preference and placed face-up on their respective spaces on the gameboard.rker token is put on space “S” of the buyer track. ward tiles are put on their spaces (see the illustrations) on the gameboard. One player sorts and stockpiles the following components next to the game board, forming the supply: • price markers according to color; • car body and engine tiles according to value; • nine engineer markers; • 14 workers of each player. our start tiles are placed next to the board. Each player takes a player mat and four workers of one color from the supplyorkers are placed in the canteen on his mat. e Grand Prix car has an engine value of “1” at the start of the game. rs are put in the pit lane of the race track; each player takes another worker from the supply and puts it as a marker on the “0 turns” space next to it. 2.5 Action Tiles tion tiles depict one to threethree actions that are performed by the players aer they have chosen a tile on the action track. 2.6 Buyer Tiles Krawagen -buyers have foerent preferences: car body (look of the car), engine (performance), prestige, and price. 2.7 Start Tiles At the start of the game each player chooses a start tile. Each tile has slightlyerent start capabilipside of the tiles depict identical developments (one development point each for car body and engine). Flipside 2.8 Research Cards The research cards represent the development of “better“ and more modern car bodies and engines, instant cards for one- time advantages and famous engineers who help the players in various ways. Car body Development Engine Development Instant Card Engineer 2.9 Engineer Markers Most of the engineer research cards have markers for their special abilities. If a player chooses one of these research cards, he receives the respective engineer marker(s). Car Body Value Engine Values win4Otilare Prestige Price Car Body Engine layers oer cars they have produced onto the mark market can absorb a total of six carrket can absorb a total of six cars each turn. uyer track determines a possible end of the action phase and the start of scoring. Each game turn, the players choose buyers for the cars oered on the market. y receive developments via research for better and more modern car bodies and engines plus instant advantages and famous engineers. Finally, award tiles may be won by the players upon accomplishing various goals. 2.2 Player Mats lay mat of each player contains three workshops . In each workshop there may be only one engine or one car body. rand-Prix car space is in the tort of the mat. Here, one engine “1” is depicted that is part of the Grand-Prix car. Grand Prix car is only used for the Grand-Prix race. In the canteen , each player places his available workers that will be used for research and for selling cars. 2.3 Car Body Tiles r bodies have values of 1 toher the value, the bigger, more beautiful or more modern the car bodlayers may take car bodies of a higher value only when they have completed enough research. 2.4 Engine Tiles gines also have values between 1 anher the value, the better the performance of the engine. Similar to car bodies, the players may take engines of a higher value only when they have completed enough research. Pit Lane with Cars Action Markers Turn Order Research Cards Buyers Award Tiles Start Tiles General supply with price markers, engines, car bodies and workers Marker Token Grand-Prix Car ee Workshops Canteen

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67Actions in Detail: Hire Workers layer takes one of his workers from the supply and puts it into his canteen. If he already has employed all of his workers, the action is forfeited. Research layer takes one of the two face-up research cardther card is placed on the discard pile; then two new research cards are drawn and placed face-up on their spots. Note : If the draw deck is “empty” a player shhe discard pile to form a new draw deck. e are three kinds of research cards: instant actions, engineers and developments. Car Body layer takes a car body tile according to the number of research points he has in this category and places it into an empty workshop. If there are already car bodies or engines in all three of his workshops then he must remove an old car body or engine to the supply to make room. Engine layer takes an engine tile according to the number of research points he has in this category. Now he may: • Put the engine in an empty workshop . If there are already car bodies or engines in all of his three workshops, he has to remove an old car body or engine to the supply. • Put the engine into his Grand-Prix car, placing the old engine back into the supply. e higher value engine is simply placed on top of the engine 1 that is printed on the mat. In this way, the car moves faster on the race track. Note layer may never use this engine to move a car to the market. Now the starting positions of the players on the action track are determined. One worker of each player is taken from the supply and placed, in random order, in the spaces directly behind the last action markerart player is the player whose worker is farthest away from the last action marker. In reverse order, beginning with the player whose worker is directly in front of the last action marker, each player takes one of the four start tiles and immediately conducts the listed actions. e are identical to actions during the game and are explained in the action phase in detail below. erwards, each player ps his chosen start tile so the development side is up – each player starts with one car body and one engine research point. Example : Marion receives the last start tile as start player. She begins the game with two additional workers in the canteen and an engine of value “1” in one of her workshops. In a 3-player-game the components of the fourth player (player mat, car, 14 workers, and the surplus start tile) are put back into the game box. Note : In a 2-player Krawagen game the rules are slightly mo, see 8.0. 5.0 SEQUENCE OF PLAY Krawagen is played in three game turns. One turn consists of three phases: 1. Preparation 2. Action Phase 3. Scoring In each game turn one set of (colored) price markers is used. In this way it is easy to determine which turn it is. 5.1 Preparation At the start of the game turn the respective colored price markers are placed on their spaces on the market. Turn 1: orange price markers (values 1, 2, 3, 5, 6, 8, 9, 10) Turn 2: purple price markers (values 2, 3, 5, 6, 8, 9, 11, 12) Turn 3: blue price markers (values 3, 4, 6, 8, 10, 12, 14, 15) our spaces next to the four buyer stacks receive a white price marker of value “1” (preferences engine, prestige, price) and Buyer layer takes one of the available buyers and moves it to the lowest numbered empty space of the active buyers (numbered 1 to 4). layer takes all price markers (if there are ano the buyer that the player selected. Example: Marion places a buyer with the “car body” preference on space 2 of the active buyers. She receives the “2” price marker because she was thrst to pick a buyer with that preference. If all four active buyers have already been placed, the player instead moves the marker token on the buyer track down one space. If space 0 is reached in this way, there is a scoring aer this player turn, selayer conducting the buyer action may not forego moving the marker token down. Example: Four active buyers have already been choserefore Marion now has to move the marker token one space down to “3” with her buyer action. Grand-Prix With their race cars, the players drive one race per game turn. One “worker” of each player counts the laps. A lap begins at space 1 behind the finish line and ends when it is crossed. The value of the engine of the players´ Grand-Prix car is the most important factor in a race. Grand-Prix cars do not need a car body or “worker” to operate. a white price marker of value “2” (preference car body). Even if there are still one or two price markers from earlier turns, another corresponding marker is added. 5.2 Action Phase In this phase the players conduct their player turntion phase ends when a total of six automobiles have been placed on the market or the marker token on the buyer track has reached space 0.Note : In contrast to most other games, Krawagen is not played withed turn orderlayer, whose worker is last (furthest away from the row of action tiles) conducts his player turn (in the beginning this is the start player). Depending on which tile is chosen the players may haveerent number of turns during a game. Moreover, it is possible that a player performs several turns in a row if still last in the row. e is a continuous chain on the action track – consisting of the workers of the players and the 10 actionront and end of the chain are determined by a gap.hain always stays together and is never split. If there should be an action tile at the end of the chain aer a player´s turn, this tile is immediately placed at the front of the chain (if necessary, this is done several times till a worker again is at the end of the chain). A player turn consists of two phases which must be conducted in this order: I. Take an action tile and conduct the action(s) (mandatory) II. Place an automobile on the market (optional) I. Take an Action Tile and Conduct the Action(s) layer may choose any action tile in the chain. He moves his worker clockwise to the position of the chosen action tile and then moves the tile to the start of the chain. In this way, the gap between the front and end of the chain advances by one space in a clockwise direction. Each action tile contains one, two, or three actions. If possible, the player must conduct all actions on the chosen tile. He may choose the order in which to perform the actions, however, he may only start a new action once he has completed the former one. Example : Marion is the last one in the chain, therefore it is her turn. She chooses the Grand-Prix tile in front of here, moves her worker to its space, and conducts the Grand Prix action. Aerwards she moves the tile to the front of the chain. Marion is still last in the chain, so she takes another player turn. Marion takes the Grand- Prix + Buyer tile At the end of the actions of both of her turns Marion may move one car each to the market (two total in this example); see the picture. Marion chooses red and is start player. Grand-Prix Car with Engine Value of 1 Engine 1 (from start tile) Two Workers (from start tile) Four Workers Chosen Start Tile Inurn the orange price markers are used. g to n this ady cato remr move the finishlThe value of the engine of the p layersmost important factor in a race. Grand-Prix cars do not nee dcarbody or “worker” to 7ar move a car body or “wor operate. Thllfth12

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89crosses the finish line, the player advances his “worker” one space on the round tracker. Example: Marion´s car begins the race and moves two steps thanks to its engine “2.e blue car started earlier and occupies space 2. erefore Marion´s red car is allowed to skip that space and move to space 3. II. Moving a Krar) to the Market A player may move a car to the market at the end of each of his player turns. To do so he needs: • A car body from one of his three workshops; • An engine from one of his three workshops; • At least one worker from his canteen (acting as service team); • One of the colored price markers that are next to the market. elected price marker determines the price of the car. Each Grand Prix action allows the player to advance his car as many spaces as the value shown on the engine. Important : Spaces occupied by cars of the other players are skipped and are not counted .In a game turn, a player starts his first Grand-Prix action from the pit lane and moves to space 1 with his first movement step. Each time a player´s car A player may freely choose which car body, which engine, which of the available price markers and how many workers from his canteen he takes. layer places all these elements as his “Kraen” together on an empty space on the markues and the number of workers should be easily visible to all players. In addition, the player may place one engineer marker on the Krawagen if he has a suitable engineer. Once placed, a car on the market may never be changed. Only exception pability of engineer Diesel .If a player places the sixth car on the market, the action phase ends aer that player’s turn and the scoring begins. Via developments , the players receive research points in the car body and engine categories. Some of the research cards earn the player two research points (the card contains two car bodies, two engines, or one car body and one engine), others immediately earn the player a car body or engine from the supply (identical to the respective action; please take a look at the icons at the bottom of the carumber of research points a player has, determines which car bodies and engines a player may take with the car body and engine actions. At the start of the game each player has one research point in both categories thanks to the start tile. layer has to activate a development if possible. To do so, he places a worker from the canteen onto the research card. If the player does not have a worker in his canteen, the card is inactive and does not count. If the player takes another worker from supply, he must immediately use him to activate the inactive development. Note art tile is active without a worker – the player does not place a worker here. Example : Marion already owns two active developments. She has three research points in the car body category and two development points in the engine categoryerefore, when conducting the corresponding action, Marion may take a “3” car body and a “2” engine from the supply. Developments RESEARCH Engineers Each engineer has a special bonu player puts the engineer card in front of him and keeps it until the end of the game. Several engineers also come with one or two engineer markers, see below. Note : A player may only use one engineer bonus in each of the two phases of his player turn and at the start of the scoring. Adam Opel: Each time the player sells a car to a buyer with the “price” preference, he receives the threefold (and not twofold) price. He takes price markers from the supply accordingly. August Horch: layer takes two engineer markers – “+1 engine” and “+2 engine.” When he moves a car to the market, he may only use one marker to increase the engine value during the next scoring. Note : It is possible to increase the value to more than 7 in this way. Carl Benz: layer receives the engineer marker “5 th buyer.” Once, at the start of scoring, he may discard this marker and introduce anoth) buyer. He places this buyer below the already active buyers. Note : Benz may earn the player the award tile Buyer , see 6.0. Ettore Bugatti: If the player installs a new engine in his Grand-Prix car, he immediately moves his car on the race track aerwards. Note wly installed engine must be of a higher value than the previous engine on the Grand-Prix car. In addition, the player always has to take and install the best possible engine according to his research points. Instant actions are conducted immediatelyerwards, the card is put on the discard pilee actions are possible: Hire three workers layer takes up to three of his workers from the supply and places them in his canteen. If he has already taken all workers from the supply, this action is forfeited. Grand Prix layer immediately advances his car on the race track byve spaces (the standard “racing rules” arect; see below). One car body & one engine layer immediately receives one car body and one engine according to his research points in these categories. If the research card allows taking a car body and/or engine, the player may include new research points immediately, if active. Special Start Tiles Grand-Prix – 2 spaces (start tiles only) layer places his car directly from the pit lane to space 2 of the Grand-Prix track. is action is only on one of the start tiles. Grand-Prix car – Engine 2 (start tiles only) layer takes an “engine 2” from supply and places it on top of the “engine 1.” is action is only on one of the start tiles. Important : e player is still considered to have only one research point in the engine category. Ferdinand Porsche: : If the player chooses the Grand Prix action, he advances his car on the race track by one additional space. Note o true for the instant action of a research card and the bonus by Ettore Bugatti ans that the player advances in this case, with the help of Porsche , one additional space. Gottlieb Daimler: layer receives the two engineer markers “+2 buyer” and “+4 buyer.” He may use a single marker once on his player turn and place it on any active buyer. A single buyer, however, may only get one Daimler- marker, not botuyer increases the points for the sold car by +2 or +4. Note : If this buyer is a buyer with the “price” preference, the bonus is not doubled (or tripled with Opel). Nikolaus August Otto: layer takes up to two of his workers from the supply and places them in his canterwards he immediately conducts another research action. If there are no more workers in supply, this part of the action is forfeited. Rudolf Diesel: layer takes the two engineer markers “change.” If he discards one of these markers in his turn, he may change one “category” of one of his cars at the market (either car body, engine, number of workers, or price). Note : To do so, he takes a car body, engine or worker(s) from his workshop or canteen. If he would like to change the price, he exchanges the price marker on the car with a colored price marker of the turn still available next to the market. Wilhelm Maybach: layer receives the two engineer markers “+1 car body” and “+2 car body.” He may use one of these markers once when he is moving a car to the market to increase the value of the car body during the next scoring. Note : It is possible to increase the car body value to more than 7 in this way. +5Adam Opelx3x2Ettore Bugatti X+XFerdinand Porsche +1Nikolaus August Otto +NNWilhelm Maybach +1+2 reWWWWWWWWWWWWGottlieb Daimler++mRudolf DieselAugust Horch+1+2 W+++22+22+2222222222222222222222222222Carl Benz5.Vibena Start Tile and 2 Developments activated by workers

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10116.0 AWARD POINTS During the game, the players may receive various award tiles. To get an award tile, a player has to futs requirement st . erwards, the player receives the respective marker and places it face-down in front of him. ollowing award tiles are included in the game: Grand-Prix Race: If the player is the st to complete one or two laps on the racetrack, he gets the corresponding markers worth 3 or 7 points. Buyer If the player is thst to choose the second buyer of one category/preference and places him in the row of active buyers, he gets the tile worth 3 points. Note y be triggered by engineer Benz.Example: ere is already one buyer with the engine preference in the row of active buyers. Marion now chooses the second buyer with this preference and receives the award tile. Market st player placing his second car on the market receives this tile worth 3 points. Car Body When thst player places a “3” or “6” car body into his workshop, he receives the tile worth 3 or 7 points, respectivelylayer also receives the tile if he immediately builds a car body of higher value than required. In the very rare case that a player immediately places a “6” car body into his workshop, he receives both tiles. Note : An upgrading by an engineer marker does not count here. Example: Marion moves the third car to the market. It is a BMW Dixi with a car body of value 3, an engine of value 4, a service team of two workers and a price marker of 8 .5.3 Scoring coring may be initiated in two ways: via the sixth car being placed on the market or the marker token reaching space 0 on the buyer track. In both cases, the current player ends his player turn, then all players conduct scoring, consisting of two parts: I. Scoring of Grand-Prix Race II. Scoring of Buyers I. Scoring of Grand-Prix Race Now thst three places in the Grand-Prix race are determinedlayers receive the following white price markers from the supply: • 1st place: 7 points • 2nd place: 4 points • 3rd place: 2 points In addition, each player may get white price markers for the number of completed laps: • 1 lap: 1 point • 2 laps: 3 points • 3 laps: 5 points • 4 laps: 6 points • 5 laps: 7 points (for each additional lap +1 point) layers take the respective white price markers from the supply next to the game board. rs are now placed back into the pit lane as the players will be starting a new race in the following turn. II. Scoring of Buyers All active buyers, in the order from 1 to 4 (and potenth buyer from engineer Benz) purchase one car each. Each buyer has a spreference. • Car Body: r whose car body has the highest number is preferred by this buyer. • Engine: r whose engine has the highest number is preferred by this buyer. • Prestige: r which has the largest number of workers (=servicemen) is preferred by this buyer. • Price: r which is least expensive is preferred by this buyer. Engine When thst player places a “4” or “7” engine into his workshop, he receives the tile worth 3 or 7 points, respectivelylayer also receives the tile if he immediately builds an engine of higher value than required. In the very rare case that a player immediately places a “7” engine into his workshop, he receives both tiles. Note : An upgrading by an engineer marker does not count here. Worker If a player has all his workers in play (i.e., there are none of his worker in supply), he receives the tile worth 7 points. Engineers If a player “owns” three engineers he receives this tile worth 7 points. 7.0 END OF THE GAME me ends aer the third game turn. layers add up their points received by price markers and awarlayer with the most points is the winner and thereby becomes an important car pioneer! 8.0 TWO-PLAYER-RULES When playing with two players, all rules above arect with the following exceptions: • rker token on the buyer track starts at space 2 each turn; • Two start tiles are chosen randomlylayers select their start tile from them. • rket is limited to four cars (i.e., scoring starts aer the fourth car has been placed) each turn; • Only three buyers may be chosen (the fourth active buyer space is ignored) each turn; • o cars of the colors not in play are placed on space 3 and 6 of the Grand-Prix tracy will never move, however, they do “count” during the Grand-Prix scoring. If the two player cars arst and third, the players receive 7 and 2 points each turn. If there is a car which has the highest value according to the respective preference, the buyer will buy that car. If there is more than ontting car, the buyer purchases the car which has the lowest price among these. n of a buyer therefore is done in two steps: 1st preference 2nd price A buyer with the price preference only decides via the price. If a car has been sold, the owner takes its colored price marker and places it face-down in front of him. If a car has been sold to a buyer with price preference, the owner additionally takes a white price marker of the same value as the colored price marker on the car from supply and places it face-down in front of him. Example: active buyers now purchase cars.rst buyer purchases the blue Tatra 11 because it has the largest prestige thanks to three worke blue player takes the price marker “11” and places it face-down in front of hie second buyer chooses the green Mercedes 630. Marion’s BMW Dixi also has a car body of the same value “3,” however the Mercedes price can’t be beat, so the green player takes the price marker “6” and places it face-down in front of him. Marion sells her BMW Dixi to the third buyer with engine preference and takes the price marker “8” and places it face-down in front of her. er all active buyers have purchased a car, all cars are removed from the market no matter if they have been sold or not. Car bodies, engines, and workers are returned to the supply next to the gameboard. Any used engineer markers are out of the game and are returned to the game box. Colored price markers that have not been taken are removed and put into the supply of white markery may be used in future turns in lieu of white markers. All active buyers are returned to their stacks. Now the second or third game turn is prepared. 10markers from the ne as the lowing hase nce.std Colored price mataken are re moof white m arin fut urmarkereturnNowturnOnly Two Random Start-Player Tiles Start Marker Token on Space 2 Non-Player Colors Start on Space 3 and 6 Only Four Cars in Market Onee Buyers Two-player-rules

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